The Shrine of Vivisa 10
The Shrine of Vivisa 10
Level 10
General
Dungeon Walls
Dungeon Floor
Smooth Stone
Temperature
Very Hot (creatures must succeed on a Fortitude saving throw each hour
(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage;
creatures wearing heavy clothing or any type of armor take a -4 penalty on
their saves; a creature that takes any non-lethal damage from heat
exposure suffers from heatstroke and is fatigued)
Illumination
Wandering
Monsters
Room #1
Monster
2 x Aboleth
Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd
10 ft. (2 squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk +12 melee (1d6+8 plus slime,
tentacle); Full Atk +12 melee (1d6+8 plus slime, 4 tentacles); Space/Reach
15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic subtype, darkvision
60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex 12,
Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 4000 sp; Amber (120 gp), Blue Sapphire (1200 gp), Citrine (50 gp),
Hematite (9 gp), Moonstone (30 gp), Star Rose Quartz (70 gp), Violet
Garnet (400 gp), Zircon (20 gp); hoard total 2299 gp
Room #2
Room Features
Monster
A well lies in the south-west corner of the room, A crater has been blasted
into the floor in the north side of the room
1 x Clay Golem
Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft.
(4 squares); AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22;
Base Atk +8; Grp +19; Atk +14 melee (2d10+7 plus cursed wound, slam);
Full Atk +14 melee (2d10+7 plus cursed wound, 2 slams); Space/Reach 10
ft./10 ft.; SA Berserk, cursed wound; SQ Construct traits, damage reduction
10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to
magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9,
Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -
Room #3
Room Features
Room #4
Monster
The walls have been engraved with geometric patterns, Several pieces of
broken glass are scattered throughout the room
4 x Drider
Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flatfooted 15; Base Atk +4; Grp +10; Atk +5 melee (1d6+2/19-20, dagger) or +6
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Full Atk
+3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1 melee (1d4+1 plus
poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5 ft.; SA
Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance
17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis
16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move
Silently +12, Spot +9; Combat Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 3400 gp; Citrine (70 gp), Emerald (700 gp), Fire Opal (700 gp),
Jasper (80 gp), Rhodochrosite (12 gp); Potion of Resist Fire (10) (300 gp),
Ring of Minor Acid Resistance (12000 gp); hoard total 17262 gp
Room #5
Room Features
A narrow ledge runs along the walls, A crater has been blasted into the
floor in the west side of the room
Room #6
Room Features
The floor is covered in square tiles, alternating white and black, Someone
has scrawled "Glivada fell here, her luck ran out before her arrows" in
draconic script on the south wall
Room #7
Room Features
Various torture devices are scattered throughout the room, A pile of broken
glass lies in the south-east corner of the room
Room #8
Room Features
Spirals of black stones cover the floor, An acrid odor fills the west side of
the room
Room #9
Monster
5 x Aboleth
Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd
10 ft. (2 squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk +12 melee (1d6+8 plus slime,
tentacle); Full Atk +12 melee (1d6+8 plus slime, 4 tentacles); Space/Reach
15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic subtype, darkvision
60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex 12,
Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat Casting, Iron Will
Treasure: Bloodstone (30 gp), Canary Diamond (5000 gp), Malachite (9 gp),
Peridot (30 gp), Rose Quartz (80 gp), Silver Pearl (130 gp); Arcane Scroll
(Summon Swarm (150 gp)) (total 150 gp), Halfspear (Medium) (+1 weapon)
(design provides clue to function) (2301 gp), Potion of Cure Light Wounds
(50 gp), Wand of Cure Moderate Wounds (21 of 50 charges) (1890 gp);
hoard total 9670 gp
Room #10
Hidden Treasure
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
10000 sp; Bolt of Platinum Cloth set with Tourmaline (4000 gp), Crystal Ball
(1700 gp), Dragonscale Hunter's Cap (800 gp), Leather Boots with Brass
Buckles (130 gp); hoard total 7630 gp
Room #11
Room Features
Room #12
Monster
The north and east walls have been engraved with incoherent labyrinths,
Someone has scrawled "Horki fell here, didn't see it coming" on the east
wall
2 x Troll
Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares);
AC 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4;
