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El Trono del Caos

Level 10

General

Dungeon Walls

Reinforced Masonry (Climb DC 20)

Dungeon Floor

Flagstone

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Average
Average (shadowy in corridors, lamps or torches in most rooms)

A large demonic idol sits in an alcove here

A 10-foot wide chasm cuts across the corridor

The scent of smoke fills the corridor

The walls here are covered with cracks

The walls here are covered with sword cuts

A stream of quicksilver cuts across the corridor

Shrine of Law: CR 9; magic; Perception DC 24; Disable Device DC 22;


Trigger touch (detect chaos); Reset automatic; Effect inflict wound (4d6
damage and dazed for 1 round, DC 12 Will save for half damage only)

A briny odor fills the corridor

Unintelligible whispering fills the corridor

A mouldy odor fills the corridor

Patches of mushrooms grow here

A chute falls into the corridor from above

Rune of Paralyzation: CR 10; magic; Perception DC 26; Disable Device DC


26; Trigger proximity (alarm); Reset none; Effect petrification (petrified, DC
14 Fort save negates); multiple targets (all targets in a 10 ft. radius burst)

7 x Basidirond, investigating a strange noise

7 x Giant Scorpion, lost and desperate

11 x Derro, trying to lure the party into an ambush

6 x Ogre, scavenging for food and treasure

12 x Giant Scorpion, scavenging for food and treasure

6 x Cloaker, actively patrolling their territory

North Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

South Entry #1

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)

South Entry #2

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Electrified Lock: CR 9; magic; Perception DC 24; Disable Device DC
26; Trigger touch; Reset none; Effect electric shock (8d6 electricity
damage, DC 16 Reflex save for half damage)

Empty

Room #2

East Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #24, inhabited by 16 x Wight

Room Features
Monster

A stone dais and throne sits in the north-west corner of the room, A pile of
corroded iron spikes lies in the north side of the room
4 x Spectre
Spectre: CR 7, XP 3200; LE Medium undead (incorporeal); Init +7; Senses
darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC 15, touch
15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort +4, Ref +5,
Will +9; DA incorporeal, channel resistance +2; Weak resurrection
vulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Melee
incorporeal touch +10 (1d8 plus energy drain); SA create spawn, energy
drain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15; Base
Atk +6, CMB +6, CMD 21
Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11; BlindFight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Treasure: 33 pp, 302 gp; Chrysoberyl (110 gp), Green Spinel (45 gp), Onyx
(55 gp), Onyx (60 gp), Opal (500 gp), Peridot (50 gp), Saltwater Pearl (90
gp), Topaz (350 gp); Masterwork Leather Armor (160 gp); Full Plate (+1
armor) (2650 gp), Greatsword (+1 weapon) (sheds light) (2350 gp), Scroll of
Flaming Sphere (cr, 150 gp), Wand of Daze (cr, 375 gp); hoard total 7577
gp

Room #3

West Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
Ice Dart Trap: CR 10; magic; Perception DC 24; Disable Device DC 26;
Trigger visual (arcane eye); Reset none; Effect Atk +14 ranged (12d6
cold)

West Entry #2
South Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Fire Spray: CR 8; magic; Perception DC 22; Disable Device DC 26;
Trigger proximity (alarm); Reset none; Effect fire spray (7d6 fire
damage, DC 16 Reflex save for half damage)

Room Features

Monster

A magical mirror on the north wall answers simple questions about the
dungeon (yes/no), Someone has scrawled "straight, straight, left, straight" in
goblin on the north wall
9 x Troll
Troll: CR 5, XP 1600; CE Large humanoid (giant); Init +2; Senses darkvision
60 ft., low-light vision, scent; Perception +8; AC 16, touch 11, flat-footed
14 (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration 5 (acid or
fire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8 (1d8+5), 2
claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2 claws, 1d6+7); Str
21, Dex 14, Con 23, Int 6, Wis 9, Cha 6; Base Atk +4, CMB +10, CMD 22
Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, Iron
Will, Skill Focus (Perception)
Treasure: 28 pp, 506 gp, 210 sp; Agate (9 gp), Amethyst (130 gp), Azurite
(10 gp), Black Pearl (500 gp), Bloodstone (50 gp), Bloodstone (55 gp),
Carnelian (55 gp), Freshwater Pearl (10 gp), Freshwater Pearl (11 gp), Ivory
(45 gp), Jet (120 gp), Jet (130 gp), Onyx (45 gp), Opal (500 gp), Peridot (45
gp), Rose Quartz (60 gp), Saltwater Pearl (130 gp), Smoky Quartz (40 gp),
Smoky Quartz (55 gp), Topaz (550 gp), Topaz (600 gp), Zircon (55 gp); 2 x
Masterwork Chainmail (300 gp), Masterwork Club (300 gp), Masterwork
Heavy Flail (315 gp); 2 x Potion of Cloak of Shade (apg, 50 gp), Potion of
Guidance (cr, 25 gp), Potion of Protection from Law (cr, 50 gp), Potion of
Remove Fear (cr, 50 gp), Potion of Sanctuary (cr, 50 gp), Scroll of Command
(cr, 25 gp), Scroll of Detect Thoughts (cr, 150 gp), Scroll of Produce Flame

