The Cyst of Abulaesh 05

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The Cyst of Abulaesh 05

Level 5
General Walls Masonry (Climb DC 20)
Floor Flagstone
Temperature Warm
Illumination Shadowy (phosphorescent fungus or candles every 20
ft.)
Corridor Features a Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)
c Someone has scrawled "You cannot kill it with magic" here
e Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger visual (true seeing); Reset none; Effect acid spray (1d6
acid damage, DC 10 Reflex save for half damage)
i Burning torches in iron sconces line the corridor

m Numerous pillars line the corridor


n The scent of smoke fills the corridor
r Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
s Withered corpses are nailed to the corridor walls
u The walls here have been engraved with endless spirals
v Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
w An iron chandelier hangs from the ceiling here
x A tile labyrinth covers the floor
z A putrid odor fills the corridor

Wandering Monsters 1 5 x Doppelganger, scavenging for food and treasure


2 1 x Basilisk, scavenging for food and treasure
3 11 x Giant Centipede, searching for an object stolen from their
lair
4 1 x Basilisk, returning to their lair with plunder
5 5 x Wererat (Hybrid Form), lost and desperate
6 4 x Bat Swarm, gathered around an evil shrine

Room #1 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #27, inhabited by 1 x Basidirond
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #2, inhabited by 1 x Ochre Jelly
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #50, inhabited by 4 x Iron Cobra
Room Features A mural of ghoulish carnage covers the ceiling, and a ruined siege weapon sits in the north-east corner of the
room

Room #2 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #1
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #33, inhabited by 1 x Ochre Jelly
Room Features A sloped pit lined with iron spikes lies in the west side of the room, and several empty flasks are scattered throughout the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #3 South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #33, inhabited by 1 x Ochre Jelly
South Entry #2 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #34, inhabited by 1 x Mummy
Monster 6 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 23 gp, 16 sp, 120 cp; Masterwork Chainmail (300 gp), Masterwork Quarterstaff (600 gp), Masterwork Sling (300 gp);
Potion of Keen Senses (apg, 50 gp), Potion of Resistance (cr, 25 gp); hoard total 1300 gp 8 sp

Room #4 South Entry Unlocked Simple Wooden Door (hard 5, 10


hp)
Empty

Room #5 East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
melee (6d6/19-20)
→ Leads to room #6
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #52
Room Features Part of the ceiling has collapsed into the room, and a fountain decorated with screaming faces sits in the north-east corner of the
room
Room #6 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
melee (6d6/19-20)
→ Leads to room #5
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #7, inhabited by 2 x Cave Fisher
East Entry #2 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ghoulish carnage
→ Leads to room #36
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Several square holes are cut into the ceiling and floor, and the floor is covered in square tiles, alternating white and black

Room #7 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #6
East Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #28, inhabited by 13 x Giant Centipede
Room Features A mural of arcane patterns covers the ceiling, and someone has scrawled "Stay right" on the west wall
Monster 2 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: Climb +11

Room #8 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)


East Entry Archway
→ Leads to room #37, inhabited by 5 x Skum
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #45
Room Features A mural of arcane patterns covers the ceiling, and the floor is covered with
teeth

Room #9 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #10, inhabited by 9 x Vegepygmy
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #37, inhabited by 5 x Skum
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #38, inhabited by 4 x Giant Scorpion
Monster 4 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 49 pp, 420 gp; Amber (90 gp), Carnelian (55 gp), Opal (350 gp), Red Spinel (50 gp); Masterwork Heavy Steel Shield
(170 gp); hoard total 1625 gp

Room #10 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #9, inhabited by 4 x Skum
East Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #11
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 39 pp, 196 gp, 224 sp, 30 cp; Agate (8 gp), Agate (11 gp), Bloodstone (40 gp), Hematite (7 gp), Ivory (55 gp), Pyrite (9
gp); Potion of Invigorate (apg, 50 gp), Scroll of Divine Favor (cr, 25 gp), Scroll of Protection from Good (cr, 25 gp), Wand of True
Strike (cr, 750 gp); hoard total 1588 gp 7 sp
Room #11 West Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #10, inhabited by 9 x Vegepygmy
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Contact Poison: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #29
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A stone stair ascends towards the north wall, and an unidentifiable odor fills the room

Room #12 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Room Features A ladder ascends to a wooden platform in the west side of the room, and skeletons hang from chains and manacles against the
south wall
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #13 West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Ice Dart Trap: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect Atk +10
ranged (2d6 cold)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #14
Room Features A ladder ascends to a balcony hanging from the east wall, and someone has scrawled "Lightning comes before thunder" on the
north wall

Room #14 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #13
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
Room Features Skeletons hang from chains and manacles against the south and west walls, and a pile of rotten leather lies in the north-east corner
of the room
Trap Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp)

58 gp, 63 sp, 130 cp; Malachite (8 gp), Rhodochrosite (8 gp), Rhodochrosite (12 gp); Scroll of Bear's Endurance (cr, 150 gp), Scroll
of False Life (cr, 150 gp), Wand of Entropic Shield (cr, 750 gp), Wand of Virtue (cr, 375 gp); hoard total 1518 gp 6 sp

Room #15 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #16, inhabited by 2 x Bugbear
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #56
South Entry #2 Archway
→ Leads to room #57
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 36 pp, 226 gp, 64 sp, 110 cp; Agate (9 gp), Bloodstone (55 gp), Lapis Lazuli (11 gp), Rock Quartz (10 gp); Masterwork
Light Wooden Shield (153 gp); Scroll of Make Whole (cr, 150 gp), Wand of Produce Flame (cr, 750 gp); hoard total 1731 gp 5 sp
Room #16 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #15, inhabited by 1 x Cloaker
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #17
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #57
Room Features A stair ascends to a catwalk hanging between the east and west walls, and a set of demonic war masks hangs on the south wall
Monster 2 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 50 gp; Deep Blue Spinel (100 gp), Opal (400 gp), Peridot (55 gp), Smoky Quartz (55 gp); Masterwork Shortbow (330 gp);
hoard total 990 gp

Room #17 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #16, inhabited by 2 x Bugbear
East Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #18, inhabited by 5 x Bat Swarm
Room Features A chute falls into the room from above, and a fountain of water sits against the east
wall

Room #18 West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #17
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Monster 5 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Trap Barbed Net Trap: CR 7; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +11
ranged (grappled, Escape Artist DC 22 to escape); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Unlocked Simple Wooden Chest (hard 5, 10 hp)

22 pp, 335 gp, 340 sp, 1800 cp; Jasper (45 gp), Rock Quartz (9 gp), Rock Quartz (11 gp); Carved ivory scroll case (60 gp); Oil of
Magic Weapon (cr, 50 gp), Scroll of Blend (arg, 25 gp), Wand of Resistance (cr, 375 gp); hoard total 1182 gp

Room #19 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Archway
→ Leads to room #20, inhabited by 3 x Rat Swarm

Room Features The north and west walls are covered with slime, and a dulled dagger lies in the south-east corner of the
room

Room #20 West Entry Archway


→ Leads to room #19
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #21, inhabited by 4 x Cave Fisher
Room Features Someone has scrawled "You cannot kill it with wizardry" on the west wall, and a pierced breastplate lies in the east side of the room
Monster 3 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)
Room #21 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)

North Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Contact Poison: CR 7; mechanical; Perception DC 24; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #20, inhabited by 3 x Rat Swarm
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #22, inhabited by 5 x Cave Fisher
South Entry #1 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #59, inhabited by 3 x Dark Creeper
South Entry #2 Archway
→ Leads to room #60, inhabited by 3 x Choker
Monster 4 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: Climb +11

Room #22 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #21, inhabited by 4 x Cave Fisher
South Entry Archway
→ Leads to room #60, inhabited by 3 x Choker
Room Features Several iron cages are scattered throughout the room, and someone has scrawled "Upon the eighth day of the Autumn of Blades,
in the Empire of Chains, the Arrows of Spears shall rise" on the east wall
Monster 5 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: Climb +11

Room #23 South Entry Archway


→ Leads to room #42, inhabited by 1 x Cloaker
Monster 1 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); SA 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 #24 South Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a medusa, and opened by uncovering her eyes
Room Features A wooden ladder rests against the south wall, and someone has scrawled "Lunne stands here, slain by a basilisk" on the east
wall

Room #25 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #32
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #43, inhabited by 3 x Bugbear
Room Features The room has a high domed ceiling, and the scent of smoke fills the east side of the room
Monster 4 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 134 gp, 230 sp, 1700 cp; Azurite (10 gp), Black Pearl (650 gp), Carnelian (50 gp), Carnelian (55 gp), Citrine (55 gp),
Rock Quartz (9 gp), Saltwater Pearl (100 gp), Sard (50 gp), Smoky Quartz (55 gp); Silver holy symbol (25 gp); Masterwork Gauntlet
(302 gp), Masterwork Greatsword (350 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Sanctuary (cr, 50 gp), Scroll of
Identify (cr, 25 gp), Scroll of Magic Fang (cr, 25 gp); hoard total 2035 gp

Room #26 South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
Monster 2 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: Climb +11
Room #27 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #1
Room Features A mural of ancient mythology covers the ceiling, and someone has scrawled "Annan Gammugw fell here, slain by orcs" on the
south wall
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 33 gp; Scroll of Bless Water (cr, 50 gp), Wand of Shield (cr, 750 gp); hoard total 833 gp

Room #28 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #7, inhabited by 2 x Cave Fisher
West Entry #2 Archway
→ Leads to room #36
East Entry Archway
→ Leads to room #45
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #66
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #29 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
West Entry Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Contact Poison: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #11
East Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of Death, and opened by placing a coin in his open hand
→ Leads to room #39
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #68
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #69
Room Features A tile labyrinth covers the floor, and someone has scrawled a strange glyph on the north wall

Room #30 East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Symbol of Hypnosis: CR 7; magic; Perception DC 22; Disable Device DC 26; 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)
→ Leads to room #31
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #61
Room Features A forge and anvil sit in the north-west corner of the room, and a stream of quicksilver flows down the north wall

Room #31 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Symbol of Hypnosis: CR 7; magic; Perception DC 22; Disable Device DC 26; 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)
→ Leads to room #30
East Entry Archway
→ Leads to room #43, inhabited by 3 x Bugbear
South Entry #1 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
→ Leads to room #75, inhabited by 13 x Giant Centipede
South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
Ⓣ Guillotine Blade: CR 4; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14
melee (4d6/19-20)
Room Features A tile labyrinth covers the floor, and a rusted sword lies in the south-west corner of the room

Room #32 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #25, inhabited by 4 x Morlock
East Entry Archway
→ Leads to room #44
Empty
Room #33 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #3, inhabited by 6 x Hobgoblin
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #2, inhabited by 1 x Ochre Jelly
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #34, inhabited by 1 x Mummy
East Entry #2 Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #51
South Entry Archway
→ Leads to room #65
Room Features Someone has scrawled an incomplete drawing of a dragon on the west wall, and unintelligible whispering fills the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #34 North Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #3, inhabited by 6 x Hobgoblin
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #33, inhabited by 1 x Ochre Jelly
East Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #35
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #51
Room Features A narrow ledge runs along the walls, and a rusted axe lies in the center of the room
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 19 pp, 253 gp, 370 sp, 1000 cp; Alabaster (11 gp), Azurite (12 gp), Chrysoberyl (90 gp), Green Spinel (45 gp), Ivory (50
gp), Milky Quartz (60 gp), Shell (12 gp), Smoky Quartz (60 gp), Tigereye (11 gp), Topaz (600 gp); Scroll of Detect Undead (cr, 25
gp); hoard total 1466 gp
Trap Rune of Fear: CR 7; 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)

Room #35 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
→ Leads to room #34, inhabited by 1 x Mummy
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #52
South Entry Archway
Empty

Room #36 West Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ghoulish
carnage
→ Leads to room #6
East Entry Archway
→ Leads to room #28, inhabited by 13 x Giant Centipede
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #77
Empty

Room #37 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #9, inhabited by 4 x Skum
West Entry #1 Archway
→ Leads to room #8
West Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #45
Room Features A narrow ledge runs along the walls, and a swarm of crawling insects covers the floor
Monster 5 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 73 gp, 280 sp; Agate (8 gp), Amethyst (100 gp), Black Pearl (450 gp), Milky Quartz (60 gp), Rhodochrosite (11 gp), Sard
(50 gp), Zircon (35 gp); Masterwork Breastplate (350 gp); Scroll of Detect Undead (cr, 25 gp), Scroll of Enlarge Person (cr, 25 gp),
Scroll of Lesser Animate Dead (um, 150 gp), Wand of Create Water (cr, 375 gp); hoard total 1740 gp
Room #38 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #9, inhabited by 4 x Skum
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Archway
South Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #54
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #55, inhabited by 12 x Hobgoblin
Monster 4 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch
9, flat-footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1; Immune mind-affecting effects; Speed 50 ft.; Melee 2
claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA constrict (1d6+4); Str 19, Dex 10, Con 16,
Int -, Wis 10, Cha 2; Base Atk +3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)
Skills: Climb +8, Perception +4, Stealth +0

Room #39 West Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Ⓢ The door is concealed behind a statue of Death, and opened by placing a coin in his open hand
→ Leads to room #29
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #46
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #79
Room Features The room has a high domed ceiling, and the scent of urine fills the south-west corner of the room

Room #40 South Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #80, inhabited by 9 x Dire Rat
Monster 2 x Darkmantle

Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception
+4; AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort +5, Ref +3, Will +0; Speed 20 ft., fly 30 ft.
(poor); Melee slam +3 (1d4 plus grab); SA constrict (1d4+4), grab (any size), spell-like abilities CL 5th; Str 11, Dex 15, Con 14, Int
2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be tripped)
Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative

Room #41 South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #72
South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #73, inhabited by 4 x Dark Creeper
Room Features Part of the north wall has collapsed into the room, and various torture devices are scattered throughout the
room

Room #42 North Entry Archway


→ Leads to room #23, inhabited by 1 x Wraith
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
South Entry Archway
→ Leads to room #74
Room Features A sloped pit lined with iron spikes lies in the center of the room, and someone has scrawled "Lightning comes before thunder" on
the west wall
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 49 gp; Amber (110 gp), Carnelian (55 gp), Opal (500 gp), Rose Quartz (50 gp); Scroll of Desecrate (cr, 175 gp), Wand of
Goodberry (cr, 750 gp); hoard total 1689 gp

Room #43 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #25, inhabited by 4 x Morlock
West Entry Archway
→ Leads to room #31
Monster 3 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 29 pp, 264 gp; Chrysoberyl (120 gp), Ivory (50 gp), Peridot (50 gp), Topaz (600 gp); Masterwork Light Steel Shield (159
gp); Potion of Guidance (cr, 25 gp), Scroll of Protection from Law (cr, 25 gp); hoard total 1583 gp
Room #44 West Entry Archway
→ Leads to room #32
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to break DC)
Room Features A ruined siege weapon sits in the north-west corner of the room, and someone has scrawled "Death comes on silent wings" in
draconic script on the east wall
Trap Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none;
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. square
area)
Hidden Treasure Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)

29 gp; Bronze statuette of a warrior (15 gp), Engraved jade scarab (85 gp), Mithral scepter with gold inlay (600 gp), Set of six silver
dice (75 gp), Silver comb with ornate handle (75 gp), Silver cup with royal crest (100 gp); Scroll of Cure Serious Wounds (cr, 375
gp), Wand of Produce Flame (cr, 750 gp); hoard total 2104 gp

Room #45 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #8
West Entry #1 Archway
→ Leads to room #28, inhabited by 13 x Giant Centipede
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #66
East Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #37, inhabited by 5 x Skum
East Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #54
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #87
Room Features The north and west walls have been engraved with geometric patterns, and several iron blobs are scattered throughout the
room

Room #46 North Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #39
Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Good Wooden Chest (hard 5, 15 hp)
Arrow Trap: CR 7; mechanical; Perception DC 24; Disable Device DC 26; Trigger location; Reset manual; Effect Atk +13 ranged
(9d6/x3)

55 gp; Scroll of Summon Monster II (cr, 150 gp), Scroll of Touch of Fatigue (cr, 12 gp 5 gp), Wand of Goodberry (cr, 750 gp), Wand
of Lesser Confusion (cr, 750 gp) (inscription provides clue to function); hoard total 1717 gp

Room #47 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #59, inhabited by 3 x Dark Creeper
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #70, inhabited by 12 x Giant Spider
South Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #71, inhabited by 5 x Dark Creeper
Empty

Room #48 South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
→ Leads to room #74
South Entry #2 Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Ⓢ The door is located several feet above the floor and concealed by an illusion
Empty

Room #49 East Entry Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
Ⓣ One-way Door: CR 6; mechanical; Perception DC 22; Disable Device DC 24
→ Leads to room #50, inhabited by 4 x Iron Cobra

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #83, inhabited by 4 x Dark Creeper
Room Features A narrow ledge runs along the south and east walls, and a rusted amulet lies in the south-east corner of the
room
Room #50 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #1
West Entry #1 Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
Ⓣ One-way Door: CR 6; mechanical; Perception DC 22; Disable Device DC 24
→ Leads to room #49
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #83, inhabited by 4 x Dark Creeper
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A set of demonic war masks hangs on the north wall, and lit candles are scattered across the floor

Monster 4 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #51 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #34, inhabited by 1 x Mummy
West Entry #1 Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #33, inhabited by 1 x Ochre Jelly
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #65
Room Features An iron chandelier hangs from the ceiling in the east side of the room, and someone has scrawled "Beneath the fountain" on the
north wall

Room #52 North Entry #1 Archway


North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #5
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #35
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #85
Room Features A narrow shaft falls into the room from above, and a set of demonic war masks hangs on the west
wall

Room #53 East Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)
Ⓣ Arrow Trap: CR 7; mechanical; Perception DC 26; Disable Device DC 26; Trigger location; Reset manual; Effect Atk +11
ranged (9d6/x3)
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #77
South Entry #1 Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #85
South Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Monster 1 x Half-Fiend Minotaur

Half-Fiend Minotaur: CR 6, XP 2400; CE Large Outsider (native); Init +2; Senses darkvision 60 ft.; Perception +14; AC 17, touch
11, flat-footed 15 (+2 Dex, +6 natural, -1 size); hp 57 (6d10+24); Fort +8, Ref +7, Will +6; DA natural cunning*; DR 5/magic;
Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17; Speed 30 ft., fly 60 ft. (average); Melee greataxe +11/+6
(3d6+9/x3), bite +6 (1d8+3), gore +6 (1d6+3); Space 10 ft.; Reach 10 ft.; SA smite good 1/day, powerful charge (gore +13, 2d6+9),
spell-like abilities CL 6th; Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10; Base Atk +6, CMB +13, CMD 25
Skills and Feats: Fly +0, Intimidate +9, Knowl. (religion) +5, Percep. +14, Stealth +7, Survival +14; Great Fortitude, Improved Bull
Rush, Power Attack
Treasure: 77 gp; Black Pearl (500 gp), Milky Quartz (60 gp), Tourmaline (90 gp), Zircon (50 gp); Masterwork Battleaxe (310 gp),
Masterwork Scale Mail (200 gp), Masterwork Trident (315 gp); Potion of Enlarge Person (cr, 50 gp), Potion of Resistance (cr, 25
gp); hoard total 1677 gp

Room #54 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #38, inhabited by 4 x Giant Scorpion
West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #45
West Entry #2 Archway
East Entry Archway
→ Leads to room #55, inhabited by 12 x Hobgoblin
Room Features A stone ramp ascends towards the north wall, and the scent of ozone fills the
room
Room #55 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #38, inhabited by 4 x Giant Scorpion
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Archway
→ Leads to room #54
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #97
Monster 12 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 117 gp, 470 sp, 1200 cp; Amber (90 gp), Chrysoprase (45 gp), Opal (450 gp), Peridot (50 gp); Oil of Arcane Mark (cr, 25
gp), Oil of Mage Armor (cr, 50 gp), Potion of Protection from Law (cr, 50 gp), Potion of Resistance (cr, 25 gp), Potion of Stabilize
(cr, 25 gp), Scroll of Sanctuary (cr, 25 gp), Scroll of Sleep (cr, 25 gp), Scroll of Spark (apg, 12 gp 5 sp), Scroll of Touch of the Sea
(apg, 25 gp), Wand of Disrupt Undead (cr, 375 gp); hoard total 1448 gp 5 sp
Trap Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)

Room #56 North Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Confusion: CR 5; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect
confusion (confused for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #15, inhabited by 1 x Cloaker
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #57
Empty

Room #57 North Entry #1 Archway


→ Leads to room #15, inhabited by 1 x Cloaker
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #16, inhabited by 2 x Bugbear
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #56
Room Features The floor is covered with dust, and a pile of spoiled meat lies in the south-west corner of the
room

Room #58 North Entry Unlocked Stone Door (hard 8, 60 hp)


East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #70, inhabited by 12 x Giant Spider
South Entry Archway
→ Leads to room #89, inhabited by 13 x Hobgoblin
Empty

Room #59 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #21, inhabited by 4 x Cave Fisher
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #47
West Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #71, inhabited by 5 x Dark Creeper
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #60, inhabited by 3 x Choker
Monster 3 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 75 gp, 530 sp, 1400 cp; Alabaster (8 gp), Peridot (55 gp), Tigereye (10 gp); Masterwork Bolas (305 gp); Oil of Arcane
Mark (cr, 25 gp), Oil of Light (cr, 25 gp), Oil of Magic Weapon (cr, 50 gp), Potion of Bull's Strength (cr, 300 gp), 2 x Scroll of Mage
Armor (cr, 25 gp), Scroll of Stone Shield (arg, 25 gp), Wand of Open/Close (cr, 375 gp) (design provides clue to function); hoard
total 1370 gp
Room #60 North Entry #1 Archway
→ Leads to room #21, inhabited by 4 x Cave Fisher
North Entry #2 Archway
→ Leads to room #22, inhabited by 5 x Cave Fisher
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #59, inhabited by 3 x Dark Creeper
East Entry Archway
→ Leads to room #72
Room Features The floor is covered in perfect hexagonal tiles, and several pieces of blood-soaked clothing are scattered throughout the room
Monster 3 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 148 gp, 430 sp, 2400 cp; Aquamarine (400 gp), 2 x Chrysoprase (55 gp), Ivory (50 gp), Rhodochrosite (12 gp), Rock
Quartz (8 gp), Rock Quartz (10 gp), Saltwater Pearl (90 gp), Shell (10 gp), Smoky Quartz (45 gp); Masterwork Whip (301 gp);
hoard total 1251 gp
Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

50 gp; Chrysoberyl (130 gp), Ivory (60 gp), Opal (600 gp), Sard (40 gp); Copper brazier with religious markings (50 gp), Decorated
silver plate (60 gp), Gold and silver hand mirror (120 gp), Gold bowl with dragon engravings (400 gp), Silver cup with royal crest
(100 gp), Silver statue of a dragon (65 gp); hoard total 1675 gp

Room #61 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #30
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #82
Empty

Room #62 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #63
Room Features Someone has scrawled "eight, six, seven, four, nine" on the south wall, and an unexplained breeze can be felt in the west side of
the room

Room #63 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #62
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #76, inhabited by 1 x Troll
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #93, inhabited by 1 x Basidirond
Room Features A narrow pit covered by iron bars lies in the center of the room, and a large demonic idol with ruby eyes sits in the north-east corner
of the room

Room #64 East Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60
hp)
→ Leads to room #65
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #105, inhabited by 1 x Mummy
Empty

Room #65 North Entry Archway


→ Leads to room #33, inhabited by 1 x Ochre Jelly
West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #64
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #51
South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Room Features Someone has scrawled "Explosive runes" in draconic script on the south wall, and the south and east walls are covered with veins
of gray crystal
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)

79 pp, 650 gp; hoard total 1440 gp


Room #66 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #28, inhabited by 13 x Giant Centipede
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #45

South Entry Archway


→ Leads to room #86, inhabited by 1 x Troll
Room Features Someone has scrawled "sapphire, crimson, jade, golden, iron" on the west wall, and an overwhelming stench fills the room

Room #67 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Archway


→ Leads to room #68
Monster 2 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 36 gp, 120 sp; Scroll of Blur (cr, 150 gp), Scroll of Ray of Enfeeblement (cr, 25 gp), Wand of Color Spray (cr, 750 gp)
(design provides clue to function); hoard total 973 gp

Room #68 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #29
West Entry Archway
→ Leads to room #67, inhabited by 2 x Morlock
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #69
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
→ Leads to room #107, inhabited by 5 x Skeletal Champion
Empty

Room #69 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #29
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #68
East Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
→ Leads to room #78, inhabited by 3 x Morlock
Room Features A crude bed and iron gong sit in the south side of the room, and the floor is covered with
sand

Room #70 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #47
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #58
South Entry Archway
→ Leads to room #101, inhabited by 2 x Iron Cobra
Room Features A forge and anvil sit in the west side of the room, and an acrid odor fills the south-west corner of the room
Monster 12 x Giant Spider

Giant Spider: CR 1, XP 400; N Medium Vermin; Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 14, touch
13, flat-footed 11 (+3 Dex, +1 natural); hp 16 (3d8+3); Fort +4, Ref +4, Will +1; Immune mind-affecting effects; Speed 30 ft., climb
30 ft.; Melee bite +2 (1d6 plus poison); SA web (+5 ranged, DC 12, hp 2); Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2; Base Atk
+2, CMB +2, CMD 15 (27 vs. trip)
Skills: Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
Treasure: 55 gp, 78 sp, 70 cp; Ivory (60 gp), Malachite (9 gp), Rock Quartz (10 gp); Potion of Enlarge Person (cr, 50 gp), Scroll of
Produce Flame (cr, 25 gp), Scroll of Resist Energy (cr, 150 gp), Wand of Magic Fang (cr, 750 gp) (inscription provides clue to
function), Wand of Magic Fang (cr, 750 gp); hoard total 1867 gp 5 sp
Trap Shrine of Evil: CR 7; magic; Perception DC 26; Disable Device DC 26; Trigger touch (detect good); Reset automatic; Effect inflict
wound (8d6 damage, DC 14 Will save for half damage)
Room #71 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #47
East Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #59, inhabited by 3 x Dark Creeper
East Entry #2 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #90, inhabited by 4 x Bugbear
South Entry Archway
→ Leads to room #111
Monster 5 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 32 pp, 386 gp, 10 sp; Azurite (13 gp), Moonstone (55 gp), Obsidian (8 gp); Oil of Purify Food and Drink (cr, 25 gp),
Potion of Shield of Faith (cr, 50 gp), Scroll of Enlarge Person (cr, 25 gp), Scroll of Unseen Servant (cr, 25 gp), Wand of Summon
Minor Monster (um, 750 gp); hoard total 1658 gp

Room #72 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #41
West Entry Archway
→ Leads to room #60, inhabited by 3 x
Choker
Empty

Room #73 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #41
East Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #74
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #113
Room Features Someone has scrawled a basic map of the dungeon on the south wall, and several shattered weapons are scattered throughout the
room
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 82 gp, 120 sp; Freshwater Pearl (12 gp), Green Spinel (45 gp), Jet (120 gp), Obsidian (9 gp), Opal (350 gp),
Rhodochrosite (10 gp), Sardonyx (45 gp); Masterwork Dart (300 gp 5 sp), Masterwork Longsword (315 gp), Masterwork Scale Mail
(200 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Guidance (cr, 25 gp), Potion of Protection from Chaos (cr, 50 gp), Scroll
of Expeditious Retreat (cr, 25 gp); hoard total 1625 gp 5 sp

Room #74 North Entry #1 Archway


→ Leads to room #42, inhabited by 1 x Cloaker
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
→ Leads to room #48
West Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #73, inhabited by 4 x Dark Creeper
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #113
Room Features A well lies in the west side of the room, and a pile of torn paper lies in the center of the room
Room #75 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
→ Leads to room #31
West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #102, inhabited by 17 x Vegepygmy
Room Features The floor is covered in perfect hexagonal tiles, and an altar of evil sits in the south side of the room
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #76 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to break DC)
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #63
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #93, inhabited by 1 x Basidirond
Monster 1 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 gp, 370 sp; Alabaster (8 gp), Azurite (7 gp), Smoky Quartz (60 gp); Masterwork Light Steel Shield (159 gp),
Masterwork Whip (301 gp); Oil of Bless Weapon (cr, 50 gp), Potion of Protection from Good (cr, 50 gp), Scroll of Disguise Self (cr,
25 gp), Scroll of Protection from Evil (cr, 25 gp), Wand of Bleed (cr, 375 gp); hoard total 1125 gp

Room #77 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
→ Leads to room #36
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #53, inhabited by 1 x Half-Fiend Minotaur
Empty

Room #78 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
→ Leads to room #69
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 7; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +13
melee (9d6/19-20)
→ Leads to room #108
Monster 3 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 53 pp, 472 gp, 24 sp, 70 cp; Potion of Levitate (cr, 300 gp), Potion of Protection from Arrows (cr, 300 gp), Scroll of Resist
Energy (cr, 150 gp); hoard total 1755 gp 1 sp

Room #79 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #39
West Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #108
East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #80, inhabited by 9 x Dire Rat
South Entry Archway
→ Leads to room #116, inhabited by 2 x Morlock
Room Features A set of demonic war masks hangs on the east wall, and someone has scrawled "jade, black, crimson, golden" on the east wall
Room #80 North Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #40, inhabited by 2 x Darkmantle
West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #79
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #99, inhabited by 3 x Skum
Room Features The north and east walls have been engraved with endless spirals, and the ceiling is covered with cracks
Monster 9 x Dire Rat

Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision, scent; Perception +4; AC 14, touch 14, flat-footed 11
(+3 Dex, +1 size); hp 5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.; Melee bite +1 (1d4 plus disease);
SA disease; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)
Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill Focus (Perception)

Room #81 North Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
South Entry Secret (Search DC 30) Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
Room Features A tile labyrinth covers the floor, and a circle of tall stones stands in the north-east corner of the room

Room #82 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #61
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #102, inhabited by 17 x Vegepygmy
Room Features Someone has scrawled "Mind the gap" on the east wall, and a pile of spoiled meat lies in the north-east corner of the room
Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

60 gp; Amethyst (100 gp), Aquamarine (600 gp), Citrine (65 gp), Red Spinel (50 gp); Carved ivory scroll case (60 gp), Crystal skull
(80 gp), Gold flagon with religious markings (500 gp), Gold holy symbol (100 gp), Silver and glass decanter (75 gp), Silver noble
family seal (60 gp); hoard total 1750 gp

Room #83 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #49
West Entry #1 Archway
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #50, inhabited by 4 x Iron Cobra
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #105, inhabited by 1 x Mummy
Room Features A stack of rotting wooden crates stands against the west wall, and a pair of dice lies in the south-west corner of the room
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 84 pp, 576 gp, 90 sp; Alabaster (11 gp), Ivory (50 gp), Malachite (9 gp); Masterwork Longsword (315 gp); Potion of
Shield of Faith (cr, 50 gp); hoard total 1860 gp

Room #84 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #94
Room Features Several alcoves are cut into the north and south walls, and several iron cages are scattered throughout the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #85 North Entry Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #53, inhabited by 1 x Half-Fiend Minotaur
West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #52
West Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Rune of Dread: CR 5; magic; Perception DC 20; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
East Entry Archway
→ Leads to room #95
Empty
Room #86 North Entry Archway
→ Leads to room #66
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #87
South Entry Archway
→ Leads to room #121
Monster 1 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: 53 gp, 21 sp, 120 cp; Masterwork Breastplate (350 gp), Masterwork Greataxe (320 gp); Oil of Bless Weapon (cr, 50 gp),
Potion of Reduce Person (cr, 50 gp), Scroll of Hold Person (cr, 150 gp), Wand of Create Water (cr, 375 gp); hoard total 1351 gp 3
sp

Room #87 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #45
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #86, inhabited by 1 x Troll
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break
DC)
→ Leads to room #96
Empty

Room #88 East Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of a legendary battle
→ Leads to room #89, inhabited by 13 x Hobgoblin
South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #109
South Entry #2 Archway
→ Leads to room #110, inhabited by 1 x Wraith
Room Features A fountain of water sits against the west wall, and a charred wooden shield lies in the center of the room
Monster 3 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 70 gp; Aquamarine (450 gp), Chrysoberyl (90 gp), Jasper (65 gp), Smoky Quartz (50 gp); Potion of Touch of the Sea
(apg, 50 gp), Wand of Alarm (cr, 750 gp) (design provides clue to function); hoard total 1525 gp

Room #89 North Entry Archway


→ Leads to room #58
West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of a legendary battle
→ Leads to room #88, inhabited by 3 x Wererat
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #110, inhabited by 1 x Wraith
Room Features A stream of blood flows along a channel in the floor, and a large demonic idol with ruby eyes sits in the west side of the room
Monster 13 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 27 pp, 167 gp, 70 sp; Bloodstone (45 gp), Malachite (8 gp), Rhodochrosite (9 gp); Potion of Guidance (cr, 25 gp), 2 x
Potion of Magic Fang (cr, 50 gp), Potion of Resist Cold (3rd) (cr, 300 gp), Scroll of Web (cr, 150 gp), Wand of Bless (cr, 750 gp);
hoard total 1831 gp
Room #90 West Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #71, inhabited by 5 x Dark Creeper
West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Magic Missle Trap: CR 6; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect magic
missile (2d6 force damage); never miss
→ Leads to room #111
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #91
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #117, inhabited by 3 x Choker
Monster 4 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 28 pp, 142 gp, 170 sp; 2 x Masterwork Breastplate (350 gp), Masterwork Morningstar (308 gp), Masterwork Sap (301 gp);
2 x Potion of Guidance (cr, 25 gp), Scroll of Touch of the Sea (apg, 25 gp); hoard total 1823 gp

Room #91 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #90, inhabited by 4 x Bugbear
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #112
Room Features A tile mosaic of a god of good covers the floor, and someone has scrawled "Explosive runes" in draconic script on the north
wall

Room #92 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #103, inhabited by 11 x Human Zombie
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A tile labyrinth covers the floor, and someone has scrawled "This paladin is dead" on the east wall
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 80 gp; Black Pearl (500 gp), Green Spinel (45 gp), Milky Quartz (55 gp), Saltwater Pearl (100 gp); hoard total 780 gp
Trap Symbol of Panic: CR 5; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect fear
(panicked for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)

Room #93 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #76, inhabited by 1 x Troll
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #63
West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #104
South Entry Archway
→ Leads to room #115
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 21 gp; Scroll of Burning Hands (cr, 25 gp), Wand of Create Water (cr, 375 gp); hoard total 421 gp

Room #94 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #84, inhabited by 1 x Ochre Jelly
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry #3 Archway
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #131
Room Features A ladder ascends to a catwalk hanging between the north and south walls, and the north and west walls are covered with sword
cuts
Room #95 North Entry Archway
West Entry #1 Archway
→ Leads to room #85
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #120, inhabited by 4 x Iron Cobra
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #121
Empty

Room #96 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #87
East Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #97
Room Features A magical statue in the west side of the room answers questions with lies and falsehoods, and a faded and torn tapestry hangs
from the west wall

Room #97 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #55, inhabited by 12 x Hobgoblin
West Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #96
West Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #124
Empty

Room #98 East Entry Archway


→ Leads to room #107, inhabited by 5 x Skeletal Champion
Room Features An acrid odor fills the east side of the room, and a pile of rotten bread lies in the east side of the room
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 26 pp, 246 gp, 200 sp, 1500 cp; Agate (13 gp), Black Pearl (650 gp), Chrysoberyl (90 gp), Citrine (45 gp), Freshwater
Pearl (9 gp), Rose Quartz (40 gp), Rose Quartz (45 gp); hoard total 1433 gp

Room #99 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #80, inhabited by 9 x Dire Rat
South Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within a horrific torture device
Monster 3 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 121 gp, 338 sp, 1950 cp; Agate (10 gp), Chrysoprase (50 gp), Red Spinel (50 gp), Rhodochrosite (9 gp), Rhodochrosite
(11 gp), 2 x Rhodochrosite (12 gp), Shell (10 gp), Shell (13 gp), Zircon (35 gp); Crystal egg with silver stand (50 gp), Decorated
silver plate (60 gp), Electrum censer with silver filigree (70 gp), Gold censer with platinum inlay (400 gp), Gold holy symbol (100
gp), Silver flagon with religious markings (80 gp), Silver holy symbol (25 gp); Masterwork Morningstar (308 gp); Oil of Purify Food
and Drink (cr, 25 gp), Scroll of Identify (cr, 25 gp); hoard total 1529 gp 3 sp

Room #100 West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within a horrific torture device
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #138
Room Features A rope ascends to a wooden platform in the north-east corner of the room, and a dagger hilt lies in the south side of the room
Room #101 North Entry Archway
→ Leads to room #70, inhabited by 12 x Giant Spider
West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #110, inhabited by 1 x Wraith
Room Features A simple fireplace sits against the south wall, and someone has scrawled "The sword is cursed" on the west wall
Monster 2 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #102 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #82
East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #75, inhabited by 13 x Giant Centipede
Room Features A group of demonic faces have been carved into the west wall, and an altar of evil sits in the south-west corner of the room
Monster 17 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 63 gp, 108 sp, 210 cp; Freshwater Pearl (9 gp), Lapis Lazuli (9 gp); Masterwork Halberd (310 gp), Masterwork Light
Crossbow (335 gp), Masterwork Longsword (315 gp); Scroll of Identify (cr, 25 gp), Scroll of Spider Climb (cr, 150 gp), Wand of Hold
Portal (cr, 750 gp) (design provides clue to function), Wand of Jump (cr, 750 gp); hoard total 2728 gp 9 sp

Room #103 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #92, inhabited by 1 x Basidirond
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #104
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10 to break DC)
South Entry #2 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
Ⓢ The door is concealed behind a statue of an armored warrior, and opened by moving his sword
Room Features Various torture devices are scattered throughout the room, and someone has scrawled a basic map of the dungeon on the east
wall
Monster 11 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #104 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #103, inhabited by 11 x Human Zombie
East Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #93, inhabited by 1 x Basidirond
East Entry #2 Archway
→ Leads to room #115
Empty
Room #105 North Entry #1 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind an area of mould
North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #64
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #83, inhabited by 4 x Dark Creeper
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #106
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #130
Room Features Various torture devices are scattered throughout the room, and someone has scrawled "Don't lose your head" on the east wall
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 28 pp, 241 gp, 139 sp, 1480 cp; Masterwork Light Wooden Shield (153 gp); Scroll of Blessing of Courage and Life (apg,
150 gp), Wand of Mending (cr, 375 gp); hoard total 1227 gp 7 sp

Room #106 West Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #105, inhabited by 1 x Mummy
West Entry #2 Archway
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Arrow Trap: CR 7; mechanical; Perception DC 26; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +13
ranged (7d6/x3)
Room Features A magical mural on the west wall depicts the gruesome death of whomever views it, and the north and east walls have been
engraved with endless spirals

Room #107 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #68
West Entry Archway
→ Leads to room #98, inhabited by 1 x Cloaker
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #108
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 5 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 94 gp, 90 sp; Agate (10 gp), Alabaster (12 gp), Amber (100 gp), Green Spinel (50 gp), Jade (90 gp), Jasper (60 gp),
Malachite (10 gp), Obsidian (7 gp), 2 x Opal (500 gp), Peridot (45 gp), Rock Quartz (13 gp), Zircon (50 gp), Zircon (55 gp);
Masterwork Heavy Mace (312 gp); hoard total 1917 gp
Trap Thunderstone Mine: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect thunder blast (1d6
sonic damage, DC 10 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)

Room #108 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 7; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +13
melee (9d6/19-20)
→ Leads to room #78, inhabited by 3 x Morlock
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #107, inhabited by 5 x Skeletal Champion
West Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
East Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #79
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #116, inhabited by 2 x Morlock
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #134
Room Features A magical statue in the north side of the room answers questions with lies and falsehoods, and a pair of dice lies in the north side
of the room
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25; hard 5, 20 hp)