Grp +14; Atk +9 melee (1d6+6, claw); Full Atk +9 melee (1d6+6, 2 claws)
and +4 melee (1d6+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ
Darkvision 90 ft., low-light vision, regeneration 5, scent; AL CE; SV Fort
+11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: 600 gp; hoard total 600 gp
Room #13
Monster
3 x Aboleth
Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd
10 ft. (2 squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9,
Room #14
Empty
Room #15
Room Features
A tapestry of ancient mythology hangs from the south wall, Someone has
scrawled "Six steps forward, seven steps back" on the west wall
Room #16
Room Features
A magical mirror on the south wall speaks riddles and cryptic prophecies,
Skeletons hang from chains and manacles against the north wall
Room #17
Room Features
Someone has scrawled "Don't sleep" on the north wall, A rotting satchel
lies in the north side of the room
Room #18
Empty
Room #19
Room Features
Monster
Room #20
Room Features
Monster
A well lies in the west side of the room, A sulphurous odor fills the room
3 x Hill Giant
Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9
natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk
+16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged
(2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee
(1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref
+3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1500 gp; Black Pearl (600 gp); Arcane Scroll (Detect Thoughts
(150 gp), False Life (150 gp), Resist Energy (150 gp)) (total 450 gp); hoard
total 2550 gp
Room #21
Empty
Room #22
Empty
Room #23
Room Features
Room #24
Monster
A narrow shaft descends from the room into a magical cyst below, A group
of monstrous faces have been carved into the east wall
3 x Drider
Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flatfooted 15; Base Atk +4; Grp +10; Atk +5 melee (1d6+2/19-20, dagger) or +6
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Full Atk
+3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1 melee (1d4+1 plus
poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5 ft.; SA
Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance
17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis
16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move
Silently +12, Spot +9; Combat Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 2800 gp; Arcane Scroll (Ray of Frost (12 gp 5 sp), Grease (25 gp),
Acid Arrow (150 gp)) (total 187 gp 5 sp), Dwarven Waraxe (Medium) (+1
weapon) (2330 gp), Greataxe (Medium) (+1 weapon, Defending) (8320 gp),
Potion of Cat's Grace (300 gp), Potion of Cure Light Wounds (50 gp), Potion
of Darkvision (300 gp), Wand of Eagle's Splendor (33 of 50 charges)
(Opposite effect or target curse) (2970 gp); hoard total 17257 gp 5 sp
Room #25
Room Features
Monster
A ladder ascends to a catwalk hanging between the north and south walls,
A pile of rotten rope lies in the north-east corner of the room
5 x Black Pudding (ooze)
Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft.
(4 squares), climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base
Atk +7; Grp +18; Atk +8 melee (2d6+4 plus 2d6 acid, slam); Full Atk +8
melee (2d6+4 plus 2d6 acid, slam); Space/Reach 15 ft./10 ft.; SA Acid,
constrict 2d6+4 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split,
ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, Int -,
Wis 1, Cha 1
Skills and Feats: Climb +11; -
Room #26
Monster
17 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #27
Empty
Room #28
Room Features
Room #29
Monster
A balcony hangs from the east wall, Someone has scrawled "black, jade,
ruby, ruby, ruby" on the south wall
Room #30
Monster
5 x Doppelganger
Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD
4d8+4; hp 22; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural),
touch 11, flat-footed 14; Base Atk +4; Grp +5; Atk +5 melee (1d6+1, slam);
Full Atk +5 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA Detect
thoughts; SQ Change shape, immunity to sleep and charm effects; AL N; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting),
Intimidate +3, Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude
Treasure: 120 pp; Arcane Scroll (Open/Close (12 gp 5 sp), Cause Fear (25
gp), Acid Arrow (150 gp)) (total 187 gp 5 sp), Divine Scroll (Magic Weapon
(25 gp)) (total 25 gp), Elixir of Hiding (250 gp) (design provides clue to
function); hoard total 1662 gp 5 sp
Room #31
Room Features
Monster
A ladder ascends to a catwalk hanging between the east and west walls,
The floor is covered in perfect hexagonal tiles
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init
+2; Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch
14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal
touch); Full Atk +6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5
ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal
traits, +2 turn resistance, undead traits; AL CE; SV Fort +3, Ref +5, Will +7;
Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness,
Dodge, Mobility, Spring Attack
Room #32
Room Features
Trap
Room #33
Room Features
Monster
A simple fireplace sits against the east wall, The sound of rushing water
fills the room
Large Electrified Floortile: CR 10; magic device; location trigger; no reset;
electric shock (12d6 electricity damage, DC 14 Reflex save for half
damage); multiple targets (all targets in a 20 ft. sqare); Search DC 28;
Disable Device DC 24
A set of demonic war masks hangs on the west wall, Several pieces of
spoiled meat are scattered throughout the room
1 x Drider and 8 x Medium Monstrous Spider (vermin)
Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flatfooted 15; Base Atk +4; Grp +10; Atk +5 melee (1d6+2/19-20, dagger) or +6
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Full Atk
+3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1 melee (1d4+1 plus
poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5 ft.; SA
Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance
17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis
17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis
16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move
Silently +12, Spot +9; Combat Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;
Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA
Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N;
SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 400 sp; hoard total 40 gp
Room #34
Room Features
Monster
Someone has scrawled "In the Year of Souls, the Dominion of Candles shall
triumph" on the west wall, A rusted chisel lies in the north-east corner of
the room
4 x Hill Giant
Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9
natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk
+16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged
(2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee
(1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref
+3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 260 pp; hoard total 2600 gp
Room #35
Room Features
Monster
A tile labyrinth covers the floor, A pile of broken glass lies in the southwest corner of the room
5 x Black Pudding (ooze)
Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft.
(4 squares), climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base
Atk +7; Grp +18; Atk +8 melee (2d6+4 plus 2d6 acid, slam); Full Atk +8
melee (2d6+4 plus 2d6 acid, slam); Space/Reach 15 ft./10 ft.; SA Acid,
constrict 2d6+4 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split,
ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, Int -,
Wis 1, Cha 1
Skills and Feats: Climb +11; -
Room #36
Room Features
Monster
Various torture devices are scattered throughout the room, The sound of
dripping water can be faintly heard near the west wall
4 x Drider
Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flatfooted 15; Base Atk +4; Grp +10; Atk +5 melee (1d6+2/19-20, dagger) or +6
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Full Atk
+3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1 melee (1d4+1 plus
poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5 ft.; SA
Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance
17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis
16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move
Silently +12, Spot +9; Combat Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 4200 gp; Aquamarine (400 gp), Blue Quartz (10 gp), Smoky
Quartz (50 gp); Heavy Wooden Shield (Medium) (+1 shield) (1157 gp),
Sovereign Glue (2400 gp), Wand of Invisibility (7 of 50 charges) (design
Room #37
Empty
Room #38
Room Features
Spirals of green stones cover the floor, A sour odor fills the room
Room #39
Room Features
Spirals of gray stones cover the floor, The floor is covered with fungus
Room #40
Empty
Room #41
Room Features
Monster
Lit candles are scattered across the floor, Rusting iron spikes line the north
and south walls
5 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #42
Trap
Room #43
Room Features
Room #44
Monster
Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm);
automatic reset; spell effect (Wail of the Banshee, 17th level wizard, DC
23 Fort save negates); multiple targets (up to 17 creatures); Search DC 34;
Disable Device DC 34
A shallow pit lies in the south-east corner of the room, A grinding noise
fills the room
Room #45
Room Features
Monster
A circle of tall stones stands in the north-west corner of the room, Acid
drips from the ceiling in the west side of the room
2 x Flesh Golem
Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft.