(cr, 25 gp), Scroll of Detect Thoughts (cr, 150 gp), Scroll of Produce Flame
(cr, 25 gp), Scroll of Protection from Good (cr, 25 gp), Scroll of Summon
Monster I (cr, 25 gp), Wand of Detect Chaos (cr, 750 gp), Wand of Mending
(cr, 375 gp) (inscription provides clue to function); hoard total 6877 gp

Room #4

North Entry #1

Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)


A bookcase and concealed door pivots smoothly

North Entry #2
West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
Falling Block: CR 10; mechanical; Perception DC 26; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +16 melee (10d6);
multiple targets (all targets in a 10 ft. square area)

South Entry

Room #5

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)

Room Features

The walls have been engraved with a row of arcane runes, Someone has
scrawled "door, left, right, straight" on the west wall

West Entry #1

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)

West Entry #2

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly

East Entry
South Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind a
tapestry of a Goddess of Love

Room Features
Monster

A ladder ascends to a catwalk hanging between the north and south walls,
A tapestry of vile acts hangs from the east wall
2 x Aboleth
Aboleth: CR 7, XP 3200; LE Huge aberration (aquatic); Init +5; Senses
darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20, touch
9, flat-footed 19 (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48); Fort +8, Ref
+5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles +10 (1d6+5 plus
slime); Space 15 ft.; Reach 15 ft.; Str 20, Dex 12, Con 22, Int 15, Wis 17,
Cha 17; Base Atk +6, CMB +13, CMD 24 (can't be tripped); SQ spell-like
abilities
Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron Will,
Lightning Reflexes, Weapon Focus (tentacle)
Treasure: 54 gp, 150 sp, 700 cp; Moonstone (55 gp), Opal (400 gp), Smoky
Quartz (50 gp), Tourmaline (120 gp); Dart (+1 weapon, Flaming) (8300 gp 5
sp), Half-plate (+1 armor) (1750 gp); hoard total 10751 gp 5 sp

Room #6

North Entry

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)

South Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)

Leads to room #19, inhabited by 3 x Drider


Empty

Room #7

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides down, +1 to break DC)
Leads to room #28, inhabited by 4 x Succubus

South Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Room Features

Room #8

North Entry

Part of the ceiling has collapsed into the room, A pile of spoiled meat lies
in the north-east corner of the room

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed within an upright sarcophagus

Room Features

Room #9

East Entry

A fountain of water sits against the north wall, A corpse lies in front of an
open chest in the north side of the room

Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8,
60 hp)
A bookcase and section of wall pivots smoothly
Electrified Lock: CR 8; magic; Perception DC 26; Disable Device DC
26; Trigger touch; Reset none; Effect electric shock (7d6 electricity
damage, DC 12 Reflex save for half damage)

South Entry

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
Guillotine Blade: CR 10; mechanical; Perception DC 26; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +12 melee
(12d6/19-20)
Leads to room #20

Room Features

Monster

A stair ascends to a catwalk hanging between the east and west walls,
Someone has scrawled "I'd rather be at the Knave and Flagon" in dwarvish
on the east wall
2 x Flesh Golem
Flesh Golem: CR 7, XP 3200; N Large construct; Init -1; Senses darkvision
60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-footed 20 (-1
Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref +2, Will +3; DR
5/adamantine; Immune construct traits, magic; Speed 30 ft.; Melee 2 slams
+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,
Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

Room #10

North Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

North Entry #2

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Magic Missle Trap: CR 8; magic; Perception DC 22; Disable Device