28 pp, 193 gp, 340 sp, 700 cp; Alabaster (9 gp), Carnelian (45 gp), Hematite (11 gp), Jasper (50 gp), Saltwater Pearl (100 gp),
Topaz (500 gp), Zircon (50 gp); Silver holy symbol (25 gp); Potion of Enlarge Person (cr, 50 gp), Scroll of Produce Flame (cr, 25
gp); hoard total 1379 gp
Room #109 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #88, inhabited by 3 x Wererat
South Entry Archway
→ Leads to room #145
Room Features A narrow shaft descends from the room into a natural cavern below, and the sound of rushing water can be faintly heard near the
south wall
Trap Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp)

23 pp, 330 gp, 300 sp, 2100 cp; Lapis Lazuli (11 gp), Rock Quartz (11 gp), Sard (40 gp); Silver candelabra with holy symbol (75
gp); Scroll of Flare (cr, 12 gp 5 gp), Scroll of Magic Missile (cr, 25 gp), Wand of Alarm (cr, 750 gp); hoard total 1535 gp

Room #110 North Entry #1 Archway


→ Leads to room #88, inhabited by 3 x Wererat
North Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #89, inhabited by 13 x Hobgoblin
East Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #101, inhabited by 2 x Iron Cobra
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #3 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #125
Room Features The room has a high domed ceiling, and someone has scrawled "The Rosewood Staff lies in blood" on the south wall
Monster 1 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); SA 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 #111 North Entry Archway


→ Leads to room #71, inhabited by 5 x Dark Creeper
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Magic Missle Trap: CR 6; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect magic
missile (2d6 force damage); never miss
→ Leads to room #90, inhabited by 4 x Bugbear
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #117, inhabited by 3 x Choker
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #139
Empty

Room #112 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #91
West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 6; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #117, inhabited by 3 x Choker
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #113
South Entry Archway
→ Leads to room #147
Empty

Room #113 North Entry #1 Archway


North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #73, inhabited by 4 x Dark Creeper
North Entry #3 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #74
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #112
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #114
South Entry Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and opened by reaching into its mouth
→ Leads to room #148
Room Features A magical shrine in the center of the room grants the ability to detect poison (for one day) to whomever offers a prayer, and a
shallow pit lies in the south-west corner of the room
Room #114 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #113
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #118
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #149
Empty

Room #115 North Entry Archway


→ Leads to room #93, inhabited by 1 x Basidirond
West Entry Archway
→ Leads to room #104
South Entry Archway
→ Leads to room #128, inhabited by 16 x Hobgoblin
Room Features A narrow shaft falls into the room from above, and a corpse lies in front of an open chest in the north side of the
room

Room #116 North Entry Archway


→ Leads to room #79
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #108
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #135, inhabited by 4 x Skeletal Champion
South Entry #2 Archway
→ Leads to room #136
Monster 2 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 3 pp, 65 gp, 68 sp, 1070 cp; Jasper (45 gp), Jasper (55 gp), Sardonyx (45 gp), Shell (13 gp), Tigereye (11 gp), Turquoise
(11 gp); Masterwork Longsword (315 gp); Potion of Enlarge Person (cr, 50 gp), Potion of Protection from Evil (cr, 50 gp), Potion of
Remove Fear (cr, 50 gp), Scroll of Magic Weapon (cr, 25 gp), Scroll of Sleep (cr, 25 gp); hoard total 807 gp 5 sp

Room #117 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #90, inhabited by 4 x Bugbear
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #111
East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 6; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #112
Room Features Someone has scrawled "The Queen of Grace shall reign until blades pierce the sky" on the south wall, and a splashing noise can
be faintly heard near the south wall
Monster 3 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 44 gp, 80 sp; Red Spinel (50 gp), Saltwater Pearl (80 gp), Sardonyx (50 gp), Topaz (500 gp); Masterwork Halberd (310
gp), Masterwork Light Flail (308 gp); Oil of Mage Armor (cr, 50 gp); hoard total 1400 gp

Room #118 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #114
East Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #140, inhabited by 2 x Dark Creeper
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #161, inhabited by 14 x Giant Centipede
South Entry #2 Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ The door is located several feet above the floor and only four feet high
→ Leads to room #162
Room Features Someone has scrawled "The last wards have fallen" on the north wall, and numerous humanoid skulls are scattered throughout the
room

Room #119 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #131
East Entry Secret (Search DC 30) Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓢ The door is located several feet above the floor and opened by twisting an iron ring
Ⓣ Rune of Dread: CR 6; magic; Perception DC 20; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
Room Features A forge and anvil sit in the north side of the room, and the ceiling is covered with cracks
Room #120 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #95
East Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #132
South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #142, inhabited by 1 x Ochre Jelly
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
Monster 4 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #121 North Entry #1 Archway


→ Leads to room #86, inhabited by 1 x Troll
North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #95
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #122
Room Features Someone has scrawled "Run away!" on the north wall, and the floor is covered with cracks

Room #122 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #121
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #167
Room Features A wooden platform hangs over a deep pit in the north side of the room, and a fountain and statue of a Goddess of Darkness sits in
the north side of the room

Room #123 East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 5; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
missile (2d6 force damage); never miss
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #133
Room Features Someone has scrawled "left, door, right, right" on the east wall, and several pieces of rotten rope are scattered throughout the room

Room #124 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #97
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #143
South Entry #2 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break DC)
Ⓢ The door is concealed behind a pile of skulls
Room Features Several square holes are cut into the west wall, and someone has scrawled "If being drunk all the time were easy, everyone would
do it" in dwarvish runes on the west wall

Room #125 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #110, inhabited by 1 x Wraith
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #146, inhabited by 1 x Basilisk
Room Features A faded and torn tapestry hangs from the south wall, and someone has scrawled "The Saints of Karnosea killed ten ghouls here"
on the east wall

Room #126 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #150
Room Features A set of demonic war masks hangs on the west wall, and someone has scrawled "The Shield of Grace is sundered" on the west
wall
Monster 1 x Dark Stalker

Dark Stalker: CR 4, XP 1200; CN Medium Humanoid (dark folk); Init +4; Senses see in darkness; Perception +8; AC 18, touch 14,
flat-footed 14 (+2 armor, +4 Dex, +2 natural); hp 39 (6d8+12); Fort +4, Ref +9, Will +2; Weak light blindness; Speed 30 ft.; Melee 2
short swords +6/+6 (1d6+2 plus poison/19-20); SA death throes, sneak attack (+3d6), spell-like abilities CL 6th; Str 14, Dex 18,
Con 14, Int 9, Wis 11, Cha 13; Base Atk +4, CMB +6, CMD 20; SQ poison use
Skills and Feats: Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; Double Slice, Two-Weapon Fighting, Weapon Finesse
Treasure: 24 gp; Masterwork Heavy Mace (312 gp); Scroll of Vanish (apg, 25 gp), Wand of Magic Missile (cr, 750 gp) (inscription
provides clue to function); hoard total 1111 gp
Room #127 South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #152
Room Features A narrow ledge runs along the north and east walls, and an overwhelming stench fills the
room

Room #128 North Entry Archway


→ Leads to room #115
East Entry 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 by an illusion
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #170, inhabited by 4 x Rat Swarm
Monster 16 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 54 pp, 562 gp, 21 sp, 80 cp; Alabaster (10 gp); Masterwork Dart (300 gp 5 sp), Masterwork Hide (165 gp); Oil of Light (cr,
25 gp), Oil of Mage Armor (cr, 50 gp), Potion of Jump (cr, 50 gp), Potion of Protection from Chaos (cr, 50 gp), Scroll of Light (cr, 12
gp 5 sp), Wand of Mage Hand (cr, 375 gp) (inscription provides clue to function); hoard total 2142 gp 9 sp

Trap Arrow Trap: CR 4; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10 ranged
(6d6/x3)
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

86 gp, 42 sp, 150 cp; Aquamarine (350 gp), Aquamarine (500 gp), Garnet (90 gp), Jet (100 gp), Moonstone (40 gp), Moonstone
(60 gp), Sard (40 gp), Smoky Quartz (60 gp); hoard total 1331 gp 7 sp

Room #129 East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #130
Room Features A narrow ledge runs along the south and west walls, and the ceiling is covered with bloodstains
Monster 2 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: Climb +11

Room #130 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #105, inhabited by 1 x Mummy
West Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #129, inhabited by 2 x Cave Fisher
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #154
South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #163
Empty

Room #131 North Entry #1 Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
North Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #94
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #119
Room Features A wooden platform hangs over a deep pit in the east side of the room, and various torture devices are scattered throughout the
room
Room #132 West Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #120, inhabited by 4 x Iron Cobra
South Entry #1 Archway
→ Leads to room #155, inhabited by 4 x Skeletal Champion
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #156
Room Features The north and west walls have been engraved with incoherent labyrinths, and several iron cages are scattered throughout the
room

Room #133 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #123
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #143
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #172
Empty

Room #134 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #108
West Entry Archway
East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #135, inhabited by 4 x Skeletal Champion
East Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Ⓣ Earthmaw Trap: CR 5; magic; Perception DC 24; Disable Device DC 24; Trigger location; Reset none; Effect earthmaw (6d6
damage, DC 12 Reflex save for half damage)
→ Leads to room #157
Empty

Room #135 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #116, inhabited by 2 x Morlock
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #134
South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #157
South Entry #2 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
Room Features A faded and torn tapestry hangs from the north wall, and someone has scrawled "The Emerald Fellowship looted this place" on the
west wall
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 59 gp; Amber (90 gp), Black Pearl (500 gp), Moonstone (55 gp), Red Spinel (60 gp); Masterwork Shortsword (310 gp);
Scroll of Shadow Anchor (arg, 150 gp), Wand of Sanctuary (cr, 750 gp); hoard total 1974 gp

Room #136 North Entry Archway


→ Leads to room #116, inhabited by 2 x Morlock
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #158, inhabited by 2 x Dark Creeper
Room Features A group of draconic faces have been carved into the west wall, and a stack of barrels filled with sand stands against the south
wall

Room #137 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
→ Leads to room #138
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #158, inhabited by 2 x Dark Creeper
Empty

Room #138 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #100
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #137
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Contact Poison: CR 7; mechanical; Perception DC 22; Disable Device DC 26; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #159
Room Features An altar of evil sits in the north side of the room, and a ring of keys lies in the south-west corner of the room
Room #139 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #111
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #146, inhabited by 1 x Basilisk
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
Empty

Room #140 West Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #118
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #150
Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled "The curse can't be broken" in goblin runes on
the south wall
Monster 2 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 30 pp, 252 gp, 20 sp; Moonstone (50 gp), Rhodochrosite (9 gp), Rock Quartz (7 gp); Oil of Light (cr, 25 gp), Potion of
Resist Electricity (3rd) (cr, 300 gp), Scroll of Shocking Grasp (cr, 25 gp); hoard total 970 gp

Room #141 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 3 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #142 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #120, inhabited by 4 x Iron Cobra
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #155, inhabited by 4 x Skeletal Champion
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #143 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #124
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #133
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #173
South Entry #2 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #174
Empty

Room #144 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
→ Leads to room #145
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Ice Dart Trap: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect Atk +12
ranged (6d6 cold)
Trap Falling Block: CR 6; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +14 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
Room #145 North Entry Archway
→ Leads to room #109
West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
→ Leads to room #144
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #146, inhabited by 1 x Basilisk
Room Features Someone has scrawled "Don't sleep" in orcish runes on the east wall, and several barrel staves are scattered throughout the
room

Room #146 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #125
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #145
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #139
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #185
Room Features A ruined siege weapon sits in the center of the room, and someone has scrawled "Beneath the statue" on the west wall
Monster 1 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, flat-footed 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: 85 gp, 550 sp, 2000 cp; Azurite (9 gp), Bloodstone (50 gp), Freshwater Pearl (9 gp); Masterwork Dwarven Waraxe (330
gp); Scroll of Disguise Self (cr, 25 gp), Scroll of Mage Armor (cr, 25 gp); hoard total 608 gp

Room #147 North Entry Archway


→ Leads to room #112
West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
Room Features A faded and torn tapestry hangs from the south wall, and a corroded iron key hangs from a hook on the east and west walls

Room #148 North Entry Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and opened by reaching into its
mouth
→ Leads to room #113
West Entry Archway
East Entry Archway
→ Leads to room #149
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #189
Empty

Room #149 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #114
West Entry Archway
→ Leads to room #148
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #161, inhabited by 14 x Giant Centipede
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #190, inhabited by 5 x Wererat
Room Features Part of the west wall has collapsed into the room, and the walls have been engraved with incoherent
labyrinths

Room #150 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #126, inhabited by 1 x Dark Stalker
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #140, inhabited by 2 x Dark Creeper
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Room Features A chute descends from the room into the next dungeon level down, and spirals of blue stones cover the
floor
Room #151 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #152
South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 24; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect acid spray
(4d6 acid damage, DC 14 Reflex save for half damage)
→ Leads to room #177, inhabited by 3 x Dark Creeper
Room Features A wooden platform hangs over a deep pit in the north side of the room, and someone has scrawled "Beneath the tomb" on the west
wall
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 51 gp; Aquamarine (400 gp), Carnelian (50 gp), Deep Blue Spinel (90 gp), Jasper (50 gp); Scroll of Rope Trick (cr, 150
gp), Wand of Mage Armor (cr, 750 gp); hoard total 1541 gp

Room #152 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])

North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)


North Entry #3 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #127
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #151, inhabited by 1 x Mummy
East Entry Archway
→ Leads to room #170, inhabited by 4 x Rat Swarm
South Entry #1 Archway
South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #179, inhabited by 1 x Basilisk
Empty

Room #153 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset none; Effect Atk +14 melee
(6d6); multiple targets (all targets in a 10 ft. square area)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #154
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "seven, nine, ten, nine" in draconic script on the south
wall

Room #154 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
→ Leads to room #153
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #130
East Entry #2 Archway
→ Leads to room #163
Empty
Room #155 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
North Entry #2 Archway
→ Leads to room #132
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #142, inhabited by 1 x Ochre Jelly
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break DC)
East Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #156
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #197
Room Features Various torture devices are scattered throughout the room, and a pile of spoiled meat lies in the north-west corner of the room
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 29 pp, 246 gp, 242 sp, 970 cp; Alabaster (9 gp), Amber (110 gp), Hematite (11 gp), Smoky Quartz (45 gp), Topaz (550
gp), Zircon (55 gp); Masterwork Breastplate (350 gp), Masterwork Spear (302 gp); hoard total 2001 gp 9 sp

Room #156 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #132
West Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #155, inhabited by 4 x Skeletal Champion
South Entry Archway
Room Features A tapestry of legendary monsters hangs from the north wall, and a pile of candles lies in the south-west corner of the
room

Room #157 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #135, inhabited by 4 x Skeletal Champion
West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Ⓣ Earthmaw Trap: CR 5; magic; Perception DC 24; Disable Device DC 24; Trigger location; Reset none; Effect earthmaw (6d6
damage, DC 12 Reflex save for half damage)
→ Leads to room #134
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #181
Room Features The sound of footsteps can be heard in the west side of the room, and a crushed helm lies in the south-west corner of the room

Room #158 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #137
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #136
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #159
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #182, inhabited by 11 x Hobgoblin
Room Features A magical shrine in the east side of the room grants the ability to detect poison (for one day) to whomever sacrifices a magical item
upon it, and a large demonic idol with ruby eyes sits in the north-east corner of the room
Monster 2 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 109 gp, 290 sp, 1100 cp; Carnelian (55 gp), Coral (130 gp), Opal (450 gp), Peridot (50 gp); Masterwork Chain Shirt (250
gp); Oil of Magic Stone (cr, 50 gp), Scroll of Entangle (cr, 25 gp); hoard total 1159 gp
Room #159 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Contact Poison: CR 7; mechanical; Perception DC 22; Disable Device DC 26; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #138
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #158, inhabited by 2 x Dark Creeper
East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
South Entry Archway
→ Leads to room #183, inhabited by 3 x Iron Cobra
Empty

Room #160 East Entry #1 Archway


East Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #168, inhabited by 12 x Human Zombie
Empty

Room #161 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #118
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #149
Room Features The room has a high domed ceiling, and someone has scrawled "The Thorns of Taywood killed a blue dragon here" on the west
wall
Monster 14 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #162 North Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ The door is located several feet above the floor and only four feet high
→ Leads to room #118
East Entry Archway
→ Leads to room #169, inhabited by 3 x Dark Creeper
South Entry #1 Archway
→ Leads to room #191, inhabited by 4 x Bat Swarm
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features A tapestry of legendary monsters hangs from the north wall, and someone has scrawled "five, eight, seven, six, one" on the north
wall

Room #163 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #130
West Entry Archway
→ Leads to room #154
East Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #164, inhabited by 1 x Cloaker
Room Features Someone has scrawled an incomplete drawing of a dragon on the north wall, and ghostly wailing can be heard in the west side of
the room

Room #164 West Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #163
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #171, inhabited by 13 x Giant Centipede
South Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #194, inhabited by 6 x Vegepygmy
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 53 gp, 57 sp, 100 cp; Freshwater Pearl (10 gp), 2 x Ivory (60 gp), Onyx (65 gp), Opal (400 gp), Saltwater Pearl (110 gp),
Turquoise (10 gp), Turquoise (11 gp); Masterwork Heavy Crossbow (350 gp), Masterwork Shortbow (330 gp); hoard total 1465 gp 7
sp

Room #165 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features Someone has scrawled "We've run out of torches" on the east wall, and a sundered helm lies in the north-west corner of the
room
Room #166 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #167
South Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry of a legendary battle
→ Leads to room #198, inhabited by 1 x Wraith
Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect
(acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

Room #167 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #122
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #166
West Entry #2 Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)
→ Leads to room #198, inhabited by 1 x Wraith
Room Features A magical mirror on the north wall answers simple questions about the dungeon (yes/no), and a narrow ledge runs along the south
and east walls

Room #168 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #160
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #187, inhabited by 1 x Ochre Jelly
East Entry #1 Archway
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #188
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #202, inhabited by 1 x Troll
Room Features A set of demonic war masks hangs on the west wall, and lit candles are scattered across the floor
Monster 12 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

59 gp; Amethyst (80 gp), Black Pearl (650 gp), Jasper (45 gp), Red Spinel (45 gp); Scroll of Bear's Endurance (cr, 150 gp), Wand
of Sleep (cr, 750 gp) (inscription provides clue to function); hoard total 1779 gp

Room #169 West Entry #1 Archway


→ Leads to room #162
West Entry #2 Archway
→ Leads to room #203, inhabited by 4 x Bat Swarm
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #177, inhabited by 3 x Dark Creeper
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #209
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Monster 3 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 60 gp; Aquamarine (500 gp), Carnelian (35 gp), Garnet (110 gp), Ivory (55 gp); Potion of Protection from Law (cr, 50 gp),
Wand of Bane (cr, 750 gp); hoard total 1560 gp
Room #170 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #128, inhabited by 16 x Hobgoblin
West Entry #1 Archway
→ Leads to room #152
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #179, inhabited by 1 x Basilisk
West Entry #3 Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)

East Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to lift DC)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Someone has scrawled "two, seven, nine, five, nine" on the east wall, and several pieces of rotten leather are scattered throughout
the room
Monster 4 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #171 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #164, inhabited by 1 x Cloaker
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #172 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #133
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #173
Empty

Room #173 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #143
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #172
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #174
Room Features A fountain engraved with endless spirals sits in the south side of the room, and someone has scrawled "The Blade of Deception is
drawn" on the south wall

Room #174 North Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #143
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #173
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #205
Room Features A mural of vile acts covers the ceiling, and someone has scrawled "Shali stands here, slain by a basilisk" on the east wall
Trap Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
Room #175 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #205
East Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #181
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #218, inhabited by 2 x Skum
Monster 1 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); SA 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 #176 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
West Entry Archway
→ Leads to room #181
East Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Room Features A wooden ladder rests against the west wall, and an iron chain hangs from the ceiling in the south-west corner of the room
Monster 5 x Drow

Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Senses darkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed
13 (+2 armor, +2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs. enchantment; Immune sleep; SR 7; Weak light
blindness; Speed 30 ft.; Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 plus poison); SA spell-like abilities CL
1st; Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use
Skills and Feats: Perception +2, Stealth +2; Weapon Finesse
Treasure: Masterwork Glaive (308 gp); Oil of Magic Weapon (cr, 50 gp); hoard total 358 gp

Room #177 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 24; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect acid spray
(4d6 acid damage, DC 14 Reflex save for half damage)
→ Leads to room #151, inhabited by 1 x Mummy
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #169, inhabited by 3 x Dark Creeper
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #178
East Entry #2 Archway
→ Leads to room #210, inhabited by 4 x Dark Creeper
South Entry Archway
→ Leads to room #223, inhabited by 3 x Cave Fisher
Room Features The floor is covered in square tiles, alternating white and black, and someone has scrawled an incomplete drawing of a dragon on
the west wall
Monster 3 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 97 gp, 380 sp, 2100 cp; Freshwater Pearl (10 gp), Pyrite (9 gp), Sard (50 gp); Masterwork Shortsword (310 gp); Oil of
Magic Weapon (cr, 50 gp), Scroll of Acid Arrow (cr, 150 gp), Scroll of Burning Hands (cr, 25 gp), Wand of Magic Missile (cr, 750 gp)
(design provides clue to function); hoard total 1510 gp

Room #178 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
→ Leads to room #177, inhabited by 3 x Dark Creeper
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #210, inhabited by 4 x Dark Creeper
Empty

Room #179 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #152
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #170, inhabited by 4 x Rat Swarm
Monster 1 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, flat-footed 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: 54 gp, 35 sp, 180 cp; Chrysoberyl (110 gp), Onyx (45 gp), Opal (400 gp), Peridot (45 gp), Tigereye (12 gp); hoard total
671 gp 3 sp
Room #180 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #198, inhabited by 1 x Wraith
South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Room Features A stone dais sits in the south-west corner of the room, and a faded and torn tapestry hangs from the east
wall

Room #181 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #157
West Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #175, inhabited by 1 x Wraith
East Entry Archway
→ Leads to room #176, inhabited by 5 x Drow
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #225, inhabited by 10 x Troglodyte
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and someone has scrawled "The Guild of the Azure
Scepter looted this place" on the west wall

Room #182 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #158, inhabited by 2 x Dark Creeper
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #226
Room Features A tile labyrinth covers the floor, and a carved stone statue stands in the north-east corner of the room
Monster 11 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 24 pp, 243 gp, 170 sp; Oil of Arcane Mark (cr, 25 gp), Potion of Magic Fang (cr, 50 gp), Potion of Resistance (cr, 25 gp),
Potion of Stabilize (cr, 25 gp), Potion of Vanish (apg, 50 gp), Scroll of Hide from Undead (cr, 25 gp), Wand of Hide from Undead (cr,
750 gp); hoard total 1450 gp

Room #183 North Entry Archway


→ Leads to room #159
East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #184

Room Features Several square holes are cut into the north and south walls, and a pile of corroded iron spikes lies in the east side of the room
Monster 3 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #184 West Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #183, inhabited by 3 x Iron Cobra
West Entry #2 Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of a legendary battle
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
Room Features A stone ramp ascends towards the west wall, and someone has scrawled "Ran out of arrows" in blood on the west wall

Room #185 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #146, inhabited by 1 x Basilisk
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #186
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #3 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 20; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect acid spray
(6d6 acid damage, DC 12 Reflex save for half damage)
→ Leads to room #219, inhabited by 3 x Cave Fisher
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #229
Room Features Several square holes are cut into the east wall, and a pile of torn paper lies in the south side of the room
Room #186 West Entry Unlocked Simple Wooden Door (hard 5, 10
hp)
→ Leads to room #185
Empty

Room #187 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry Unlocked Stone Door (hard 8, 60 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #168, inhabited by 12 x Human Zombie

South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #219, inhabited by 3 x Cave Fisher
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #220, inhabited by 9 x Vegepygmy
Room Features A tile labyrinth covers the floor, and several pieces of rotten fruit are scattered throughout the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #188 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #168, inhabited by 12 x Human Zombie
East Entry Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #189
Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, and several rotten apples are scattered throughout the
room

Room #189 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #148
West Entry Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #188
Room Features A shallow pit lies in the north side of the room, and the floor is covered in perfect hexagonal
tiles

Room #190 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #149
East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Symbol of Panic: CR 6; magic; Perception DC 22; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(panicked for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #191, inhabited by 4 x Bat Swarm
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #222
Room Features Various torture devices are scattered throughout the room, and the floor is covered with sand
Monster 5 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 28 pp, 268 gp, 260 sp, 1000 cp; Citrine (50 gp), Obsidian (10 gp), Shell (13 gp); Masterwork Composite Longbow (+3 Str
bonus) (700 gp), Masterwork Hide (165 gp), Masterwork Morningstar (308 gp); Oil of Light (cr, 25 gp), Oil of Magic Stone (cr, 50
gp), Potion of Invigorate (apg, 50 gp), Potion of Protection from Chaos (cr, 50 gp), 2 x Potion of Protection from Law (cr, 50 gp),
Scroll of Cause Fear (cr, 25 gp), Scroll of Expeditious Retreat (cr, 25 gp); hoard total 2155 gp

Room #191 North Entry Archway


→ Leads to room #162
West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Symbol of Panic: CR 6; magic; Perception DC 22; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(panicked for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #190, inhabited by 5 x Wererat
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #208
Monster 4 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Room #192 East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #193
East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 107 gp; Garnet (110 gp), Peridot (45 gp), Smoky Quartz (60 gp), Topaz (400 gp); Masterwork Battleaxe (310 gp); Oil of
Arcane Mark (cr, 25 gp), Scroll of Magic Weapon (cr, 25 gp), Scroll of Tiny Hut (cr, 375 gp), Wand of Divine Favor (cr, 750 gp);
hoard total 2207 gp
Hidden Treasure Hidden (Search DC 20) Unlocked Simple Wooden Chest (hard 5, 10 hp)

70 gp; Ivory (45 gp), Jade (100 gp), Opal (400 gp), Sardonyx (50 gp); Bronze statuette of a warrior (15 gp), Carved stone idol (30
gp), Gold baby rattle (100 gp), Gold censer with platinum inlay (400 gp), Gold statue of a lion (110 gp), Silver statue of a dragon (65
gp); hoard total 1385 gp

Room #193 West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #192, inhabited by 4 x Wererat
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
Room Features A group of draconic faces have been carved into the south wall, and someone has scrawled "Mecin stands here, slain by a basilisk"
on the north wall

Room #194 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #164, inhabited by 1 x Cloaker
East Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #214, inhabited by 11 x Giant Centipede
Room Features A ladder ascends to a catwalk hanging between the east and west walls, and the scent of ozone fills the room
Monster 6 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 90 gp, 264 sp, 920 cp; Black Pearl (450 gp), Chrysoberyl (100 gp), Freshwater Pearl (11 gp), Red Spinel (50 gp),
Rhodochrosite (10 gp), Sard (65 gp), Smoky Quartz (55 gp); Masterwork Studded Leather Armor (175 gp); Potion of Shield of Faith
(cr, 50 gp); hoard total 1091 gp 6 sp

Room #195 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
West Entry Archway
→ Leads to room #215
East Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind an area of mould
→ Leads to room #196
South Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #234, inhabited by 1 x Cloaker
Empty

Room #196 West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind an area of mould
→ Leads to room #195
East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10 to break DC)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #197
East Entry #2 Archway
→ Leads to room #224, inhabited by 2 x Skeletal Champion
Empty
Room #197 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #155, inhabited by 4 x Skeletal Champion
West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10 to break DC)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #196
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #224, inhabited by 2 x Skeletal Champion
Room Features A ruined siege weapon sits in the north-west corner of the room, and someone has scrawled "It is awake" in goblin runes on the
north wall

Room #198 North Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
North Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry of a legendary battle
→ Leads to room #166
West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #180
East Entry #1 Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)
→ Leads to room #167
East Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #204
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #236, inhabited by 1 x Wyrmling Green Dragon
Monster 1 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); SA 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 #199 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #204
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #200, inhabited by 1 x Ochre Jelly
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #200 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #199, inhabited by 2 x Rat Swarm
East Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #205
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #217
Room Features A fountain decorated with five water-breathing dragon heads sits in the north-east corner of the room, and a scratching sound can
be heard in the east side of the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10
Room #201 East Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #206
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
Room Features A ladder ascends to a catwalk hanging between the east and west walls, and several bent copper coins are scattered throughout
the room
Monster 1 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, flat-footed 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: 25 gp; Scroll of Summon Nature's Ally I (cr, 25 gp), Wand of Vanish (apg, 750 gp) (inscription provides clue to function);
hoard total 800 gp

Room #202 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #168, inhabited by 12 x Human Zombie
West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
(4d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #220, inhabited by 9 x Vegepygmy
East Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #207, inhabited by 1 x Ochre Jelly
Monster 1 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: 67 pp, 448 gp, 330 sp, 2400 cp; Rhodochrosite (11 gp), Rhodochrosite (13 gp); Masterwork Dagger (302 gp); Oil of
Arcane Mark (cr, 25 gp); hoard total 1526 gp

Room #203 North Entry Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is located near the ceiling and concealed within a mosaic of vile acts
Ⓣ Rune of Dread: CR 3; magic; Perception DC 20; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
East Entry Archway
→ Leads to room #169, inhabited by 3 x Dark Creeper
South Entry Archway
→ Leads to room #241
Room Features A balcony hangs from the west wall, and a set of demonic war masks hangs on the east wall
Monster 4 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #204 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #198, inhabited by 1 x Wraith
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #199, inhabited by 2 x Rat Swarm
East Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break
DC)
→ Leads to room #216, inhabited by 3 x Cave Fisher
South Entry Archway
Empty

Room #205 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #174
West Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #200, inhabited by 1 x Ochre Jelly
East Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #175, inhabited by 1 x Wraith
East Entry #2 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed by an illusion
→ Leads to room #218, inhabited by 2 x Skum
South Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #237
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #238, inhabited by 3 x Morlock
Room Features A chute falls into the room from above, and a large demonic idol with ruby eyes sits in the north side of the room
Room #206 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #201, inhabited by 1 x Basilisk
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #240
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #226
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #248, inhabited by 4 x Skum
Room Features A toppled statue lies in the west side of the room, and laughter fills the room

Room #207 West Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #202, inhabited by 1 x Troll
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #221, inhabited by 5 x Cave Fisher
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #230, inhabited by 3 x Wererat
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #208 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #191, inhabited by 4 x Bat Swarm
East Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #241
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #252, inhabited by 7 x Giant Centipede
Empty

Room #209 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #169, inhabited by 3 x Dark Creeper
Empty

Room #210 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #178
West Entry #1 Archway
→ Leads to room #177, inhabited by 3 x Dark Creeper
West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #223, inhabited by 3 x Cave Fisher
East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #211
Room Features A narrow shaft falls into the room from above, and mournful weeping can be faintly heard near the east wall
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 38 gp, 80 sp; Masterwork Quarterstaff (600 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Remove Sickness (um, 50 gp),
Scroll of Bless (cr, 25 gp), Scroll of Icicle Dagger (um, 25 gp), Scroll of Make Whole (cr, 150 gp), Wand of Cure Light Wounds (cr,
750 gp) (inscription provides clue to function), Wand of Entangle (cr, 750 gp) (design provides clue to function); hoard total 2421 gp

Room #211 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #210, inhabited by 4 x Dark Creeper
South Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #253
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #254, inhabited by 5 x Rat Swarm
Room Features A faded and torn tapestry hangs from the east wall, and someone has scrawled a diagram of a mechanical trap on the east
wall
Room #212 East Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Dread: CR 7; magic; Perception DC 26; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #213, inhabited by 5 x Cave Fisher
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #231, inhabited by 4 x Dark Creeper
Room Features Part of the north wall has collapsed into the room, and a large demonic idol with ruby eyes sits in the center of the room

Room #213 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Dread: CR 7; magic; Perception DC 26; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #212
South Entry Archway
→ Leads to room #232
Monster 5 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: Climb +11

Room #214 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #194, inhabited by 6 x Vegepygmy
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #215
South Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #242, inhabited by 11 x Vegepygmy
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #243
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #215 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #214, inhabited by 11 x Giant Centipede
East Entry #1 Archway
→ Leads to room #195
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #234, inhabited by 1 x Cloaker
South Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #244, inhabited by 5 x Skum
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Several iron cages are scattered throughout the room, and a shattered sword lies in the south-west corner of the
room

Room #216 West Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #204
West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 7; mechanical; Perception DC 26; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +13
melee (9d6/19-20)
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #257, inhabited by 2 x Bat Swarm
Room Features A well lies in the south-east corner of the room, and the ceiling is covered with crystalline stalactites
Monster 3 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: Climb +11

Room #217 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #200, inhabited by 1 x Ochre Jelly
South Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #237
Empty
Room #218 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #175, inhabited by 1 x Wraith
West Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed by an illusion
→ Leads to room #205
South Entry Archway
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and a tile labyrinth covers the floor
Monster 2 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 41 gp, 11 sp, 60 cp; Deep Blue Spinel (100 gp), Opal (500 gp), Peridot (55 gp), Rose Quartz (60 gp); Masterwork
Gauntlet (302 gp); hoard total 1059 gp 7 sp

Room #219 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #187, inhabited by 1 x Ochre Jelly
West Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 20; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect acid spray
(6d6 acid damage, DC 12 Reflex save for half damage)
→ Leads to room #185
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features Someone has scrawled "The Emerald Wayfarers shall fall when the White Hart lies in blood and north becomes south" on the north
wall, and moaning can be heard in the center of the room
Monster 3 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: Climb +11

Room #220 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #187, inhabited by 1 x Ochre Jelly
East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
(4d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #202, inhabited by 1 x Troll
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 24 pp, 269 gp, 60 sp, 90 cp; Pyrite (9 gp), Rose Quartz (50 gp), Tigereye (10 gp); Masterwork Chain Shirt (250 gp); Scroll
of Cat's Grace (cr, 150 gp), Wand of Bless (cr, 750 gp); hoard total 1734 gp 9 sp
Trap Scythe Blade: CR 5; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +14 melee
(5d6/19-20); multiple targets (all targets in a 5 ft. radius arc)

Room #221 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #207, inhabited by 1 x Ochre Jelly
West Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #230, inhabited by 3 x Wererat
East Entry Archway
→ Leads to room #222
Room Features The room has a high domed ceiling, and the floor is covered in perfect hexagonal tiles
Monster 5 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: Climb +11

Room #222 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #190, inhabited by 5 x Wererat
West Entry Archway
→ Leads to room #221, inhabited by 5 x Cave Fisher
South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Contact Poison: CR 6; mechanical; Perception DC 20; Disable Device DC 24; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #250
Empty
Room #223 North Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
North Entry #2 Archway
→ Leads to room #177, inhabited by 3 x Dark Creeper
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #210, inhabited by 4 x Dark Creeper
East Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #253
Monster 3 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: Climb +11

Room #224 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #197
North Entry #2 Archway
West Entry #1 Archway
→ Leads to room #196
West Entry #2 Archway
Room Features Several square holes are cut into the north and east walls, and someone has scrawled "The dwarf will betray you" on the north wall
Monster 2 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 149 gp, 622 sp, 2760 cp; Agate (10 gp), Aquamarine (500 gp), Azurite (10 gp), Coral (70 gp), Freshwater Pearl (10 gp),
Milky Quartz (40 gp), Milky Quartz (45 gp), Moonstone (45 gp), Rhodochrosite (12 gp), Sardonyx (45 gp), Shell (9 gp), Turquoise
(11 gp); Oil of Purify Food and Drink (cr, 25 gp); hoard total 1070 gp 8 sp

Room #225 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #181
West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone dais and concealed behind a pile of broken stone
South Entry #1 Archway
→ Leads to room #259, inhabited by 2 x Skeletal Champion
South Entry #2 Archway
→ Leads to room #260
Room Features A tile labyrinth covers the floor, and a small table and workbench sit in the north side of the room

Monster 10 x Troglodyte

Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Senses darkvision 90 ft.; Perception +0; Aura stench (30 ft.,
DC 13, 10 rounds); AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref -1, Will +0; Speed 30 ft.; Melee
club +2 (1d6+1), claw -3 (1d4), bite -3 (1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str 12, Dex 9, Con 14,
Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11
Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude
Treasure: 99 gp, 140 sp, 800 cp; Masterwork Chainmail (300 gp), Masterwork Greataxe (320 gp), Masterwork Hide (165 gp),
Masterwork Longspear (305 gp), Masterwork Studded Leather Armor (175 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Guidance
(cr, 25 gp), Potion of Magic Fang (cr, 50 gp), Potion of Pass without Trace (cr, 50 gp), Potion of Resistance (cr, 25 gp), Scroll of
Daze Monster (cr, 150 gp), Scroll of Magic Missile (cr, 25 gp), Wand of Charm Person (cr, 750 gp) (inscription provides clue to
function); hoard total 2486 gp

Room #226 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #182, inhabited by 11 x Hobgoblin
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #206
East Entry Archway
→ Leads to room #227
South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #249, inhabited by 2 x Morlock
Empty

Room #227 West Entry #1 Archway


→ Leads to room #226
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #249, inhabited by 2 x Morlock
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #228, inhabited by 3 x Dark Creeper
Room Features A ruined siege weapon sits in the north-west corner of the room, and a sundered shield lies in the north side of the
room
Room #228 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #227
East Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and opened by reaching into its mouth
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #229
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #262
South Entry #2 Archway
→ Leads to room #263
Room Features A set of demonic war masks hangs on the south wall, and someone has scrawled "Ale's well that ends well" in dwarvish runes on
the west wall
Monster 3 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 65 gp, 17 sp, 20 cp; Black Pearl (550 gp), Carnelian (55 gp), Chrysoberyl (90 gp), Zircon (55 gp); Masterwork
Breastplate (350 gp), Masterwork Shortspear (301 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Cure Light Wounds (cr, 50
gp); hoard total 1542 gp 9 sp

Room #229 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #185
West Entry #1 Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and opened by reaching into its mouth
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #228, inhabited by 3 x Dark Creeper
West Entry #2 Archway
→ Leads to room #263
Room Features A fountain engraved with geometric patterns sits in the east side of the room, and a charred club lies in the north-west corner of the
room

Room #230 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #207, inhabited by 1 x Ochre Jelly
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)
East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #221, inhabited by 5 x Cave Fisher
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
→ Leads to room #267, inhabited by 1 x Troll
Monster 3 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 110 gp; Amethyst (120 gp), Aquamarine (450 gp), Black Pearl (500 gp), Jade (110 gp), Jasper (50 gp), Jasper (55 gp),
Milky Quartz (45 gp), Milky Quartz (55 gp); hoard total 1495 gp

Room #231 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #212
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #232
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 108 gp, 342 sp, 1080 cp; Aquamarine (450 gp), Azurite (9 gp), Bloodstone (60 gp), Chrysoberyl (120 gp), Sard (40 gp),
Sard (45 gp), Shell (10 gp), Shell (11 gp); Masterwork Bastard Sword (335 gp), 2 x Masterwork Warhammer (312 gp); Oil of Light
(cr, 25 gp); hoard total 1882 gp
Room #232 North Entry Archway
→ Leads to room #213, inhabited by 5 x Cave Fisher
West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #231, inhabited by 4 x Dark Creeper
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #254, inhabited by 5 x Rat Swarm
East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Archway
→ Leads to room #275, inhabited by 1 x Basidirond
Room Features A stone dais and throne sits in the center of the room, and a sundered shield lies in the north side of the
room