(6 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18;
Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee
(2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk; SQ Construct traits,
damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, lowlight vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -,
Wis 11, Cha 1
Skills and Feats: -; -
Room #46
Monster
8 x Basilisk
Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20
ft. (4 squares); AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk
+6; Grp +8; Atk +8 melee (1d8+3, bite); Full Atk +8 melee (1d8+3, bite);
Space/Reach 5 ft./5 ft.; SA Petrifying gaze; SQ Darkvision 60 ft., low-light
vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis
12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great
Fortitude
Trap
Hidden Treasure
Room #47
Room Features
Room #48
Monster
Spirals of yellow stones cover the floor, A sundered club lies in the southwest corner of the room
4 x Hill Giant
Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9
natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk
+16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged
(2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee
(1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref
+3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 2000 gp; Azurite (10 gp), Chrysoprase (50 gp), Eye Agate (12 gp),
Golden Pearl (110 gp), Moonstone (80 gp), Moss Agate (10 gp), Sardonyx
(20 gp), Turquoise (9 gp), Violet Garnet (600 gp), White Pearl (90 gp); Staff
of Abjuration (32 of 50 charges) (41600 gp); hoard total 44591 gp
Room #49
Empty
Room #50
Empty
Room #51
Monster
17 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #52
Room Features
Room #53
Empty
Room #54
Room Features
Monster
A wooden platform hangs over a deep pit in the west side of the room, An
iron chandelier hangs from the ceiling in the north-west corner of the room
A toppled statue lies in the north-east corner of the room, Someone has
scrawled "You are already dead" in orcish runes on the north wall
1 x Clay Golem
Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft.
(4 squares); AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22;
Base Atk +8; Grp +19; Atk +14 melee (2d10+7 plus cursed wound, slam);
Full Atk +14 melee (2d10+7 plus cursed wound, 2 slams); Space/Reach 10
ft./10 ft.; SA Berserk, cursed wound; SQ Construct traits, damage reduction
10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to
magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9,
Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -
Room #55
Room Features
Someone has scrawled a baleful symbol on the west wall, A pile of bent
copper coins lies in the south side of the room
Room #56
Room Features
The north and west walls are covered with sword cuts, Several wax blobs
are scattered throughout the room
Room #57
Room Features
A narrow shaft descends from the room into the next dungeon level down, A
fountain of water sits against the east wall
Room #58
Trap
Hidden Treasure
Animated Net Trap: CR 11; mechanical; location trigger; manual reset; Atk
+16 ranged (grappled, Escape Artist DC 26 to escape); multiple targets (all
targets in a 10 ft. square area); Search DC 24; Disable Device DC 24
Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
1400 gp; Amber (70 gp), Black Opal (1300 gp), Black Star Sapphire (800
gp), Deep Blue Spinel (800 gp), Golden Pearl (130 gp), Pink Diamond (4000
gp), Pink Pearl (80 gp), Rock Crystal (40 gp); Divine Scroll (Divine Favor
(25 gp), Produce Flame (25 gp), Protection from Chaos/Evil/Good/Law (25
gp)) (total 75 gp), Potion of Cure Light Wounds (50 gp); hoard total 8745 gp
Room #59
Trap
Forcecage and Summon Monster VII Trap: CR 10; magic device; proximity
trigger (alarm); automatic reset; multiple traps (one forcecage trap and one
summon monster VII trap); spell effect (Forcecage, 13th level wizard); spell
effect (Summon Monster VII, 13th level wizard, hamatula); Search DC 32;
Disable Device DC 32
Room #60
Room Features
Room #61
Empty
Room #62
Monster
A tapestry of vile acts hangs from the east wall, Skeletons hang from
chains and manacles against the west wall
5 x Dire Bear
Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee
(2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA
Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will
+9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance,
Run, Toughness, Weapon Focus (claw)
Room #63
Room Features
Monster
A magical shrine in the south side of the room heals all wounds of
whomever offers a prayer to a god of strength (but only once), Someone has
scrawled "The Golden Scepter is lost" in dwarvish runes on the east wall
4 x Cloaker
Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12,
flat-footed 16; Base Atk +4; Grp +13; Atk +8 melee (1d6+5, tail slap); Full
Atk +8 melee (1d6+5, tail slap) and +3 melee (1d4+2, bite); Space/Reach 10
ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision 60 ft., shadow
shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14,
Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13;
Alertness, Combat Reflexes, Improved Initiative
Treasure: Oil of Magic Weapon (50 gp), Wand of Magic Missile (1st) (28 of
50 charges) (design provides clue to function) (420 gp); hoard total 470 gp
Room #64
Room Features