Magic Missle Trap: CR 8; magic; Perception DC 22; Disable Device


DC 22; Trigger proximity (alarm); Reset none; Effect magic missile (4d6
force damage); never miss
Room Features
Monster

A narrow shaft descends from the room into the next dungeon level down, A
sundered axe lies in the center of the room
5 x Aboleth
Aboleth: CR 7, XP 3200; LE Huge aberration (aquatic); Init +5; Senses
darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20, touch
9, flat-footed 19 (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48); Fort +8, Ref
+5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles +10 (1d6+5 plus
slime); Space 15 ft.; Reach 15 ft.; Str 20, Dex 12, Con 22, Int 15, Wis 17,
Cha 17; Base Atk +6, CMB +13, CMD 24 (can't be tripped); SQ spell-like
abilities
Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron Will,
Lightning Reflexes, Weapon Focus (tentacle)
Treasure: 14 pp, 7 gp, 100 sp; Masterwork Dagger (302 gp); Morningstar (+1
weapon, Frost) (inscription provides clue to function) (8308 gp), Potion of
Cat's Grace (cr, 300 gp), Potion of Nondetection (cr, 800 gp), Scroll of
Dominate Monster (cr, 3825 gp), Scroll of Mass Heal (cr, 3825 gp), Scroll
of Stabilize (cr, 12 gp 5 sp); hoard total 17529 gp 5 sp

Room #11

North Entry

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Electrified Lock: CR 8; magic; Perception DC 24; Disable Device DC
24; Trigger touch; Reset none; Effect electric shock (7d6 electricity
damage, DC 16 Reflex save for half damage)
Leads to room #23, inhabited by 7 x Derro

West Entry

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
The door is concealed within the mouth of a demonic face carved from
stone

Room #12

Room Features

A narrow shaft falls into the room from above, A circle of tall stones stands
in the west side of the room

Trap

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC


30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,
15d6 cold damage, DC 17 Reflex save for half damage); multiple targets
(all targets in a 60 ft. cone)

North Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(magically reinforced, +10 to break DC)
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)

North Entry #2

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Electrified Lock: CR 11; magic; Perception DC 24; Disable Device DC
24; Trigger touch; Reset none; Effect electric shock (10d6 electricity
damage, DC 14 Reflex save for half damage)

South Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Room Features

A magical mirror on the south wall speaks riddles and cryptic prophecies, A
tapestry of ancient mythology hangs from the north wall

Room #13

North Entry
East Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #18

South Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)

Room #14

Room Features

The floor is covered in perfect hexagonal tiles, Several broken arrows are
scattered throughout the room

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)

South Entry

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is located near the ceiling and designed to make noise when
opened

Room Features

Burning torches in iron sconces line the north and south walls, A pair of
boots lies in the north side of the room

Hidden Treasure

Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)


24 pp, 457 gp, 450 sp, 2700 cp; Agate (12 gp), Bloodstone (40 gp), 2 x
Carnelian (45 gp), Citrine (50 gp), 2 x Garnet (100 gp), Ivory (55 gp),
Obsidian (10 gp), Opal (350 gp), Pyrite (10 gp), Sard (45 gp), Tigereye (8
gp), Topaz (500 gp); Bronze flagon with warrior images (50 gp), Electrum
censer with silver filigree (70 gp), 2 x Engraved jade scarab (85 gp), Gold
cauldron with alchemical symbols (750 gp), 2 x Ivory drinking horn with
silver ends (110 gp), Marble idol (300 gp), 2 x Porcelain mask (40 gp), Set
of six silver dice (75 gp), Silver chess set (50 gp), Silver holy symbol (25
gp), Silver mask (75 gp); Scroll of Daze Monster (cr, 150 gp), Scroll of
Sleep (cr, 25 gp), Wand of Guidance (cr, 375 gp), Wand of Ray of
Enfeeblement (cr, 750 gp) (inscription provides clue to function); hoard
total 5304 gp

Room #15

North Entry

Monster

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp) (slides up, +2 to break DC)
15 x Cave Fisher
Cave Fisher: CR 2, XP 600; N Medium vermin; Init +1; Senses darkvision 60
ft.; Perception +0; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp
22 (3d8+9); Fort +6, Ref +2, Will +1; Immune mind-affecting effects; Speed
20 ft., climb 20 ft.; Melee 2 claws +5 (1d4+3); Ranged filament +3 (drag);
SA pull (filament, 10 feet); Str 17, Dex 12, Con 17, Int -, Wis 10, Cha 4;
Base Atk +2, CMB +5 (+9 with pull), CMD 16 (28 vs. trip)
Skills and Feats: Climb +11; -