Room #233 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Archway
East Entry #1 Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +12
melee (5d6/19-20)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #242, inhabited by 11 x Vegepygmy
Room Features A wooden platform hangs over a deep pit in the center of the room, and someone has scrawled "The curse can't be broken" in
goblin runes on the west wall

Room #234 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #195
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #215
South Entry #1 Archway
→ Leads to room #255, inhabited by 3 x Skeletal Champion
South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Rune of Hypnosis: CR 3; magic; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect
hypnosis (fascinated for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
Room Features The room has a high domed ceiling, and a ruined gauntlet lies in the north-east corner of the room
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 25 gp, 40 sp; Azurite (8 gp), Shell (12 gp), Smoky Quartz (55 gp); Masterwork Composite Longbow (+1 Str bonus) (500
gp), Masterwork Longsword (315 gp); Scroll of Cure Moderate Wounds (cr, 150 gp), Wand of Sleep (cr, 750 gp); hoard total 1819
gp

Room #235 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #271
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #272
Room Features A circle of tall stones stands in the south side of the room, and several pieces of blood-soaked clothing are scattered throughout
the room
Monster 2 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 30 gp; Black Pearl (500 gp), Coral (110 gp), Peridot (60 gp), Peridot (65 gp); Masterwork Lance (310 gp); hoard total
1075 gp
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

46 gp, 20 sp, 120 cp; Scroll of Daze Monster (cr, 150 gp), Scroll of Hold Person (cr, 150 gp), Wand of Detect Good (cr, 750 gp),
Wand of Mage Hand (cr, 375 gp); hoard total 1474 gp 2 sp
Room #236 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #198, inhabited by 1 x Wraith
East Entry Archway
→ Leads to room #247, inhabited by 1 x Ochre Jelly
South Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ One-way Door: CR 5; mechanical; Perception DC 22; Disable Device DC 22
→ Leads to room #272
South Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Rune of Fear: CR 5; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(shaken for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #273, inhabited by 2 x Cave Fisher
Monster 1 x Wyrmling Green Dragon

Wyrmling Green Dragon: CR 4, XP 1200; LE Small Dragon (air); Init +2; Senses dragon senses; Perception +10; AC 17, touch 13,
flat-footed 15 (+2 Dex, +4 natural, +1 size); hp 37 (5d12+5); Fort +5, Ref +6, Will +6; Immune acid, paralysis, sleep; Speed 40 ft., fly
150 ft. (average), swim 40 ft.; Melee bite +7 (1d6+1), 2 claws +7 (1d4+1); SA breath weapon (20-ft. cone, DC 13, 2d6 acid); Str 13,
Dex 14, Con 13, Int 10, Wis 11, Cha 10; Base Atk +5, CMB +5, CMD 17 (21 vs. trip); SQ water breathing
Skills and Feats: Fly +12, Knowledge (nature) +8, Perception +10, Stealth +14, Survival +8, Swim +17; Alertness, Iron Will, Power
Attack
Treasure: 212 gp, 350 sp, 3000 cp; Carnelian (50 gp), Deep Blue Spinel (100 gp), Milky Quartz (55 gp), Red Spinel (35 gp), Sard
(50 gp), Sardonyx (60 gp), Sardonyx (65 gp), 2 x Topaz (600 gp), Tourmaline (90 gp); Copper and glass decanter (25 gp), Copper
brazier with religious markings (50 gp), Mithral scepter with gold inlay (600 gp), Silver bowl with lion engravings (75 gp), Silver
brazier with religious markings (80 gp), Silver comb with ornate handle (75 gp); Masterwork Composite Shortbow (375 gp),
Masterwork Warhammer (312 gp); Potion of Hide from Animals (cr, 50 gp), Potion of Sanctuary (cr, 50 gp), Scroll of Air Bubble (uc,
25 gp), Scroll of Endure Elements (cr, 25 gp); hoard total 3724 gp

Room #237 North Entry #1 Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #217
North Entry #2 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #205
West Entry Archway
→ Leads to room #257, inhabited by 2 x Bat Swarm
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #238, inhabited by 3 x Morlock
Trap Chain Flail: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset repair; Effect Atk +12 melee
(1d6); multiple targets (all targets in a 5 ft. radius burst)

Room #238 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #205
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #237
South Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #280, inhabited by 1 x Wraith
South Entry #2 Archway
→ Leads to room #281, inhabited by 6 x Human Zombie
Monster 3 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 37 pp, 311 gp, 130 sp; Chrysoberyl (100 gp), Jasper (50 gp), Moonstone (35 gp), Opal (400 gp); Masterwork Studded
Leather Armor (175 gp); Scroll of Mage Armor (cr, 25 gp); hoard total 1479 gp

Room #239 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 3 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #240 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #206
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #260
Empty
Room #241 North Entry Archway
→ Leads to room #203, inhabited by 4 x Bat Swarm
West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #208
Empty

Room #242 North Entry #1 Archway


North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #214, inhabited by 11 x Giant Centipede
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #233
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #290
Room Features A magical statue in the south side of the room answers simple questions about the dungeon (points directions), and skeletons
hang from chains and manacles against the north wall
Monster 11 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 43 gp; Jade (130 gp), Rose Quartz (50 gp), Topaz (650 gp), Zircon (50 gp); Scroll of Shillelagh (cr, 25 gp), Wand of Ray
of Frost (cr, 375 gp); hoard total 1323 gp

Room #243 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #214, inhabited by 11 x Giant Centipede
East Entry Archway
→ Leads to room #244, inhabited by 5 x Skum
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #270
Room Features Someone has scrawled "The cleric will betray you" on the south wall, and a jingling sound fills the
room

Room #244 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #215
West Entry Archway
→ Leads to room #243
South Entry Archway
Room Features The walls have been engraved with incoherent labyrinths, and the scent of urine fills the center of the room
Monster 5 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 40 gp, 40 sp; Bronze flagon with warrior images (50 gp), Crystal skull (80 gp), Elaborate silver wind chimes (60 gp), Gold
statue of a dragon (110 gp), Platinum holy symbol (500 gp), Silver holy symbol (25 gp); Masterwork Rapier (320 gp); Potion of
Guidance (cr, 25 gp), Scroll of Diagnose Disease (um, 25 gp), Wand of Summon Monster I (cr, 750 gp); hoard total 1989 gp

Room #245 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 5; magic; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect earthmaw (5d6
damage, DC 14 Reflex save for half damage)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #246
Empty

Room #246 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #245
East Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #256
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #278
Room Features A magical mirror on the west wall answers questions with insults, and a faded and torn tapestry hangs from the west
wall
Room #247 West Entry #1 Archway
→ Leads to room #236, inhabited by 1 x Wyrmling Green Dragon
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #273, inhabited by 2 x Cave Fisher
East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (3d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #279
Room Features A cube of solid stone stands in the south-west corner of the room, and a shallow pool of acid lies in the center of the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #248 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #206
West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
Ⓣ Contact Poison: CR 4; mechanical; Perception DC 24; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #249, inhabited by 2 x Morlock
Monster 4 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 27 pp, 180 gp; Electrum censer with silver filigree (70 gp), Gold holy symbol (100 gp), Gold statue of a dragon (110 gp),
Ivory bowl with animal carvings (40 gp), Ivory drinking horn with copper ends (60 gp), Platinum holy symbol (500 gp), 2 x Set of six
ivory dice (30 gp), Silver bowl with lion engravings (75 gp), Silver cauldron with animal symbols (120 gp), Silver cup with royal crest
(100 gp), 2 x Silver holy symbol (25 gp); hoard total 1735 gp

Room #249 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #226
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
Ⓣ Contact Poison: CR 4; mechanical; Perception DC 24; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #248, inhabited by 4 x Skum
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #227
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #261, inhabited by 13 x Human Zombie
Monster 2 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 86 gp, 332 sp, 880 cp; Freshwater Pearl (12 gp), Moonstone (35 gp), Peridot (50 gp), Rose Quartz (55 gp), Tigereye (10
gp), 2 x Tigereye (11 gp), Turquoise (10 gp), Turquoise (13 gp); Potion of Resistance (cr, 25 gp), Potion of Stabilize (cr, 25 gp),
Scroll of Disguise Self (cr, 25 gp), Wand of Magic Weapon (cr, 750 gp); hoard total 1160 gp

Room #250 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Contact Poison: CR 6; mechanical; Perception DC 20; Disable Device DC 24; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #222
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Magic Missle Trap: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger visual (arcane eye); Reset none; Effect
magic missile (1d6 force damage); never miss
→ Leads to room #251
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #274, inhabited by 1 x Cloaker
Room Features A tapestry of legendary monsters hangs from the north wall, and a charred blanket lies in the north side of the room

Room #251 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Magic Missle Trap: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger visual (arcane eye); Reset none; Effect
magic missile (1d6 force damage); never miss
→ Leads to room #250
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #252, inhabited by 7 x Giant Centipede
Empty
Room #252 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #208
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #251
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #268
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #286

Monster 7 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #253 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #211
West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
→ Leads to room #223, inhabited by 3 x Cave Fisher
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #254, inhabited by 5 x Rat Swarm
South Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #300, inhabited by 1 x Basidirond
South Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #301, inhabited by 4 x Human Zombie
Empty

Room #254 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #211
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #253
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #232
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #275, inhabited by 1 x Basidirond
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #301, inhabited by 4 x Human Zombie
Monster 5 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #255 North Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
North Entry #2 Archway
→ Leads to room #234, inhabited by 1 x Cloaker
East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #277, inhabited by 1 x Troll
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 8 gp, 75 sp, 190 cp; Onyx (45 gp), Peridot (40 gp), Rhodochrosite (12 gp), Tigereye (8 gp), Turquoise (8 gp); Masterwork
Battleaxe (310 gp), Masterwork Halberd (310 gp), Masterwork Quarterstaff (600 gp), Masterwork Shortsword (310 gp); hoard total
1660 gp 4 sp

Room #256 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #246
Room Features Numerous pillars line the north and south walls, and several monstrous corpses are scattered throughout the
room
Room #257 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #216, inhabited by 3 x Cave Fisher
East Entry Archway
→ Leads to room #237
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #258 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #281, inhabited by 6 x Human Zombie
South Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
South Entry #3 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Rusting iron spikes line the east and west walls, and a pile of empty flasks lies in the south side of the
room

Room #259 North Entry Archway


→ Leads to room #225, inhabited by 10 x Troglodyte
East Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 6; magic; Perception DC 20; Disable Device DC 24; Trigger location; Reset none; Effect earthmaw (5d6
damage, DC 10 Reflex save for half damage)
→ Leads to room #260
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #296, inhabited by 1 x Wraith
Monster 2 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 113 gp, 361 sp, 70 cp; Aquamarine (600 gp), Ivory (50 gp), Jade (70 gp), Jasper (65 gp), Rhodochrosite (10 gp), Rock
Quartz (8 gp), Turquoise (13 gp); Masterwork Tower Shield (180 gp); Scroll of Mage Armor (cr, 25 gp), Scroll of Obscuring Mist (cr,
25 gp), Scroll of Protection from Good (cr, 25 gp); hoard total 1220 gp 8 sp

Room #260 North Entry #1 Archway


→ Leads to room #225, inhabited by 10 x Troglodyte
North Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #240
West Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 6; magic; Perception DC 20; Disable Device DC 24; Trigger location; Reset none; Effect earthmaw (5d6
damage, DC 10 Reflex save for half damage)
→ Leads to room #259, inhabited by 2 x Skeletal Champion
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Trap Poisoned Guillotine Blade: CR 6; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk
+10 melee (4d6/19-20 plus medium spider venom [injury, Fort DC 14, 1/rd. for 4 rds., 1d2 Str, 1 save])
Hidden Treasure Trapped and Locked Good Wooden Chest (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Contact Poison: CR 5; mechanical; Perception DC 24; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])

30 pp, 265 gp, 541 sp, 2240 cp; Lapis Lazuli (9 gp), 2 x Shell (10 gp); Set of six ivory dice (30 gp); Scroll of Aspect of the Falcon
(apg, 25 gp), Scroll of Cause Fear (cr, 25 gp), Scroll of Disguise Self (cr, 25 gp), Wand of Message (cr, 375 gp); hoard total 1150 gp
5 sp

Room #261 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #249, inhabited by 2 x Morlock
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Monster 13 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Hidden Treasure Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)

31 pp, 306 gp, 402 sp, 170 cp; Amber (100 gp), Carnelian (50 gp), Freshwater Pearl (11 gp), Malachite (7 gp), Obsidian (11 gp),
Peridot (55 gp), Sard (45 gp), Topaz (500 gp); Copper and glass decanter (25 gp); Scroll of Bane (cr, 25 gp), Scroll of Bless (cr, 25
gp), Scroll of Hide from Undead (cr, 25 gp); hoard total 1536 gp 9 sp

Room #262 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #228, inhabited by 3 x Dark Creeper
East Entry #1 Archway
→ Leads to room #263
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A large kiln and coal bin sit in the south side of the room, and someone has scrawled "Beneath the fountain" in dwarvish runes on
the south wall
Room #263 North Entry Archway
→ Leads to room #228, inhabited by 3 x Dark Creeper
West Entry Archway
→ Leads to room #262
East Entry #1 Archway
→ Leads to room #229
East Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 5; magic; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 14 Will save negates)
Room Features A tapestry of arcane patterns hangs from the south wall, and patches of mushrooms grow in the north-west corner of the room
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)

60 gp; Jet (130 gp), Red Spinel (65 gp), Sard (55 gp), Topaz (400 gp); Engraved gold scarab (75 gp), Gold chess set (500 gp),
Porcelain mask (40 gp), Set of six ivory dice (30 gp), Set of six silver dice (75 gp), Silver statue of a dragon (65 gp); hoard total
1495 gp

Room #264 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger visual (arcane eye); Reset none; Effect acid spray
(2d6 acid damage, DC 12 Reflex save for half damage)
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #265
Room Features A magical altar in the south side of the room summons an air elemental to serve whomever offers a prayer (but only once), and
several monstrous corpses are scattered throughout the room

Room #265 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #264
South Entry #1 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break
DC)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #307, inhabited by 2 x Bat Swarm
South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ One-way Door: CR 7; mechanical; Perception DC 24; Disable Device DC 26
Empty

Room #266 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #267, inhabited by 1 x Troll
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #299
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 25 pp, 302 gp, 250 sp, 1000 cp; Azurite (9 gp), Hematite (10 gp), Moonstone (60 gp), Peridot (50 gp), Tigereye (10 gp),
Tigereye (12 gp); Scroll of Cause Fear (cr, 25 gp), Scroll of Share Language (apg, 150 gp), Wand of Summon Monster I (cr, 750
gp) (design provides clue to function); hoard total 1663 gp

Room #267 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
→ Leads to room #230, inhabited by 3 x Wererat
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #266, inhabited by 1 x Gibbering Mouther
South Entry Archway
Room Features Part of the ceiling has collapsed into the room, and spirals of gray stones cover the floor
Monster 1 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: 30 gp, 28 sp; Azurite (7 gp), Rhodochrosite (9 gp); Potion of Cloak of Shade (apg, 50 gp), Scroll of Light (cr, 12 gp 5 gp),
Wand of Produce Flame (cr, 750 gp), Wand of Shield of Faith (cr, 750 gp); hoard total 1610 gp 8 sp

Room #268 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #252, inhabited by 7 x Giant Centipede
East Entry Secret (Search DC 30) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by tracing an arcane rune
→ Leads to room #269
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #287, inhabited by 12 x Hobgoblin
Room Features A faded and torn tapestry hangs from the south wall, and a fountain decorated with tormented faces sits in the north-west corner of
the room
Room #269 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry Secret (Search DC 30) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by tracing an arcane rune
→ Leads to room #268
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
Room Features The floor is covered in perfect hexagonal tiles, and an iron chandelier hangs from the ceiling in the north side of the
room

Room #270 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #243
East Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #276, inhabited by 5 x Wererat
South Entry Archway
Empty

Room #271 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #235, inhabited by 2 x Choker
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #272
Room Features A ladder ascends to a catwalk hanging between the north and south walls, and a ruined siege weapon sits in the north side of the
room

Room #272 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #235, inhabited by 2 x Choker
North Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ One-way Door: CR 5; mechanical; Perception DC 22; Disable Device DC 22
→ Leads to room #236, inhabited by 1 x Wyrmling Green Dragon
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #271
West Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #303, inhabited by 9 x Vegepygmy
Room Features Someone has scrawled "Turn rod to reset trap" in orcish runes on the south wall, and a rusted iron box lies in the center of the
room

Room #273 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Rune of Fear: CR 5; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fear
(shaken for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #236, inhabited by 1 x Wyrmling Green Dragon
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #247, inhabited by 1 x Ochre Jelly
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Monster 2 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: Climb +11

Room #274 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #250
Room Features Several iron cages are scattered throughout the room, and the ceiling is covered with scorch marks
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 33 gp, 178 sp, 50 cp; Hematite (8 gp), Rock Quartz (12 gp); Masterwork Battleaxe (310 gp), Masterwork Sai (301 gp);
Scroll of Burning Hands (cr, 25 gp), Scroll of Expeditious Retreat (cr, 25 gp), Wand of Produce Flame (cr, 750 gp); hoard total 1482
gp 3 sp
Room #275 North Entry Archway
→ Leads to room #232
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #254, inhabited by 5 x Rat Swarm
West Entry #2 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
South Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 7; magic; Perception DC 22; Disable Device DC 24; Trigger visual (arcane eye); Reset none; Effect
magic missile (6d6 force damage); never miss
→ Leads to room #309, inhabited by 1 x Cloaker
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 84 gp, 16 sp, 20 cp; Jade (90 gp), Opal (500 gp), Sard (50 gp), Sard (55 gp); hoard total 780 gp 8 sp

Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)

36 gp, 85 sp, 160 cp; Aquamarine (400 gp), Carnelian (50 gp), Deep Blue Spinel (90 gp), Freshwater Pearl (9 gp), Lapis Lazuli (12
gp), Malachite (10 gp), Peridot (50 gp); Bronze flagon with warrior images (50 gp), Decorated silver plate (60 gp), Engraved gold
scarab (75 gp), Gold and platinum statuette of a deity (750 gp), Gold and silver chess set (100 gp), Silver hand mirror (75 gp);
hoard total 1777 gp 1 sp

Room #276 West Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #270
East Entry Archway
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #302, inhabited by 3 x Iron Cobra
Room Features A set of demonic war masks hangs on the east wall, and someone has scrawled "The Black Company killed five goblins here" on
the south wall
Monster 5 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 130 gp, 588 sp, 2190 cp; Alabaster (9 gp), Freshwater Pearl (11 gp), Lapis Lazuli (8 gp), Milky Quartz (50 gp);
Masterwork Chainmail (300 gp), Masterwork Shortspear (301 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Guidance (cr,
25 gp), Potion of Remove Fear (cr, 50 gp), Potion of Resistance (cr, 25 gp), Potion of Sanctuary (cr, 50 gp), Potion of Shield of
Faith (cr, 50 gp), Scroll of Flaming Sphere (cr, 150 gp), Scroll of Know Direction (cr, 12 gp 5 sp), Scroll of Liberating Command (uc,
25 gp), Scroll of Scent Trail (apg, 150 gp), Wand of Mending (cr, 375 gp); hoard total 1827 gp 2 sp

Room #277 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #255, inhabited by 3 x Skeletal Champion
West Entry #2 Archway
→ Leads to room #292, inhabited by 5 x Morlock
West Entry #3 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #311
Room Features An iron sarcophagus sits in the south-east corner of the room, and an overwhelming stench fills the room
Monster 1 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: 50 gp; Deep Blue Spinel (120 gp), Jasper (45 gp), Topaz (500 gp), Zircon (50 gp); Masterwork Breastplate (350 gp),
Masterwork Halberd (310 gp); Oil of Mage Armor (cr, 50 gp), Potion of Resistance (cr, 25 gp); hoard total 1500 gp

Room #278 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #246
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #2 Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #293
East Entry #3 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #312, inhabited by 15 x Giant Centipede
South Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #322
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #323, inhabited by 10 x Giant Centipede
Room Features A wooden ladder rests against the west wall, and a rusted chain shirt lies in the north-west corner of the
room
Room #279 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (3d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #247, inhabited by 1 x Ochre Jelly
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #280, inhabited by 1 x Wraith
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #304
Empty

Room #280 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #238, inhabited by 3 x Morlock
West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #279
South Entry Archway
→ Leads to room #326, inhabited by 1 x Mummy

Monster 1 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); SA 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 #281 North Entry #1 Archway


→ Leads to room #238, inhabited by 3 x Morlock
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #258
East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Electrified Lock: CR 6; magic; Perception DC 20; Disable Device DC 22; Trigger touch; Reset none; Effect electric shock (4d6
electricity damage, DC 14 Reflex save for half damage)
East Entry #2 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #295
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #326, inhabited by 1 x Mummy
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #327
Monster 6 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #282 South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #305
Room Features A sloped pit lined with iron spikes lies in the north-west corner of the room, and a mural of vile acts covers the ceiling
Monster 9 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 58 pp, 445 gp, 140 sp; Masterwork Shortsword (310 gp); Scroll of Create Water (cr, 12 gp 5 sp); hoard total 1361 gp 5 sp
Room #283 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Archway
→ Leads to room #284, inhabited by 1 x Troll
Room Features A tapestry of vile acts hangs from the east wall, and someone has scrawled "You cannot kill it with swords" in blood on the east wall
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 19 pp, 238 gp, 410 sp, 1200 cp; Malachite (9 gp), Rock Quartz (13 gp), Sardonyx (40 gp); Masterwork Longsword (315
gp), Masterwork Quarterstaff (600 gp); Potion of Guidance (cr, 25 gp), Scroll of Divine Favor (cr, 25 gp); hoard total 1508 gp

Room #284 West Entry Archway


→ Leads to room #283, inhabited by 9 x Vegepygmy
East Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #307, inhabited by 2 x Bat Swarm
Room Features A toppled statue lies in the south side of the room, and someone has scrawled "jade, ruby" on the south wall
Monster 1 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: 97 gp, 320 sp, 1300 cp; Agate (9 gp), Amber (90 gp), Azurite (12 gp), Black Pearl (550 gp), Freshwater Pearl (8 gp),
Lapis Lazuli (7 gp), Milky Quartz (50 gp), Onyx (60 gp), Pyrite (9 gp), Red Spinel (45 gp), Sard (55 gp), Tigereye (8 gp), Zircon (50
gp); Masterwork Longbow (375 gp); Potion of Guidance (cr, 25 gp), Potion of Hide from Undead (cr, 50 gp), Scroll of Detect Secret
Doors (cr, 25 gp); hoard total 1570 gp

Room #285 South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #308
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features Someone has scrawled "Abandon all hope" in draconic script on the south wall, and a sundered amulet lies in the north side of the
room
Monster 7 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Trap Arrow Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10 ranged
(6d6/x3)
Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)

90 pp, 570 gp; hoard total 1470 gp

Room #286 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #252, inhabited by 7 x Giant Centipede
West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #319
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #287, inhabited by 12 x Hobgoblin
Room Features The ceiling is covered with pale stalactites, and a corroded mace lies in the west side of the
room

Room #287 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #268
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #286
East Entry #1 Archway
→ Leads to room #288, inhabited by 15 x Human Zombie
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
→ Leads to room #320, inhabited by 1 x Kyton
Room Features Burning torches in iron sconces line the east and west walls, and a pile of broken arrows lies in the east side of the room
Monster 12 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 33 gp, 33 sp, 100 cp; Onyx (60 gp), Rhodochrosite (10 gp); Masterwork Composite Shortbow (+2 Str bonus) (525 gp); Oil
of Mage Armor (cr, 50 gp), Potion of Ant Haul (apg, 50 gp), Scroll of Endure Elements (cr, 25 gp), Scroll of Read Magic (cr, 12 gp 5
sp), Wand of Bleed (cr, 375 gp), Wand of Purify Food and Drink (cr, 375 gp) (design provides clue to function); hoard total 1519 gp
8 sp
Room #288 West Entry Archway
→ Leads to room #287, inhabited by 12 x Hobgoblin
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Arrow Trap: CR 7; mechanical; Perception DC 26; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +11
ranged (9d6/x3)
→ Leads to room #300, inhabited by 1 x Basidirond
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #320, inhabited by 1 x Kyton
Room Features Several alcoves are cut into the west wall, and someone has scrawled "Vlisla stands here, slain by a basilisk" on the south wall
Monster 15 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #289 North Entry Archway


East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #290
East Entry #2 Archway
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #332
Empty

Room #290 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
→ Leads to room #242, inhabited by 11 x Vegepygmy
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #289
Empty

Room #291 East Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #292, inhabited by 5 x Morlock
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #310, inhabited by 1 x Troll
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #292 West Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #291, inhabited by 1 x Ochre Jelly
East Entry Archway
→ Leads to room #277, inhabited by 1 x Troll
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #310, inhabited by 1 x Troll
South Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #311
Room Features A balcony hangs from the south wall, and someone has scrawled "No, I said it had eleven eyes" on the west wall
Monster 5 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 4 pp, 50 gp, 110 sp, 1000 cp; Jasper (45 gp); Bronze statuette of a warrior (15 gp), Engraved gold scarab (75 gp), Gold
and silver hand mirror (120 gp), Platinum holy symbol (500 gp), Set of six ivory dice (30 gp), Silver candelabra with holy symbol (75
gp); Masterwork Greatsword (350 gp); Potion of Invigorate (apg, 50 gp), Potion of Invisibility (cr, 300 gp), Potion of Jump (cr, 50
gp), Scroll of Read Magic (cr, 12 gp 5 sp), Scroll of Spider Climb (cr, 150 gp); hoard total 1883 gp 5 sp
Room #293 West Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #278
East Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #303, inhabited by 9 x Vegepygmy
Room Features A magical statue in the center of the room answers simple questions about the dungeon (points directions), and a well lies in the
north-west corner of the room
Trap Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)

20 pp, 252 gp, 130 sp; Azurite (10 gp), Chrysoprase (35 gp), Rhodochrosite (9 gp); Bronze statuette of a warrior (15 gp), Crystal
egg with silver stand (50 gp), Decorated silver plate (60 gp), Gold and ivory decanter (400 gp), Ivory drinking horn with silver ends
(110 gp), Painting of a noblewoman (50 gp), Set of six ivory dice (30 gp), Silver cauldron with animal symbols (120 gp), Silver holy
symbol (25 gp); Scroll of Stone Shield (arg, 25 gp); hoard total 1404 gp

Room #294 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #304
Room Features A magical mirror on the west wall speaks riddles and cryptic prophecies, and a crushed helm lies in the south-east corner of the
room

Room #295 West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #281, inhabited by 6 x Human Zombie
East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #296, inhabited by 1 x Wraith
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #327
South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #328
Empty

Room #296 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #259, inhabited by 2 x Skeletal Champion
West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #295
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #305
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #328
Monster 1 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); SA 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 #297 East Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #298
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #314
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Room Features Several square holes are cut into the south and east walls, and spirals of gray stones cover the floor
Monster 5 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid (shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9;
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4); Fort +4, Ref +5, Will +6; Immune charm, sleep;
Speed 30 ft.; Melee 2 claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13; Base Atk
+4, CMB +8, CMD 20; SQ change shape (alter self), mimicry, perfect copy
Skills and Feats: Bluff +9 (+13 while using change shape ability), Diplomacy +4, Disguise +9 (+29 while using change shape
ability), Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude
Treasure: 136 gp, 120 sp, 800 cp; Chrysoprase (45 gp); Masterwork Heavy Steel Shield (170 gp), Masterwork Longsword (315 gp),
Masterwork Spear (302 gp); Potion of Resistance (cr, 25 gp), Scroll of Disguise Self (cr, 25 gp), Scroll of Mage Armor (cr, 25 gp),
Scroll of Protection from Energy (cr, 375 gp), Wand of Burning Hands (cr, 750 gp), Wand of Open/Close (cr, 375 gp); hoard total
2563 gp
Room #298 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #297, inhabited by 5 x Doppelganger
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #314
Room Features A cube of solid stone stands in the north-west corner of the room, and iron chains hang from the ceiling in the east side of the room

Room #299 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #266, inhabited by 1 x Gibbering Mouther

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #317, inhabited by 2 x Bat Swarm
Room Features Someone has scrawled "It's a trap" on the north wall, and numerous humanoid skulls are scattered throughout the room
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC 15; hard 5, 10 hp)

27 pp, 435 gp, 441 sp, 2300 cp; Aquamarine (400 gp), Jade (70 gp), Moonstone (60 gp), Onyx (40 gp); Carved stone idol (30 gp);
Potion of Magic Fang (cr, 50 gp), Scroll of Comprehend Languages (cr, 25 gp); hoard total 1447 gp 1 sp

Room #300 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #253
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Arrow Trap: CR 7; mechanical; Perception DC 26; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +11
ranged (9d6/x3)
→ Leads to room #288, inhabited by 15 x Human Zombie
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 4; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
melee (6d6/19-20)
→ Leads to room #321, inhabited by 4 x Bugbear
Room Features A set of demonic war masks hangs on the west wall, and a sundered helm lies in the south-west corner of the room
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 60 gp; Aquamarine (600 gp), Coral (110 gp), Onyx (45 gp), Rose Quartz (50 gp); hoard total 865 gp
Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)

27 pp, 305 gp, 210 sp, 900 cp; Chrysoberyl (100 gp), 2 x Jasper (65 gp), Opal (500 gp); Bronze statuette of a warrior (15 gp),
Electrum censer with silver filigree (70 gp), Polished darkwood chalice (50 gp), Silver statue of a dragon (65 gp); hoard total 1535
gp

Room #301 North Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #253
North Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #254, inhabited by 5 x Rat Swarm
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #337
Room Features A stone sarcophagus sits in the center of the room, and someone has scrawled "Bellia fell here" on the north wall
Monster 4 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Room #302 North Entry #1 Archway
North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #276, inhabited by 5 x Wererat
West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #338
Room Features A stone dais and throne sits in the south side of the room, and a broken hammer lies in the north side of the room
Monster 3 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12
Trap Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp)

23 pp, 294 gp, 251 sp, 1030 cp; Agate (8 gp), Aquamarine (550 gp), Hematite (10 gp), Ivory (55 gp), Milky Quartz (50 gp),
Rhodochrosite (12 gp), Rock Quartz (10 gp), Saltwater Pearl (90 gp), Sard (45 gp), Sardonyx (45 gp), Tigereye (8 gp), Turquoise
(7 gp), Turquoise (10 gp); Copper scepter with gold inlay (50 gp); hoard total 1509 gp 4 sp

Room #303 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ One-way Door: CR 4; mechanical; Perception DC 22; Disable Device DC 24
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #272
West Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #293
East Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 6; magic; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect earthmaw (6d6
damage, DC 10 Reflex save for half damage)
→ Leads to room #313
South Entry Secret (Search DC 20) Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within an upright sarcophagus
Ⓣ Ice Dart Trap: CR 5; magic; Perception DC 20; Disable Device DC 22; Trigger visual (arcane eye); Reset none; Effect Atk +12
ranged (5d6 cold)
Room Features The floor is covered in square tiles, alternating white and black, and someone has scrawled "Trespassers will be flayed alive" in
orcish runes on the west wall
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 25 pp, 223 gp, 290 sp; Agate (10 gp), Sardonyx (65 gp), Shell (10 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of
Virtue (cr, 25 gp), Scroll of Fog Cloud (cr, 150 gp), Scroll of Hypnotism (cr, 25 gp), Scroll of Silent Image (cr, 25 gp), Wand of
Cause Fear (cr, 750 gp); hoard total 1587 gp

Room #304 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #279
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #294
Room Features Groaning can be heard in the center of the room, and several pieces of rotten fruit are scattered throughout the
room

Room #305 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #282, inhabited by 9 x Hobgoblin
West Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #296, inhabited by 1 x Wraith
South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #329, inhabited by 3 x Skeletal Champion
Empty
Room #306 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #314
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #344, inhabited by 4 x Wererat
South Entry #2 Archway
→ Leads to room #345, inhabited by 16 x Giant Centipede
Monster 5 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #307 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #265
West Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #284, inhabited by 1 x Troll
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #316
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #317, inhabited by 2 x Bat Swarm
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

57 gp, 49 sp, 60 cp; Malachite (13 gp), Turquoise (12 gp); Scroll of Heroism (cr, 375 gp), Scroll of Protection from Arrows (cr, 150
gp), Wand of Create Water (cr, 375 gp) (design provides clue to function), Wand of Resistance (cr, 375 gp); hoard total 1362 gp 5
sp

Room #308 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #285, inhabited by 7 x Giant Centipede
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #349
South Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Contact Poison: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #350

Room Features Someone has scrawled "The Throne of Scepters shall be lost when the River of Charity runs red with blood" on the west wall, and a
pile of rotten leather lies in the north-west corner of the room

Room #309 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 7; magic; Perception DC 22; Disable Device DC 24; Trigger visual (arcane eye); Reset none; Effect
magic missile (6d6 force damage); never miss
→ Leads to room #275, inhabited by 1 x Basidirond
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #331
Room Features Skeletons hang from chains and manacles against the south and east walls, and someone has scrawled "In the Autumn of Chaos,
when the Bridge of Bells is broken, the Realm of Staves shall be sundered" on the east wall
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 62 gp; Deep Blue Spinel (100 gp), Ivory (60 gp), Rose Quartz (45 gp), Topaz (450 gp); Scroll of Endure Elements (cr, 25
gp), Wand of Calm Aniimals (cr, 750 gp); hoard total 1492 gp
Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect
(acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Room #310 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #291, inhabited by 1 x Ochre Jelly
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #292, inhabited by 5 x Morlock
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
→ Leads to room #351
Room Features A ladder ascends to a wooden platform in the south-east corner of the room, and a tile labyrinth covers the floor
Monster 1 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: 4 gp; Masterwork Bolas (305 gp), Masterwork Heavy Mace (312 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of
Resist Sonic (3rd) (cr, 300 gp), Scroll of Shield (cr, 25 gp), Wand of Know Direction (cr, 375 gp); hoard total 1346 gp

Room #311 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
→ Leads to room #292, inhabited by 5 x Morlock
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #277, inhabited by 1 x Troll
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
→ Leads to room #322
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
→ Leads to room #339, inhabited by 9 x Human Zombie
Empty

Room #312 West Entry #1 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #278
West Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #323, inhabited by 10 x Giant Centipede
West Entry #3 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #340
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #334
Room Features Several alcoves are cut into the west wall, and a warped spear lies in the south side of the room
Monster 15 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #313 West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 6; magic; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect earthmaw (6d6
damage, DC 10 Reflex save for half damage)
→ Leads to room #303, inhabited by 9 x Vegepygmy
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #353
South Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #354, inhabited by 9 x Hobgoblin
Hidden Treasure Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity arc
(4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)

26 pp, 256 gp, 170 sp, 1000 cp; Red Spinel (50 gp), 2 x Rock Quartz (9 gp), Rock Quartz (13 gp), Shell (10 gp), Zircon (65 gp);
Potion of Stabilize (cr, 25 gp), Scroll of Charm Animal (cr, 25 gp), Wand of Detect Snares and Pits (cr, 750 gp) (inscription provides
clue to function); hoard total 1499 gp

Room #314 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #298
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #297, inhabited by 5 x Doppelganger
East Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #306, inhabited by 5 x Iron Cobra
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #357
Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

53 gp, 46 sp, 30 cp; Chrysoprase (55 gp), Lapis Lazuli (11 gp), Malachite (9 gp), Sardonyx (60 gp), Shell (10 gp), Topaz (400 gp),
Tourmaline (80 gp); Carved ivory scroll case (60 gp), Copper brazier with religious markings (50 gp), Decorated electrum plate (110
gp), Ivory drinking horn with silver ends (110 gp), Marble idol (300 gp), Silver chess set (50 gp); hoard total 1362 gp 9 sp
Room #315 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #316
South Entry #1 Archway
→ Leads to room #345, inhabited by 16 x Giant
Centipede

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #346
Empty

Room #316 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #315
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #307, inhabited by 2 x Bat Swarm
South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #346
South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #347, inhabited by 2 x Bat Swarm
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)

25 pp, 299 gp, 250 sp, 1800 cp; Jasper (60 gp), Pyrite (9 gp), Turquoise (10 gp); Painting of a noblewoman (50 gp), Polished
darkwood chalice (50 gp); Scroll of Sanctuary (cr, 25 gp), Wand of Vanish (apg, 750 gp) (design provides clue to function); hoard
total 1546 gp

Room #317 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #299
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #307, inhabited by 2 x Bat Swarm
East Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located above a small stone dais and concealed within a mosaic of arcane patterns
→ Leads to room #318
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features Someone has scrawled "Twist the cog to reset the trap" on the north wall, and a charred blanket lies in the north side of the room
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #318 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located above a small stone dais and concealed within a mosaic of arcane
patterns
→ Leads to room #317, inhabited by 2 x Bat Swarm
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #349
Empty

Room #319 North Entry Archway


East Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #286
East Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #330, inhabited by 13 x Vegepygmy
Room Features A mural of vile acts covers the ceiling, and someone has scrawled "Death comes on silent wings" on the south
wall

Room #320 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #288, inhabited by 15 x Human Zombie
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
→ Leads to room #287, inhabited by 12 x Hobgoblin
South Entry Archway
→ Leads to room #335
Monster 1 x Kyton

Kyton: CR 6, XP 2400; LE Medium Outsider (evil, extraplanar, kyton, lawful); Init +7; Senses darkvision 60 ft.; Perception +14; AC
21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural); hp 60 (8d10+16), regeneration 2 (good weapons and spells, silver
weapons); Fort +8, Ref +9, Will +3; DR 5/silver or good; Immune cold; SR 17; Speed 30 ft.; Melee 4 chains +11 (2d4+2); Space 5
ft; Reach 5 ft. (10 ft. with chains); SA dancing chains, unnerving gaze; Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12; Base Atk
+8, CMB +10, CMD 23; SQ chain armor
Skills and Feats: Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14;
Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)
Treasure: 27 pp, 262 gp, 250 sp, 1800 cp; Chrysoprase (50 gp), Citrine (60 gp); Set of six ivory dice (30 gp); Masterwork
Quarterstaff (600 gp), Masterwork Scythe (318 gp); Oil of Light (cr, 25 gp), Oil of Purify Food and Drink (cr, 25 gp), Potion of Hide
from Undead (cr, 50 gp), Potion of Protection from Chaos (cr, 50 gp), Potion of Protection from Evil (cr, 50 gp), Scroll of Burning
Hands (cr, 25 gp), 2 x Scroll of Charm Person (cr, 25 gp), Scroll of True Strike (cr, 25 gp); hoard total 1933 gp
Room #321 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 4; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
melee (6d6/19-20)
→ Leads to room #300, inhabited by 1 x Basidirond
South Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features A fountain decorated with tormented faces sits in the west side of the room, and a pile of rotten bread lies in the center of the room
Monster 4 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 77 pp, 769 gp, 380 sp, 2300 cp; Lapis Lazuli (11 gp), Peridot (50 gp), Rock Quartz (8 gp); Oil of Arcane Mark (cr, 25 gp),
Oil of Shillelagh (cr, 50 gp), Potion of Guidance (cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll of Detect Poison (cr, 12 gp 5 sp),
Scroll of Frostbite (um, 25 gp), Scroll of Glitterdust (cr, 150 gp); hoard total 1981 gp 5 sp

Room #322 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #278
West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
→ Leads to room #311
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #339, inhabited by 9 x Human Zombie
South Entry Archway
→ Leads to room #363
Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)

Room #323 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #278
East Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #312, inhabited by 15 x Giant Centipede
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #340
Monster 10 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #324 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #325
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #354, inhabited by 9 x Hobgoblin
Room Features The ceiling is covered with scorch marks, and a pile of iron blobs lies in the west side of the room
Monster 3 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 80 gp, 51 sp, 230 cp; Aquamarine (500 gp), Green Spinel (50 gp), Jet (120 gp), Rose Quartz (60 gp); Scroll of Cure
Moderate Wounds (cr, 150 gp), Wand of Entangle (cr, 750 gp); hoard total 1717 gp 4 sp