The room has a high domed ceiling, A faded and torn tapestry hangs from
the south wall
Room #65
Room Features
Someone has scrawled "The Ruby Lions looted this place" on the north wall,
A warped spear lies in the center of the room
Monster
6 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Room #66
Room Features
Skeletons hang from chains and manacles against the south wall, Several
pieces of torn paper are scattered throughout the room
Room #67
Room Features
Someone has scrawled "There is no way out" on the west wall, A putrid
odor fills the south side of the room
Monster
Room #68
Empty
Room #69
Room Features
Monster
Numerous pillars line the walls, Someone has scrawled "This paladin is
dead" on the east wall
4 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Room #70
Room Features
A faded and torn tapestry hangs from the north wall, A bent key lies in the
west side of the room
Room #71
Room Features
Mysterious levers and mechanisms cover the north and south walls, A
dagger hilt lies in the north side of the room
Room #72
Room Features
A large demonic idol with ruby eyes sits in the south side of the room, The
south and west walls are covered with slime
Monster
5 x Succubus (demon)
Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk +7 melee
(1d6+1, claw); Full Atk +7 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.;
SA Energy drain, spell-like abilities, summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft., immunity to electricity and poison,
acid resistance 10, cold resistance 10, fire resistance 10, spell resistance
18, telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13,
Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise
+17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge
(any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge,
Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 1900 gp; Bloodstone (70 gp), Blue Star Sapphire (1100 gp),
Chalcedony (60 gp), Citrine (40 gp), Obsidian (9 gp), Onyx (70 gp), Pink
Diamond (2000 gp), Rock Crystal (50 gp), Smoky Quartz (80 gp); hoard total
5379 gp
Room #73
Room Features
Room #74
Empty
Room #75
Empty
Room #76
Room Features
Various torture devices are scattered throughout the room, Knocking can be
faintly heard near the west wall
Room #77
Room Features
A wooden ladder rests against the west wall, Someone has scrawled a
crude drawing of a succubus on the east wall
Monster
Someone has scrawled "Mind the gap" on the west wall, A putrid odor fills
the south side of the room
Room #78
Room Features
Monster
A narrow shaft falls into the room from above, A rusted gauntlet lies in the
north side of the room
5 x Flesh Golem
Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft.
(6 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18;
Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee
(2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk; SQ Construct traits,
damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, lowlight vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -,
Wis 11, Cha 1
Skills and Feats: -; -
Room #79
Room Features
Room #80
Monster
A chute descends from the room into a midden chamber below, Someone
has scrawled "Lightning comes before thunder" in draconic script on the
south wall
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20,
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
1300 gp; hoard total 1300 gp
Room #81
Room Features
Room #82
Monster
Several square holes are cut into the ceiling and floor, The floor is covered
in perfect hexagonal tiles
4 x Minotaur
Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Init +0; Spd
30 ft. (6 squares); AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base
Atk +6; Grp +14; Atk +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4,
gore); Full Atk +9 /+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2,
gore); Space/Reach 10 ft./10 ft.; SA Powerful charge 4d6+6; SQ Darkvision
60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5; Str 19,
Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great
Fortitude, Power Attack, Track
Treasure: 700 gp; hoard total 700 gp
Room #83
Empty
Room #84
Room Features
Monster
The scent of urine fills the north-west corner of the room, Several corroded
iron spikes are scattered throughout the room
4 x Dire Bear
Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee
(2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA
Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will
+9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance,
Run, Toughness, Weapon Focus (claw)
Room #85
Room Features
Monster
The room has a high domed ceiling, A torn backpack lies in the south-west
corner of the room
8 x Troglodyte and 6 x Monitor Lizard (animal)
Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1;
Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15;
Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or
+1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4,
claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee
(1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench;
SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 100 gp; Arcane Scroll (Read Magic (12 gp 5 sp), Darkvision (150
gp), Shatter (150 gp)) (total 312 gp 5 sp); hoard total 412 gp 5 sp
Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft.