Room #16

North Entry

Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Thunderstone Mine: CR 9; magic; Perception DC 22; Disable Device
DC 24; Trigger location; Reset none; Effect thunder blast (9d6 sonic
damage, DC 16 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)

in a 10 ft. radius burst)


West Entry #1

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)

West Entry #2

Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)


The door is located near the ceiling and concealed by an illusion

East Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #24, inhabited by 16 x Wight

Room Features
Monster

Someone has scrawled "Brithuie was here" on the south wall, Several
pieces of trash are scattered throughout the room
8 x Gelatinous Cube
Gelatinous Cube: CR 3, XP 800; N Large ooze; Init -5; Senses blindsight 60
ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 50
(4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze traits; Speed 15
ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; SA engulf, paralysis;
Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4, CMD 9
(can't be tripped); SQ transparent
Treasure: 31 pp, 250 gp, 246 sp, 1040 cp; Black Pearl (400 gp), Jet (90 gp),
Onyx (55 gp), Rose Quartz (55 gp); Scroll of Mount (cr, 25 gp), Scroll of
Protection from Law (cr, 25 gp), Wand of Touch of Fatigue (cr, 375 gp);
hoard total 1620 gp

Room #17

South Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

South Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)

Room Features

Someone has scrawled "Save yourself, kill the others" on the south wall,
The floor is covered with rotting straw

Monster

5 x Spectre
Spectre: CR 7, XP 3200; LE Medium undead (incorporeal); Init +7; Senses
darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC 15, touch
15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort +4, Ref +5,
Will +9; DA incorporeal, channel resistance +2; Weak resurrection
vulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Melee
incorporeal touch +10 (1d8 plus energy drain); SA create spawn, energy
drain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15; Base
Atk +6, CMB +6, CMD 21
Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11; BlindFight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Treasure: 70 gp, 396 sp, 160 cp; Agate (10 gp), Ivory (50 gp), Malachite (9
gp), Pyrite (11 gp); Handaxe (+1 weapon) (2306 gp), Scroll of Divine Favor
(cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp), Scroll of Touch of Fatigue
(cr, 12 gp 5 gp), Scroll of Vanish (apg, 25 gp), Wand of Sleep (cr, 750 gp);
hoard total 3321 gp 7 sp

Room #18

North Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
One-way Door: CR 10; mechanical; Perception DC 28; Disable Device
DC 28

West Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #13

East Entry

Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
A bookcase and concealed door pivots smoothly
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Room #19

Room Features

Someone has scrawled "The Gray Covenant looted this place" on the west
wall, A pile of corroded iron spikes lies in the center of the room

North Entry #1

Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28;
hard 10, 60 hp)
The door is concealed behind a tapestry of geometric patterns

North Entry #2

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #6

West Entry
East Entry
South Entry

Monster

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp) (magically reinforced, +10 to break DC)
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
3 x Drider
Drider: CR 7, XP 3200; CE Large aberration; Init +2; Senses darkvision 120
ft., detect good, detect law, detect magic; Perception +15; AC 20, touch
12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76 (9d8+36);
Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft., climb 20 ft.;
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison); Ranged
mwk composite longbow +8/+3 (1d8+2/x3); Space 10 ft.; SA web (+7
ranged, DC 18, hp 9); Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base
Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons
Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge, Combat
Casting, Weapon Focus (bite, mace)
Treasure: 48 gp, 80 sp; Bloodstone (40 gp), Coral (110 gp), Milky Quartz
(55 gp), Topaz (550 gp); Masterwork Dagger (302 gp), Masterwork Falchion
(375 gp), Masterwork Light Hammer (301 gp); Chain Shirt (+2 armor) (4250
gp), Longsword (+2 weapon) (sheds light) (8315 gp), Scroll of Detect Magic
(cr, 12 gp 5 sp); hoard total 14366 gp 5 sp

Room #20

North Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Rune of Fear: CR 12; magic; Perception DC 26; Disable Device DC 26;
Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
rounds, DC 14 Will save negates); multiple targets (all targets in a 10
ft. radius burst)