Room #325 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #324, inhabited by 3 x Skum
South Entry Archway
→ Leads to room #341
Room Features A faded and torn tapestry hangs from the west wall, and several adventurer corpses are scattered throughout the
room
Room #326 North Entry #1 Archway
→ Leads to room #280, inhabited by 1 x Wraith
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #281, inhabited by 6 x Human Zombie
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 3; magic; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (3d6
damage, DC 10 Reflex save for half damage)
→ Leads to room #342
Room Features A simple fireplace sits against the east wall, and someone has scrawled "Explosive runes" in draconic script on the north wall
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 75 gp, 132 sp, 700 cp; Amethyst (110 gp), Aquamarine (400 gp), Onyx (45 gp), Pyrite (9 gp), Pyrite (10 gp), Smoky
Quartz (50 gp); Masterwork Greataxe (320 gp), Masterwork Warhammer (312 gp); hoard total 1351 gp 2 sp

Room #327 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #281, inhabited by 6 x Human Zombie
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #295
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #328
East Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Earthmaw Trap: CR 5; magic; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (6d6
damage, DC 14 Reflex save for half damage)
→ Leads to room #343
Room Features A group of demonic faces have been carved into the east wall, and the floor is covered with teeth

Room #328 North Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #295
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #296, inhabited by 1 x Wraith
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #327
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #329, inhabited by 3 x Skeletal Champion
Empty

Room #329 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #305
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #328
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 29 pp, 272 gp, 175 sp; Azurite (11 gp), Hematite (9 gp), Malachite (12 gp), Moonstone (50 gp), Obsidian (9 gp), Peridot
(45 gp), Rock Quartz (9 gp), Rock Quartz (11 gp); Potion of Endure Elements (cr, 50 gp), Potion of Jump (cr, 50 gp), Scroll of Aid
(cr, 150 gp), Wand of Mage Hand (cr, 375 gp); hoard total 1360 gp 5 sp

Room #330 West Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #319
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #350
Room Features An enchanted pool in the south-west corner of the room summons a water elemental to serve whomever drinks from it (but only
once), and a tile mosaic of vile acts covers the floor
Monster 13 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 70 gp, 227 sp, 1410 cp; Agate (10 gp), Bloodstone (50 gp), Tigereye (10 gp); Masterwork Greatsword (350 gp); Scroll of
Certain Grip (uc, 150 gp), Scroll of Disguise Self (cr, 25 gp), Wand of Detect Poison (cr, 375 gp), Wand of Shocking Grasp (cr, 750
gp); hoard total 1826 gp 8 sp

Room #331 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #309, inhabited by 1 x Cloaker
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

113 gp, 31 sp; Amethyst (90 gp), Aquamarine (450 gp), Azurite (10 gp), Black Pearl (550 gp), 2 x Ivory (50 gp), Ivory (60 gp), Jet
(70 gp), Moonstone (45 gp), Rock Quartz (10 gp); hoard total 1501 gp 1 sp
Room #332 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #289
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #333, inhabited by 1 x Basilisk
Room Features A chute falls into the room from above, and a sundered helm lies in the south-east corner of the
room

Room #333 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #332
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A stone ramp ascends towards the north wall, and a tile mosaic of a legendary battle covers the floor
Monster 1 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, flat-footed 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: 27 pp, 226 gp, 420 sp, 2100 cp; Peridot (60 gp), Pyrite (9 gp), Rock Quartz (11 gp); Potion of Cure Light Wounds (cr, 50
gp); hoard total 689 gp

Room #334 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #312, inhabited by 15 x Giant Centipede
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
→ Leads to room #365
Room Features A set of demonic war masks hangs on the west wall, and someone has scrawled "This paladin is dead" on the north
wall

Room #335 North Entry Archway


→ Leads to room #320, inhabited by 1 x Kyton
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #336
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #359
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Trap Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity arc
(4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect
(acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

27 pp, 252 gp, 289 sp, 930 cp; Sardonyx (45 gp), Tigereye (11 gp), Turquoise (12 gp); Bronze flagon with warrior images (50 gp),
Copper and glass decanter (25 gp), Gold statue of a dragon (110 gp), Painting of a queen (750 gp), Set of six silver dice (75 gp),
Silver comb with ornate handle (75 gp), 2 x Silver statue of a dragon (65 gp); Oil of Light (cr, 25 gp); hoard total 1868 gp 2 sp

Room #336 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #335
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #359
Room Features Part of the ceiling has collapsed into the room, and someone has scrawled a baleful symbol on the west
wall

Room #337 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #301, inhabited by 4 x Human Zombie
East Entry Archway
→ Leads to room #371
Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled a crude drawing of a succubus on the west
wall

Room #338 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #302, inhabited by 3 x Iron Cobra
East Entry Archway
→ Leads to room #351
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #361, inhabited by 1 x Mummy
Room Features A large demonic idol with ruby eyes sits in the center of the room, and the scent of smoke fills the north side of the
room
Room #339 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #311
West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #352
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #322
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (magically reinforced, +10 to break DC)
→ Leads to room #362, inhabited by 1 x Basilisk
Monster 9 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Trap Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none;
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. square
area)

Room #340 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #323, inhabited by 10 x Giant Centipede
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) (slides up, +2 to break
DC)
→ Leads to room #312, inhabited by 15 x Giant Centipede
Empty

Room #341 North Entry Archway


→ Leads to room #325
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #342
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #375, inhabited by 9 x Vegepygmy
Room Features The north and west walls have been engraved with incoherent labyrinths, and the sound of dripping water can be heard in the
north-east corner of the room

Room #342 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Earthmaw Trap: CR 3; magic; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (3d6
damage, DC 10 Reflex save for half damage)
→ Leads to room #326, inhabited by 1 x Mummy
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #341
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #376, inhabited by 6 x Troglodyte
Room Features Several square holes are cut into the ceiling and floor, and the sound of rushing water can be faintly heard near the east wall

Room #343 West Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Earthmaw Trap: CR 5; magic; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (6d6
damage, DC 14 Reflex save for half damage)
→ Leads to room #327
West Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within an upright sarcophagus
South Entry Archway
→ Leads to room #390, inhabited by 1 x Basilisk
Room Features The ceiling is covered with dripping stalactites, and a pierced breastplate lies in the south-west corner of the room

Room #344 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #306, inhabited by 5 x Iron Cobra
East Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #345, inhabited by 16 x Giant Centipede
South Entry Archway
→ Leads to room #366, inhabited by 2 x Wererat
Room Features Part of the east wall has collapsed into the room, and a charred wooden shield lies in the north-west corner of the room
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 61 gp, 190 sp, 900 cp; Masterwork Bolas (305 gp), Masterwork Dart (300 gp 5 sp), Masterwork Scale Mail (200 gp); Oil of
Purify Food and Drink (cr, 25 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of Hide from Animals (cr, 50 gp), Potion of Magic
Fang (cr, 50 gp), Scroll of Shield of Faith (cr, 25 gp), Wand of Mage Armor (cr, 750 gp) (inscription provides clue to function); hoard
total 1844 gp 5 sp
Room #345 North Entry #1 Archway
→ Leads to room #306, inhabited by 5 x Iron Cobra
North Entry #2 Archway
→ Leads to room #315
West Entry #1 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #344, inhabited by 4 x Wererat
West Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Fire Spray: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger visual (true seeing); Reset none; Effect fire spray
(2d6 fire damage, DC 12 Reflex save for half damage)
→ Leads to room #366, inhabited by 2 x Wererat
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #346
Room Features Several alcoves are cut into the east wall, and a pierced breastplate lies in the north-east corner of the room
Monster 16 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #346 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #315
North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #316
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #345, inhabited by 16 x Giant Centipede
East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #347, inhabited by 2 x Bat Swarm
Empty

Room #347 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #316
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #346
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (slides up, +2 to break DC)
→ Leads to room #348
Room Features The room has a high domed ceiling, and a pair of boots lies in the north side of the room
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #348 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (slides up, +2 to break
DC)
→ Leads to room #347, inhabited by 2 x Bat Swarm
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #368
South Entry Archway
→ Leads to room #382
Empty

Room #349 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #308
West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #318
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #383, inhabited by 4 x Wererat
Room Features Spirals of black stones cover the floor, and several empty bottles are scattered throughout the
room
Room #350 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Contact Poison: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #308
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #330, inhabited by 13 x Vegepygmy
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #369
South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #394, inhabited by 5 x Bat Swarm
Room Features A tile mosaic of a legendary battle covers the floor, and the sound of horns fills the room

Room #351 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
→ Leads to room #310, inhabited by 1 x Troll
West Entry #1 Archway
→ Leads to room #338
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #361, inhabited by 1 x Mummy
East Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect Atk +10 melee
(4d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #352
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #387
Empty

Room #352 West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect Atk +10 melee
(4d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #351
East Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #339, inhabited by 9 x Human Zombie
East Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #362, inhabited by 1 x Basilisk
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #388

Room Features A tapestry of ghoulish carnage hangs from the east wall, and the scent of urine fills the room

Room #353 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #313
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #365
South Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a mosaic of ghoulish carnage
→ Leads to room #389
Empty

Room #354 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #313
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #324, inhabited by 3 x Skum
South Entry Archway
→ Leads to room #374, inhabited by 4 x Dark Creeper
Monster 9 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 30 pp, 269 gp, 200 sp; Jasper (60 gp), Lapis Lazuli (10 gp), Pyrite (10 gp); Masterwork Dart (300 gp 5 sp), Masterwork
Shortspear (301 gp); Potion of Virtue (cr, 25 gp), Scroll of Light (cr, 12 gp 5 gp), Scroll of Purify Food and Drink (cr, 12 gp 5 sp);
hoard total 1320 gp
Room #355 East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #356, inhabited by 1 x Wraith
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Empty

Room #356 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of broken stone
West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #355
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #379, inhabited by 2 x Bat Swarm
Monster 1 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); SA 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 #357 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #314
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
→ Leads to room #379, inhabited by 2 x Bat Swarm
Empty

Room #358 North Entry Archway


East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #383, inhabited by 4 x Wererat
Room Features Spirals of white stones cover the floor, and the north and west walls are covered with claw
marks

Room #359 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #336
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #335
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #370, inhabited by 5 x Skeletal Champion
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #397, inhabited by 5 x Morlock
Room Features A tile labyrinth covers the floor, and someone has scrawled "This paladin is dead" in draconic script on the east
wall

Room #360 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #361, inhabited by 1 x Mummy
South Entry Archway
→ Leads to room #407, inhabited by 3 x Cave
Fisher
Empty

Room #361 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #338
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #360
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #351
South Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Ice Dart Trap: CR 7; magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); Reset none; Effect Atk +15
ranged (8d6 cold)
→ Leads to room #408, inhabited by 3 x Bat Swarm
South Entry #2 Archway
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 36 pp, 300 gp, 110 sp; Azurite (9 gp), Black Pearl (550 gp), Chrysoprase (45 gp), Hematite (7 gp), Jet (90 gp), Peridot
(50 gp), Sardonyx (55 gp); Scroll of Sleep (cr, 25 gp); hoard total 1502 gp
Room #362 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (magically reinforced, +10 to break DC)
→ Leads to room #339, inhabited by 9 x Human Zombie
West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #352
Room Features A stack of barrels filled with rotting fruit stands against the south wall, and a pile of rotten leather lies in the north-east corner of the
room
Monster 1 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, flat-footed 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: 31 gp; Scroll of Darkvision (cr, 150 gp), Wand of Entangle (cr, 750 gp); hoard total 931 gp
Trap Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])

Room #363 North Entry Archway


→ Leads to room #322
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #400, inhabited by 1 x
Cloaker
Empty

Room #364 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #373, inhabited by 4 x Dark Creeper
South Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #401
South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #402
Trap Earthmaw Trap: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect earthmaw (4d6
damage, DC 10 Reflex save for half damage)
Hidden Treasure Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)

67 gp, 28 sp; Amber (110 gp), Aquamarine (550 gp), Citrine (60 gp), Pyrite (12 gp), Smoky Quartz (65 gp), Turquoise (8 gp); Scroll
of Chill Touch (cr, 25 gp), Wand of Detect Magic (cr, 375 gp) (design provides clue to function); hoard total 1274 gp 8 sp

Room #365 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
→ Leads to room #334
East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #353
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #389
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #402
Room Features Someone has scrawled "The walls listen" on the south wall, and a ring of keys lies in the north-west corner of the
room
Room #366 North Entry Archway
→ Leads to room #344, inhabited by 4 x Wererat
West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Ice Dart Trap: CR 5; magic; Perception DC 22; Disable Device DC 22; Trigger visual (arcane eye); Reset none; Effect Atk +14
ranged (5d6 cold)
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #405
East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Fire Spray: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger visual (true seeing); Reset none; Effect fire spray
(2d6 fire damage, DC 12 Reflex save for half damage)
→ Leads to room #345, inhabited by 16 x Giant Centipede

South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #413
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A narrow pit covered by iron bars lies in the west side of the room, and knocking can be heard in the south-east corner of the room
Monster 2 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 66 gp, 210 sp, 1200 cp; Alabaster (10 gp), Black Pearl (400 gp), Carnelian (50 gp), Chrysoprase (60 gp), Pyrite (7 gp),
Tourmaline (120 gp), Zircon (45 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Invigorate (apg, 50 gp), Scroll of Detect
Magic (cr, 12 gp 5 gp), Scroll of Magic Missile (cr, 25 gp); hoard total 903 gp
Trap Acid Spray: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger visual (true seeing); Reset none; Effect acid spray (4d6
acid damage, DC 12 Reflex save for half damage)

Room #367 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
East Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #368
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #391, inhabited by 1 x Basilisk
South Entry #1 Archway
→ Leads to room #414, inhabited by 2 x Bugbear
South Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #415, inhabited by 1 x Troll
Monster 2 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 32 pp, 340 gp; Oil of Arcane Mark (cr, 25 gp), Potion of Protection from Law (cr, 50 gp), Scroll of Gaseous Form (cr, 375
gp); hoard total 1110 gp

Room #368 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #367, inhabited by 2 x Wererat
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #348
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #391, inhabited by 1 x Basilisk
Room Features Various torture devices are scattered throughout the room, and a pile of rotten bread lies in the south-west corner of the room

Room #369 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #350
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #384
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #395, inhabited by 4 x Iron Cobra
Room Features A stone stair ascends towards the north wall, and the north and west walls have been engraved with geometric patterns
Room #370 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #359
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #420, inhabited by 5 x Human Zombie
Room Features Part of the ceiling has collapsed into the room, and a forge and anvil sit in the north-east corner of the room
Monster 5 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 28 pp, 260 gp; Citrine (50 gp), Jet (120 gp), Rose Quartz (50 gp), Topaz (350 gp); Masterwork Shortsword (310 gp),
Masterwork Spear (302 gp); hoard total 1722 gp

Room #371 West Entry #1 Archway


→ Leads to room #337
West Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
West Entry #3 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Acid Spray: CR 6; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect acid spray
(5d6 acid damage, DC 14 Reflex save for half damage)
South Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #421, inhabited by 4 x Dark Creeper
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
Room Features A magical statue in the center of the room answers simple questions about the dungeon (points directions), and a sundered club
lies in the north-east corner of the room

Room #372 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Archway
→ Leads to room #386, inhabited by 1 x Cloaker
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #398
Room Features The room has a high domed ceiling, and a wooden ladder rests against the south
wall

Room #373 East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #364
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #401
Room Features A chute descends from the room into a midden chamber below, and a putrid odor fills the room
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 64 pp, 505 gp, 120 sp; Oil of Arcane Mark (cr, 25 gp), 2 x Oil of Light (cr, 25 gp), Potion of Vanish (apg, 50 gp), Scroll of
Calm Emotions (cr, 150 gp), Scroll of Ray of Enfeeblement (cr, 25 gp), Wand of Mage Hand (cr, 375 gp); hoard total 1832 gp

Room #374 North Entry Archway


→ Leads to room #354, inhabited by 9 x Hobgoblin
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Room Features A cube of solid stone stands in the west side of the room, and several pieces of rotten fruit are scattered throughout the room
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 116 gp, 188 sp, 750 cp; Amber (120 gp), Black Pearl (500 gp), Lapis Lazuli (13 gp), 2 x Malachite (10 gp), Onyx (60 gp),
Peridot (50 gp), Sardonyx (50 gp); Masterwork Hide (165 gp); Potion of Virtue (cr, 25 gp), Scroll of Undetectable Alignment (cr, 150
gp), Wand of Divine Favor (cr, 750 gp) (design provides clue to function); hoard total 2045 gp 3 sp

Room #375 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #341
East Entry Archway
→ Leads to room #376, inhabited by 6 x Troglodyte
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 48 gp, 170 sp, 1300 cp; Carnelian (35 gp), Chrysoprase (40 gp), Coral (80 gp), Freshwater Pearl (11 gp), Opal (500 gp),
Sard (65 gp), Turquoise (13 gp); Masterwork Breastplate (350 gp), Masterwork Shortbow (330 gp); hoard total 1502 gp
Room #376 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #342
West Entry Archway
→ Leads to room #375, inhabited by 9 x Vegepygmy
East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #377, inhabited by 9 x Vegepygmy
Monster 6 x Troglodyte

Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Senses darkvision 90 ft.; Perception +0; Aura stench (30 ft.,
DC 13, 10 rounds); AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref -1, Will +0; Speed 30 ft.; Melee
club +2 (1d6+1), claw -3 (1d4), bite -3 (1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str 12, Dex 9, Con 14,
Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11
Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude
Treasure: 45 pp, 505 gp, 495 sp, 1850 cp; Masterwork Breastplate (350 gp), Masterwork Scythe (318 gp); Oil of Hold Portal (cr, 50
gp), Potion of Cloak of Shade (apg, 50 gp), Potion of Protection from Law (cr, 50 gp), Scroll of Doom (cr, 25 gp); hoard total 1866
gp

Room #377 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #376, inhabited by 6 x Troglodyte
East Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #390, inhabited by 1 x Basilisk
South Entry Archway
→ Leads to room #412

Room Features The room has a high domed ceiling, and a forge and anvil sit in the south side of the room

Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 56 gp, 70 sp; Agate (10 gp), Aquamarine (350 gp), Azurite (9 gp), Carnelian (60 gp), Garnet (120 gp), Ivory (55 gp),
Lapis Lazuli (10 gp), Milky Quartz (55 gp), Moonstone (65 gp), Rock Quartz (11 gp), Rock Quartz (12 gp), Rose Quartz (50 gp),
Tigereye (11 gp); Masterwork Heavy Wooden Shield (157 gp), Masterwork Nunchaku (302 gp); hoard total 1340 gp

Room #378 East Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand
→ Leads to room #379, inhabited by 2 x Bat Swarm
East Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 24; Disable Device DC 24
→ Leads to room #403
Room Features A rope ascends to a catwalk hanging between the east and west walls, and a faded and torn tapestry hangs from the west
wall

Room #379 North Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #356, inhabited by 1 x Wraith
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #357
West Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand
→ Leads to room #378
Room Features A stone stair ascends towards the west wall, and the scent of smoke fills the south-east corner of the room
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #380 East Entry Archway


South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #405
Room Features A toppled statue lies in the north side of the room, and someone has scrawled "Lightning comes before thunder" on the north wall
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 30 pp, 233 gp, 347 sp; Azurite (9 gp), Azurite (10 gp), 2 x Freshwater Pearl (10 gp), Jasper (45 gp), Rock Quartz (11 gp),
Turquoise (10 gp), Zircon (55 gp); Masterwork Light Mace (305 gp), Masterwork Longsword (315 gp); Potion of Protection from
Good (cr, 50 gp), Potion of Resistance (cr, 25 gp), Scroll of Remove Fear (cr, 25 gp); hoard total 1447 gp 7 sp
Room #381 South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #406, inhabited by 15 x Vegepygmy
Room Features A fountain of water sits against the south wall, and a pile of broken arrows lies in the north side of the room
Monster 3 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #382 North Entry Archway


→ Leads to room #348
East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #392, inhabited by 1 x Basilisk
Trap Arrow Blaster: CR 7; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +13 ranged
(7d6/x3); multiple targets (up to three targets within 10 ft. of trigger)
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

29 pp, 230 gp, 94 sp; Alabaster (10 gp), Amber (100 gp), Black Pearl (650 gp), Chrysoprase (65 gp), Freshwater Pearl (13 gp),
Lapis Lazuli (13 gp), Rhodochrosite (12 gp), Rock Quartz (11 gp), Sard (55 gp), Shell (10 gp), Zircon (35 gp), Zircon (55 gp);
Painting of a noblewoman (50 gp), Silver noble family seal (60 gp); hoard total 1668 gp 4 sp

Room #383 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #358
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #349
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features Someone has scrawled "The Realm of Tomes shall triumph when the moon is crowned" on the east wall, and the floor is covered
with fungus
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 30 pp, 182 gp; Masterwork Composite Longbow (+1 Str bonus) (500 gp), Masterwork Hide (165 gp), Masterwork
Longsword (315 gp), Masterwork Sickle (306 gp); 2 x Oil of Purify Food and Drink (cr, 25 gp); hoard total 1818 gp

Room #384 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #369
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #396
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features A simple fireplace sits against the east wall, and someone has scrawled "Watch out for basilisk" in orcish runes on the south wall
Trap Chain Flail: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset repair; Effect Atk +10 melee
(2d6); multiple targets (all targets in a 5 ft. radius burst)
Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked Good Wooden Chest (hard 5, 15 hp)
Arrow Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12 ranged
(6d6/x3)

90 gp; Amber (100 gp), Milky Quartz (55 gp), Onyx (45 gp), Opal (350 gp), Peridot (50 gp), Saltwater Pearl (80 gp), Sard (55 gp),
Topaz (350 gp); hoard total 1175 gp

Room #385 West Entry Archway


→ Leads to room #420, inhabited by 5 x Human Zombie
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #421, inhabited by 4 x Dark Creeper
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A stone dais sits in the south-west corner of the room, and someone has scrawled "Explosive runes" in draconic script on the south
wall
Room #386 West Entry #1 Archway
→ Leads to room #372
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #398
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #407, inhabited by 3 x Cave Fisher
Room Features A faded and torn tapestry hangs from the east wall, and a blood-soaked blanket lies in the south-east corner of the room
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 53 pp, 453 gp, 130 sp; Alabaster (12 gp), Milky Quartz (55 gp), Turquoise (12 gp); Masterwork Scythe (318 gp); Scroll of
Air Bubble (uc, 25 gp); hoard total 1418 gp

Room #387 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #351
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #422
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #388
South Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #433
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #434, inhabited by 3 x Iron Cobra
Room Features Someone has scrawled "Praise Ulfang the Black" on the north wall, and groaning can be heard in the east side of the room

Room #388 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #352
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #387
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty

Room #389 North Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a mosaic of ghoulish carnage
→ Leads to room #353
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #365
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #410
Room Features The floor is covered in square tiles, alternating white and black, and someone has scrawled a monstrous face on the north
wall

Room #390 North Entry Archway


→ Leads to room #343
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #377, inhabited by 9 x Vegepygmy
West Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of a legendary battle
→ Leads to room #437, inhabited by 14 x Giant Centipede
Room Features Someone has scrawled "Hunila stands here, slain by a basilisk" on the east wall, and a dulled dagger lies in the center of the room
Monster 1 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, flat-footed 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: 29 gp, 39 sp, 188 cp; Shell (13 gp); Scroll of Unshakable Chill (um, 150 gp), Wand of Prestidigitation (cr, 375 gp); hoard
total 572 gp 7 sp 8 cp
Room #391 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #368
West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #367, inhabited by 2 x Wererat
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Monster 1 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, flat-footed 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: 56 gp, 430 sp, 900 cp; Masterwork Shortsword (310 gp), Masterwork Studded Leather Armor (175 gp); Potion of
Resistance (cr, 25 gp), Scroll of Erase (cr, 25 gp), Scroll of Obscuring Mist (cr, 25 gp); hoard total 668 gp

Room #392 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #382
East Entry Secret (Search DC 30) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and opened by twisting an iron ring
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #417, inhabited by 1 x Wraith
Room Features A stone sarcophagus sits in the north-east corner of the room, and a pile of bent copper coins lies in the north side of the room
Monster 1 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, flat-footed 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: 24 pp, 234 gp, 120 sp, 1100 cp; Freshwater Pearl (10 gp), Lapis Lazuli (10 gp), Peridot (50 gp); hoard total 567 gp
Trap Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)

13 pp, 321 gp, 254 sp, 750 cp; Amethyst (80 gp), Carnelian (45 gp), Chrysoprase (45 gp), Chrysoprase (50 gp), Freshwater Pearl
(8 gp), Hematite (10 gp), Opal (450 gp), Peridot (35 gp); Silver candelabra with holy symbol (75 gp); Potion of Invigorate (apg, 50
gp); hoard total 1331 gp 9 sp

Room #393 East Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #394, inhabited by 5 x Bat Swarm
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Contact Poison: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #431, inhabited by 3 x Cave Fisher
Room Features A stream of acid flows along a channel in the floor, and ghostly wailing can be faintly heard near the south wall
Monster 5 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #394 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #350
West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #393, inhabited by 5 x Bat Swarm
South Entry Archway
→ Leads to room #431, inhabited by 3 x Cave Fisher
Monster 5 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Room #395 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #369
South Entry Archway
→ Leads to room #432, inhabited by 2 x Bat Swarm
Monster 4 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12
Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp)

21 pp, 251 gp, 120 sp; Lapis Lazuli (8 gp), Peridot (65 gp), Tigereye (8 gp); Decorated silver plate (60 gp), Electrum censer with
silver filigree (70 gp); Potion of Guidance (cr, 25 gp), Potion of Reduce Person (cr, 50 gp), Scroll of Scorching Ray (cr, 150 gp),
Wand of Bane (cr, 750 gp); hoard total 1659 gp

Room #396 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #384
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #397, inhabited by 5 x Morlock
Empty

Room #397 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #359
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #396
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 20; Disable Device DC 24
→ Leads to room #420, inhabited by 5 x Human Zombie
Monster 5 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 29 pp, 325 gp, 364 sp, 2150 cp; Moonstone (45 gp), Obsidian (10 gp), Peridot (50 gp), Rhodochrosite (9 gp), Rock
Quartz (12 gp); Silver holy symbol (25 gp); Masterwork Longsword (315 gp); Oil of Bless Weapon (cr, 50 gp), Scroll of Charm
Animal (cr, 25 gp), Scroll of Daze Monster (cr, 150 gp), Scroll of Sleep (cr, 25 gp), Wand of Cure Light Wounds (cr, 750 gp); hoard
total 2138 gp 9 sp

Room #398 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #372
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #386, inhabited by 1 x Cloaker
East Entry #2 Archway
→ Leads to room #407, inhabited by 3 x Cave Fisher
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Empty

Room #399 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Guillotine Blade: CR 4; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #409, inhabited by 1 x Basidirond
East Entry Archway
→ Leads to room #400, inhabited by 1 x Cloaker
Room Features A tile labyrinth covers the floor, and someone has scrawled "I'd rather be at the Topaz Cask" on the south wall
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 25 pp, 316 gp, 406 sp, 1360 cp; Alabaster (10 gp), Carnelian (45 gp), Rhodochrosite (10 gp), Rock Quartz (10 gp),
Sardonyx (55 gp), Tigereye (7 gp); Masterwork Breastplate (350 gp), Masterwork Dagger (302 gp), Masterwork Morningstar (308
gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Guidance (cr, 25 gp), Potion of Stabilize (cr, 25 gp), Potion of Virtue (cr, 25
gp), 2 x Scroll of Detect Undead (cr, 25 gp); hoard total 1892 gp 2 sp
Room #400 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #363
North Entry #2 Archway
West Entry Archway
→ Leads to room #399, inhabited by 4 x Dark Creeper
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #401
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #441
South Entry #2 Archway
→ Leads to room #442
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 81 gp, 94 sp; Green Spinel (55 gp), Onyx (45 gp), Opal (500 gp), Rock Quartz (10 gp), Shell (9 gp), Tourmaline (70 gp);
Masterwork Longbow (375 gp), Masterwork Quarterstaff (600 gp); Scroll of Burning Hands (cr, 25 gp); hoard total 1779 gp 4 sp

Room #401 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #373, inhabited by 4 x Dark Creeper
North Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #364
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #400, inhabited by 1 x Cloaker
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #402
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #423, inhabited by 11 x Hobgoblin
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #443
Empty

Room #402 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #364
North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #365
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #401
South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #423, inhabited by 11 x Hobgoblin
Room Features Lit candles are scattered across the floor, and someone has scrawled "The Rangers of Aulstead killed a rust monster here" on the
east wall

Room #403 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 24; Disable Device DC 24
→ Leads to room #378

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #404, inhabited by 1 x Mummy
Room Features Part of the east wall has collapsed into the room, and a stone dais and throne sits in the north side of the
room

Room #404 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #403
West Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #445
Room Features Someone has scrawled "The gemstone is cursed" on the south wall, and the ceiling is covered with crystalline stalactites
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 30 pp, 246 gp, 30 sp; Chrysoprase (50 gp), Lapis Lazuli (13 gp), Malachite (10 gp), Peridot (60 gp), Rhodochrosite (9
gp), Turquoise (12 gp); Masterwork Sai (301 gp); Oil of Remove Paralysis (cr, 300 gp), Potion of Fox's Cunning (cr, 300 gp), Scroll
of Delay Poison (cr, 150 gp); hoard total 1754 gp
Room #405 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #380, inhabited by 1 x Gibbering Mouther
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #366, inhabited by 2 x Wererat
South Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is located near the ceiling and concealed within a mosaic of geometric patterns
→ Leads to room #429, inhabited by 1 x Troll
Room Features The north and west walls have been engraved with glowing symbols, and a ruined iron box lies in the north side of the room
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

19 pp, 273 gp, 90 sp; Alabaster (7 gp), Alabaster (10 gp), Black Pearl (450 gp), Jade (90 gp), Sard (40 gp), Sard (55 gp), Sardonyx
(45 gp); Carved ivory scroll case (60 gp), Copper brazier with religious markings (50 gp); Potion of Endure Elements (cr, 50 gp),
Potion of Resistance (cr, 25 gp); hoard total 1354 gp

Room #406 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #381, inhabited by 3 x Bat Swarm
South Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Hypnosis: CR 7; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect
hypnosis (fascinated for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #446
Monster 15 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 61 gp, 30 sp; Freshwater Pearl (11 gp), Hematite (8 gp), Opal (450 gp), Saltwater Pearl (90 gp), Sardonyx (55 gp), Zircon
(40 gp), Zircon (60 gp); Masterwork Spear (302 gp); Scroll of Aid (cr, 150 gp), Wand of Pass without Trace (cr, 750 gp); hoard total
1980 gp

Room #407 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #386, inhabited by 1 x Cloaker
North Entry #2 Archway
→ Leads to room #360
West Entry Archway
→ Leads to room #398
Monster 3 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: Climb +11

Room #408 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Ice Dart Trap: CR 7; magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); Reset none; Effect Atk +15
ranged (8d6 cold)
→ Leads to room #361, inhabited by 1 x Mummy
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #454
Monster 3 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #409 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #399, inhabited by 4 x Dark Creeper
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #434, inhabited by 3 x Iron Cobra
Room Features Spirals of white stones cover the floor, and water drips from the ceiling in the east side of the room
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 34 gp, 18 sp, 50 cp; Freshwater Pearl (13 gp); Scroll of Delay Poison (cr, 150 gp), Wand of Detect Secret Doors (cr, 750
gp) (design provides clue to function); hoard total 949 gp 3 sp
Room #410 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #389
West Entry Archway
→ Leads to room #423, inhabited by 11 x Hobgoblin
East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #424
Room Features The north and east walls have been engraved with incoherent labyrinths, and a pile of shattered weapons lies in the south-west
corner of the room
Trap Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect Atk
+20 melee (2d4+6/x4)

Room #411 East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #425, inhabited by 8 x Human Zombie
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #436, inhabited by 1 x Basidirond
Room Features A chute descends from the room into a midden chamber below, and someone has scrawled "Hansa died here, no honor among
thieves" on the north wall
Monster 12 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 54 gp, 194 sp, 1140 cp; Masterwork Longsword (315 gp); Oil of Hold Portal (cr, 50 gp), Potion of Stabilize (cr, 25 gp),
Scroll of Enlarge Person (cr, 25 gp), Wand of Disguise Self (cr, 750 gp), Wand of Stabilize (cr, 375 gp); hoard total 1624 gp 8 sp

Room #412 North Entry Archway


→ Leads to room #377, inhabited by 9 x Vegepygmy
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #425, inhabited by 8 x Human Zombie
East Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #426
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #458
Empty

Room #413 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #366, inhabited by 2 x Wererat
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #438, inhabited by 2 x Rat Swarm
Empty

Room #414 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2 Archway
→ Leads to room #367, inhabited by 2 x Wererat
West Entry Archway
→ Leads to room #446
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "Sarra's Company looted this place" on the south wall
Monster 2 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 51 gp, 190 sp; Agate (10 gp), Amethyst (70 gp), Chrysoprase (50 gp), Lapis Lazuli (9 gp), Obsidian (9 gp), Obsidian (13
gp), Sard (60 gp), Sardonyx (50 gp), Topaz (500 gp), Zircon (55 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Reduce Person (cr,
50 gp), Potion of Resistance (cr, 25 gp), Scroll of Detect Poison (cr, 12 gp 5 sp), Scroll of Expeditious Retreat (cr, 25 gp); hoard
total 1033 gp 5 sp
Room #415 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #367, inhabited by 2 x Wererat
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ghoulish carnage
Ⓣ Falling Block: CR 5; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #430
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #447, inhabited by 5 x Morlock
Monster 1 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: 86 gp, 120 sp; Aquamarine (500 gp), Citrine (45 gp), Freshwater Pearl (8 gp), Freshwater Pearl (10 gp), Jet (120 gp),
Smoky Quartz (55 gp), Smoky Quartz (65 gp); Masterwork Handaxe (306 gp); Oil of Light (cr, 25 gp), Oil of Mage Armor (cr, 50 gp),
2 x Potion of Cure Light Wounds (cr, 50 gp), Scroll of Charm Person (cr, 25 gp), Scroll of Purify Food and Drink (cr, 12 gp 5 sp);
hoard total 1419 gp 5 sp
Trap Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect Atk
+20 melee (2d4+6/x4)
Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25; hard 5, 20 hp)

29 pp, 284 gp, 480 sp, 1100 cp; Potion of Stabilize (cr, 25 gp), Scroll of Cause Fear (cr, 25 gp), Scroll of Detect Thoughts (cr, 150
gp), Scroll of Protection from Law (cr, 25 gp), Scroll of Summon Monster I (cr, 25 gp), Wand of Expeditious Retreat (cr, 750 gp)
(design provides clue to function); hoard total 1633 gp

Room #416 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
East Entry Secret (Search DC 25) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is located above a small stone dais and concealed within a mosaic of arcane patterns
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #417, inhabited by 1 x Wraith
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #464, inhabited by 2 x Rat Swarm
Room Features Someone has scrawled "Upon the sixth day of the Autumn of Blood, when death becomes life and the Gate of Dweomers is
opened, the Sword of Knowledge shall be lost" on the north wall, and the ceiling is covered with crystalline stalactites
Trap Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity arc
(4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)

27 pp, 261 gp, 409 sp, 1970 cp; Agate (9 gp), Rock Quartz (10 gp), Turquoise (10 gp), Zircon (50 gp); Gold censer with silver
filigree (90 gp), Ivory bowl with animal carvings (40 gp), Painting of a noblewoman (50 gp), Platinum holy symbol (500 gp),
Porcelain mask (40 gp), Silver bowl with lion engravings (75 gp), Silver candelabra with holy symbol (75 gp); Oil of Arcane Mark
(cr, 25 gp); hoard total 1565 gp 6 sp

Room #417 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #392, inhabited by 1 x Basilisk
West Entry Secret (Search DC 25) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is located above a small stone dais and concealed within a mosaic of arcane patterns
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #416
Monster 1 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); SA 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 #418 East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #431, inhabited by 3 x Cave Fisher
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #465
South Entry #2 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind an area of slime

Room Features A set of demonic war masks hangs on the south wall, and the floor is covered with
mud
Room #419 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Earthmaw Trap: CR 3; magic; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (2d6
damage, DC 10 Reflex save for half damage)
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #450, inhabited by 3 x Skeletal Champion
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Electrified Lock: CR 5; magic; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (6d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #439
Monster 10 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 54 gp; Scroll of Elemental Touch (apg, 150 gp), Scroll of Invisibility Sphere (cr, 375 gp), Wand of Ray of Frost (cr, 375
gp), Wand of Summon Nature's Ally I (cr, 750 gp); hoard total 1704 gp

Room #420 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #370, inhabited by 5 x Skeletal Champion
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 20; Disable Device DC 24
→ Leads to room #397, inhabited by 5 x Morlock
East Entry #1 Archway
→ Leads to room #385
East Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #440, inhabited by 4 x Wererat
Monster 5 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #421 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #371
West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #385
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #3 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 5; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect Atk +14 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #467
Room Features A tapestry of a legendary battle hangs from the north wall, and someone has scrawled "Elwidris stands here, slain by a basilisk" on
the north wall
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 41 gp, 244 sp, 80 cp; Obsidian (10 gp), Pyrite (10 gp), Sard (55 gp); Masterwork Studded Leather Armor (175 gp); Potion
of Bull's Strength (cr, 300 gp), Potion of Feather Step (apg, 50 gp), Potion of Resistance (cr, 25 gp), Scroll of Greater Magic Fang
(cr, 375 gp), Scroll of Magic Stone (cr, 25 gp), Scroll of Read Magic (cr, 12 gp 5 sp), Wand of Expeditious Retreat (cr, 750 gp),
Wand of Magic Missile (cr, 750 gp) (inscription provides clue to function); hoard total 2603 gp 7 sp

Room #422 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #387
Room Features Someone has scrawled "Ether Hane died here, the best among us" on the west wall, and a metallic odor fills the north side of the
room

Room #423 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #402
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #401
East Entry Archway
→ Leads to room #410
Room Features Someone has scrawled "This paladin is dead" on the east wall, and a rattling noise can be faintly heard near the west wall
Monster 11 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 41 pp, 344 gp, 140 sp; Aquamarine (350 gp), Coral (110 gp), Sard (60 gp), Zircon (45 gp); Potion of Guidance (cr, 25
gp), Scroll of Disguise Self (cr, 25 gp); hoard total 1383 gp
Room #424 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #410
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #436, inhabited by 1 x Basidirond
Room Features A forge and anvil sit in the south-east corner of the room, and a rusted chain shirt lies in the north side of the
room

Room #425 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #411, inhabited by 12 x Hobgoblin
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #412
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #457
Monster 8 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #426 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #412
Room Features A chute falls into the room from above, and a tile labyrinth covers the floor

Room #427 West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
Monster 3 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 26 gp, 21 sp, 50 cp; Masterwork Chainmail (300 gp), Masterwork Dagger (302 gp); Oil of Erase (cr, 50 gp), Potion of
Jump (cr, 50 gp), Potion of Virtue (cr, 25 gp), Wand of Sleep (cr, 750 gp); hoard total 1505 gp 6 sp

Room #428 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 20; Disable Device DC 22
→ Leads to room #460
East Entry #1 Archway
East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #445
Room Features A tile mosaic of geometric patterns covers the floor, and a pile of wax blobs lies in the west side of the
room