(6 squares), swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed
13; Base Atk +2; Grp +5; Atk +5 melee (1d8+4, bite); Full Atk +5 melee
(1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision; AL N; SV
Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude
Room #86
Trap
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
14000 sp; Lapis Lazuli (6 gp), Obsidian (13 gp), Onyx (40 gp); hoard total
1459 gp
Room #87
Room #88
Room Features
A forge and anvil sit in the west side of the room, A ruined chain shirt lies
in the center of the room
Trap
Room Features
A faded and torn tapestry hangs from the north wall, Someone has scrawled
"The red dragon is not a dragon" in orcish runes on the north wall
Monster
Room #89
Room Features
Room #90
Empty
Room #91
Monster
Someone has scrawled "The cleric will betray you" on the west wall, A
ruined gauntlet lies in the north side of the room
4 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Room #92
Room Features
A sour odor fills the room, Several pieces of blood-soaked clothing are
scattered throughout the room
Monster
Room #93
Room Features
The floor is covered in square tiles, alternating white and black, A ring of
keys lies in the north-west corner of the room
Room #94
Room Features
Room #95
Room Features
A stone dais sits in the south-west corner of the room, The floor is covered
with broken glass
Room #96
Room Features
Several iron cages are scattered throughout the room, Someone has
scrawled "Iquers fell here" on the north wall
Room #97
Monster
1 x Fire Giant
Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft.
in half-plate armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8, flat-footed 23; Base Atk +11; Grp
+25; Atk +20 melee (3d6+15, greatsword) or +20 melee (1d4+10, slam) or
+10 ranged (2d6+10 plus 2d6 fire, rock); Full Atk +20 /+15/+10 melee
(3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10 ranged (2d6+10
plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL
LE; SV Fort +14, Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha
11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 1400 gp; Moss Agate (10 gp), Violet Garnet (400 gp); Arcane
Scroll (Charm Person (25 gp), Protection from Chaos/Evil/Good/Law (25 gp),
Flame Arrow (375 gp)) (total 425 gp), Potion of Cure Light Wounds (50 gp),
Vacuous Grimoire (6000 gp); hoard total 8285 gp
Room #98
Room Features
A wooden platform hangs over a deep pit in the north side of the room, The
sound of drums can be heard in the west side of the room
Room #99
Room Features
A magical mural on the west wall can be used as a portal to any known
location within the dungeon, Someone has scrawled "It's a trap" on the east
wall
Room #100
Monster
3 x Flesh Golem
Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft.
(6 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18;
Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee
(2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk; SQ Construct traits,
damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, lowlight vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -,
Wis 11, Cha 1
Skills and Feats: -; -
Room #101
Monster
4 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative
Room #102
Room Features
Monster
Numerous pillars line the north and west walls, A rusted gauntlet lies in the
south side of the room
1 x Frost Giant
Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40
ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8,
flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe)
or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13
melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9
ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL
CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14,
Cha 11
Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17,
Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder,
Power Attack
Treasure: 900 gp; Arcane Scroll (Unseen Servant (25 gp), Spider Climb (150
gp)) (total 175 gp); hoard total 1075 gp
Room #103
Trap
Forcecage and Summon Monster VII Trap: CR 10; magic device; proximity
trigger (alarm); automatic reset; multiple traps (one forcecage trap and one
summon monster VII trap); spell effect (Forcecage, 13th level wizard); spell
effect (Summon Monster VII, 13th level wizard, hamatula); Search DC 32;
Disable Device DC 32
Room Features
Spirals of black stones cover the floor, Someone has scrawled "Sharpen thy
spear and ready thy shield" on the south wall
Monster
14 x Rust Monster
Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40
ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex
17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track
Room #104
Monster
5 x Succubus (demon)
Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk +7 melee
(1d6+1, claw); Full Atk +7 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.;
SA Energy drain, spell-like abilities, summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft., immunity to electricity and poison,
acid resistance 10, cold resistance 10, fire resistance 10, spell resistance
18, telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13,
Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise
+17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge
(any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 2500 gp; Brass Choker (600 gp), Brass Cloth Choker (70 gp),
Dragonscale Choker inlaid with Electrum (1200 gp), Feathered Talisman (20
gp), Iron Coffer (130 gp), Rabbit Fur Pouch (100 gp); Potion of Barkskin (+2)
(300 gp), Wand of Mirror Image (39 of 50 charges) (3510 gp); hoard total
8430 gp
Room #105
Monster
3 x Succubus (demon)
Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk +7 melee
(1d6+1, claw); Full Atk +7 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.;
SA Energy drain, spell-like abilities, summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft., immunity to electricity and poison,
acid resistance 10, cold resistance 10, fire resistance 10, spell resistance
18, telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13,
Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise
+17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge
(any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 17000 sp; Citrine (40 gp), Jasper (40 gp), Obsidian (9 gp),
Turquoise (9 gp); Potion of Cure Light Wounds (50 gp); hoard total 1848 gp
Room #106
Room Features
Room #107
Room Features
Someone has scrawled "It's a trap" on the north wall, A pile of spoiled meat
lies in the north-west corner of the room
Room #108
Empty
Room #109
Room Features
Monster
Burning torches in iron sconces line the east and west walls, The sound of
rushing water can be heard in the north-west corner of the room
7 x Derro
Derro: CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20
ft. (4 squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed 17; Base Atk +3; Grp -1; Atk +4
melee (1d4/19-20, short sword) or +6 ranged (1d6/19-20 plus poison,
repeating light crossbow); Full Atk +4 melee (1d4/19-20, short sword) or +6
ranged (1d6/19-20 plus poison, repeating light crossbow); Space/Reach 5
ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ
Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2,
Ref +5, Will +6; Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; BlindFight, Improved Initiative
Treasure: 1000 gp; Eye Agate (14 gp), Rock Crystal (30 gp); hoard total
1044 gp
Room #110
Trap
Hidden Treasure
Hidden Treasure
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
1800 gp; Azurite (11 gp); hoard total 1811 gp
Room #111
Empty
Room #112
Room Features
Room #113
Monster
A wooden ladder rests against the north wall, A metallic odor fills the room
4 x Phasm
Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init
+6; Spd 30 ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee (1d3+1, slam); Full Atk +12
melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form,
amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.; AL CN;
SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness, Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 190 pp; Aquamarine (200 gp), Chalcedony (40 gp); Potion of Cure
Light Wounds (50 gp); hoard total 2190 gp
Room #114
Room Features
An iron sarcophagus sits in the east side of the room, Several pieces of
rotten fruit are scattered throughout the room
Room #115
Room Features
Monster
8 x Rust Monster
Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40
ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex
17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track
Room #116
Room Features
A toppled statue lies in the south-east corner of the room, A rusted chain
shirt lies in the south-west corner of the room
Monster
8 x Basilisk
Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20
ft. (4 squares); AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk
+6; Grp +8; Atk +8 melee (1d8+3, bite); Full Atk +8 melee (1d8+3, bite);
Space/Reach 5 ft./5 ft.; SA Petrifying gaze; SQ Darkvision 60 ft., low-light
vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis
12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great
Fortitude
Trap
Hidden Treasure
Magic Missle Turret: CR 11; magic device; visual trigger (arcane eye);
duration 4 rounds; no reset; magic missile (8d6 force damage); never miss;
Search DC 26; Disable Device DC 26
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
1200 gp; Black Star Sapphire (800 gp), Blue Quartz (9 gp), Blue Quartz (16
gp), Emerald (600 gp), Lapis Lazuli (12 gp), Onyx (60 gp); Arcane Scroll
(Detect Magic (12 gp 5 sp)) (total 12 gp 5 sp); hoard total 2709 gp 5 sp
Room #117
Empty
Room #118
Empty
Room #119
Room Features
Monster
A toppled statue lies in the south side of the room, A pile of empty flasks
lies in the south side of the room
8 x Basilisk
Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20
ft. (4 squares); AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk
+6; Grp +8; Atk +8 melee (1d8+3, bite); Full Atk +8 melee (1d8+3, bite);
Space/Reach 5 ft./5 ft.; SA Petrifying gaze; SQ Darkvision 60 ft., low-light
vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis
12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great
Fortitude