North Entry #2

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
Guillotine Blade: CR 10; mechanical; Perception DC 26; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +12 melee
(12d6/19-20)
Leads to room #9, inhabited by 2 x Flesh Golem

West Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
East Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Guillotine Blade: CR 10; mechanical; Perception DC 24; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +14 melee
(12d6/19-20)

Room Features

Room #21

East Entry

A circle of tall stones stands in the north side of the room, A stone dais and
throne sits in the center of the room

Trapped and Unlocked Iron Door (hard 10, 60 hp)


One-way Door: CR 12; mechanical; Perception DC 24; Disable Device
DC 28

Room Features

Room #22

West Entry

A magical mirror on the east wall answers simple questions about the
dungeon (yes/no), The floor is covered in perfect hexagonal tiles

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Symbol of Hypnosis: CR 10; magic; Perception DC 24; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed
for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)

East Entry #1

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp) (slides down, +1 to break DC)

East Entry #2

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Empty

Room #23

North Entry #1

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10
ft. square area)
Leads to room #28, inhabited by 4 x Succubus

North Entry #2

Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)


The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand

East Entry #1

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff

East Entry #2

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Fire Spray: CR 11; magic; Perception DC 24; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
damage, DC 16 Reflex save for half damage)

South Entry

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Electrified Lock: CR 8; magic; Perception DC 24; Disable Device DC
24; Trigger touch; Reset none; Effect electric shock (7d6 electricity
damage, DC 16 Reflex save for half damage)

damage, DC 16 Reflex save for half damage)


Leads to room #11
Room Features
Monster

Someone has scrawled a drawing of a castle on the east wall, The north
and east walls are covered with slime
7 x Derro
Derro: CR 3, XP 800; CE Small humanoid (derro); Init +6; Senses darkvision
60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2
natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3, Will +6; SR 14; Weak
vulnerability to sunlight; Speed 20 ft.; Melee short sword +5 (1d4) or aklys
+5 (1d6); Ranged repeating light crossbow +5 (1d6/19-20 plus poison) or
aklys +5 (1d6); SA sneak attack +1d6; Str 11, Dex 15, Con 18, Int 10, Wis
5, Cha 16; Base Atk +2, CMB +1, CMD 13; SQ madness, poison use
Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse
Treasure: 29 pp, 300 gp, 110 sp, 900 cp; Masterwork Breastplate (350 gp),
Masterwork Gauntlet (302 gp), Masterwork Nunchaku (302 gp), Masterwork
Shortsword (310 gp); Oil of Mage Armor (cr, 50 gp), Oil of Magic Weapon
(cr, 50 gp), Oil of Shillelagh (cr, 50 gp), Potion of Eagle's Splendor (cr, 300
gp), Potion of Jump (cr, 50 gp), Potion of Protection from Chaos (cr, 50 gp),
Scroll of Cause Fear (cr, 25 gp), Scroll of Shield of Faith (cr, 25 gp), Wand
of Deathwatch (cr, 750 gp) (inscription provides clue to function); hoard
total 3224 gp

Room #24

West Entry #1

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #2, inhabited by 4 x Spectre

West Entry #2

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #16, inhabited by 8 x Gelatinous Cube

East Entry

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes
per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Room Features
Monster

A chute falls into the room from above, A ring of keys lies in the south-east
corner of the room
16 x Wight
Wight: CR 3, XP 800; LE Medium undead; Init +1; Senses darkvision 60 ft.;
Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26
(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrection
vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SA
create spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,
Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn
Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,
Stealth +16; Blind-Fight, Skill Focus (Perception)
Treasure: 35 gp, 28 sp; Lapis Lazuli (10 gp), Malachite (11 gp); Masterwork
Studded Leather Armor (175 gp); Greatclub (+2 weapon) (8305 gp), Scroll of
Knock (cr, 150 gp), Wand of Guidance (cr, 375 gp); hoard total 9063 gp 8
sp

Room #25

North Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Rune of Dread: CR 9; magic; Perception DC 24; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4
rounds, DC 16 Will save negates); multiple targets (all targets in a 10
ft. radius burst)