Room #429 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is located near the ceiling and concealed within a mosaic of geometric patterns
→ Leads to room #405
West Entry Archway
→ Leads to room #445
Room Features Someone has scrawled "I've forgotten my name" on the east wall, and rusting iron spikes line the east and west walls
Monster 1 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: 47 gp, 470 sp; Ivory (45 gp), Lapis Lazuli (10 gp), Tigereye (12 gp); Masterwork Warhammer (312 gp); Oil of Light (cr, 25
gp), Potion of Enlarge Person (cr, 50 gp), Potion of Guidance (cr, 25 gp), Potion of Resistance (cr, 25 gp), Scroll of Chill Touch (cr,
25 gp), Scroll of Color Spray (cr, 25 gp), Scroll of Identify (cr, 25 gp), Scroll of Protection from Evil (cr, 25 gp), Scroll of Sleep (cr, 25
gp), Wand of Obscuring Mist (cr, 750 gp); hoard total 1473 gp

Room #430 West Entry Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ghoulish carnage
Ⓣ Falling Block: CR 5; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #415, inhabited by 1 x Troll
East Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect
(acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Room #431 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Contact Poison: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #393, inhabited by 5 x Bat Swarm
North Entry #2 Archway
→ Leads to room #394, inhabited by 5 x Bat Swarm
West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #418

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #432, inhabited by 2 x Bat Swarm
South Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #473, inhabited by 5 x Morlock
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #474, inhabited by 9 x Vegepygmy
Room Features An altar of evil sits in the south-east corner of the room, and the south and west walls are covered with slime
Monster 3 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: Climb +11

Room #432 North Entry Archway


→ Leads to room #395, inhabited by 4 x Iron Cobra
West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #431, inhabited by 3 x Cave Fisher
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #433 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from
stone
→ Leads to room #387
East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
→ Leads to room #434, inhabited by 3 x Iron Cobra
Empty

Room #434 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #387
North Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #409, inhabited by 1 x Basidirond
West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
→ Leads to room #433
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #456
Monster 3 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #435 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #456
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A carved stone statue stands in the south-east corner of the room, and someone has scrawled "They ate Pervia Galpsi" on the
west wall
Trap Barbed Net Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (grappled, Escape Artist DC 24 to escape); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

26 gp, 43 sp, 70 cp; Tigereye (9 gp), Turquoise (11 gp); Bronze flagon with warrior images (50 gp), Decorated silver plate (60 gp),
Engraved gold scarab (75 gp), Gold chalice with griffon carvings (600 gp), Silver statue of a dragon (65 gp); Masterwork lyre (100
gp); Scroll of Protection from Law (cr, 25 gp), Wand of Lullaby (cr, 375 gp); hoard total 1401 gp
Room #436 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #411, inhabited by 12 x Hobgoblin
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #424
Room Features The floor is covered in square tiles, alternating white and black, and the south and east walls are covered with veins of yellow
crystal
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 3 gp, 13 sp, 80 cp; Bloodstone (55 gp); Masterwork Dagger (302 gp), Masterwork Greatsword (350 gp); hoard total 712
gp 1 sp

Room #437 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of a legendary battle
→ Leads to room #390, inhabited by 1 x Basilisk
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #471, inhabited by 5 x Bugbear
Room Features Burning torches in iron sconces line the south and west walls, and a rotting satchel lies in the south-west corner of the room
Monster 14 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #438 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #413
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #472
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)
Trap Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)

Room #439 West Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Electrified Lock: CR 5; magic; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (6d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #419, inhabited by 10 x Vegepygmy
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #466
Empty

Room #440 West Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #420, inhabited by 5 x Human Zombie
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #452
West Entry #3 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
→ Leads to room #484
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 30 pp, 236 gp; Masterwork Greataxe (320 gp), Masterwork Longsword (315 gp); Scroll of Protection from Good (cr, 25
gp), Wand of Stabilize (cr, 375 gp); hoard total 1571 gp
Room #441 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #400, inhabited by 1 x Cloaker
West Entry Archway
→ Leads to room #477, inhabited by 1 x Basidirond
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #442
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #487
Empty

Room #442 North Entry Archway


→ Leads to room #400, inhabited by 1 x
Cloaker
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #441
Empty

Room #443 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #401
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Symbol of Hypnosis: CR 6; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect
hypnosis (dazed for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #468

Empty

Room #444 South Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of fungus
→ Leads to room #469, inhabited by 1 x Troll
Room Features A stair ascends to a wooden platform in the south-east corner of the room, and a ring of keys lies in the south-west corner of the
room

Room #445 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #404, inhabited by 1 x Mummy
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #428
East Entry #1 Archway
→ Leads to room #429, inhabited by 1 x Troll
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #461
South Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break
DC)
Ⓢ The door is located above a small stone dais and opened by standing on a small floor tile
→ Leads to room #492, inhabited by 5 x Morlock
Empty

Room #446 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Hypnosis: CR 7; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect
hypnosis (fascinated for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #406, inhabited by 15 x Vegepygmy
East Entry Archway
→ Leads to room #414, inhabited by 2 x Bugbear
South Entry Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within an upright sarcophagus
Ⓣ Ice Dart Trap: CR 4; magic; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect Atk +12
ranged (6d6 cold)
Empty
Room #447 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #415, inhabited by 1 x Troll
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #462, inhabited by 1 x Gibbering Mouther
Room Features Several headless statues are scattered throughout the room, and someone has scrawled "Joane fell here, her spirit broken" on the
east wall
Monster 5 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 121 gp, 290 sp, 1900 cp; Black Pearl (450 gp), Carnelian (50 gp), Carnelian (60 gp), Chrysoberyl (100 gp), Lapis Lazuli
(9 gp), Lapis Lazuli (11 gp), Sardonyx (50 gp); Bronze flagon with warrior images (50 gp), Carved jade idol (80 gp), Crystal egg with
silver stand (50 gp), Polished darkwood chalice (50 gp), Silver flagon with religious markings (80 gp); Masterwork Breastplate (350
gp), Masterwork darkwood lute (300 gp); hoard total 1859 gp

Room #448 West Entry Archway


→ Leads to room #464, inhabited by 2 x Rat Swarm
East Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break
DC)
→ Leads to room #465
Empty

Room #449 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #474, inhabited by 9 x Vegepygmy
Room Features Someone has scrawled "The Dragonbone Wand is lost" in draconic script on the east wall, and the south and east walls are
covered with mould
Monster 7 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #450 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #419, inhabited by 10 x Vegepygmy
Room Features A magical idol of a goddess of light in the north-west corner of the room heals all wounds of whomever offers a prayer (but only
once), and an iron chain hangs from the ceiling in the north side of the room
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 101 gp, 13 sp, 60 cp; Aquamarine (450 gp), Citrine (50 gp), Rose Quartz (45 gp), Saltwater Pearl (120 gp); Scroll of Flare
(cr, 12 gp 5 gp), Wand of Ray of Sickening (um, 750 gp); hoard total 1529 gp 9 sp

Room #451 West Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and designed to make noise when opened
→ Leads to room #482
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #452
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #497, inhabited by 3 x Skeletal Champion
Room Features A magical mosaic on the west wall can be used to scry upon any known individual within the dungeon, and several square holes
are cut into the ceiling and floor

Room #452 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #451
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #440, inhabited by 4 x Wererat
Room Features A magical altar in the south-west corner of the room grants greater dexterity (for one hour) to whomever offers a prayer, and
someone has scrawled "Beware the rats" on the west wall
Room #453 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
North Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of a medusa, and opened by uncovering her eyes
→ Leads to room #454
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #486
Monster 2 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #454 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #408, inhabited by 3 x Bat Swarm
West Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of a medusa, and opened by uncovering her
eyes
→ Leads to room #453, inhabited by 2 x Iron Cobra
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty

Room #455 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #475, inhabited by 8 x Orc
Room Features A stone dais sits in the south side of the room, and a round table and crude bookcase sit in the north-east corner of the room
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 30 gp, 155 sp, 1130 cp; Hematite (9 gp); 2 x Masterwork Shortspear (301 gp); hoard total 667 gp 8 sp

Room #456 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #434, inhabited by 3 x Iron Cobra
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #435
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #477, inhabited by 1 x Basidirond
South Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Someone has scrawled "Stay right" on the north wall, and a mouldy odor fills the
room

Room #457 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #425, inhabited by 8 x Human Zombie
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #458
South Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Electrified Lock: CR 3; magic; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (2d6
electricity damage, DC 12 Reflex save for half damage)
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
Empty

Room #458 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #412
West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #457
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Archway
→ Leads to room #500
Room Features An iron sarcophagus sits in the center of the room, and someone has scrawled "This paladin is dead" in draconic script on the east
wall
Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

20 gp; Black Pearl (550 gp), Jet (130 gp), Smoky Quartz (60 gp), Zircon (60 gp); Crystal skull (80 gp), Decorated electrum plate
(110 gp), Painting of a queen (750 gp), Silver chess set (50 gp), Silver hand mirror (75 gp), Silver mask (75 gp); hoard total 1960 gp
Room #459 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of a medusa, and opened by uncovering her eyes
Trap Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)

Room #460 East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 20; Disable Device DC 22
→ Leads to room #428
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #501
Room Features A faded and torn tapestry hangs from the north wall, and a cube of solid stone stands in the center of the
room

Room #461 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #445
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Trap Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

28 pp, 391 gp, 410 sp, 2300 cp; Amber (120 gp), Milky Quartz (40 gp), Opal (650 gp), Pyrite (13 gp), Sardonyx (40 gp), Shell (10
gp), Smoky Quartz (35 gp); Potion of Magic Fang (cr, 50 gp), Potion of Resistance (cr, 25 gp); hoard total 1718 gp

Room #462 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #447, inhabited by 5 x Morlock
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #479, inhabited by 1 x Mummy
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Someone has scrawled "Linan died here, his song has ended" on the west wall, and a pile of spoiled meat lies in the north-west
corner of the room
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 30 gp, 84 sp, 20 cp; Freshwater Pearl (12 gp), Rock Quartz (11 gp), Rock Quartz (12 gp); Masterwork Bolas (305 gp),
Masterwork Shortsword (310 gp); Potion of Guidance (cr, 25 gp), Scroll of Resist Energy (cr, 150 gp), Wand of Flare (cr, 375 gp)
(inscription provides clue to function); hoard total 1238 gp 6 sp

Room #463 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
South Entry Archway
→ Leads to room #480
Room Features Someone has scrawled "In the reign of Chivalry, when the Bridge of Bells is broken and the Forest of Silence withers, the line of
Sorcery shall be ended" on the west wall, and the ceiling is covered with scorch marks
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 27 pp, 248 gp, 32 sp, 150 cp; Masterwork Chain Shirt (250 gp); Potion of Corruption Resistance (apg, 300 gp), Potion of
Shield of Faith (cr, 50 gp), Scroll of Daylight (cr, 375 gp), Scroll of Disrupt Undead (cr, 12 gp 5 sp), Wand of Magic Aura (cr, 750
gp); hoard total 2260 gp 2 sp

Room #464 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #416
East Entry Archway
→ Leads to room #448
Room Features A tile mosaic of legendary monsters covers the floor, and a forge and anvil sit in the east side of the room
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)
Room #465 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #418
West Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break
DC)
→ Leads to room #448
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #473, inhabited by 5 x Morlock

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #504, inhabited by 11 x Giant Centipede
Room Features The floor is covered in perfect hexagonal tiles, and several iron spikes are scattered throughout the
room

Room #466 East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #439
East Entry #2 Archway
Room Features The south and east walls have been engraved with alien runes, and someone has scrawled "Alil fell here" on the south
wall

Room #467 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #421, inhabited by 4 x Dark Creeper
South Entry #1 Archway
→ Leads to room #484
South Entry #2 Archway
→ Leads to room #485
Empty

Room #468 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Symbol of Hypnosis: CR 6; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect
hypnosis (dazed for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #443
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #509, inhabited by 4 x Adamantine Cobra
Room Features A shallow pit lies in the north-west corner of the room, and a forge and anvil sit in the east side of the room

Room #469 North Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of fungus
→ Leads to room #444
East Entry Archway
→ Leads to room #470, inhabited by 4 x Cave Fisher
South Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
South Entry #2 Archway
Room Features Lit candles are scattered across the floor, and someone has scrawled "three, eight, four, four" in draconic script on the east wall
Monster 1 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: 61 pp, 402 gp, 130 sp, 180 cp; Agate (9 gp), Ivory (45 gp), Obsidian (11 gp), 2 x Peridot (50 gp), 2 x Rock Quartz (10
gp); Masterwork Leather Armor (160 gp); Potion of Remove Sickness (um, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Mirror Strike
(uc, 25 gp); hoard total 1471 gp 8 sp

Room #470 West Entry Archway


→ Leads to room #469, inhabited by 1 x Troll
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #478, inhabited by 11 x Giant Centipede
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
Room Features Someone has scrawled "The Golden Scepter is wreathed in flames" in draconic script on the south wall, and a pile of rotten fruit lies
in the north-west corner of the room
Monster 4 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: Climb +11
Room #471 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #437, inhabited by 14 x Giant Centipede
West Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Dread: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
West Entry #2 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
Monster 5 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 18 pp, 245 gp, 297 sp, 2450 cp; Masterwork Sickle (306 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Keen
Senses (apg, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of Bear's Endurance (cr, 150
gp), Scroll of Enlarge Person (cr, 25 gp), Scroll of Stone Fist (apg, 25 gp), Wand of Mage Armor (cr, 750 gp); hoard total 1935 gp 2
sp

Room #472 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #438, inhabited by 2 x Rat Swarm
East Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
East Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #494, inhabited by 4 x Iron Cobra
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #511, inhabited by 5 x Bat Swarm
Room Features A well lies in the east side of the room, and the floor is covered in square tiles, alternating white and
black

Room #473 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #431, inhabited by 3 x Cave Fisher
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #465
South Entry Archway
→ Leads to room #513
Monster 5 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 28 gp; Carved ivory scroll case (60 gp), Decorated electrum plate (110 gp), Gold cauldron with alchemical symbols (750
gp), Polished darkwood chalice (50 gp), Silver holy symbol (25 gp), Silver scepter with eagle symbols (125 gp); Scroll of
Comprehend Languages (cr, 25 gp), Wand of Identify (cr, 750 gp) (inscription provides clue to function); hoard total 1923 gp

Room #474 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #431, inhabited by 3 x Cave Fisher
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #449, inhabited by 7 x Human Zombie
Room Features A stream of oil flows along a channel in the floor, and someone has scrawled "The Circle of the Sapphire Raven looted this place"
on the east wall
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 49 gp; Scroll of Hydraulic Push (apg, 25 gp), Scroll of Shocking Grasp (cr, 25 gp), Wand of Create Water (cr, 375 gp),
Wand of Resistance (cr, 375 gp); hoard total 849 gp

Room #475 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #455, inhabited by 1 x Basidirond
West Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and opened by twisting an iron sconce
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #498
Monster 8 x Orc

Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60 ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3
armor); hp 6 (1d10+1); Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.; Melee falchion +5 (2d4+4/18-20);
Ranged javelin +1 (1d6+3); Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon familiarity
Skills and Feats: Intimidate +2; Weapon Focus (falchion)
Treasure: 5 gp, 44 sp, 60 cp; Azurite (11 gp), Rock Quartz (7 gp), Turquoise (13 gp); Potion of Magic Fang (cr, 50 gp), Wand of
Unseen Servant (cr, 750 gp); hoard total 841 gp
Trap Falling Block: CR 5; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
(6d6); multiple targets (all targets in a 10 ft. square area)
Room #476 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A ladder ascends to a balcony hanging from the north wall, and spirals of yellow stones cover the floor
Monster 2 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 58 pp, 460 gp, 184 sp, 1350 cp; Potion of Remove Sickness (um, 50 gp); hoard total 1121 gp 9 sp

Room #477 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #456
West Entry #2 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to break DC)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
East Entry #1 Archway
→ Leads to room #441
East Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Teleporter Crystal: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #487

East Entry #3 Unlocked Iron Door (hard 10, 60 hp)


→ Leads to room #508
Room Features Someone has scrawled "crimson, golden" on the east wall, and a pile of spoiled meat lies in the north-west corner of the room
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 32 gp; Scroll of Levitate (cr, 150 gp), Wand of Identify (cr, 750 gp); hoard total 932 gp

Room #478 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #470, inhabited by 4 x Cave Fisher
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #490
Room Features A set of demonic war masks hangs on the east wall, and a hissing noise can be heard in the east side of the room
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #479 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #462, inhabited by 1 x Gibbering Mouther
East Entry #1 Archway
→ Leads to room #480
East Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #503, inhabited by 2 x Adamantine Cobra
South Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #512
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 31 gp, 117 sp, 150 cp; Agate (12 gp), Azurite (11 gp), Freshwater Pearl (11 gp), Jasper (45 gp), Moonstone (40 gp),
Pyrite (9 gp), Red Spinel (55 gp), Rhodochrosite (10 gp), Tigereye (7 gp), Turquoise (11 gp); Masterwork Buckler (155 gp),
Masterwork Club (300 gp); Scroll of Daylight (cr, 375 gp), Wand of Magic Missile (cr, 750 gp) (design provides clue to function);
hoard total 1835 gp 2 sp
Trap Magic Missle Trap: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect magic
missile (1d6 force damage); never miss
Room #480 North Entry Archway
→ Leads to room #463, inhabited by 4 x Skeletal Champion
West Entry Archway
→ Leads to room #479, inhabited by 1 x Mummy
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #495
Room Features A stone dais sits in the center of the room, and someone has scrawled "When the Sunless Gate opens, the Hammer of Wisdom
shall be found" on the east wall

Room #481 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #496
South Entry #1 Archway
→ Leads to room #515
South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10 to break DC)
Room Features The floor is covered in perfect hexagonal tiles, and a bent dagger lies in the east side of the room
Monster 4 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 33 pp, 285 gp, 288 sp, 1460 cp; Agate (8 gp), Alabaster (8 gp), Aquamarine (500 gp), Chrysoberyl (120 gp), Citrine (35
gp), Citrine (50 gp), Freshwater Pearl (10 gp), Hematite (7 gp), Ivory (45 gp), Jasper (50 gp), Obsidian (10 gp), Pyrite (10 gp),
Rhodochrosite (12 gp), Rose Quartz (65 gp); Masterwork Longbow (375 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Stabilize (cr,
25 gp); hoard total 2013 gp 4 sp

Room #482 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ One-way Door: CR 5; mechanical; Perception DC 24; Disable Device DC 20
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #1 Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and designed to make noise when opened
→ Leads to room #451
East Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14
melee (5d6/19-20)
→ Leads to room #497, inhabited by 3 x Skeletal Champion
Room Features Someone has scrawled "Don't lose your head" on the west wall, and howling can be faintly heard near the south wall

Room #483 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
East Entry Archway
→ Leads to room #505
Empty

Room #484 North Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
→ Leads to room #440, inhabited by 4 x Wererat
North Entry #2 Archway
→ Leads to room #467
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #485
Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

27 gp, 39 sp, 50 cp; Agate (10 gp), Pyrite (10 gp); Decorated silver plate (60 gp), Gold and silver hand mirror (120 gp), Gold chess
set (500 gp), Porcelain doll with silk clothing (40 gp), Silver candelabra with holy symbol (75 gp), Silver chalice with dragon carvings
(150 gp); Scroll of Minor Image (cr, 150 gp), Wand of Sleep (cr, 750 gp); hoard total 1896 gp 4 sp

Room #485 North Entry Archway


→ Leads to room #467
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #484
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #506
Room Features Part of the ceiling has collapsed into the room, and a faded and torn tapestry hangs from the west
wall

Room #486 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #453, inhabited by 2 x Iron Cobra
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #516, inhabited by 1 x Wraith
South Entry #2 Archway
Empty
Room #487 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #441
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Teleporter Crystal: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #477, inhabited by 1 x Basidirond
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #488, inhabited by 1 x Wraith
Room Features Someone has scrawled "Mind the gap" on the west wall, and a crushed helm lies in the north-east corner of the room

Room #488 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #487
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #489, inhabited by 5 x Wererat
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #509, inhabited by 4 x Adamantine Cobra
Monster 1 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); SA 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 #489 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #488, inhabited by 1 x Wraith
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #509, inhabited by 4 x Adamantine Cobra
Monster 5 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 136 gp, 320 sp, 700 cp; Alabaster (8 gp), Azurite (13 gp), Carnelian (45 gp), Green Spinel (50 gp), Ivory (40 gp), Jade
(100 gp), Malachite (10 gp), Malachite (11 gp), Milky Quartz (60 gp), Obsidian (8 gp), Obsidian (10 gp), Rock Quartz (8 gp), Topaz
(650 gp), Turquoise (8 gp), Turquoise (9 gp), Zircon (45 gp); Oil of Light (cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Scroll of Eagle's
Splendor (cr, 150 gp), Scroll of Endure Elements (cr, 25 gp), Scroll of Read Magic (cr, 12 gp 5 gp), Wand of Mage Hand (cr, 375
gp) (design provides clue to function); hoard total 1887 gp

Room #490 West Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #478, inhabited by 11 x Giant Centipede
South Entry Archway
→ Leads to room #521, inhabited by 1 x Mummy
Room Features A stream of blood flows along a channel in the floor, and a stone sarcophagus sits in the south side of the
room

Room #491 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #492, inhabited by 5 x Morlock
Monster 5 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: Climb +11

Room #492 North Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
Ⓢ The door is located above a small stone dais and opened by standing on a small floor tile
→ Leads to room #445
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #491, inhabited by 5 x Cave Fisher
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #493, inhabited by 1 x Wraith
Room Features Someone has scrawled "The Blade of Faith is reforged" on the east wall, and several pieces of spoiled meat are scattered
throughout the room
Monster 5 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 18 pp, 314 gp, 30 sp; Black Pearl (500 gp), Hematite (8 gp), Hematite (11 gp), Malachite (9 gp), Milky Quartz (40 gp),
Moonstone (50 gp), Peridot (45 gp), Saltwater Pearl (100 gp), Tigereye (12 gp), Zircon (50 gp); Masterwork Longbow (375 gp);
hoard total 1697 gp
Room #493 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #492, inhabited by 5 x Morlock
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #523, inhabited by 12 x Human Zombie
Room Features A group of monstrous faces have been carved into the west wall, and a foul odor fills the north-west corner of the room
Monster 1 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); SA 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 #494 West Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #472
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #511, inhabited by 5 x Bat Swarm
East Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Arrow Trap: CR 4; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14
ranged (6d6/x3)
→ Leads to room #502, inhabited by 1 x Mummy
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #524, inhabited by 2 x Choker
Monster 4 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #495 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #480
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #504, inhabited by 11 x Giant Centipede
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #535
South Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #536
Room Features A fountain of water sits against the east wall, and several pieces of rotten bread are scattered throughout the
room

Room #496 West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #514, inhabited by 5 x Dark Creeper
East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #481, inhabited by 4 x Choker
East Entry #2 Archway
→ Leads to room #515
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Teleporter Crystal: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #525, inhabited by 1 x Basidirond
Empty

Room #497 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #451
West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14
melee (5d6/19-20)
→ Leads to room #482
Room Features A stone sarcophagus sits in the south-west corner of the room, and someone has scrawled "right, door, straight, left" on the south
wall
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 65 gp, 163 sp, 1000 cp; Agate (12 gp), Black Pearl (500 gp), Deep Blue Spinel (70 gp), Milky Quartz (50 gp), Shell (12
gp), Smoky Quartz (50 gp); Masterwork Greataxe (320 gp), Masterwork Shortsword (310 gp); hoard total 1415 gp 3 sp
Room #498 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60
hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #475, inhabited by 8 x Orc
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #518
Empty

Room #499 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
North Entry #3 Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and opened by pressing runes on his staff
→ Leads to room #532, inhabited by 12 x Hobgoblin
Room Features Someone has scrawled "The Silver Covenant killed fourteen orcs here" on the west wall, and wisps of red flame fill the center of the
room
Monster 8 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #500 North Entry #1 Archway


→ Leads to room #458
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #501
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #542
Room Features Part of the ceiling has collapsed into the room, and skeletons hang from chains and manacles against the north and south walls
Trap Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)

89 gp, 59 sp, 150 cp; Alabaster (12 gp), Opal (500 gp), Peridot (60 gp), Rock Quartz (9 gp), Saltwater Pearl (100 gp), Smoky
Quartz (60 gp), Topaz (450 gp), Tourmaline (90 gp), Turquoise (9 gp), Zircon (40 gp), Zircon (55 gp); hoard total 1481 gp 4 sp

Room #501 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #460
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #500
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #533, inhabited by 10 x Vegepygmy
South Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Room Features The south and west walls have been engraved with geometric patterns, and the floor is covered with ash

Room #502 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Arrow Trap: CR 4; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14
ranged (6d6/x3)
→ Leads to room #494, inhabited by 4 x Iron Cobra
East Entry Archway
→ Leads to room #512
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #524, inhabited by 2 x Choker
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 52 gp, 11 sp, 70 cp; Jet (80 gp), Peridot (40 gp), Peridot (60 gp), Topaz (550 gp); Scroll of Lesser Restoration (cr, 150
gp), Wand of Burning Hands (cr, 750 gp); hoard total 1683 gp 8 sp
Trap Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect Atk
+20 melee (2d4+6/x4)
Room #503 West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #479, inhabited by 1 x Mummy
West Entry #2 Archway
South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #546, inhabited by 3 x Rat Swarm
Monster 2 x Adamantine Cobra

Adamantine Cobra: CR 3, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 25,
touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+10+5); Fort +0, Ref +2, Will +0; DR 10/-; Immune construct
traits; SR 13; Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1,
CMD 13 (can't be tripped); SQ find target
Skills: Stealth +12

Room #504 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #465
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #495
East Entry #1 Archway
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #513
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #505 West Entry Archway


→ Leads to room #483
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
→ Leads to room #506
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #549, inhabited by 17 x Vegepygmy
Empty

Room #506 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #485
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #505
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Contact Poison: CR 5; mechanical; Perception DC 20; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #538
Empty

Room #507 North Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 20; Disable Device DC 22; Trigger visual (true seeing); Reset none; Effect acid spray
(5d6 acid damage, DC 14 Reflex save for half damage)
North Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #539
Room Features The floor is covered with bloodstains, and a pile of iron blobs lies in the center of the room

Room #508 West Entry #1 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #477, inhabited by 1 x Basidirond
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #530
Empty
Room #509 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #489, inhabited by 5 x Wererat
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #468
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #488, inhabited by 1 x Wraith
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #531
South Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #550
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Monster 4 x Adamantine Cobra

Adamantine Cobra: CR 3, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 25,
touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+10+5); Fort +0, Ref +2, Will +0; DR 10/-; Immune construct
traits; SR 13; Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1,
CMD 13 (can't be tripped); SQ find target
Skills: Stealth +12

Room #510 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)
Ⓣ Electrified Lock: CR 7; magic; Perception DC 26; Disable Device DC 22; Trigger touch; Reset none; Effect electric shock (8d6
electricity damage, DC 12 Reflex save for half damage)
Room Features Someone has scrawled "Rewilh's Guild looted this place" on the north wall, and patches of mushrooms grow in the south-west
corner of the room
Monster 5 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: Climb +11

Room #511 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #472
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #494, inhabited by 4 x Iron Cobra
East Entry #2 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of broken stone
→ Leads to room #524, inhabited by 2 x Choker
Room Features Someone has scrawled "The walls listen" on the west wall, and the south and east walls are covered with slime
Monster 5 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #512 North Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #479, inhabited by 1 x Mummy
West Entry Archway
→ Leads to room #502, inhabited by 1 x Mummy
East Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (slides down, +1 to break DC)
Room Features A magical mural on the west wall depicts the gruesome death of whomever views it, and a stair ascends to a catwalk hanging
between the north and south walls

Room #513 North Entry #1 Unlocked Iron Door (hard 10, 60 hp)
North Entry #2 Archway
→ Leads to room #473, inhabited by 5 x Morlock
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #504, inhabited by 11 x Giant Centipede
East Entry #1 Archway
→ Leads to room #514, inhabited by 5 x Dark Creeper
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #547
Room Features The south and east walls have been engraved with incoherent labyrinths, and several pieces of trash are scattered throughout the
room
Trap Chain Flail: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset repair; Effect Atk +10 melee
(3d6); multiple targets (all targets in a 5 ft. radius burst)
Room #514 West Entry Archway
→ Leads to room #513
East Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #496
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #547
Monster 5 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 81 gp, 160 sp, 1600 cp; Aquamarine (400 gp), Citrine (45 gp), Jet (100 gp), Sardonyx (45 gp); Masterwork Dagger (302
gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Stabilize (cr, 25 gp), Scroll of Create Pit (apg, 150 gp), Wand of Shield (cr,
750 gp) (inscription provides clue to function); hoard total 1955 gp

Room #515 North Entry Archway


→ Leads to room #481, inhabited by 4 x Choker
West Entry Archway
→ Leads to room #496
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #526, inhabited by 1 x Cloaker
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #537, inhabited by 5 x Dark Creeper
Empty

Room #516 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #486
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #539
Room Features Various torture devices are scattered throughout the room, and a rotting odor fills the room
Monster 1 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); SA 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 #517 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #518
Room Features A sloped pit lined with iron spikes lies in the north-east corner of the room, and someone has scrawled a crude drawing of a
succubus on the north wall

Room #518 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #498
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #517
East Entry Archway
→ Leads to room #519
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
→ Leads to room #540, inhabited by 1 x Gibbering Mouther

Empty

Room #519 West Entry Archway


→ Leads to room #518
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
→ Leads to room #540, inhabited by 1 x Gibbering Mouther
Empty
Room #520 West Entry Archway
→ Leads to room #531
East Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is located above a small stone dais and concealed behind an area of slime
→ Leads to room #521, inhabited by 1 x Mummy
Room Features A group of monstrous faces have been carved into the west wall, and a crater has been blasted into the floor in the north side of the
room

Room #521 North Entry Archway


→ Leads to room #490
West Entry #1 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is located above a small stone dais and concealed behind an area of slime
→ Leads to room #520
West Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #532, inhabited by 12 x Hobgoblin
Room Features A ruined siege weapon sits in the south-west corner of the room, and several iron blobs are scattered throughout the room
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 107 gp, 149 sp, 1030 cp; Carnelian (45 gp), Garnet (70 gp), Opal (500 gp), Smoky Quartz (45 gp); Masterwork Shortbow
(330 gp), Masterwork Shortsword (310 gp); hoard total 1432 gp 2 sp

Room #522 East Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #523, inhabited by 12 x Human Zombie
South Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60
hp)
Ⓢ A section of wall pivots smoothly
Empty

Room #523 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #493, inhabited by 1 x Wraith
West Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #522
South Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #544, inhabited by 13 x Hobgoblin
Room Features A narrow shaft falls into the room from above, and a set of demonic war masks hangs on the east wall
Monster 12 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #524 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #494, inhabited by 4 x Iron Cobra
North Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #502, inhabited by 1 x Mummy
West Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of broken stone
→ Leads to room #511, inhabited by 5 x Bat Swarm
Room Features A tile mosaic of a god of honor covers the floor, and a sundered axe lies in the north side of the room
Monster 2 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 19 gp, 20 sp, 30 cp; Masterwork Greatclub (305 gp); Scroll of Web (cr, 150 gp), Wand of Produce Flame (cr, 750 gp);
hoard total 1226 gp 3 sp
Room #525 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Teleporter Crystal: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #496
East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Earthmaw Trap: CR 4; magic; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect earthmaw (5d6
damage, DC 14 Reflex save for half damage)
→ Leads to room #537, inhabited by 5 x Dark Creeper
South Entry #1 Archway
→ Leads to room #564
South Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
ranged (4d6/x3)
→ Leads to room #565, inhabited by 1 x Ochre Jelly
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 36 gp, 64 sp, 244 cp; Obsidian (10 gp); Scroll of Silence (cr, 150 gp), Wand of Mage Armor (cr, 750 gp) (design provides
clue to function); hoard total 954 gp 8 sp 4 cp

Room #526 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #515
West Entry #2 Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by standing on a small floor tile
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
ranged (4d6/x3)
East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #527
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #548, inhabited by 1 x Mummy
South Entry Archway
→ Leads to room #567, inhabited by 13 x Giant Centipede
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 90 gp; Black Pearl (400 gp), Jade (110 gp), Jasper (50 gp), Jet (100 gp), Peridot (45 gp), Sardonyx (40 gp), Smoky
Quartz (50 gp), Topaz (400 gp); hoard total 1285 gp

Room #527 West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #526, inhabited by 1 x Cloaker
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #528, inhabited by 14 x Vegepygmy
South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #548, inhabited by 1 x Mummy
Empty

Room #528 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #527
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #548, inhabited by 1 x Mummy
South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #554
Room Features Someone has scrawled "Don't sleep" on the south wall, and a pile of torn paper lies in the center of the room
Monster 14 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 49 pp, 489 gp, 530 sp, 3100 cp; Carnelian (65 gp), Shell (9 gp), Shell (10 gp); Masterwork Greatsword (350 gp),
Masterwork Heavy Crossbow (350 gp); Potion of Endure Elements (cr, 50 gp); hoard total 1897 gp
Trap Falling Block: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +10 melee
(6d6); multiple targets (all targets in a 10 ft. square area)
Room #529 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Monster 3 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #530 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #508
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Archway
Empty

Room #531 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #509, inhabited by 4 x Adamantine Cobra
West Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #557
East Entry #1 Archway
→ Leads to room #520
East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #541
South Entry Archway
→ Leads to room #574
Room Features A tile labyrinth covers the floor, and burning torches in iron sconces line the south and west walls
Trap Idol of Evil: CR 3; magic; Perception DC 20; Disable Device DC 22; Trigger touch (detect good); Reset automatic; Effect inflict
wound (2d6 damage, DC 10 Will save for half damage)

Room #532 North Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and opened by pressing runes on his staff
→ Leads to room #499, inhabited by 8 x Giant Centipede
West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #521, inhabited by 1 x Mummy

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #542
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #559, inhabited by 12 x Hobgoblin
Monster 12 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 62 gp, 80 sp; Agate (8 gp), Chrysoprase (50 gp), Turquoise (12 gp); Masterwork Breastplate (350 gp), Masterwork
Greataxe (320 gp), Masterwork Lance (310 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Invigorate (apg, 50 gp), Potion of
Magic Fang (cr, 50 gp), Scroll of Darkvision (cr, 150 gp), Wand of Know Direction (cr, 375 gp); hoard total 1770 gp

Room #533 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #501
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features A narrow shaft descends from the room into a plundered tomb below, and spirals of yellow stones cover the floor
Monster 10 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 70 gp; Moonstone (50 gp), Sardonyx (50 gp), Topaz (500 gp), Tourmaline (100 gp); Scroll of Detect Evil (cr, 25 gp),
Wand of Mage Armor (cr, 750 gp); hoard total 1545 gp
Room #534 West Entry Archway
South Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +14
melee (6d6/19-20)
→ Leads to room #576, inhabited by 9 x Hobgoblin
South Entry #2 Archway
→ Leads to room #577, inhabited by 1 x Otyugh
Empty

Room #535 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #495
East Entry Archway
→ Leads to room #552, inhabited by 1 x Basilisk
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A magical mirror on the north wall answers questions with insults, and a dagger hilt lies in the south side of the
room

Room #536 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #495
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #552, inhabited by 1 x Basilisk
Room Features A balcony hangs from the south wall, and an iron chandelier hangs from the ceiling in the center of the
room

Room #537 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #515
West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Earthmaw Trap: CR 4; magic; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect earthmaw (5d6
damage, DC 14 Reflex save for half damage)
→ Leads to room #525, inhabited by 1 x Basidirond
East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #566, inhabited by 2 x Rat Swarm
Monster 5 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 33 pp, 300 gp, 150 sp, 1100 cp; Azurite (7 gp), Jade (130 gp), Moonstone (35 gp), Opal (550 gp), Peridot (40 gp),
Rhodochrosite (10 gp), Sardonyx (50 gp); Masterwork Lance (310 gp); Potion of Endure Elements (cr, 50 gp), Potion of Protection
from Chaos (cr, 50 gp), Scroll of Burning Hands (cr, 25 gp); hoard total 1913 gp

Room #538 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Contact Poison: CR 5; mechanical; Perception DC 20; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #506
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

26 pp, 215 gp, 337 sp, 1160 cp; Freshwater Pearl (12 gp), Milky Quartz (60 gp), Rock Quartz (10 gp), Shell (10 gp); Engraved jade
scarab (85 gp); Potion of Protection from Law (cr, 50 gp), Scroll of Beast Shape (cr, 375 gp), Scroll of Detect Poison (cr, 12 gp 5
sp), Wand of Pass without Trace (cr, 750 gp); hoard total 1884 gp 8 sp

Room #539 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #507
West Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #516, inhabited by 1 x Wraith
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #1 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #580, inhabited by 1 x Ochre Jelly
South Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect
(acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC 15; hard 5, 10 hp)

20 pp, 297 gp, 400 sp, 1800 cp; Silver candelabra with holy symbol (75 gp); Oil of Magic Stone (cr, 50 gp), Potion of Jump (cr, 50
gp), Scroll of Expeditious Retreat (cr, 25 gp), Wand of Cure Light Wounds (cr, 750 gp); hoard total 1505 gp
Room #540 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #518
North Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #519
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #571
Room Features Numerous pillars line the east and west walls, and an iron sarcophagus sits in the south side of the room
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 120 gp; Amber (70 gp), Black Pearl (650 gp), Citrine (40 gp), Citrine (60 gp), Jasper (60 gp), Jet (110 gp), Onyx (45 gp),
Opal (450 gp); hoard total 1605 gp
Trap Thunderstone Mine: CR 4; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect thunder blast (6d6
sonic damage, DC 10 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)
Hidden Treasure Hidden (Search DC 20) Unlocked Iron Chest (hard 10, 60 hp)

20 gp; Bronze statuette of a warrior (15 gp), Carved stone idol (30 gp), Engraved mithral scarab (400 gp), Painted paper fan with
silver slats (20 gp), Silver brazier with religious markings (80 gp), Silver cauldron with animal symbols (120 gp); Scroll of Bane (cr,
25 gp), Wand of Mage Hand (cr, 375 gp); hoard total 1085 gp

Room #541 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #531
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #583, inhabited by 1 x Gibbering Mouther
Empty

Room #542 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #500
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #532, inhabited by 12 x Hobgoblin
East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #560
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #585
Room Features Spirals of green stones cover the floor, and a rusted gauntlet lies in the north side of the
room

Room #543 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #544, inhabited by 13 x Hobgoblin
East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #562
Room Features A rope ascends to a catwalk hanging between the east and west walls, and a rustling noise can be heard in the north-east corner of
the room
Monster 14 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 144 gp, 95 sp, 1090 cp; Amber (80 gp), Black Pearl (500 gp), Chrysoprase (50 gp), Citrine (55 gp), Coral (90 gp),
Moonstone (35 gp), Pyrite (9 gp), Pyrite (11 gp), Sardonyx (55 gp), Shell (12 gp), Topaz (550 gp), Zircon (40 gp); Masterwork
Shortsword (310 gp); hoard total 1961 gp 4 sp
Trap Rune of Hypnosis: CR 3; magic; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect hypnosis
(fascinated for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
Hidden Treasure Unlocked Strong Wooden Chest (hard 5, 20 hp)

54 gp, 36 sp, 130 cp; Scroll of Darkvision (cr, 150 gp), Scroll of Protection from Evil (cr, 25 gp), Wand of Acid Splash (cr, 375 gp),
Wand of Bless (cr, 750 gp); hoard total 1358 gp 9 sp
Room #544 North Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #523, inhabited by 12 x Human Zombie
North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #543, inhabited by 14 x Vegepygmy
Monster 13 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 57 pp, 475 gp, 270 sp, 1200 cp; Obsidian (8 gp), Onyx (55 gp), Tigereye (10 gp); Oil of Mage Armor (cr, 50 gp), Potion of
Shield of Faith (cr, 50 gp), Scroll of Scare (cr, 150 gp), Wand of Shock Shield (uc, 750 gp) (inscription provides clue to function);
hoard total 2157 gp