Monster

4 x Succubus
Succubus: CR 7, XP 3200; CE Medium outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception +21;
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40); Fort
+7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);
Melee 2 claws +11 (1d6+1); SA energy drain, profane gift; Str 13, Dex 17,
Con 20, Int 18, Wis 14, Cha 27; Base Atk +8, CMB +11, CMD 22; SQ
change shape (alter self, Small or Medium humanoid)
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense
Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,
Weapon Finesse
Treasure: 380 pp, 895 gp, 230 sp, 1900 cp; Moonstone (55 gp); Masterwork
Sap (301 gp); Potion of Virtue (cr, 25 gp), Scroll of Blindness/Deafness (cr,
150 gp), Scroll of Disintegrate (cr, 1650 gp), Scroll of Unseen Servant (cr,
25 gp), Wand of Calm Emotions (cr, 4500 gp) (inscription provides clue to
function), Wand of Stabilize (cr, 375 gp); hoard total 11818 gp

Room #26

West Entry
East Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Contact Poison: CR 12; mechanical; Perception DC 24; Disable Device
DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Monster

3 x Dracolisk
Dracolisk: CR 7, XP 3200; N Medium dragon; Init -1; Senses darkvision 60
ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,
+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,
sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),
2 claws +14 (1d4+7); SA breath weapon (60 ft. line of acid, 7d6 acid
damage, Reflex DC 18 half), gaze (DC 18, see page 29); Str 24, Dex 8, Con
21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 19 pp, 603 gp, 2410 sp, 11000 cp; Amber (110 gp), Azurite (9 gp),
Chrysoberyl (130 gp), Deep Blue Spinel (110 gp), Freshwater Pearl (11 gp),
Ivory (45 gp), Jet (80 gp), Saltwater Pearl (90 gp); Gold cauldron with
alchemical symbols (750 gp); Full Plate (+1 armor) (2650 gp), Wand of
Knock (cr, 4500 gp) (inscription provides clue to function); hoard total 9629
gp

Room #27

South Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #32, inhabited by 12 x Gargoyle

Monster

6 x Basilisk
Basilisk: CR 5, XP 1600; N Medium magical beast; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flatfooted 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will +5;
Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con 15, Int
2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)
Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great Fortitude,
Iron Will, Skill Focus (Perception)
Treasure: 168 gp, 63 sp, 70 cp; Aquamarine (600 gp), Azurite (12 gp),
Bloodstone (35 gp), Bloodstone (55 gp), Coral (100 gp), Coral (110 gp),
Hematite (9 gp), Jasper (65 gp), Jet (110 gp), Moonstone (65 gp), Onyx (50
gp), Peridot (55 gp), Rose Quartz (55 gp), Sardonyx (55 gp), Tigereye (9 gp),
Topaz (450 gp), Topaz (500 gp), Turquoise (10 gp), Turquoise (11 gp);
Masterwork Scale Mail (200 gp); hoard total 2731 gp

Room #28

North Entry

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths

East Entry #1

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides down, +1 to break DC)
Leads to room #7

East Entry #2

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one
side, +1 to break DC)
Rune of Fear: CR 9; magic; Perception DC 22; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
rounds, DC 14 Will save negates); multiple targets (all targets in a 10
ft. radius burst)

South Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10
ft. square area)
Leads to room #23, inhabited by 7 x Derro

Room Features
Monster

A circle of tall stones stands in the west side of the room, A pair of boots
lies in the south-west corner of the room
4 x Succubus
Succubus: CR 7, XP 3200; CE Medium outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception +21;
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40); Fort
+7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);
Melee 2 claws +11 (1d6+1); SA energy drain, profane gift; Str 13, Dex 17,
Con 20, Int 18, Wis 14, Cha 27; Base Atk +8, CMB +11, CMD 22; SQ
change shape (alter self, Small or Medium humanoid)
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense
Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,
Weapon Finesse
Treasure: 70 gp; Aquamarine (450 gp), Jet (120 gp), Sardonyx (45 gp),
Smoky Quartz (40 gp); Greatclub (+2 weapon) (8305 gp), Mistmail (2250
gp); hoard total 11280 gp

Hidden Treasure

Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
87 pp, 698 gp, 270 sp, 500 cp; Amber (100 gp), Carnelian (60 gp), Milky
Quartz (50 gp), Milky Quartz (55 gp), Opal (600 gp), Sardonyx (50 gp),
Topaz (550 gp), Tourmaline (100 gp); Copper and glass decanter (25 gp),
Decorated silver plate (60 gp), Engraved gold scarab (75 gp), Gold chalice
with griffon carvings (600 gp), Gold mask (450 gp), Gold statue of a lion
(110 gp), Ivory drinking horn with copper ends (60 gp), Painting of a
princess (100 gp), Set of six ivory dice (30 gp), Silver hand mirror (75 gp),
Silver holy symbol (25 gp), Silver mask (75 gp), Silver statue of a dragon
(65 gp); Scroll of Pass without Trace (cr, 25 gp), Scroll of Spectral Hand
(cr, 150 gp), Wand of Calm Aniimals (cr, 750 gp); hoard total 5840 gp

Room #29

North Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

South Entry

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Empty

Room #30

North Entry

Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5,

Room #30

North Entry

Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5,
20 hp)
The door is located near the ceiling and concealed behind an area of
slime
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)

East Entry

Room #31

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)

Room Features

A tapestry of legendary monsters hangs from the east wall, Several barrel
staves are scattered throughout the room

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)

Room Features

A fountain of water sits against the west wall, The ceiling is covered with
cracks

Monster

10 x Wraith
Wraith: CR 5, XP 1600; LE Medium undead (incorporeal); Init +7; Senses
darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC
18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort
+6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undead
traits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Melee
incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) Special
Attack create spawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk
+3, CMB +6, CMD 21
Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,
Combat Reflexes, Improved Initiative

Room #32

North Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #27, inhabited by 6 x Basilisk

West Entry #1

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)

West Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
damage); multiple targets (all targets in a 40 ft. square area)

East Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Acid Spray: CR 9; magic; Perception DC 22; Disable Device DC 26;


Trigger proximity (alarm); Reset none; Effect acid spray (8d6 acid
damage, DC 16 Reflex save for half damage)
South Entry

Room Features
Monster

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
A stone ramp ascends towards the west wall, A fountain of water sits
against the east wall
12 x Gargoyle
Gargoyle: CR 4, XP 1200; CE Medium monstrous humanoid (earth); Init +6;
Senses darkvision 60 ft.; Perception +5; AC 16, touch 12, flat-footed 14 (+2
Dex, +4 natural); hp 42 (5d10+15); Fort +4, Ref +6, Will +4; DR 10/magic;
Speed 40 ft., fly 60 ft. (average); Melee 2 claws +7 (1d6+2), bite +7
(1d4+2), gore +7 (1d4+2); Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7;
Base Atk +5, CMB +7, CMD 19; SQ freeze
Skills and Feats: Fly +12, Perception +5, Stealth +11 (+17 in stony areas);
Hover, Improved Initiative, Skill Focus (Fly)
Treasure: 210 pp, 1604 gp, 110 sp, 900 cp; Amber (90 gp), Black Pearl (400
gp), Black Pearl (500 gp), Bloodstone (55 gp), Chrysoberyl (70 gp), 2 x
Zircon (40 gp), Zircon (55 gp); Polished darkwood chalice (50 gp); hoard
total 5024 gp

Room #33

North Entry

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10
ft. square area)

South Entry

Room Features
Hidden Treasure

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Skeletons hang from chains and manacles against the north wall, A pile of
spoiled meat lies in the center of the room
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
24 pp, 508 gp, 416 sp, 1500 cp; 2 x Aquamarine (650 gp), Azurite (8 gp),
Carnelian (55 gp), Carnelian (60 gp), Chrysoberyl (130 gp), Ivory (65 gp),
Lapis Lazuli (9 gp), Lapis Lazuli (10 gp), Malachite (11 gp), Rose Quartz
(35 gp), Saltwater Pearl (90 gp), Smoky Quartz (50 gp), Tigereye (11 gp),
Turquoise (12 gp); Carved jade idol (80 gp), Copper scepter with gold inlay
(50 gp), Decorated silver plate (60 gp), Gold bowl with dragon engravings
(400 gp), Porcelain doll with furs and jewelry (80 gp), Silver candelabra
with holy symbol (75 gp), Silver comb with ornate handle (75 gp), Silver
holy symbol (25 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Virtue (cr,
25 gp), Scroll of Keen Senses (apg, 25 gp), Scroll of Magic Weapon (cr, 25
gp), Scroll of Shock Shield (uc, 25 gp), Scroll of Sleep (cr, 25 gp), Wand of
Bless (cr, 750 gp), Wand of Light (cr, 375 gp), Wand of Stone Fist (apg, 750
gp); hoard total 5545 gp 6 sp

El Trono del Caos by drow


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