Room #545 South Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #575
South Entry #2 Archway
→ Leads to room #576, inhabited by 9 x Hobgoblin
Room Features A tile mosaic of a demonic goddess covers the floor, and a forge and anvil sit in the north-east corner of the
room

Room #546 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #503, inhabited by 2 x Adamantine Cobra
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #577, inhabited by 1 x Otyugh
Room Features Someone has scrawled "Kill them with lightning" on the east wall, and several monstrous corpses are scattered throughout the
room
Monster 3 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #547 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #514, inhabited by 5 x Dark Creeper
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #513
Room Features An unexplained breeze can be felt in the south-west corner of the room, and a ruined chain shirt lies in the south side of the
room

Room #548 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #527
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #526, inhabited by 1 x Cloaker
East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #528, inhabited by 14 x Vegepygmy
East Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #554
Room Features A magical statue in the south side of the room answers questions with insults, and spirals of black stones cover the floor
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 24 pp, 282 gp, 44 sp, 80 cp; Alabaster (13 gp), Malachite (9 gp), Red Spinel (45 gp), Turquoise (11 gp); Masterwork
Studded Leather Armor (175 gp); Scroll of Arrow of Law (um, 150 gp), Wand of Jump (cr, 750 gp); hoard total 1680 gp 2 sp
Room #549 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #505
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #555
Room Features A narrow ledge runs along the north and east walls, and the south and east walls are covered with veins of metal
Monster 17 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 94 gp, 46 sp, 70 cp; Amber (120 gp), Black Pearl (450 gp), Hematite (8 gp), Ivory (40 gp), Jasper (35 gp), Turquoise (10
gp); Masterwork Dagger (302 gp), Masterwork Light Mace (305 gp), Masterwork Nunchaku (302 gp); Scroll of Mirror Image (cr, 150
gp), Wand of Ghost Sound (cr, 375 gp) (design provides clue to function); hoard total 2196 gp 3 sp
Trap Arrow Blaster: CR 7; mechanical; Perception DC 26; Disable Device DC 26; Trigger location; Reset manual; Effect Atk +11 ranged
(9d6/x3); multiple targets (up to three targets within 10 ft. of trigger)
Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

28 pp, 284 gp, 250 sp, 900 cp; Alabaster (11 gp), Hematite (7 gp), Lapis Lazuli (11 gp), Moonstone (45 gp), Rhodochrosite (8 gp),
Rose Quartz (50 gp); Copper and glass decanter (25 gp), Crystal egg with silver stand (50 gp), Decorated electrum plate (110 gp),
Electrum censer with silver filigree (70 gp), Marble idol (300 gp), Silver chalice with dragon carvings (150 gp); Potion of Enlarge
Person (cr, 50 gp); hoard total 1485 gp

Room #550 North Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #509, inhabited by 4 x Adamantine Cobra
South Entry #1 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #581
South Entry #2 Archway
→ Leads to room #582, inhabited by 4 x Rat Swarm
Room Features A stream of acid flows along a channel in the floor, and someone has scrawled "I'd rather be at the Bloody Sword" on the north wall
Hidden Treasure Hidden (Search DC 20) Trapped and Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)

69 gp, 41 sp; Alabaster (13 gp), Bloodstone (40 gp), Jet (130 gp), Peridot (50 gp), Tigereye (9 gp), Topaz (450 gp); Scroll of Fog
Cloud (cr, 150 gp), Wand of Stabilize (cr, 375 gp) (inscription provides clue to function); hoard total 1290 gp 1 sp

Room #551 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #558, inhabited by 4 x Wererat
South Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #583, inhabited by 1 x Gibbering Mouther
Room Features A magical altar of a god of thieves in the center of the room causes unease in any lawful creature within 30 feet, and a sloped pit
lined with iron spikes lies in the center of the room
Monster 7 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #552 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #536
West Entry Archway
→ Leads to room #535
East Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #553, inhabited by 1 x Mummy
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #592, inhabited by 5 x Choker
Room Features A group of monstrous faces have been carved into the west wall, and a pile of torn paper lies in the center of the room
Monster 1 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, flat-footed 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: 34 gp, 203 sp, 1590 cp; Agate (9 gp); Masterwork Dagger (302 gp), Masterwork Longbow (375 gp); hoard total 756 gp 2
sp
Room #553 West Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #552, inhabited by 1 x Basilisk
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #563
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and a group of monstrous faces have been carved into
the south wall
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 111 gp, 484 sp, 2360 cp; Alabaster (10 gp), Azurite (13 gp), Citrine (45 gp), Hematite (9 gp), Moonstone (50 gp), Opal
(500 gp), Peridot (45 gp), Red Spinel (40 gp), Tigereye (9 gp), Tourmaline (110 gp); Masterwork Dagger (302 gp); Oil of Light (cr,
25 gp), Oil of Magic Weapon (cr, 50 gp), Potion of Guidance (cr, 25 gp); hoard total 1416 gp

Room #554 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #528, inhabited by 14 x Vegepygmy
West Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
→ Leads to room #548, inhabited by 1 x Mummy
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #590, inhabited by 1 x Wraith
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry #2 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #568
Empty

Room #555 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #549, inhabited by 17 x Vegepygmy
East Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
East Entry #2 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Arrow Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
ranged (4d6/x3)
→ Leads to room #595, inhabited by 2 x Bat Swarm
Room Features A large kiln and coal bin sit in the north-east corner of the room, and a pair of dice lies in the north-east corner of the room

Room #556 East Entry #1 Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #573, inhabited by 3 x Bugbear
Monster 3 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 63 gp, 120 sp; Jade (90 gp), Onyx (50 gp), Topaz (450 gp), Zircon (55 gp); Masterwork Rapier (320 gp); Scroll of Hide
from Animals (cr, 25 gp); hoard total 1065 gp

Room #557 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #531
East Entry #2 Archway
→ Leads to room #574
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
Empty
Room #558 West Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #551, inhabited by 7 x Human Zombie
West Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 7; mechanical; Perception DC 24; Disable Device DC 26; Trigger location; Reset manual; Effect Atk +15
ranged (8d6/x3)
→ Leads to room #583, inhabited by 1 x Gibbering Mouther
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 176 gp, 910 sp, 5400 cp; Alabaster (12 gp), Bloodstone (45 gp), Garnet (100 gp), Obsidian (8 gp), Onyx (50 gp), Rock
Quartz (9 gp), Sard (50 gp), Sardonyx (45 gp), Topaz (450 gp), Turquoise (10 gp); Masterwork Battleaxe (310 gp), Masterwork
Shortsword (310 gp); Oil of Light (cr, 25 gp), Scroll of Frostbite (um, 25 gp), Scroll of Ray of Frost (cr, 12 gp 5 gp); hoard total 1782
gp

Room #559 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #532, inhabited by 12 x Hobgoblin
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #584, inhabited by 1 x Very Young Copper Dragon
Room Features Someone has scrawled an arrow pointing down on the east wall, and the floor is covered with dust
Monster 12 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 62 gp, 46 sp, 90 cp; Alabaster (8 gp); Masterwork Dagger (302 gp), Masterwork Hide (165 gp), Masterwork Light
Crossbow (335 gp); Oil of Arcane Mark (cr, 25 gp), Oil of Light (cr, 25 gp), Potion of Reduce Person (cr, 50 gp), Potion of Virtue (cr,
25 gp), Scroll of Disguise Self (cr, 25 gp), Scroll of Effortless Armor (uc, 150 gp), Wand of Command (cr, 750 gp); hoard total 1927
gp 5 sp

Room #560 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #542
West Entry #2 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #585
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #561, inhabited by 4 x Human Zombie
Room Features The room has a high domed ceiling, and several pieces of spoiled meat are scattered throughout the room
Trap Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 30, break DC 18; hard 5, 15 hp)

Crystal egg with silver stand (50 gp), Decorated silver plate (60 gp), Engraved jade scarab (85 gp), Gold chess set (500 gp), 2 x
Gold holy symbol (100 gp), Marble idol (300 gp), Silver and glass decanter (75 gp), 2 x Silver candelabra with holy symbol (75 gp),
Silver chalice with dragon carvings (150 gp), Silver statue of a dragon (65 gp); hoard total 1635 gp

Room #561 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #560
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #587, inhabited by 1 x Gibbering Mouther
Monster 4 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Trap Large Electrified Floortile: CR 7; magic; Perception DC 24; Disable Device DC 22; Trigger location; Reset none; Effect electric
shock (8d6 electricity damage, DC 12 Reflex save for half damage); multiple targets (all targets in a 20 ft. sqare)

Room #562 West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #543, inhabited by 14 x Vegepygmy
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Empty
Room #563 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #553, inhabited by 1 x Mummy
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and a cube of solid stone stands in the south-east
corner of the room

Room #564 North Entry Archway


→ Leads to room #525, inhabited by 1 x Basidirond
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #565, inhabited by 1 x Ochre Jelly
Room Features Someone has scrawled "six, four, nine, ten" in draconic script on the east wall, and the floor is covered with
teeth

Room #565 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓣ Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
ranged (4d6/x3)
→ Leads to room #525, inhabited by 1 x Basidirond
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #564
East Entry #1 Archway
→ Leads to room #566, inhabited by 2 x Rat Swarm
East Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #594
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #566 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #537, inhabited by 5 x Dark Creeper
West Entry Archway
→ Leads to room #565, inhabited by 1 x Ochre Jelly
East Entry #1 Archway
→ Leads to room #567, inhabited by 13 x Giant Centipede
East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #589, inhabited by 1 x Basidirond
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)
Trap Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])

Room #567 North Entry Archway


→ Leads to room #526, inhabited by 1 x Cloaker
West Entry Archway
→ Leads to room #566, inhabited by 2 x Rat Swarm
East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
East Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #568 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #554
East Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #569
South Entry Archway
→ Leads to room #606, inhabited by 1 x Cloaker
Room Features Someone has scrawled "Death comes on silent wings" in draconic script on the west wall, and clouds of flying insects fill the center
of the room
Trap Scythe Blade: CR 4; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14 melee
(6d6/19-20); multiple targets (all targets in a 5 ft. radius arc)
Room #569 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60
hp)
→ Leads to room #568
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #595, inhabited by 2 x Bat Swarm
South Entry Archway
→ Leads to room #606, inhabited by 1 x Cloaker
Empty

Room #570 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #580, inhabited by 1 x Ochre Jelly
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Monster 1 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, flat-footed 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: Smoky Quartz (65 gp); Masterwork Light Crossbow (335 gp), Masterwork Quarterstaff (600 gp); hoard total 1000 gp
Trap Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

26 pp, 342 gp, 421 sp, 1620 cp; Agate (10 gp), Alabaster (11 gp), Green Spinel (40 gp), Jet (100 gp), Lapis Lazuli (11 gp), Opal
(500 gp), Pyrite (8 gp), Rock Quartz (7 gp), Sardonyx (40 gp), Smoky Quartz (45 gp), Turquoise (8 gp); Potion of Remove Fear (cr,
50 gp); hoard total 1490 gp 3 sp

Room #571 North Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #540, inhabited by 1 x Gibbering Mouther
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #572, inhabited by 9 x Hobgoblin
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #608
Room Features A magical altar in the east side of the room summons an air elemental to serve whomever sacrifices a gemstone upon it (but only
once), and a tile mosaic of ghoulish carnage covers the floor

Room #572 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #571
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #596, inhabited by 6 x Vegepygmy
Room Features An iron brazier and simple wooden table sit in the north-east corner of the room, and several pieces of rotten bread are scattered
throughout the room
Monster 9 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 98 gp, 27 sp, 50 cp; Black Pearl (600 gp), Deep Blue Spinel (100 gp), Green Spinel (60 gp), Milky Quartz (60 gp); Scroll
of Shield (cr, 25 gp), Wand of Goodberry (cr, 750 gp) (inscription provides clue to function); hoard total 1696 gp 2 sp

Room #573 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #556, inhabited by 3 x Morlock
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #609, inhabited by 13 x Giant Centipede
South Entry #2 Archway
→ Leads to room #610, inhabited by 1 x Mummy
Room Features Skeletons hang from chains and manacles against the east wall, and someone has scrawled "Rico fell here" on the south wall

Monster 3 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 19 pp, 242 gp, 660 sp, 4600 cp; Oil of Purify Food and Drink (cr, 25 gp), Scroll of Touch of the Sea (apg, 25 gp), Wand of
Cure Light Wounds (cr, 750 gp); hoard total 1344 gp

Room #574 North Entry Archway


→ Leads to room #531
West Entry Archway
→ Leads to room #557
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #613, inhabited by 1 x Ochre Jelly
Room Features A group of draconic faces have been carved into the east wall, and several iron cages are scattered throughout the
room
Room #575 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60
hp)
→ Leads to room #545
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #617, inhabited by 1 x Gibbering Mouther
Empty

Room #576 North Entry #1 Archway


→ Leads to room #545
North Entry #2 Archway
North Entry #3 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +14
melee (6d6/19-20)
→ Leads to room #534
East Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #577, inhabited by 1 x Otyugh
South Entry #1 Archway
→ Leads to room #617, inhabited by 1 x Gibbering Mouther
South Entry #2 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #618, inhabited by 1 x Basidirond
Room Features The floor is covered in square tiles, alternating white and black, and a broken hammer lies in the south-west corner of the room
Monster 9 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 54 gp, 120 sp; Amber (120 gp), Jasper (50 gp), Jasper (65 gp), Topaz (500 gp); Masterwork Chain Shirt (250 gp),
Masterwork Greataxe (320 gp); Oil of Bless Weapon (cr, 50 gp), Potion of Jump (cr, 50 gp), Potion of Protection from Law (cr, 50
gp), Potion of Stabilize (cr, 25 gp), Scroll of Entangle (cr, 25 gp); hoard total 1571 gp

Room #577 North Entry #1 Archway


→ Leads to room #534
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #546, inhabited by 3 x Rat Swarm
West Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #576, inhabited by 9 x Hobgoblin
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #578
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #601
Room Features Several alcoves are cut into the north and south walls, and the sound of chimes fills the room
Monster 1 x Otyugh

Otyugh: CR 4, XP 1200; N Large Aberration; Init +0; Senses darkvision 60 ft., scent; Perception +9; AC 17, touch 9, flat-footed 17
(+8 natural, -1 size); hp 39 (6d8+12); Fort +3, Ref +2, Will +6; Immune disease; Speed 20 ft.; Melee bite +7 (1d8+4 plus disease), 2
tentacles +3 (1d6+2 plus grab); Space 10 ft.; Reach 10 ft. (15 ft. with tentacle); SA constrict (tentacle, 1d6+2); Str 18, Dex 10, Con
13, Int 5, Wis 13, Cha 6; Base Atk +4, CMB +9 (+13 grapple), CMD 19 (21 vs. trip)
Skills and Feats: Perception +9, Stealth +2 (+10 in lair); Alertness, Toughness, Weapon Focus (tentacle)
Treasure: 50 gp; Chrysoberyl (120 gp), Ivory (55 gp), Jasper (45 gp), Opal (400 gp); Masterwork Sling (300 gp); hoard total 970 gp

Room #578 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #577, inhabited by 1 x Otyugh
East Entry Archway
→ Leads to room #579, inhabited by 1 x Troll
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #601
Room Features A narrow shaft falls into the room from above, and a toppled statue lies in the north-east corner of the
room

Room #579 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
West Entry Archway
→ Leads to room #578
South Entry Archway
→ Leads to room #602, inhabited by 1 x Basidirond
Monster 1 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: 59 gp, 82 sp, 20 cp; Black Pearl (500 gp), Bloodstone (65 gp), Onyx (45 gp), Tourmaline (100 gp); Masterwork
Greatsword (350 gp), Masterwork Light Mace (305 gp); Oil of Light (cr, 25 gp); hoard total 1457 gp 4 sp
Room #580 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #539
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #570, inhabited by 1 x Basilisk
South Entry Archway
→ Leads to room #621
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #581 North Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #550
East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Room Features A narrow pit covered by iron bars lies in the south-east corner of the room, and someone has scrawled "Explosive runes" in
draconic script on the south wall

Room #582 North Entry Archway


→ Leads to room #550
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #612
Monster 4 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #583 North Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #541
North Entry #2 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #551, inhabited by 7 x Human Zombie
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 7; mechanical; Perception DC 24; Disable Device DC 26; Trigger location; Reset manual; Effect Atk +15
ranged (8d6/x3)
→ Leads to room #558, inhabited by 4 x Wererat
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 67 gp; Jet (80 gp), Topaz (650 gp), Zircon (45 gp), Zircon (50 gp); Scroll of Shocking Grasp (cr, 25 gp), Wand of Create
Water (cr, 375 gp); hoard total 1292 gp

Room #584 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #559, inhabited by 12 x Hobgoblin
East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #585
Monster 1 x Very Young Copper Dragon

Very young copper dragon: CR 5; Small dragon (earth); HD 8d12+8; hp 60; Init +4; Spd 40 ft., fly 100 ft. (average); AC 18 (+1 size,
+7 natural), touch 11, flat-footed 18; Base Atk +8; Grp +5; Atk +10 melee (1d6+1, bite); Full Atk +10 melee (1d6+1, bite) and +10
melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon (20 ft. cone of slow gas or 40 ft. line of acid 4d4, DC 15); SQ
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spider climb; AL CG; SV Fort
+7, Ref +6, Will +7; Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 12
Skills and Feats: Bluff +5, Concentration +5, Diplomacy +5, Escape Artist +4, Hide +7, Intimidate +5, Jump +4, Knowledge (any 1)
+11, Listen +14, Search +12, Sense Motive +5, Spot +14, Use Magic Device +5; Alertness, Hover, Improved Initiative

Room #585 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #542
West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #584, inhabited by 1 x Very Young Copper Dragon
East Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #560
South Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of mould
→ Leads to room #599, inhabited by 1 x Gibbering Mouther
Room Features A set of demonic war masks hangs on the west wall, and someone has scrawled "The red dragon is not a dragon" in blood on the
south wall
Room #586 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break
DC)
East Entry Archway
→ Leads to room #587, inhabited by 1 x Gibbering Mouther
Empty

Room #587 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #561, inhabited by 4 x Human Zombie
North Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West Entry #1 Archway
→ Leads to room #586
West Entry #2 Archway
→ Leads to room #615, inhabited by 8 x Human Zombie
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)
→ Leads to room #588, inhabited by 1 x Cloaker
South Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #624
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 21 pp, 234 gp, 11 sp, 70 cp; Masterwork Hide (165 gp), Masterwork Longsword (315 gp), Masterwork Sling (300 gp);
hoard total 1225 gp 8 sp

Room #588 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)
→ Leads to room #587, inhabited by 1 x Gibbering Mouther
East Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand
→ Leads to room #616, inhabited by 1 x Cloaker
Room Features A chute falls into the room from above, and someone has scrawled "Save yourself, kill the others" in blood on the north wall

Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 28 pp, 218 gp, 223 sp, 790 cp; Pyrite (12 gp), Turquoise (9 gp); Masterwork Heavy Wooden Shield (157 gp); Scroll of
Acid Arrow (cr, 150 gp), Wand of Magic Stone (cr, 750 gp); hoard total 1606 gp 2 sp

Room #589 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #566, inhabited by 2 x Rat Swarm
South Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #604
South Entry #2 Archway
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 44 gp, 31 sp, 150 cp; Moonstone (50 gp), Opal (350 gp), Pyrite (9 gp), Tourmaline (80 gp), Zircon (50 gp); hoard total
587 gp 6 sp

Room #590 East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #554
East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #605
Room Features Someone has scrawled "Save yourself, kill the others" in blood on the west wall, and the ceiling is covered with cracks
Monster 1 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); SA 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 #591 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
Ⓣ Electrified Lock: CR 5; magic; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect electric shock (5d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #602, inhabited by 1 x Basidirond
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #592, inhabited by 5 x Choker
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #625
Monster 5 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 19 pp, 383 gp, 113 sp, 1200 cp; Deep Blue Spinel (100 gp), Onyx (35 gp), Onyx (55 gp), Rock Quartz (7 gp), Topaz (400
gp), Turquoise (11 gp), Zircon (60 gp); Masterwork Leather Armor (160 gp), Masterwork Warhammer (312 gp); Oil of Purify Food
and Drink (cr, 25 gp), Scroll of Obscuring Mist (cr, 25 gp); hoard total 1786 gp 3 sp

Room #592 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #552, inhabited by 1 x Basilisk
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #591, inhabited by 5 x Morlock
East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #593
Monster 5 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 194 gp, 470 sp, 1600 cp; Amethyst (80 gp), Aquamarine (600 gp), Black Pearl (400 gp), Hematite (8 gp), Ivory (50 gp),
Jet (110 gp), Onyx (50 gp), Red Spinel (65 gp), Sard (55 gp), Sard (60 gp), Shell (13 gp); Potion of Jump (cr, 50 gp), Potion of
Reduce Person (cr, 50 gp), Scroll of Burning Hands (cr, 25 gp); hoard total 1873 gp

Room #593 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #592, inhabited by 5 x Choker
South Entry Archway
→ Leads to room #627
Room Features A faded and torn tapestry hangs from the south wall, and a stone dais and throne sits in the north-east corner of the room

Room #594 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #565, inhabited by 1 x Ochre Jelly
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #629, inhabited by 4 x Cave Fisher
Room Features Oil drips from the ceiling in the south side of the room, and a sundered shield lies in the north side of the room
Hidden Treasure Hidden (Search DC 30) Trapped and Unlocked Strong Wooden Chest (hard 5, 20 hp)
Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity arc
(4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)

29 pp, 240 gp, 330 sp, 1400 cp; Onyx (50 gp), Tigereye (7 gp), Turquoise (10 gp); Copper and glass decanter (25 gp), Engraved
mithral scarab (400 gp), Gold holy symbol (100 gp), Gold statue of a dragon (110 gp), Painting of a noblewoman (50 gp), Porcelain
mask (40 gp), Silver candelabra with holy symbol (75 gp); Oil of Purify Food and Drink (cr, 25 gp), Scroll of Dread Bolt (um, 150
gp); hoard total 1619 gp

Room #595 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Arrow Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
ranged (4d6/x3)
→ Leads to room #555
West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #569
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #606, inhabited by 1 x Cloaker
South Entry #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #633, inhabited by 9 x Giant Centipede
South Entry #2 Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of arcane patterns
Room Features The scent of ozone fills the north-west corner of the room, and several pieces of trash are scattered throughout the room
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Room #596 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #572, inhabited by 9 x Hobgoblin
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #608
East Entry Archway
Room Features A mural of a legendary battle covers the ceiling, and someone has scrawled "Don't sleep" on the north wall
Monster 6 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 24 pp, 240 gp, 221 sp, 1180 cp; Alabaster (7 gp), Bloodstone (55 gp), Lapis Lazuli (10 gp), Rhodochrosite (8 gp), Rock
Quartz (12 gp), Zircon (45 gp); Masterwork Dagger (302 gp); Oil of Light (cr, 25 gp); hoard total 977 gp 9 sp

Room #597 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #613, inhabited by 1 x Ochre Jelly
South Entry Archway
Room Features Part of the north wall has collapsed into the room, and someone has scrawled "The curse can never be broken" on the west wall
Monster 1 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); SA 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 #598 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #614, inhabited by 2 x Wererat
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #636
Room Features A shallow pit lies in the west side of the room, and someone has scrawled "Upon the third day of the Spring of Candles, when light
becomes shadow, the Guild of the Lamp shall fall" on the north wall
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 58 pp, 429 gp, 60 sp; Azurite (10 gp), 2 x Azurite (11 gp), Bloodstone (50 gp), Pyrite (13 gp), Shell (9 gp), Smoky Quartz
(60 gp), Tigereye (11 gp), Zircon (45 gp); Masterwork Longsword (315 gp), Masterwork Shortsword (310 gp); Potion of Vanish
(apg, 50 gp); hoard total 1910 gp

Room #599 North Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of mould
→ Leads to room #585
West Entry Archway
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #600
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 50 gp; Aquamarine (450 gp), Chrysoberyl (80 gp), Milky Quartz (55 gp), Moonstone (50 gp); Masterwork Dagger (302
gp), Masterwork Greatsword (350 gp); hoard total 1337 gp

Room #600 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #599, inhabited by 1 x Gibbering Mouther
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #615, inhabited by 8 x Human Zombie
South Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #642
Room Features A ladder ascends to a catwalk hanging between the east and west walls, and someone has scrawled "Run away!" on the west
wall
Room #601 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #578
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #577, inhabited by 1 x Otyugh
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #619, inhabited by 11 x Vegepygmy
Room Features A tapestry of vile acts hangs from the north wall, and a cube of solid stone stands in the north side of the room
Trap Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)

Room #602 North Entry Archway


→ Leads to room #579, inhabited by 1 x Troll
East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
Ⓣ Electrified Lock: CR 5; magic; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect electric shock (5d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #591, inhabited by 5 x Morlock
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #625
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 44 gp, 14 sp, 70 cp; Alabaster (11 gp), Aquamarine (550 gp), Bloodstone (60 gp), Red Spinel (45 gp), Saltwater Pearl
(70 gp); hoard total 782 gp 1 sp

Room #603 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #628
Room Features A tapestry of legendary monsters hangs from the south wall, and a bent chisel lies in the north-east corner of the room
Monster 5 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 215 gp, 551 sp, 3110 cp; Aquamarine (500 gp), Chrysoberyl (120 gp), Lapis Lazuli (9 gp), Moonstone (50 gp), Red
Spinel (45 gp), Rose Quartz (50 gp), Smoky Quartz (65 gp), Turquoise (12 gp); Gold flagon with religious markings (500 gp);
Masterwork Shortsword (310 gp); Potion of Sanctuary (cr, 50 gp), Scroll of Magic Fang (cr, 25 gp), Scroll of Sanctuary (cr, 25 gp);
hoard total 2062 gp 2 sp
Trap Arrow Trap: CR 3; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10 ranged
(2d6/x3)

Room #604 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #589, inhabited by 1 x Basidirond
South Entry Secret (Search DC 25) Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of a fire god
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #630
Room Features Burning torches in iron sconces line the north and south walls, and a pile of barrel staves lies in the center of the room

Room #605 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #590, inhabited by 1 x Wraith
East Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #606, inhabited by 1 x Cloaker
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #632
Room Features A toppled statue lies in the north-west corner of the room, and someone has scrawled a drawing of a sword on the west
wall
Room #606 North Entry #1 Archway
→ Leads to room #568
North Entry #2 Archway
→ Leads to room #569
West Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #605
West Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #632
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #595, inhabited by 2 x Bat Swarm
East Entry #2 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a mosaic of a legendary battle
→ Leads to room #633, inhabited by 9 x Giant Centipede
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #637, inhabited by 11 x Giant Centipede
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 24 gp, 30 sp; Black Pearl (500 gp), Carnelian (50 gp), Jet (90 gp), Malachite (9 gp), Rose Quartz (40 gp), Tigereye (10
gp), Zircon (40 gp); Masterwork Heavy Crossbow (350 gp), Masterwork Longbow (375 gp); hoard total 1491 gp

Room #607 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #621
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #638, inhabited by 13 x Giant Centipede
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #649
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 47 gp; Scroll of Acid Arrow (cr, 150 gp), Scroll of Cause Fear (cr, 25 gp), Wand of Calm Aniimals (cr, 750 gp), Wand of
Identify (cr, 750 gp); hoard total 1722 gp

Room #608 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #571
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #596, inhabited by 6 x Vegepygmy
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
→ Leads to room #622
Room Features An altar of evil sits in the south-east corner of the room, and someone has scrawled "You cannot kill it with wizardry" in blood on
the east wall
Trap Poisoned Net Trap: CR 7; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +13
ranged (grappled, Escape Artist DC 26 to escape, plus malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2
Dex, 1 save]); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25; hard 5, 20 hp)

23 pp, 358 gp, 656 sp, 2760 cp; Alabaster (12 gp), Shell (9 gp), Shell (10 gp), Tigereye (12 gp), Turquoise (7 gp), Zircon (65 gp);
Scroll of Shield (cr, 25 gp), Wand of Stone Shield (arg, 750 gp); hoard total 1571 gp 2 sp

Room #609 North Entry #1 Archway


North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #573, inhabited by 3 x Bugbear
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #622
South Entry Archway
→ Leads to room #634
Room Features A wooden ladder rests against the west wall, and a rattling noise can be faintly heard near the south wall
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Room #610 North Entry Archway
→ Leads to room #573, inhabited by 3 x Bugbear
East Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #611, inhabited by 2 x Bat Swarm
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Room Features Someone has scrawled "Upon the solstice in the Year of Jade, when the sun is eclipsed in the Raven, the House of Swords shall
triumph" on the east wall, and the floor is covered with bloodstains
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 64 pp, 382 gp, 30 sp; Alabaster (10 gp), Jasper (55 gp), Pyrite (10 gp); Masterwork Quarterstaff (600 gp); hoard total
1700 gp

Room #611 West Entry #1 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #610, inhabited by 1 x Mummy

West Entry #2 Archway


→ Leads to room #639, inhabited by 11 x Vegepygmy
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #612 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #582, inhabited by 4 x Rat Swarm
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #640
Empty

Room #613 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #574
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #597, inhabited by 1 x Wraith
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A mural of ghoulish carnage covers the ceiling, and someone has scrawled "Abandon all hope" in orcish runes on the south wall
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #614 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #598, inhabited by 4 x Skeletal Champion
West Entry #2 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within a mosaic of legendary monsters
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #653, inhabited by 4 x Ghoul
Monster 2 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 64 gp, 150 sp; Black Pearl (600 gp), Garnet (130 gp), Milky Quartz (50 gp), Zircon (45 gp); Masterwork Heavy Wooden
Shield (157 gp); Potion of Sanctuary (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of Aspect of the Falcon (apg, 25 gp);
hoard total 1186 gp
Room #615 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #600
East Entry #1 Archway
→ Leads to room #587, inhabited by 1 x Gibbering Mouther
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #623, inhabited by 3 x Rat Swarm
Room Features A mural of a sun goddess covers the ceiling, and a foul odor fills the room
Monster 8 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #616 West Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand
→ Leads to room #588, inhabited by 1 x Cloaker
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #624
East Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Arrow Trap: CR 4; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
ranged (5d6/x3)
→ Leads to room #617, inhabited by 1 x Gibbering Mouther
Room Features Someone has scrawled "This is not a secret door" on the west wall, and a briny odor fills the west side of the room
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 26 gp, 40 sp; Citrine (50 gp), Shell (8 gp), Tigereye (9 gp); Masterwork Light Mace (305 gp), Masterwork Shortspear (301
gp); Scroll of Eagle's Splendor (cr, 150 gp), Wand of Purify Food and Drink (cr, 375 gp); hoard total 1228 gp

Room #617 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #575
North Entry #2 Archway
→ Leads to room #576, inhabited by 9 x Hobgoblin
West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Arrow Trap: CR 4; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
ranged (5d6/x3)
→ Leads to room #616, inhabited by 1 x Cloaker
South Entry #1 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #644
South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #645
Room Features A tapestry of ancient mythology hangs from the east wall, and a simple fireplace sits against the north wall
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 75 gp; Amber (100 gp), Carnelian (55 gp), Opal (600 gp), Sard (45 gp); Scroll of Spiritual Weapon (cr, 150 gp), Wand of
Flare (cr, 375 gp) (inscription provides clue to function); hoard total 1400 gp
Trap Ice Dart Trap: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger visual (arcane eye); Reset none; Effect Atk +12
ranged (5d6 cold)
Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5, 20 hp)

83 gp, 27 sp; Agate (11 gp), Citrine (60 gp), Freshwater Pearl (10 gp), Garnet (100 gp), Green Spinel (35 gp), Topaz (500 gp);
Bronze statuette of a warrior (15 gp), Copper scepter with gold inlay (50 gp), Gold holy symbol (100 gp), Gold puzzle box (500 gp),
Polished darkwood chalice (50 gp), Silver egg with dragon figurine (125 gp); hoard total 1641 gp 7 sp
Room #618 North Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #576, inhabited by 9 x Hobgoblin
South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Rune of Confusion: CR 5; magic; Perception DC 20; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect
confusion (confused for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #646, inhabited by 2 x Morlock
South Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Room Features Someone has scrawled "Twist the cog to reset the trap" on the south wall, and the scent of urine fills the south side of the room
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 33 gp; Scroll of Obscuring Mist (cr, 25 gp), Wand of Grease (cr, 750 gp); hoard total 808 gp

Room #619 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #601
Room Features A sloped pit lined with iron spikes lies in the north-west corner of the room, and someone has scrawled "The Emerald Fangs killed
a white dragon here" on the west wall
Monster 11 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 27 gp, 40 sp; Green Spinel (40 gp), Lapis Lazuli (10 gp), Obsidian (10 gp); Masterwork Quarterstaff (600 gp),
Masterwork Warhammer (312 gp); Scroll of Shield Other (cr, 150 gp), Wand of Icicle Dagger (um, 750 gp); hoard total 1903 gp

Room #620 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #626, inhabited by 5 x Skeletal Champion
Room Features A group of draconic faces have been carved into the south wall, and someone has scrawled "It is awake" in orcish runes on the
east wall
Monster 1 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); SA 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 #621 North Entry Archway


→ Leads to room #580, inhabited by 1 x Ochre Jelly
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #607, inhabited by 1 x Gibbering Mouther
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Arrow Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #660
Empty

Room #622 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
→ Leads to room #608
West Entry #2 Archway

West Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #638, inhabited by 13 x Giant Centipede
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #609, inhabited by 13 x Giant Centipede
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #634
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #650, inhabited by 1 x Wraith
Room Features Lit candles are scattered across the floor, and a ruined chain shirt lies in the north side of the
room
Room #623 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #615, inhabited by 8 x Human Zombie
South Entry Archway
Monster 3 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #624 North Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #587, inhabited by 1 x Gibbering Mouther
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #616, inhabited by 1 x Cloaker
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #644
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and the ceiling is covered with scorch
marks

Room #625 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #602, inhabited by 1 x Basidirond
North Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #591, inhabited by 5 x Morlock
Room Features A stone dais sits in the south-east corner of the room, and someone has scrawled a diagram of a mechanical trap on the east
wall

Room #626 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #620, inhabited by 1 x Wraith
East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #627
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #658
Room Features Iron chains hang from the ceiling in the north side of the room, and a shattered hammer lies in the south-west corner of the room
Monster 5 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 53 pp, 513 gp, 320 sp, 700 cp; Black Pearl (650 gp), Bloodstone (40 gp), Deep Blue Spinel (100 gp), Jasper (55 gp),
Sard (60 gp), Shell (8 gp), Shell (11 gp); Potion of Stabilize (cr, 25 gp), Scroll of Mage Armor (cr, 25 gp); hoard total 2056 gp

Room #627 North Entry Archway


→ Leads to room #593
West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #626, inhabited by 5 x Skeletal Champion
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #628
South Entry Secret (Search DC 25) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #647
Room Features A stack of barrels filled with rotting fruit stands against the north wall, and a cold spot can be felt in the north-west corner of the
room

Room #628 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #603, inhabited by 5 x Skum
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #627
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #629, inhabited by 4 x Cave Fisher
Room Features A ruined siege weapon sits in the north side of the room, and a sour odor fills the
room
Room #629 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #594
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #628
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #630
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Monster 4 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: Climb +11

Room #630 North Entry Secret (Search DC 25) Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of a fire god
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #604
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #629, inhabited by 4 x Cave Fisher
West Entry #2 Archway
→ Leads to room #659
South Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #666
Room Features Someone has scrawled "Abandon all hope" in goblin runes on the south wall, and a corroded mace lies in the north-east corner of
the room

Room #631 North Entry Archway


East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #632
Monster 12 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 70 pp, 378 gp, 73 sp; Hematite (11 gp), Hematite (13 gp); Masterwork Chain Shirt (250 gp), Masterwork Heavy Mace
(312 gp), Masterwork Lance (310 gp); Potion of Hide from Undead (cr, 50 gp); hoard total 2031 gp 3 sp

Room #632 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #605
West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #631, inhabited by 12 x Vegepygmy
East Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #606, inhabited by 1 x Cloaker
East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #637, inhabited by 11 x Giant Centipede
Room Features A stone dais sits in the south-east corner of the room, and someone has scrawled "Sharpen thy blade and ready thy shield" on the
east wall

Room #633 North Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #595, inhabited by 2 x Bat Swarm
West Entry #1 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a mosaic of a legendary battle
→ Leads to room #606, inhabited by 1 x Cloaker
West Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #637, inhabited by 11 x Giant Centipede
East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
Room Features A tile labyrinth covers the floor, and someone has scrawled "The Blade of Spite is drawn" on the north wall
Monster 9 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Room #634 North Entry Archway
→ Leads to room #609, inhabited by 13 x Giant Centipede
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #622
Room Features A narrow pit covered by iron bars lies in the west side of the room, and lit candles are scattered across the
floor

Room #635 East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #636
South Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Various torture devices are scattered throughout the room, and someone has scrawled "You cannot kill it with wizardry" in blood on
the east wall

Room #636 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #598, inhabited by 4 x Skeletal Champion
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #635
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Room Features A shallow pit lies in the north-west corner of the room, and the north and east walls are covered with veins of yellow crystal

Room #637 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #606, inhabited by 1 x Cloaker
West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #632
East Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #633, inhabited by 9 x Giant Centipede
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #667, inhabited by 1 x Ochre Jelly
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #681, inhabited by 11 x Giant Centipede
Room Features A tile labyrinth covers the floor, and someone has scrawled "Vora was here" in dwarvish runes on the west wall
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #638 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #607, inhabited by 1 x Gibbering Mouther
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #649
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #622
South Entry Archway
→ Leads to room #669
Room Features A circle of tall stones stands in the north-east corner of the room, and someone has scrawled "This paladin is dead" in draconic
script on the south wall
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Trap Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

35 pp, 270 gp, 268 sp, 172 cp; Citrine (45 gp), Malachite (9 gp), Obsidian (10 gp), Rhodochrosite (7 gp); Ornate silver flute (80 gp);
Potion of Shield of Faith (cr, 50 gp), Scroll of Chill Touch (cr, 25 gp), Scroll of Continual Flame (cr, 200 gp), Scroll of Faerie Fire (cr,
25 gp), Wand of Erase (cr, 750 gp); hoard total 1849 gp 5 sp 2 cp
Room #639 East Entry Archway
→ Leads to room #611, inhabited by 2 x Bat Swarm
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features Someone has scrawled "door, right" on the east wall, and several corpses are impaled upon iron spikes on the ceiling
Monster 11 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 46 gp; Scroll of Animal Aspect (uc, 150 gp), Scroll of Cause Fear (cr, 25 gp), Wand of Remove Fear (cr, 750 gp) (design
provides clue to function), Wand of Shillelagh (cr, 750 gp) (design provides clue to function); hoard total 1721 gp

Room #640 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #612
Trap Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])

Room #641 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #676
East Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed within a mosaic of vile acts
→ Leads to room #663
Empty

Room #642 North Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #600
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
→ Leads to room #643, inhabited by 5 x Cave Fisher
South Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 7; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset none; Effect Atk +11 melee
(9d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #663

South Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #664, inhabited by 1 x Mummy
Empty

Room #643 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
→ Leads to room #642
East Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #677, inhabited by 1 x Mummy
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #687
Monster 5 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: Climb +11

Room #644 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #617, inhabited by 1 x Gibbering Mouther
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #624
West Entry #2 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
Ⓢ The door is located near the ceiling and concealed behind a pile of skulls
→ Leads to room #655
Room Features A magical mosaic on the west wall depicts the gruesome death of whomever views it, and someone has scrawled "left, door,
straight" on the east wall
Room #645 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #617, inhabited by 1 x Gibbering Mouther
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break DC)
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #646, inhabited by 2 x Morlock
Room Features A tile mosaic of ghoulish carnage covers the floor, and someone has scrawled "The Court of Jade shall be lost when the Darkwood
Staff is broken" on the west wall

Room #646 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Rune of Confusion: CR 5; magic; Perception DC 20; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect
confusion (confused for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #618, inhabited by 1 x Basidirond
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #645
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #656
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #690, inhabited by 1 x Ochre Jelly
Room Features A magical idol of a god of death in the south-east corner of the room heals all wounds of whomever sacrifices a gemstone upon it
(but only once), and a mouldy odor fills the south side of the room
Monster 2 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 80 gp, 490 sp, 1500 cp; Decorated silver plate (60 gp); Masterwork Light Crossbow (335 gp), Masterwork Quarterstaff
(600 gp); Potion of Stabilize (cr, 25 gp), Scroll of Sift (apg, 12 gp 5 sp); hoard total 1176 gp 5 sp

Room #647 North Entry Secret (Search DC 25) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #627
East Entry Archway
→ Leads to room #648, inhabited by 6 x Vegepygmy
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +12 melee
(1d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #665
Empty

Room #648 West Entry #1 Archway


→ Leads to room #647
West Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #659
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #692, inhabited by 3 x Cave Fisher
Monster 6 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 66 gp, 41 sp, 70 cp; Black Pearl (600 gp), Garnet (90 gp), Pyrite (11 gp), Rose Quartz (60 gp), Shell (9 gp), Tigereye (11
gp), Zircon (60 gp); Masterwork Composite Longbow (+2 Str bonus) (600 gp); hoard total 1511 gp 8 sp

Room #649 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #607, inhabited by 1 x Gibbering Mouther
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #660
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #638, inhabited by 13 x Giant Centipede
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #683
Room Features Someone has scrawled "Beneath the fountain" on the north wall, and a sour odor fills the west side of the
room
Room #650 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #622
East Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed by an illusion
→ Leads to room #661
Monster 1 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); SA 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 #651 West Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A mural of arcane patterns covers the ceiling, and a pile of corroded iron spikes lies in the north side of the
room

Room #652 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #653, inhabited by 4 x Ghoul
East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #676
Empty

Room #653 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #614, inhabited by 2 x Wererat
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #652
Room Features A stone stair ascends towards the north wall, and a pile of broken glass lies in the center of the room
Monster 4 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2
Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus
disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect);
Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14
Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse
Treasure: 25 pp, 210 gp, 230 sp, 1400 cp; Agate (9 gp), Agate (10 gp), Aquamarine (500 gp), Deep Blue Spinel (90 gp),
Moonstone (40 gp), Moonstone (45 gp), Rose Quartz (50 gp); hoard total 1241 gp

Room #654 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #655
South Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Electrified Lock: CR 7; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect electric shock (9d6
electricity damage, DC 14 Reflex save for half damage)
→ Leads to room #677, inhabited by 1 x Mummy
Room Features The south and west walls have been engraved with geometric patterns, and a circle of tall stones stands in the north side of the
room
Monster 5 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 118 gp, 450 sp, 3600 cp; Red Spinel (50 gp); Copper brazier with religious markings (50 gp), Copper scepter with gold
inlay (50 gp), Decorated silver plate (60 gp), Gold censer with platinum inlay (400 gp), Porcelain doll with silk clothing (40 gp), Silver
and glass decanter (75 gp), Silver candelabra with holy symbol (75 gp), Silver cauldron with animal symbols (120 gp); Masterwork
Dwarven Waraxe (330 gp), Masterwork Shortsword (310 gp); Potion of Cure Light Wounds (cr, 50 gp), Scroll of Magic Missile (cr,
25 gp); hoard total 1834 gp

Room #655 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #654, inhabited by 5 x Skum
East Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
Ⓢ The door is located near the ceiling and concealed behind a pile of skulls
→ Leads to room #644
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #688
Room Features A magical mural on the north wall can be used as a portal to any known location within the dungeon, and the north and east walls
have been engraved with strange symbols
Room #656 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #646, inhabited by 2 x Morlock
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #657
South Entry #1 Archway
→ Leads to room #691, inhabited by 1 x Ochre Jelly
South Entry #2 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓣ One-way Door: CR 7; mechanical; Perception DC 22; Disable Device DC
22
Empty

Room #657 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #656
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #658
East Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #679
South Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
Ⓢ The door is located near the ceiling and designed to make noise when opened
→ Leads to room #698
Empty

Room #658 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #626, inhabited by 5 x Skeletal Champion
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #657
East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
→ Leads to room #665
Empty

Room #659 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #648, inhabited by 6 x Vegepygmy
East Entry #1 Archway
→ Leads to room #630
East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #666
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
Ⓣ Falling Block: CR 5; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset none; Effect Atk +12 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #693, inhabited by 1 x Troll
Room Features A faded and torn tapestry hangs from the south wall, and a sundered shield lies in the north-west corner of the room

Room #660 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Arrow Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #621
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #649
East Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Fire Spray: CR 6; magic; Perception DC 20; Disable Device DC 20; Trigger visual (true seeing); Reset none; Effect fire spray
(5d6 fire damage, DC 10 Reflex save for half damage)
→ Leads to room #683
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #694, inhabited by 4 x Cave Fisher
Room Features Several headless statues are scattered throughout the room, and someone has scrawled "Don't lose your head" on the east wall

Room #661 West Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break
DC)
Ⓢ The door is concealed by an illusion
→ Leads to room #650, inhabited by 1 x Wraith
West Entry #2 Archway
→ Leads to room #671, inhabited by 3 x Skum
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #672
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #695
Room Features A group of monstrous faces have been carved into the east wall, and the ceiling is covered with
bloodstains
Room #662 West Entry Archway
→ Leads to room #674, inhabited by 9 x Hobgoblin
East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ One-way Door: CR 5; mechanical; Perception DC 24; Disable Device DC 24
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #675
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #706
Room Features Numerous humanoid skulls are scattered throughout the room, and several pieces of broken glass are scattered throughout the
room
Monster 10 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #663 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 7; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset none; Effect Atk +11 melee
(9d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #642
West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a mosaic of vile acts
→ Leads to room #641
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #664, inhabited by 1 x Mummy
Room Features A magical pool in the north-west corner of the room petrifies whomever drinks from it, and several empty bottles are scattered
throughout the room

Room #664 North Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #642
West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #663
West Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #696
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A group of demonic faces have been carved into the west wall, and several iron cages are scattered throughout the room
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 85 gp, 52 sp, 90 cp; Alabaster (11 gp), Black Pearl (500 gp), Chrysoberyl (110 gp), Green Spinel (55 gp), Peridot (45 gp),
Turquoise (9 gp), Turquoise (11 gp); Scroll of Masterwork Transformation (um, 450 gp), Wand of Charm Person (cr, 750 gp); hoard
total 2032 gp 1 sp

Room #665 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Falling Block: CR 3; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect Atk +12 melee
(1d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #647
West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #658
Room Features A forge and anvil sit in the south-east corner of the room, and a rusted chain lies in the north-west corner of the room

Room #666 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #630
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #659
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #680
Empty
Room #667 North Entry Archway
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #637, inhabited by 11 x Giant Centipede
West Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #682
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Acid Spray: CR 6; magic; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect acid spray
(4d6 acid damage, DC 12 Reflex save for half damage)
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #668 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
Room Features A narrow shaft falls into the room from above, and a rusted axe lies in the center of the room

Room #669 North Entry Archway


→ Leads to room #638, inhabited by 13 x Giant
Centipede
West Entry Archway
→ Leads to room #683
East Entry Archway
→ Leads to room #670, inhabited by 5 x Cave Fisher
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #702, inhabited by 2 x Cave Fisher
Empty

Room #670 West Entry Archway


→ Leads to room #669
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #671, inhabited by 3 x Skum
South Entry Archway
→ Leads to room #718, inhabited by 4 x Rat Swarm
Monster 5 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: Climb +11

Room #671 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #670, inhabited by 5 x Cave Fisher
East Entry Archway
→ Leads to room #661
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #718, inhabited by 4 x Rat Swarm
Room Features A narrow shaft descends from the room into a midden chamber below, and a pair of dice lies in the north side of the room
Monster 3 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 29 pp, 220 gp; Engraved jade scarab (85 gp), Gold chalice with griffon carvings (600 gp), Gold statue of a dragon (110
gp), Ivory bowl with animal carvings (40 gp), Porcelain mask (40 gp), Silver cauldron with animal symbols (120 gp); hoard total
1505 gp

Room #672 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #661
South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #695
Trap Scythe Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10 melee
(5d6/19-20); multiple targets (all targets in a 5 ft. radius arc)
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

38 gp, 13 sp, 120 cp; Elaborate silver wind chimes (60 gp), Gold and platinum statuette of a deity (750 gp), Gold holy symbol (100
gp), Ivory drinking horn with copper ends (60 gp), Silver holy symbol (25 gp), Silver statue of a dragon (65 gp); Scroll of Illusion of
Calm (uc, 25 gp), Wand of Bane (cr, 750 gp); hoard total 1875 gp 5 sp
Room #673 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #674, inhabited by 9 x Hobgoblin
East Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #703
Monster 3 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 36 gp, 17 sp, 80 cp; Masterwork Hide (165 gp), Masterwork Longsword (315 gp); Potion of Sanctuary (cr, 50 gp), Potion
of Virtue (cr, 25 gp), Scroll of See Invisibility (cr, 150 gp), Wand of Ray of Sickening (um, 750 gp); hoard total 1493 gp 5 sp

Room #674 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #673, inhabited by 3 x Bugbear
East Entry Archway
→ Leads to room #662, inhabited by 10 x Human Zombie
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 9 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 42 gp; Masterwork Breastplate (350 gp), Masterwork Chainmail (300 gp), Masterwork Greatsword (350 gp), Masterwork
Shortsword (310 gp); Oil of Arcane Mark (cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion
of Guidance (cr, 25 gp); hoard total 1502 gp

Room #675 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #662, inhabited by 10 x Human Zombie
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #706
Room Features Someone has scrawled "The Azure Ravens killed ten goblins here" in dwarvish runes on the south wall, and several pieces of
broken glass are scattered throughout the room

Room #676 West Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #652
West Entry #2 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of broken stone
→ Leads to room #685
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #641
East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #686
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #708, inhabited by 2 x Rat Swarm
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled an arcane symbol on the south wall

Room #677 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Electrified Lock: CR 7; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect electric shock (9d6
electricity damage, DC 14 Reflex save for half damage)
→ Leads to room #654, inhabited by 5 x Skum
West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #643, inhabited by 5 x Cave Fisher
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #687
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 26 pp, 300 gp, 604 sp, 3264 cp; Black Pearl (400 gp), Garnet (90 gp), Ivory (55 gp), Peridot (35 gp), Shell (10 gp),
Tigereye (8 gp), Tigereye (11 gp), Zircon (45 gp); Scroll of Protection from Law (cr, 25 gp); hoard total 1332 gp 4 cp
Room #678 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #688
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Guillotine Blade: CR 3; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (2d6/19-20)
→ Leads to room #689, inhabited by 9 x Giant Centipede
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Ice Dart Trap: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect Atk +10
ranged (2d6 cold)
→ Leads to room #711, inhabited by 5 x Cave Fisher
Empty

Room #679 West Entry #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #657
West Entry #2 Archway
→ Leads to room #698
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #699
Empty

Room #680 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #666
South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Contact Poison: CR 6; mechanical; Perception DC 20; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #717, inhabited by 13 x Human Zombie
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Empty

Room #681 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #637, inhabited by 11 x Giant Centipede
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #723
Room Features A ruined siege weapon sits in the center of the room, and the scent of smoke fills the north-west corner of the room
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Trap Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect Atk
+20 melee (2d4+6/x4)

Room #682 East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #667, inhabited by 1 x Ochre Jelly
East Entry #2 Archway
→ Leads to room #700, inhabited by 1 x Wraith
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #724, inhabited by 3 x Skeletal Champion
Empty

Room #683 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #649
West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Fire Spray: CR 6; magic; Perception DC 20; Disable Device DC 20; Trigger visual (true seeing); Reset none; Effect fire spray
(5d6 fire damage, DC 10 Reflex save for half damage)
→ Leads to room #660
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #694, inhabited by 4 x Cave Fisher
East Entry Archway
→ Leads to room #669
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #701
Room Features A magical altar in the south-west corner of the room grants the ability to detect magic (for one day) to whomever sacrifices a
magical item upon it, and a broken hammer lies in the north-west corner of the room
Room #684 South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #706
South Entry #2 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #707
Monster 2 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 37 pp, 226 gp, 40 sp; Freshwater Pearl (8 gp), Hematite (12 gp), Rose Quartz (40 gp); Masterwork Longsword (315 gp);
Potion of Enlarge Person (cr, 50 gp), Potion of Pass without Trace (cr, 50 gp); hoard total 1075 gp

Room #685 East Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of broken stone
→ Leads to room #676
South Entry Archway
→ Leads to room #707
Room Features Someone has scrawled "Explosive runes" on the east wall, and several pieces of trash are scattered throughout the
room

Room #686 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #676
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #708, inhabited by 2 x Rat Swarm
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #696
South Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #730
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #731
Room Features A group of monstrous faces have been carved into the north wall, and various torture devices are scattered throughout the
room

Room #687 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #643, inhabited by 5 x Cave Fisher
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #677, inhabited by 1 x Mummy
East Entry #2 Archway
Empty

Room #688 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #655
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #678
Trap Arrow Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10 ranged
(5d6/x3)
Hidden Treasure Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)

26 pp, 257 gp, 366 sp, 770 cp; Hematite (12 gp), Rhodochrosite (9 gp), Rhodochrosite (13 gp), Sard (40 gp); Bronze statuette of a
warrior (15 gp); Scroll of Bear's Endurance (cr, 150 gp), Scroll of Charm Person (cr, 25 gp), Scroll of Shield of Faith (cr, 25 gp),
Wand of Shocking Grasp (cr, 750 gp); hoard total 1600 gp 3 sp

Room #689 North Entry Archway


West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Guillotine Blade: CR 3; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (2d6/19-20)
→ Leads to room #678
West Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #711, inhabited by 5 x Cave Fisher
Room Features An altar of evil sits in the south side of the room, and a scratching sound can be heard in the west side of the room
Monster 9 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Room #690 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #646, inhabited by 2 x Morlock
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #712, inhabited by 1 x Wraith
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #691 North Entry Archway


→ Leads to room #656
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #692 North Entry #1 Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
Ⓣ Guillotine Blade: CR 4; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +14
melee (4d6/19-20)
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #648, inhabited by 6 x Vegepygmy
South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #715
Monster 3 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: Climb +11

Room #693 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
Ⓣ Falling Block: CR 5; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset none; Effect Atk +12 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #659
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Contact Poison: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #716, inhabited by 4 x Skeletal Champion

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #737
Room Features A shallow pit lies in the east side of the room, and someone has scrawled "The Demons of Ancford killed four vampires here" on
the south wall
Monster 1 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: 90 gp; Aquamarine (350 gp), Aquamarine (500 gp), Deep Blue Spinel (110 gp), Garnet (100 gp), Green Spinel (65 gp),
Jasper (40 gp), Smoky Quartz (50 gp), Zircon (50 gp); hoard total 1355 gp

Room #694 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #660
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #683
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #701
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +14
melee (5d6/19-20)
→ Leads to room #726
Room Features A fountain engraved with glowing glyphs sits in the south-east corner of the room, and an acrid odor fills the room
Monster 4 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: Climb +11
Room #695 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #672
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #661
Room Features A tile mosaic of a legendary battle covers the floor, and a ruined siege weapon sits in the south side of the
room

Room #696 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #686
East Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #664, inhabited by 1 x Mummy
East Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
→ Leads to room #709
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features A group of monstrous faces have been carved into the south wall, and an iron chandelier hangs from the ceiling in the south-east
corner of the room

Room #697 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
East Entry Archway
→ Leads to room #698
Room Features A mural of legendary monsters covers the ceiling, and the scent of ozone fills the north side of the room
Monster 4 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #698 North Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
Ⓢ The door is located near the ceiling and designed to make noise when opened
→ Leads to room #657
West Entry #1 Archway
→ Leads to room #697, inhabited by 4 x Bat Swarm
West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (5d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #721
East Entry #1 Archway
→ Leads to room #679
East Entry #2 Archway
→ Leads to room #722, inhabited by 4 x Rat Swarm
Room Features A chute descends from the room into the next dungeon level down, and someone has scrawled "The Order of the Tome killed
sixteen orcs here" on the north wall

Room #699 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #679
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #714
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #722, inhabited by 4 x Rat Swarm
Room Features Part of the ceiling has collapsed into the room, and a tile mosaic of legendary monsters covers the
floor

Room #700 West Entry Archway


→ Leads to room #682
South Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #743, inhabited by 4 x Skeletal Champion
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #744, inhabited by 4 x Skeletal Champion
Monster 1 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); SA 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 #701 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #683
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #694, inhabited by 4 x Cave Fisher
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #726
Empty

Room #702 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #669
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #718, inhabited by 4 x Rat Swarm
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #745, inhabited by 4 x Dark Creeper
Monster 2 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: Climb +11

Room #703 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
→ Leads to room #673, inhabited by 3 x Bugbear
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #704
Empty

Room #704 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #703
East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #705
South Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #746
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #747
Room Features A magical pool in the north-west corner of the room summons a water elemental to serve whomever drinks from it (but only once),
and a balcony hangs from the east wall

Room #705 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #704

East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
→ Leads to room #729, inhabited by 5 x Skeletal Champion
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #747
South Entry #2 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #748, inhabited by 5 x Skum
Empty

Room #706 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #662, inhabited by 10 x Human Zombie
North Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #675
North Entry #3 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #684, inhabited by 2 x Bugbear
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break
DC)
→ Leads to room #707
Empty
Room #707 North Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break
DC)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #684, inhabited by 2 x Bugbear
North Entry #2 Archway
→ Leads to room #685
West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #706
West Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Empty

Room #708 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #676
West Entry Unlocked Stone Door (hard 8, 60 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #686

Room Features A sour odor fills the room, and a corroded chain lies in the north-west corner of the room
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #709 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60
hp)
→ Leads to room #696
Empty

Room #710 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #720, inhabited by 1 x Basilisk
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #732, inhabited by 8 x Hobgoblin
Empty

Room #711 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Ice Dart Trap: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect Atk +10
ranged (2d6 cold)
→ Leads to room #678
West Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #720, inhabited by 1 x Basilisk
East Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #689, inhabited by 9 x Giant Centipede
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #733
South Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #752, inhabited by 4 x Rat Swarm
Room Features A mural of ancient mythology covers the ceiling, and the sound of dripping water can be faintly heard near the north wall
Monster 5 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: Climb +11
Room #712 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #690, inhabited by 1 x Ochre Jelly
West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #733
East Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #713
South Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed within a mosaic of arcane patterns
→ Leads to room #753
Room Features A foul odor fills the room, and a pile of bent copper coins lies in the north side of the room
Monster 1 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); SA 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 #713 West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #712, inhabited by 1 x Wraith
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #721
South Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #734, inhabited by 1 x Troll
Room Features A tapestry of ghoulish carnage hangs from the south wall, and burning torches in iron sconces line the north and south
walls

Room #714 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #699
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #741
Room Features The room has a high domed ceiling, and a pile of trash lies in the north-east corner of the
room

Room #715 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #692, inhabited by 3 x Cave Fisher
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #742
Room Features The scent of ozone fills the north-east corner of the room, and a pierced breastplate lies in the north-east corner of the
room

Room #716 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North Entry #2 Archway
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Contact Poison: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #693, inhabited by 1 x Troll
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #737
Room Features A stone ramp ascends towards the east wall, and a dulled dagger lies in the north side of the room
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 63 pp, 542 gp, 40 sp; Malachite (12 gp), Smoky Quartz (45 gp), Tigereye (7 gp); Masterwork Heavy Crossbow (350 gp);
Potion of Jump (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Scroll of Faerie Fire (cr, 25 gp); hoard total 1715 gp
Room #717 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Contact Poison: CR 6; mechanical; Perception DC 20; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])
→ Leads to room #680
West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #737
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 24; Disable Device DC 22; Trigger visual (true seeing); Reset none; Effect acid spray
(6d6 acid damage, DC 12 Reflex save for half damage)
→ Leads to room #723
Room Features A large kiln and coal bin sit in the south-west corner of the room, and knocking can be faintly heard near the west wall
Monster 13 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #718 North Entry #1 Archway


→ Leads to room #670, inhabited by 5 x Cave Fisher
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #671, inhabited by 3 x Skum
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #702, inhabited by 2 x Cave Fisher
South Entry Archway
→ Leads to room #759, inhabited by 4 x Dark Creeper
Monster 4 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)
Trap Arrow Blaster: CR 7; mechanical; Perception DC 24; Disable Device DC 26; Trigger location; Reset manual; Effect Atk +13 ranged
(7d6/x3); multiple targets (up to three targets within 10 ft. of trigger)

Room #719 South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #764, inhabited by 4 x Bat Swarm
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #765, inhabited by 1 x Basidirond
Room Features A shallow pit lies in the east side of the room, and someone has scrawled "Three steps forward, two steps back" on the north
wall

Room #720 West Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #710
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #711, inhabited by 5 x Cave Fisher
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #739
Room Features A narrow shaft falls into the room from above, and a rusted chain shirt lies in the south side of the room
Monster 1 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, flat-footed 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: 54 gp, 40 sp, 159 cp; Chrysoberyl (100 gp), Onyx (55 gp), Red Spinel (40 gp), Topaz (400 gp), Turquoise (9 gp); hoard
total 663 gp 5 sp 9 cp

Room #721 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #713

East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (5d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #698
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #735, inhabited by 1 x Wraith
South Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #754
Room Features A chute falls into the room from above, and several shattered weapons are scattered throughout the room
Room #722 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #699
West Entry Archway
→ Leads to room #698
South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #740
Room Features A narrow pit covered by iron bars lies in the center of the room, and a round table and pile of books sit in the north-east corner of
the room
Monster 4 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #723 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #681, inhabited by 11 x Giant Centipede
West Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Acid Spray: CR 4; magic; Perception DC 24; Disable Device DC 22; Trigger visual (true seeing); Reset none; Effect acid spray
(6d6 acid damage, DC 12 Reflex save for half damage)
→ Leads to room #717, inhabited by 13 x Human Zombie
West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Rune of Fear: CR 6; magic; Perception DC 22; Disable Device DC 22; 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)
→ Leads to room #758, inhabited by 1 x Mummy
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #724, inhabited by 3 x Skeletal Champion
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Several headless statues are scattered throughout the room, and the sound of drums fills the room
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

90 gp; Aquamarine (500 gp), Deep Blue Spinel (120 gp), Ivory (50 gp), Moonstone (65 gp); Scroll of Compel Hostility (uc, 25 gp),
Wand of Detect Magic (cr, 375 gp); hoard total 1225 gp

Room #724 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #682
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #723
Room Features A circle of tall stones stands in the south-east corner of the room, and a corpse lies in front of an open chest in the west side of the
room
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 61 gp, 17 sp, 50 cp; Scroll of Scare (cr, 150 gp), Scroll of Scorching Ray (cr, 150 gp), Wand of Burning Hands (cr, 750
gp), Wand of Message (cr, 375 gp) (inscription provides clue to function); hoard total 1488 gp 2 sp

Room #725 South Entry Archway


→ Leads to room #770
Room Features A tile labyrinth covers the floor, and a pile of barrel staves lies in the south side of the
room

Room #726 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +14
melee (5d6/19-20)
→ Leads to room #694, inhabited by 4 x Cave Fisher
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #701
East Entry #1 Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed behind a tapestry of legendary monsters
Ⓣ One-way Door: CR 6; mechanical; Perception DC 22; Disable Device DC 22
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #3 Archway
→ Leads to room #745, inhabited by 4 x Dark Creeper
South Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of vile acts
→ Leads to room #770
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #771
Room Features Someone has scrawled a strange glyph on the west wall, and the north and west walls are covered with sword cuts
Room #727 East Entry Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ A stone column and section of wall pivots open when a command word is spoken
Ⓣ One-way Door: CR 3; mechanical; Perception DC 22; Disable Device DC 22
→ Leads to room #728
South Entry #1 Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features The floor is covered in square tiles, alternating white and black, and several headless statues are scattered throughout the
room

Room #728 West Entry #1 Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ A stone column and section of wall pivots open when a command word is spoken
Ⓣ One-way Door: CR 3; mechanical; Perception DC 22; Disable Device DC 22
→ Leads to room #727
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #761
South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
Empty

Room #729 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
→ Leads to room #705

East Entry Archway


Room Features A balcony hangs from the west wall, and a clicking noise can be heard in the center of the room
Monster 5 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 66 pp, 472 gp, 90 sp; Agate (10 gp), Green Spinel (55 gp), Ivory (45 gp), Obsidian (7 gp), Rhodochrosite (11 gp),
Tigereye (10 gp); Potion of Cure Light Wounds (cr, 50 gp), Scroll of Heat Metal (cr, 150 gp), Wand of Obscuring Mist (cr, 750 gp)
(inscription provides clue to function); hoard total 2229 gp

Room #730 North Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #686
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #750
Room Features A stone dais sits in the west side of the room, and a fountain of water sits against the west wall

Room #731 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #686
North Entry #2 Archway
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #751, inhabited by 8 x Giant
Centipede
Empty

Room #732 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #710
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 3; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
ranged (2d6/x3)
→ Leads to room #739
Room Features A group of monstrous faces have been carved into the south wall, and a rusted chain shirt lies in the center of the room
Monster 8 x Hobgoblin

Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2; Senses darkvision 60 ft.; Perception +2; AC 16, touch 12,
flat-footed 14 (+3 armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed 30 ft.; Melee longsword +4 (1d8+2/19-
20); Ranged longbow +3 (1d8/x3); Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15
Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus (longsword)
Treasure: 26 pp, 305 gp, 140 sp; Alabaster (9 gp), Azurite (10 gp), Freshwater Pearl (8 gp), Garnet (90 gp), Opal (500 gp), Sard
(45 gp), Sardonyx (50 gp), Shell (12 gp), Smoky Quartz (55 gp), Zircon (45 gp); Potion of Reduce Person (cr, 50 gp), Potion of
Stabilize (cr, 25 gp); hoard total 1478 gp
Room #733 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #711, inhabited by 5 x Cave Fisher
East Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #712, inhabited by 1 x Wraith
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #753
Room Features A stone ramp ascends towards the west wall, and several pieces of rotten leather are scattered throughout the
room

Room #734 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #713
West Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry of arcane patterns
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #778
Monster 1 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: 27 pp, 97 gp, 60 sp; Masterwork Bolas (305 gp), Masterwork Leather Armor (160 gp), Masterwork Trident (315 gp); Oil of
Mage Armor (cr, 50 gp); hoard total 1203 gp

Room #735 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #721
East Entry Archway
→ Leads to room #740
Monster 1 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); SA 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 #736 South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #756, inhabited by 3 x Rat Swarm
South Entry #2 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #757, inhabited by 5 x Choker
Room Features A tile labyrinth covers the floor, and a ruined gauntlet lies in the south-east corner of the room

Room #737 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #693, inhabited by 1 x Troll

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #716, inhabited by 4 x Skeletal Champion
East Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 5; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10
melee (4d6/19-20)
→ Leads to room #717, inhabited by 13 x Human Zombie
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #758, inhabited by 1 x Mummy
Room Features A ruined siege weapon sits in the north-east corner of the room, and the ceiling is covered with cracks

Room #738 East Entry #1 Archway


East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #749
South Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #762
Room Features Lit candles are scattered across the floor, and several empty bottles are scattered throughout the
room
Room #739 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #720, inhabited by 1 x Basilisk
West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 3; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
ranged (2d6/x3)
→ Leads to room #732, inhabited by 8 x Hobgoblin
East Entry Archway
South Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #775
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and chanting can be heard in the north side of the room
Hidden Treasure Unlocked Iron Chest (hard 10, 60 hp)

28 pp, 255 gp, 650 sp, 3100 cp; Oil of Purify Food and Drink (cr, 25 gp), Scroll of Read Magic (cr, 12 gp 5 gp), Scroll of Shield (cr,
25 gp), Wand of Mage Hand (cr, 375 gp); hoard total 1068 gp

Room #740 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
→ Leads to room #722, inhabited by 4 x Rat Swarm
West Entry #1 Archway
→ Leads to room #735, inhabited by 1 x Wraith
West Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #755
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #741
South Entry Archway
→ Leads to room #780
Empty

Room #741 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #740
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #714
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empty

Room #742 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #715
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Archway
Empty

Room #743 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #700, inhabited by 1 x Wraith
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #791, inhabited by 4 x Dark Creeper
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 33 pp, 217 gp, 40 sp; Agate (9 gp), Lapis Lazuli (9 gp), Milky Quartz (55 gp), Obsidian (12 gp), Peridot (65 gp), Rock
Quartz (10 gp); Masterwork Heavy Crossbow (350 gp), Masterwork Heavy Steel Shield (170 gp); Scroll of Bull's Strength (cr, 150
gp), Wand of Read Magic (cr, 375 gp); hoard total 1756 gp

Room #744 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #700, inhabited by 1 x Wraith
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
South Entry Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp)
Ⓢ A section of wall pivots open when a command word is spoken
→ Leads to room #781, inhabited by 3 x Dark Creeper
Room Features Numerous pillars line the south and west walls, and a pair of dice lies in the center of the room
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 116 gp, 470 sp, 2200 cp; Agate (11 gp), Alabaster (8 gp), Ivory (50 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion
of Resistance (cr, 25 gp), Scroll of Acid Splash (cr, 12 gp 5 gp), Scroll of Detect Magic (cr, 12 gp 5 sp), Scroll of Gust of Wind (cr,
150 gp), Wand of Divine Favor (cr, 750 gp), Wand of Stabilize (cr, 375 gp); hoard total 1628 gp 5 sp
Room #745 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #702, inhabited by 2 x Cave Fisher
West Entry #1 Archway
→ Leads to room #726
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #771
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Rune of Dread: CR 4; magic; Perception DC 20; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #759, inhabited by 4 x Dark Creeper
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 83 gp, 75 sp, 189 cp; Agate (9 gp), Alabaster (12 gp), Freshwater Pearl (12 gp), Lapis Lazuli (8 gp), Milky Quartz (45 gp),
Peridot (55 gp), Pyrite (12 gp), Saltwater Pearl (110 gp), Sardonyx (50 gp), Topaz (650 gp); Masterwork Breastplate (350 gp);
Potion of Protection from Law (cr, 50 gp), Scroll of Inflict Moderate Wounds (cr, 150 gp), Scroll of Magic Weapon (cr, 25 gp), Wand
of Summon Nature's Ally I (cr, 750 gp) (design provides clue to function); hoard total 2380 gp 3 sp 9 cp

Room #746 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #704
East Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #747
East Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #772, inhabited by 1 x Cloaker
Empty

Room #747 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #704
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #705
West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #746
South Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #772, inhabited by 1 x Cloaker
South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features The south and west walls have been engraved with incoherent labyrinths, and a charred wooden shield lies in the center of the
room

Room #748 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #705
Monster 5 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 30 gp, 42 sp, 90 cp; Obsidian (10 gp), Turquoise (8 gp); Carved stone idol (30 gp), Decorated silver plate (60 gp), Gold
and silver chess set (100 gp), Set of six silver dice (75 gp), Silver brazier with religious markings (80 gp), Silver chess set (50 gp),
Silver holy symbol (25 gp); Masterwork Longsword (315 gp), Masterwork Warhammer (312 gp); Scroll of Groundswell (arg, 150 gp),
Wand of Daze (cr, 375 gp); hoard total 1625 gp 1 sp

Room #749 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #738
East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
→ Leads to room #750
South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #773
Empty

Room #750 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #730
West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60
hp)
→ Leads to room #749
Empty
Room #751 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #731
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #764, inhabited by 4 x Bat Swarm
South Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Earthmaw Trap: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (1d6
damage, DC 12 Reflex save for half damage)
→ Leads to room #784
South Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ancient mythology
→ Leads to room #785, inhabited by 1 x Cloaker
Monster 8 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #752 North Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
Ⓢ The door is concealed behind an area of slime
North Entry #2 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save])
→ Leads to room #711, inhabited by 5 x Cave Fisher
East Entry Archway
→ Leads to room #776
Monster 4 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #753 North Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break
DC)
Ⓢ The door is concealed within a mosaic of arcane patterns
→ Leads to room #712, inhabited by 1 x Wraith
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #733
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #777, inhabited by 13 x Giant Centipede
Room Features A large kiln and coal bin sit in the center of the room, and the floor is covered with teeth

Room #754 North Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame
→ Leads to room #721
East Entry Archway
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #779
Room Features A set of demonic war masks hangs on the north wall, and someone has scrawled "The Bears of Kalfrivik killed a devil here" on the
south wall

Room #755 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #740
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #780
Room Features Someone has scrawled "Run away!" on the north wall, and a hole has been blasted into the south
wall
Room #756 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #736
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #788, inhabited by 3 x Skeletal Champion
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #757, inhabited by 5 x Choker
South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #801
Room Features A magical statue in the south-west corner of the room answers questions with lies and falsehoods, and part of the ceiling has
collapsed into the room
Monster 3 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)
Trap Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none; Effect
spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
Hidden Treasure Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)

26 pp, 268 gp, 313 sp, 70 cp; Obsidian (10 gp), Shell (11 gp), Smoky Quartz (50 gp); Oil of Arcane Mark (cr, 25 gp), Potion of
Magic Fang (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of Detect Good (cr, 25 gp), Scroll of Grease (cr, 25 gp), Wand of
Silent Image (cr, 750 gp) (design provides clue to function); hoard total 1556 gp

Room #757 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #736
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #756, inhabited by 3 x Rat Swarm
East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Thunderstone Mine: CR 7; magic; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect thunder blast
(7d6 sonic damage, DC 14 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #768
Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and the ceiling is covered with cobwebs
Monster 5 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 22 pp, 177 gp, 40 sp, 20 cp; Hematite (9 gp), Pyrite (9 gp); Masterwork Bastard Sword (335 gp), Masterwork Handaxe
(306 gp); Scroll of Darkvision (cr, 150 gp), Wand of Entangle (cr, 750 gp); hoard total 1960 gp 2 sp
Trap Thunderstone Mine: CR 3; magic; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect thunder blast (2d6
sonic damage, DC 12 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)

Room #758 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #737
West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #768
East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Rune of Fear: CR 6; magic; Perception DC 22; Disable Device DC 22; 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)
→ Leads to room #723
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 29 pp, 237 gp, 182 sp; Agate (10 gp), Agate (13 gp); Masterwork Buckler (155 gp); Scroll of Cause Fear (cr, 25 gp),
Scroll of Magic Vestment (cr, 375 gp), Wand of Read Magic (cr, 375 gp) (design provides clue to function); hoard total 1498 gp 2 sp

Room #759 North Entry #1 Archway


→ Leads to room #718, inhabited by 4 x Rat Swarm
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Rune of Dread: CR 4; magic; Perception DC 20; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #745, inhabited by 4 x Dark Creeper
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 30 pp, 180 gp; Masterwork Chain Shirt (250 gp), Masterwork Longsword (315 gp); Potion of Bear's Endurance (cr, 300
gp), Potion of Cure Moderate Wounds (cr, 300 gp), Wand of Detect Snares and Pits (cr, 750 gp); hoard total 2395 gp
Room #760 North Entry Archway
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #761
Monster 3 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 37 pp, 206 gp; Scroll of Shield Other (cr, 150 gp), Wand of Ray of Frost (cr, 375 gp) (inscription provides clue to
function); hoard total 1101 gp

Room #761 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #728
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #760, inhabited by 3 x Skum
South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Thunderstone Mine: CR 5; magic; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect thunder blast
(4d6 sonic damage, DC 12 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)
Empty

Room #762 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #738
West Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
West Entry #2 Archway
South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #806, inhabited by 4 x Iron Cobra
Empty

Room #763 South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #807, inhabited by 2 x Skeletal Champion
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 57 gp, 160 sp, 1200 cp; Masterwork Longspear (305 gp), Masterwork Sap (301 gp); Scroll of Web (cr, 150 gp), Wand of
Spark (apg, 375 gp); hoard total 1216 gp
Trap Shrine of Chaos: CR 6; magic; Perception DC 22; Disable Device DC 24; Trigger touch (detect law); Reset automatic; Effect inflict
wound (2d6 damage and confused for 1d4 rounds, DC 14 Will save for half damage only)
Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)

58 gp, 38 sp, 140 cp; Aquamarine (400 gp), Chrysoprase (55 gp), Jet (70 gp), Rose Quartz (45 gp); Bronze flagon with warrior
images (50 gp), Elaborate silver wind chimes (60 gp), Engraved gold scarab (75 gp), Gold cup with royal crest (550 gp), Set of six
ivory dice (30 gp), Silver chess set (50 gp); hoard total 1448 gp 2 sp

Room #764 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #719
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #751, inhabited by 8 x Giant Centipede
Monster 4 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Room #765 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #719
East Entry #1 Archway
→ Leads to room #775
East Entry #2 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #798, inhabited by 4 x Skeletal Champion
South Entry #1 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #808, inhabited by 5 x Choker

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #809
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 36 gp, 38 sp, 160 cp; Scroll of Owl's Wisdom (cr, 150 gp), Wand of Lesser Confusion (cr, 750 gp); hoard total 941 gp 4 sp

Room #766 East Entry Archway


→ Leads to room #767, inhabited by 1 x Basidirond
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #786, inhabited by 1 x Minotaur
Room Features A magical mirror on the south wall answers questions with insults, and several sundered shields are scattered throughout the
room

Room #767 West Entry Archway


→ Leads to room #766
East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 63 gp, 39 sp, 130 cp; Black Pearl (350 gp), Bloodstone (55 gp), Jade (120 gp), Milky Quartz (60 gp), Pyrite (8 gp); hoard
total 661 gp 2 sp

Room #768 West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Thunderstone Mine: CR 7; magic; Perception DC 22; Disable Device DC 24; Trigger location; Reset none; Effect thunder blast
(7d6 sonic damage, DC 14 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #757, inhabited by 5 x Choker
East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #758, inhabited by 1 x Mummy
East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry #3 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #789
Room Features A set of demonic war masks hangs on the north wall, and clouds of flying insects fill the west side of the room

Room #769 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #790, inhabited by 3 x Morlock
Room Features A magical mirror on the north wall answers simple questions about the dungeon (yes/no), and part of the ceiling has collapsed into
the room
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 124 gp, 37 sp; Aquamarine (650 gp), Deep Blue Spinel (70 gp), Milky Quartz (55 gp), Obsidian (12 gp), Peridot (65 gp),
Rhodochrosite (11 gp), Sardonyx (40 gp), Smoky Quartz (55 gp), Topaz (400 gp), Tourmaline (90 gp); hoard total 1575 gp 7 sp
Room #770 North Entry #1 Archway
→ Leads to room #725
North Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of vile acts
→ Leads to room #726
East Entry Archway
→ Leads to room #771
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #792
Empty

Room #771 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #726
West Entry #1 Archway
→ Leads to room #770
West Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Teleporter Crystal: CR 5; magic; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 14 Will save negates)
→ Leads to room #792
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #745, inhabited by 4 x Dark Creeper
East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #793
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #816, inhabited by 3 x Bugbear
Room Features Someone has scrawled "They ate Burgeua" on the east wall, and several shattered weapons are scattered throughout the room

Room #772 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #747
West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #746
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #2 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Dread: CR 4; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #783, inhabited by 1 x Troll
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 84 gp, 410 sp, 2000 cp; Agate (8 gp), Bloodstone (55 gp), Freshwater Pearl (8 gp), Pyrite (12 gp), Sard (50 gp), Tigereye
(12 gp); Masterwork Greataxe (320 gp), Masterwork Halberd (310 gp), Masterwork Light Pick (304 gp); Scroll of Sleep (cr, 25 gp);
hoard total 1249 gp

Room #773 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #749
South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 4; magic; Perception DC 24; Disable Device DC 20; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #807, inhabited by 2 x Skeletal Champion
Empty

Room #774 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #784
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #817
Room Features A set of demonic war masks hangs on the east wall, and the sound of drums can be heard in the north side of the room
Monster 1 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: 4 gp, 20 sp; Tigereye (10 gp), Turquoise (12 gp), Zircon (50 gp); Masterwork Sickle (306 gp), Masterwork Warhammer
(312 gp); Potion of Cure Light Wounds (cr, 50 gp), Wand of Cause Fear (cr, 750 gp); hoard total 1496 gp
Room #775 North Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #739
West Entry Archway
→ Leads to room #765, inhabited by 1 x Basidirond
East Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides up, +2 to break
DC)
Ⓢ The door is located above a small stone dais and concealed behind a pile of broken stone
Room Features A tapestry of a god of law hangs from the west wall, and a grinding noise can be faintly heard near the north wall

Room #776 West Entry #1 Archway


→ Leads to room #752, inhabited by 4 x Rat Swarm
West Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60
hp)
West Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #777, inhabited by 13 x Giant Centipede
Empty

Room #777 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #753
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #776
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #800
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

66 gp; Ivory (40 gp), Jade (130 gp), Moonstone (40 gp), Opal (600 gp); Scroll of Acid Arrow (cr, 150 gp), Wand of Expeditious
Retreat (cr, 750 gp); hoard total 1776 gp

Room #778 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #734, inhabited by 1 x Troll
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #779
South Entry Archway
→ Leads to room #800
Room Features The floor is covered in square tiles, alternating white and black, and a metallic odor fills the room

Room #779 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #754
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #778
East Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Room Features A carved stone statue stands in the north-west corner of the room, and a pile of broken arrows lies in the south-east corner of the
room
Trap Electrified Floortile: CR 3; magic; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect electric shock (1d6
electricity damage, DC 10 Reflex save for half damage); multiple targets (all targets in a 10 ft. sqare)
Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5, 20 hp)

24 pp, 303 gp, 207 sp, 770 cp; Azurite (8 gp), Carnelian (55 gp), Hematite (8 gp); Painting of a noblewoman (50 gp), Silver holy
symbol (25 gp); Oil of Mage Armor (cr, 50 gp), Scroll of Deep Slumber (cr, 375 gp), Wand of Mage Armor (cr, 750 gp) (inscription
provides clue to function); hoard total 1892 gp 4 sp
Room #780 North Entry Archway
→ Leads to room #740
West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #755
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #786, inhabited by 1 x Minotaur

Empty

Room #781 North Entry Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp)
Ⓢ A section of wall pivots open when a command word is spoken
→ Leads to room #744, inhabited by 4 x Skeletal Champion
West Entry Archway
→ Leads to room #791, inhabited by 4 x Dark Creeper
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #803
Room Features A chute falls into the room from above, and the scent of urine fills the room
Monster 3 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 27 gp; Potion of Remove Fear (cr, 50 gp), Scroll of Bless (cr, 25 gp), Wand of Ghost Sound (cr, 375 gp) (design provides
clue to function), Wand of Mage Armor (cr, 750 gp); hoard total 1227 gp
Hidden Treasure Hidden (Search DC 25) Unlocked Strong Wooden Chest (hard 5, 20 hp)

18 pp, 223 gp, 285 sp, 110 cp; Malachite (10 gp), Rock Quartz (7 gp), Turquoise (9 gp), Zircon (55 gp); Copper and glass decanter
(25 gp), Copper brazier with religious markings (50 gp), Gold statue of a dragon (110 gp), Marble idol (300 gp), Set of six ivory dice
(30 gp), Set of six silver dice (75 gp), Silver comb with ornate handle (75 gp); Oil of Mage Armor (cr, 50 gp), Potion of Reduce
Person (cr, 50 gp), Scroll of Chill Touch (cr, 25 gp); hoard total 1303 gp 6 sp

Room #782 South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #823
Room Features An iron sarcophagus sits in the north-east corner of the room, and an unidentifiable odor fills the north-east corner of the room
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #783 West Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Rune of Dread: CR 4; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #772, inhabited by 1 x Cloaker
West Entry #2 Archway
→ Leads to room #804
East Entry Archway
→ Leads to room #805
Monster 1 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: 36 pp, 183 gp, 60 sp; Milky Quartz (50 gp), Shell (8 gp), Turquoise (11 gp); Masterwork Handaxe (306 gp), Masterwork
Longsword (315 gp); Oil of Light (cr, 25 gp), Potion of Stabilize (cr, 25 gp), Scroll of Color Spray (cr, 25 gp); hoard total 1314 gp

Room #784 North Entry #1 Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
North Entry #2 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Earthmaw Trap: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (1d6
damage, DC 12 Reflex save for half damage)
→ Leads to room #751, inhabited by 8 x Giant Centipede
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #774, inhabited by 1 x Troll
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #785, inhabited by 1 x Cloaker
Empty
Room #785 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ancient mythology
→ Leads to room #751, inhabited by 8 x Giant Centipede
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #784
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #827, inhabited by 1 x Basidirond
Room Features Burning torches in iron sconces line the walls, and someone has scrawled "Efrix's Circle killed fourteen orcs here" on the south wall
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 49 gp, 33 sp, 100 cp; Scroll of Bless Water (cr, 50 gp), Scroll of Cat's Grace (cr, 150 gp), Wand of Entropic Shield (cr,
750 gp) (design provides clue to function), Wand of Shield (cr, 750 gp) (design provides clue to function); hoard total 1753 gp 3 sp
Trap Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)

Room #786 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #766
West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #780
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #787, inhabited by 13 x Giant Centipede
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #820, inhabited by 16 x Vegepygmy
Room Features The north and east walls have been engraved with endless spirals, and the ceiling is covered with scorch marks
Monster 1 x Minotaur

Minotaur: CR 4, XP 1200; CE Large Monstrous Humanoid; Init +0; Senses darkvision 60 ft.; Perception +10; AC 14, touch 9, flat-
footed 14 (+5 natural, -1 size); hp 45 (6d10+12); Fort +6, Ref +5, Will +5; DA natural cunning; Speed 30 ft.; Melee greataxe +9/+4
(3d6+6/x3) and gore +4 (1d6+2); Space 10 ft.; Reach 10 ft.; SA powerful charge (gore +11, 2d6+6); Str 19, Dex 10, Con 15, Int 7,
Wis 10, Cha 8; Base Atk +6, CMB +11, CMD 21
Skills and Feats: Intimidate +5, Perception +10, Stealth +2, Survival +10; Great Fortitude, Improved Bull Rush, Power Attack
Treasure: 103 gp, 400 sp, 3100 cp; Peridot (45 gp); Decorated silver plate (60 gp), Engraved gold scarab (75 gp), Engraved jade
scarab (85 gp), Painting of a noblewoman (50 gp), Porcelain doll with silk clothing (40 gp), Set of six silver dice (75 gp), Silver and
glass decanter (75 gp); Masterwork Light Crossbow (335 gp); Potion of Cure Light Wounds (cr, 50 gp), Scroll of Obscuring Mist (cr,
25 gp); hoard total 1089 gp

Room #787 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #786, inhabited by 1 x Minotaur
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Magic Missle Trap: CR 4; magic; Perception DC 20; Disable Device DC 22; Trigger visual (arcane eye); Reset none; Effect
magic missile (3d6 force damage); never miss
→ Leads to room #788, inhabited by 3 x Skeletal Champion
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #832
Room Features Someone has scrawled "Irim died here" in blood on the south wall, and the south and west walls are covered with goblin graffiti
Monster 13 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #788 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Magic Missle Trap: CR 4; magic; Perception DC 20; Disable Device DC 22; Trigger visual (arcane eye); Reset none; Effect
magic missile (3d6 force damage); never miss
→ Leads to room #787, inhabited by 13 x Giant Centipede
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #756, inhabited by 3 x Rat Swarm
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #833, inhabited by 11 x Giant Centipede
Room Features Someone has scrawled "Has anyone seen my invisible cloak?" on the west wall, and the ceiling is covered with bloodstains
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 27 pp, 329 gp, 140 sp; Alabaster (8 gp), Hematite (7 gp), Lapis Lazuli (9 gp), Peridot (50 gp), Peridot (60 gp), Rock
Quartz (11 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll of Dispel Magic (cr, 375 gp), Wand of
Read Magic (cr, 375 gp) (design provides clue to function); hoard total 1583 gp
Room #789 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)
→ Leads to room #768
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #814, inhabited by 7 x Vegepygmy
Empty

Room #790 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
→ Leads to room #769, inhabited by 1 x Cloaker
West Entry Archway
→ Leads to room #814, inhabited by 7 x Vegepygmy
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #791, inhabited by 4 x Dark Creeper
East Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Falling Block: CR 7; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset none; Effect Atk +11 melee
(9d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #815, inhabited by 1 x Basilisk
South Entry Archway
→ Leads to room #834
Monster 3 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 2 gp, 12 sp; Lapis Lazuli (7 gp), Lapis Lazuli (9 gp); Carved ivory scroll case (60 gp), Carved jade idol (80 gp), 2 x
Decorated electrum plate (110 gp), Engraved jade scarab (85 gp), Gold puzzle box (500 gp), Gold statue of a dragon (110 gp), Set
of six ivory dice (30 gp), 2 x Silver holy symbol (25 gp), Silver statue of a dragon (65 gp); Masterwork darkwood lute (300 gp); hoard
total 1519 gp 2 sp

Room #791 North Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
North Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #743, inhabited by 4 x Skeletal Champion
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #790, inhabited by 3 x Morlock
East Entry Archway
→ Leads to room #781, inhabited by 3 x Dark Creeper
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
→ Leads to room #815, inhabited by 1 x Basilisk
Monster 4 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 85 gp, 60 sp; Alabaster (8 gp), Citrine (40 gp), Coral (120 gp), Peridot (65 gp), Rose Quartz (60 gp), Tigereye (10 gp),
Topaz (550 gp); Masterwork Longsword (315 gp); Oil of Magic Weapon (cr, 50 gp), Scroll of Enthrall (cr, 150 gp), Wand of Detect
Good (cr, 750 gp) (design provides clue to function); hoard total 2209 gp

Room #792 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #770
West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Falling Block: CR 5; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset none; Effect Atk +12 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Teleporter Crystal: CR 5; magic; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 14 Will save negates)
→ Leads to room #771
East Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
→ Leads to room #816, inhabited by 3 x Bugbear
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #822
Empty
Room #793 West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #771
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break
DC)
→ Leads to room #816, inhabited by 3 x Bugbear
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #794, inhabited by 3 x Iron Cobra
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #836, inhabited by 1 x Ochre Jelly
Empty

Room #794 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #793
South Entry Archway
→ Leads to room #836, inhabited by 1 x Ochre Jelly
Room Features Part of the south wall has collapsed into the room, and a putrid odor fills the north-west corner of the room
Monster 3 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #795 North Entry Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
West Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #823
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #796
East Entry #2 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Monster 12 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness

Room #796 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #795, inhabited by 12 x Human
Zombie
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #804
Empty

Room #797 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #808, inhabited by 5 x Choker
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #840, inhabited by 3 x Skeletal Champion
South Entry #2 Archway
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: Masterwork Light Hammer (301 gp), 2 x Masterwork Longsword (315 gp), Masterwork Sap (301 gp); hoard total 1232 gp
Room #798 West Entry #1 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #765, inhabited by 1 x Basidirond
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #809
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)
Ⓣ Fire Spray: CR 5; magic; Perception DC 24; Disable Device DC 20; Trigger visual (true seeing); Reset none; Effect fire spray
(4d6 fire damage, DC 12 Reflex save for half damage)
Monster 4 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 91 pp, 649 gp, 223 sp, 202 cp; Hematite (11 gp), Jasper (40 gp), 2 x Rhodochrosite (11 gp); Masterwork Sap (301 gp);
Scroll of Obscuring Mist (cr, 25 gp); hoard total 1982 gp 3 sp 2 cp
Trap Earthmaw Trap: CR 5; magic; Perception DC 22; Disable Device DC 20; Trigger location; Reset none; Effect earthmaw (5d6
damage, DC 14 Reflex save for half damage)
Hidden Treasure Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)

12 gp, 126 sp, 310 cp; Obsidian (10 gp), Pyrite (10 gp); Copper brazier with religious markings (50 gp), Elaborate silver wind
chimes (60 gp), Ivory bowl with animal carvings (40 gp), Ivory drinking horn with copper ends (60 gp), 2 x Marble idol (300 gp), 2 x
Polished darkwood chalice (50 gp), Porcelain doll with furs and jewelry (80 gp), Set of six silver dice (75 gp), Silver comb with
ornate handle (75 gp), Silver flagon with religious markings (80 gp); hoard total 1267 gp 7 sp

Room #799 East Entry Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from
stone
→ Leads to room #800
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #842
Empty

Room #800 North Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #777, inhabited by 13 x Giant Centipede
North Entry #2 Archway
→ Leads to room #778
West Entry Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #799
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #810
Room Features Several alcoves are cut into the north and west walls, and a wooden ladder rests against the north wall

Room #801 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #756, inhabited by 3 x Rat Swarm
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #802, inhabited by 1 x Cloaker
Empty

Room #802 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #801
East Entry Archway
→ Leads to room #813, inhabited by 11 x Giant Centipede
South Entry Archway
→ Leads to room #845
Room Features Someone has scrawled "Bend the pin to reset the trap" on the north wall, and a warped door lies in the south-west corner of the
room
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 47 gp; Scroll of Cause Fear (cr, 25 gp), Scroll of Detect Undead (cr, 25 gp), Wand of Detect Magic (cr, 375 gp)
(inscription provides clue to function), Wand of Protection from Law (cr, 750 gp); hoard total 1222 gp

Room #803 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #781, inhabited by 3 x Dark Creeper
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #821
Room Features Someone has scrawled "There is no way out" on the east wall, and several wax blobs are scattered throughout the
room
Room #804 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #796
West Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides down, +1 to break
DC)
East Entry #1 Archway
→ Leads to room #783, inhabited by 1 x Troll
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #824
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #850, inhabited by 1 x Basidirond
Empty

Room #805 West Entry Archway


→ Leads to room #783, inhabited by 1 x Troll
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #806, inhabited by 4 x Iron Cobra
South Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
South Entry #2 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
Room Features A toppled statue lies in the north side of the room, and someone has scrawled "No secret door here" in goblin runes on the east
wall

Room #806 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #762
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #805
East Entry Archway
→ Leads to room #807, inhabited by 2 x Skeletal Champion
South Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #839
Room Features A wooden ladder rests against the north wall, and the sound of chimes fills the room
Monster 4 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #807 North Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #763, inhabited by 1 x Cloaker
North Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 4; magic; Perception DC 24; Disable Device DC 20; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #773
West Entry Archway
→ Leads to room #806, inhabited by 4 x Iron Cobra
Room Features Numerous pillars line the west wall, and a mural of legendary monsters covers the ceiling
Monster 2 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 74 gp, 38 sp, 60 cp; Aquamarine (550 gp), Azurite (11 gp), Bloodstone (40 gp), Jade (70 gp), Onyx (45 gp), Shell (9 gp),
Tigereye (9 gp); Masterwork Light Hammer (301 gp); hoard total 1113 gp 4 sp

Room #808 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #765, inhabited by 1 x Basidirond
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #797, inhabited by 3 x Skeletal Champion
Monster 5 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 228 gp, 896 sp, 4360 cp; Agate (10 gp), Amethyst (130 gp), Carnelian (50 gp), Citrine (50 gp), Freshwater Pearl (11 gp),
Ivory (45 gp), Lapis Lazuli (8 gp), Obsidian (10 gp), Opal (600 gp), Rock Quartz (13 gp), Shell (13 gp); Oil of Purify Food and Drink
(cr, 25 gp), Scroll of Detect Evil (cr, 25 gp), Scroll of Minor Image (cr, 150 gp), Scroll of Shield of Faith (cr, 25 gp), Wand of Ray of
Frost (cr, 375 gp) (inscription provides clue to function); hoard total 1901 gp 2 sp
Room #809 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #765, inhabited by 1 x Basidirond
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #798, inhabited by 4 x Skeletal
Champion
South Entry Archway
→ Leads to room #828
Empty

Room #810 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #800
West Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #830, inhabited by 5 x Skum
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ One-way Door: CR 4; mechanical; Perception DC 24; Disable Device DC 22
→ Leads to room #811, inhabited by 1 x Wraith
Room Features A large demonic idol with ruby eyes sits in the center of the room, and several pieces of rotten rope are scattered throughout the
room

Room #811 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ One-way Door: CR 4; mechanical; Perception DC 24; Disable Device DC 22
→ Leads to room #810
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #812, inhabited by 2 x Choker
East Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #831, inhabited by 4 x Wererat
Monster 1 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); SA 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 #812 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #811, inhabited by 1 x Wraith
East Entry #1 Archway
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #819, inhabited by 3 x Rat Swarm
Room Features A toppled statue lies in the south-west corner of the room, and an unexplained breeze can be felt in the south-west corner of the
room
Monster 2 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 55 pp, 424 gp, 90 sp, 600 cp; hoard total 989 gp

Room #813 West Entry Archway


→ Leads to room #802, inhabited by 1 x Cloaker
South Entry Archway
→ Leads to room #857, inhabited by 1 x Gibbering Mouther
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #814 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #789
East Entry #1 Archway
→ Leads to room #790, inhabited by 3 x Morlock
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #834
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
melee (1d6/19-20)
→ Leads to room #846
Monster 7 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 99 gp, 390 sp, 2700 cp; Masterwork Chain Shirt (250 gp); Scroll of Spider Climb (cr, 150 gp), Wand of True Strike (cr,
750 gp); hoard total 1315 gp
Room #815 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
→ Leads to room #791, inhabited by 4 x Dark Creeper
West Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Falling Block: CR 7; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset none; Effect Atk +11 melee
(9d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #790, inhabited by 3 x Morlock
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #834
East Entry Archway
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #858
South Entry #2 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
Monster 1 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, flat-footed 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: 19 gp, 100 sp; Azurite (7 gp), Ivory (65 gp), Obsidian (10 gp); Masterwork Composite Shortbow (+1 Str bonus) (450 gp),
Masterwork Light Steel Shield (159 gp); Potion of Resistance (cr, 25 gp), Scroll of Silent Image (cr, 25 gp); hoard total 770 gp
Hidden Treasure Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5, 20 hp)

27 gp, 53 sp, 70 cp; Freshwater Pearl (11 gp), Hematite (10 gp), Rock Quartz (10 gp); Carved jade idol (80 gp), Decorated silver
plate (60 gp), Elaborate copper wind chimes (20 gp), Engraved jade scarab (85 gp), Gold and ivory decanter (400 gp), Gold censer
with silver filigree (90 gp); Scroll of Protection from Chaos (cr, 25 gp), Wand of Sleep (cr, 750 gp) (design provides clue to function);
hoard total 1574 gp

Room #816 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #771
West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ghoulish carnage
→ Leads to room #792
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #793
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #835
Room Features Someone has scrawled "Don't sleep" on the west wall, and a pile of spoiled meat lies in the center of the room
Monster 3 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 46 gp, 11 sp, 90 cp; Masterwork Chainmail (300 gp), Masterwork Light Crossbow (335 gp); Oil of Sanctify Corpse (um,
50 gp), Potion of Protection from Law (cr, 50 gp), Scroll of Bless Water (cr, 50 gp), Wand of Mending (cr, 375 gp); hoard total 1208
gp
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5, 20 hp)

20 pp, 237 gp, 200 sp; Chrysoprase (55 gp), Ivory (45 gp), Obsidian (11 gp), Turquoise (9 gp); Carved ivory scroll case (60 gp),
Copper brazier with religious markings (50 gp), Gold and platinum statuette of a deity (750 gp), Gold holy symbol (100 gp), Ivory
drinking horn with copper ends (60 gp), Silver comb with gold handle (125 gp); Potion of Guidance (cr, 25 gp), Potion of Keen
Senses (apg, 50 gp), Potion of Remove Fear (cr, 50 gp); hoard total 1847 gp

Room #817 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #774, inhabited by 1 x Troll
West Entry Archway
→ Leads to room #825, inhabited by 1 x Gibbering Mouther
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #826
Room Features A well lies in the north-west corner of the room, and a pile of blood-soaked clothing lies in the south-west corner of the room

Room #818 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #829
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #842
Room Features A toppled statue lies in the north-west corner of the room, and the south and west walls are covered with bloodstains
Monster 5 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse
Room #819 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #812, inhabited by 2 x Choker
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #870
Monster 3 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #820 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #786, inhabited by 1 x Minotaur
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
Room Features A tile labyrinth covers the floor, and a pile of wax blobs lies in the west side of the room
Monster 16 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 130 gp, 625 sp, 1830 cp; Freshwater Pearl (9 gp), Hematite (9 gp), Obsidian (9 gp), Smoky Quartz (45 gp); Masterwork
Club (300 gp), Masterwork Greataxe (320 gp); Oil of Light (cr, 25 gp), Potion of Feather Step (apg, 50 gp), Scroll of Cure Light
Wounds (cr, 25 gp), Scroll of Doom (cr, 25 gp), Scroll of Hideous Laughter (cr, 150 gp), Scroll of Jump (cr, 25 gp), Wand of Magic
Stone (cr, 750 gp) (inscription provides clue to function), Wand of Shocking Grasp (cr, 750 gp) (inscription provides clue to
function); hoard total 2702 gp 8 sp

Room #821 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #803
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #872
Room Features The walls have been engraved with glowing runes, and an unidentifiable odor fills the west side of the
room

Room #822 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #792
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break
DC)
→ Leads to room #859, inhabited by 3 x Rust Monster
Empty

Room #823 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #782, inhabited by 13 x Giant Centipede
East Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #795, inhabited by 12 x Human Zombie
South Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #848
South Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #849, inhabited by 3 x Wererat
South Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
Room Features Someone has scrawled "It's a trap" in draconic script on the south wall, and the ceiling is covered with crystalline
stalactites

Room #824 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #804
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #838, inhabited by 3 x Morlock
Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)

Room #825 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Archway
→ Leads to room #817
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 52 gp; Scroll of Divine Favor (cr, 25 gp), Scroll of See Invisibility (cr, 150 gp), Wand of Bless (cr, 750 gp), Wand of
Compel Hostility (uc, 750 gp); hoard total 1727 gp
Room #826 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #817

East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #827, inhabited by 1 x Basidirond
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #853
Trap Large Electrified Floortile: CR 6; magic; Perception DC 24; Disable Device DC 22; Trigger location; Reset none; Effect electric
shock (6d6 electricity damage, DC 12 Reflex save for half damage); multiple targets (all targets in a 20 ft. sqare)

Room #827 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #785, inhabited by 1 x Cloaker
West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #826
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #864
Room Features Several alcoves are cut into the walls, and someone has scrawled "The Saints of Shamoor killed five trolls here" on the east wall
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 28 gp, 11 sp, 80 cp; Scroll of Summon Monster II (cr, 150 gp), Wand of Message (cr, 375 gp); hoard total 554 gp 9 sp

Room #828 North Entry Archway


→ Leads to room #809
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #841, inhabited by 2 x Bat Swarm
East Entry Archway
→ Leads to room #829
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #855
Room Features The north and east walls have been engraved with endless spirals, and a pile of wax blobs lies in the north side of the
room

Room #829 West Entry Archway


→ Leads to room #828
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #818, inhabited by 5 x Giant Centipede
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A mural of geometric patterns covers the ceiling, and a pair of boots lies in the south side of the
room

Room #830 East Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #810
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #843, inhabited by 1 x Gargoyle
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #867
Monster 5 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 27 pp, 263 gp, 110 sp, 1200 cp; Amethyst (110 gp), Aquamarine (600 gp), Hematite (12 gp), Milky Quartz (55 gp), Red
Spinel (50 gp), Smoky Quartz (40 gp), Smoky Quartz (45 gp), Tigereye (10 gp); Masterwork Shortbow (330 gp); Potion of Touch of
the Sea (apg, 50 gp), Scroll of Flare (cr, 12 gp 5 gp); hoard total 1870 gp
Room #831 West Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #811, inhabited by 1 x Wraith
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect acid spray
(2d6 acid damage, DC 10 Reflex save for half damage)
→ Leads to room #868
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #869, inhabited by 4 x Morlock
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 120 gp, 500 sp, 2600 cp; Amber (70 gp), Aquamarine (650 gp), Chrysoprase (35 gp), Hematite (13 gp), Lapis Lazuli (8
gp), Sardonyx (45 gp), Sardonyx (65 gp); Oil of Light (cr, 25 gp), Potion of Protection from Good (cr, 50 gp), Potion of Reduce
Person (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Resistance (cr, 25 gp), Scroll of Mage Armor (cr, 25 gp), Wand of
Protection from Chaos (cr, 750 gp); hoard total 2057 gp

Room #832 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #787, inhabited by 13 x Giant Centipede
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #871
South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Earthmaw Trap: CR 7; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (7d6
damage, DC 16 Reflex save for half damage)
→ Leads to room #882
Room Features The floor is covered with bloodstains, and several pieces of rotten rope are scattered throughout the room

Room #833 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #788, inhabited by 3 x Skeletal Champion
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #844
Room Features A simple fireplace sits against the east wall, and a pile of torn paper lies in the south side of the room
Monster 11 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #834 North Entry Archway


→ Leads to room #790, inhabited by 3 x Morlock
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #814, inhabited by 7 x Vegepygmy
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #815, inhabited by 1 x Basilisk
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A well lies in the south-east corner of the room, and a mural of arcane patterns covers the
ceiling

Room #835 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #816, inhabited by 3 x Bugbear
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #836, inhabited by 1 x Ochre Jelly
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #860, inhabited by 1 x Basilisk
Room Features Numerous pillars line the north and west walls, and a cube of solid stone stands in the south-east corner of the room

Trap Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none;
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. square
area)
Room #836 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #793
North Entry #2 Archway
→ Leads to room #794, inhabited by 3 x Iron Cobra
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #835
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #847
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #861, inhabited by 1 x Wraith
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #862
Room Features A fountain and statue of a God of Chaos sits in the south-west corner of the room, and the scent of smoke fills the south-east
corner of the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #837 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #850, inhabited by 1 x Basidirond
Trap Poisoned Net Trap: CR 6; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +12
ranged (grappled, Escape Artist DC 24 to escape, plus malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2
Dex, 1 save]); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 25) Trapped and Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Contact Poison: CR 6; mechanical; Perception DC 24; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save])

130 gp; Amber (100 gp), 2 x Black Pearl (500 gp), Citrine (60 gp), Coral (90 gp), Onyx (55 gp), Rose Quartz (50 gp), Rose Quartz
(65 gp); hoard total 1550 gp

Room #838 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #824
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #863
Room Features Someone has scrawled "Bend the pin to reset the trap" on the south wall, and a bent chisel lies in the north-west corner of the room
Monster 3 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 130 gp, 350 sp, 2400 cp; Agate (9 gp), Hematite (11 gp), Smoky Quartz (40 gp), Zircon (50 gp); 2 x Silver statue of a
dragon (65 gp); Masterwork Sling (300 gp); Potion of Resistance (cr, 25 gp), Potion of Stabilize (cr, 25 gp), Scroll of Heat Metal (cr,
150 gp), Scroll of Shield of Faith (cr, 25 gp), Wand of Detect Poison (cr, 375 gp); hoard total 1329 gp
Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

60 gp; Black Pearl (550 gp), Ivory (55 gp), Peridot (55 gp), Saltwater Pearl (80 gp); Decorated silver plate (60 gp), Gold holy
symbol (100 gp), Gold mask (450 gp), Ivory drinking horn with copper ends (60 gp), Silver cauldron with animal symbols (120 gp),
Silver hand mirror (75 gp); hoard total 1665 gp

Room #839 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #806, inhabited by 4 x Iron Cobra
East Entry Archway
Room Features A tile labyrinth covers the floor, and someone has scrawled "You cannot kill it with magic" in draconic script on the north wall
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

5 gp, 51 sp, 80 cp; Hematite (9 gp), Malachite (10 gp), Tigereye (10 gp); Carved ivory scroll case (60 gp), Carved stone idol (30
gp), Decorated silver plate (60 gp), Engraved jade scarab (85 gp), Engraved mithral scarab (400 gp), Gold holy symbol (100 gp),
Gold puzzle box (500 gp), Ivory drinking horn with silver ends (110 gp), Silver candelabra with holy symbol (75 gp), Silver chalice
with dragon carvings (150 gp), Silver comb with gold handle (125 gp), Silver holy symbol (25 gp); hoard total 1759 gp 9 sp
Room #840 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #797, inhabited by 3 x Skeletal Champion

East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry Archway
→ Leads to room #864
Room Features A magical idol in the south side of the room heals all wounds of whomever offers a prayer (but only once), and a large demonic idol
with ruby eyes sits in the east side of the room
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 18 pp, 206 gp, 180 sp, 700 cp; Black Pearl (550 gp), Deep Blue Spinel (100 gp), Ivory (35 gp), Obsidian (11 gp), Sard
(50 gp), Shell (9 gp), Zircon (35 gp); hoard total 1201 gp

Room #841 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #828
East Entry #2 Archway
→ Leads to room #855
Room Features Someone has scrawled "It is awake" in orcish runes on the south wall, and a ring of keys lies in the south-west corner of the room
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #842 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #799
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #818, inhabited by 5 x Giant Centipede
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Teleporter Crystal: CR 4; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #866
Empty

Room #843 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #830, inhabited by 5 x Skum
West Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #867
South Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #895
Monster 1 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: 74 gp, 90 sp, 900 cp; Citrine (55 gp), Ivory (50 gp), Red Spinel (50 gp), Rhodochrosite (10 gp), Rock Quartz (11 gp);
Platinum holy symbol (500 gp); Masterwork Spear (302 gp); Potion of Jump (cr, 50 gp), Scroll of Mage Hand (cr, 12 gp 5 gp); hoard
total 1132 gp

Room #844 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #833, inhabited by 11 x Giant Centipede
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #845
South Entry Archway
→ Leads to room #884, inhabited by 1 x Basilisk
Room Features Someone has scrawled "Explosive runes" on the north wall, and a hole has been blasted into the west
wall
Room #845 North Entry Archway
→ Leads to room #802, inhabited by 1 x Cloaker
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #844
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break
DC)
→ Leads to room #857, inhabited by 1 x Gibbering Mouther
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #885, inhabited by 3 x Bugbear
Empty

Room #846 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +10
melee (1d6/19-20)
→ Leads to room #814, inhabited by 7 x Vegepygmy
West Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #857, inhabited by 1 x Gibbering Mouther
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty

Room #847 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #836, inhabited by 1 x Ochre Jelly
Room Features A narrow shaft falls into the room from above, and someone has scrawled "black, golden, crimson, white" on the south
wall

Room #848 North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
North Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #823
Room Features The walls have been engraved with geometric patterns, and a stone dais and throne sits in the south-east corner of the room

Room #849 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #823
Monster 3 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 26 pp, 283 gp, 140 sp; Jasper (45 gp), Malachite (11 gp), Rock Quartz (10 gp); Potion of Delay Poison (cr, 300 gp),
Potion of Endure Elements (cr, 50 gp), Potion of Protection from Chaos (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Wand of
Shillelagh (cr, 750 gp); hoard total 1798 gp

Room #850 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #804
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #837
West Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #887, inhabited by 3 x Wererat
Room Features A chute descends from the room into a midden chamber below, and someone has scrawled "No, I said it had eleven eyes" on the
west wall

Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 44 gp, 325 sp, 1103 cp; Hematite (8 gp), Onyx (35 gp), Pyrite (9 gp), Tigereye (11 gp), Tigereye (12 gp), Turquoise (9
gp); Masterwork Longsword (315 gp), Masterwork Studded Leather Armor (175 gp); Potion of Enlarge Person (cr, 50 gp); hoard
total 711 gp 5 sp 3 cp
Room #851 East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
South Entry Archway
→ Leads to room #888
Room Features A sloped pit lined with iron spikes lies in the south side of the room, and a tapping sound can be heard in the south-west corner of
the room
Monster 1 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: 18 gp; Masterwork Breastplate (350 gp), Masterwork Dagger (302 gp); Potion of Enlarge Person (cr, 50 gp), Potion of
Jump (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Wand of Detect Magic (cr, 375 gp); hoard total 1170 gp

Room #852 East Entry Archway


→ Leads to room #853
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #878
South Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #879
Monster 8 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 64 gp, 28 sp; Azurite (10 gp), Azurite (11 gp); Scroll of Resist Energy (cr, 150 gp), Scroll of Touch of Idiocy (cr, 150 gp),
Wand of Dancing Lights (cr, 375 gp), Wand of Ray of Frost (cr, 375 gp) (inscription provides clue to function); hoard total 1137 gp 8
sp

Room #853 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #826
West Entry Archway
→ Leads to room #852, inhabited by 8 x Vegepygmy
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A weapon rack and iron cauldron sit in the south-east corner of the room, and a ruined chain shirt lies in the north-west corner of
the room

Room #854 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Archway
→ Leads to room #864
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features A narrow shaft descends from the room into a natural cavern below, and the floor is covered in perfect hexagonal
tiles

Room #855 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #828
West Entry Archway
→ Leads to room #841, inhabited by 2 x Bat Swarm
East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60
hp)
→ Leads to room #856, inhabited by 1 x Mummy
South Entry Archway
→ Leads to room #892, inhabited by 1 x Gibbering Mouther
Empty
Room #856 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #855
East Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #865
South Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #894
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 30 gp, 89 sp, 141 cp; Rhodochrosite (13 gp), Rock Quartz (9 gp), Sard (65 gp), Tigereye (9 gp); Masterwork Halberd
(310 gp), Masterwork Shortbow (330 gp); Scroll of Suggestion (cr, 375 gp), Wand of Enlarge Person (cr, 750 gp); hoard total 1901
gp 3 sp 1 cp

Room #857 North Entry Archway


→ Leads to room #813, inhabited by 11 x Giant Centipede
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
→ Leads to room #845
East Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
→ Leads to room #846
South Entry Archway
Room Features Several alcoves are cut into the north and east walls, and someone has scrawled "The Obsidian Orb is broken" on the west wall
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 53 gp, 38 sp, 50 cp; Obsidian (12 gp), Turquoise (8 gp); Scroll of Fog Cloud (cr, 150 gp), Scroll of Scorching Ray (cr, 150
gp), Wand of Cause Fear (cr, 750 gp) (inscription provides clue to function), Wand of Mage Armor (cr, 750 gp); hoard total 1877 gp
3 sp

Room #858 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #815, inhabited by 1 x Basilisk
West Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break
DC)
Ⓢ The door is concealed behind a pile of skulls
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #897, inhabited by 2 x Ogre
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #903
Empty

Room #859 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break DC)
→ Leads to room #822
East Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to lift DC)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #860, inhabited by 1 x Basilisk
Monster 3 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18,
touch 13, flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will +5; Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3),
antennae +6 touch (rust); Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB +3, CMD 16 (20 vs. trip)
Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Treasure: 74 gp, 10 sp; Amber (100 gp), Black Pearl (650 gp), Citrine (45 gp), Hematite (9 gp), Ivory (50 gp), Rock Quartz (10 gp),
Sard (55 gp); hoard total 994 gp
Room #860 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #835
West Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to lift DC)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #859, inhabited by 3 x Rust Monster
West Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #861, inhabited by 1 x Wraith
East Entry #2 Archway
→ Leads to room #886, inhabited by 2 x Wererat
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 1 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, flat-footed 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: 19 gp; Scroll of Feather Step (apg, 25 gp), Wand of Message (cr, 375 gp); hoard total 419 gp

Room #861 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #836, inhabited by 1 x Ochre Jelly
West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #860, inhabited by 1 x Basilisk
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #886, inhabited by 2 x Wererat
Room Features A stream of water flows along a channel in the floor, and a faded and torn tapestry hangs from the east wall
Monster 1 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); SA 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 #862 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #836, inhabited by 1 x Ochre Jelly
East Entry Archway
→ Leads to room #874
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #886, inhabited by 2 x Wererat
Empty

Room #863 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ One-way Door: CR 4; mechanical; Perception DC 24; Disable Device DC 22
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #838, inhabited by 3 x Morlock
Room Features A circle of tall stones stands in the south-west corner of the room, and a pile of empty flasks lies in the east side of the
room

Room #864 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #827, inhabited by 1 x Basidirond
North Entry #2 Archway
→ Leads to room #840, inhabited by 3 x Skeletal Champion
West Entry Archway
→ Leads to room #854
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #880
South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #890, inhabited by 5 x Wererat
Room Features Skeletons hang from chains and manacles against the east and west walls, and the floor is covered with cracks
Room #865 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #856, inhabited by 1 x Mummy
East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #866
South Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #894
Empty

Room #866 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Teleporter Crystal: CR 4; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect teleport
(teleported one level down, DC 10 Will save negates)
→ Leads to room #842
West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #865
West Entry #2 Archway
→ Leads to room #894
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #867
South Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #910, inhabited by 3 x Skeletal Champion
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #911
Room Features Someone has scrawled "The last wards have fallen" on the east wall, and several empty bottles are scattered throughout the room

Room #867 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #830, inhabited by 5 x Skum
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #866
East Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
→ Leads to room #843, inhabited by 1 x Gargoyle

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #895
South Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Empty

Room #868 North Entry #1 Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed behind a tapestry of ancient mythology
Ⓣ One-way Door: CR 7; mechanical; Perception DC 26; Disable Device DC 22
North Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect acid spray
(2d6 acid damage, DC 10 Reflex save for half damage)
→ Leads to room #831, inhabited by 4 x Wererat
South Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓣ Fire Spray: CR 6; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fire spray
(5d6 fire damage, DC 12 Reflex save for half damage)
→ Leads to room #901
Room Features Burning torches in iron sconces line the south and west walls, and someone has scrawled "It is awake" on the east wall

Room #869 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #831, inhabited by 4 x Wererat
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #901
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Monster 4 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 57 pp, 556 gp, 310 sp, 1600 cp; Citrine (40 gp), Lapis Lazuli (10 gp), Milky Quartz (45 gp), Obsidian (12 gp); Silver
statue of a dragon (65 gp); Masterwork Chainmail (300 gp), Masterwork Longsword (315 gp); Potion of Magic Fang (cr, 50 gp),
Scroll of Cure Light Wounds (cr, 25 gp); hoard total 2035 gp
Room #870 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #819, inhabited by 3 x Rat Swarm
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #871
South Entry Archway
Room Features Several square holes are cut into the ceiling and floor, and a faded and torn tapestry hangs from the north
wall

Room #871 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #870
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #832
East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #881, inhabited by 1 x Troll
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Someone has scrawled a crude drawing of an orc on the south wall, and a pile of iron spikes lies in the north-west corner of the
room

Room #872 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #821
South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her
neck
→ Leads to room #917, inhabited by 1 x Basidirond
Empty

Room #873 North Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind an area of fungus
South Entry Archway
→ Leads to room #898
Room Features A sloped pit lined with iron spikes lies in the west side of the room, and the floor is covered in square tiles, alternating white and
black
Monster 5 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 26 gp, 190 sp; Lapis Lazuli (8 gp), Lapis Lazuli (12 gp), Sardonyx (55 gp); Oil of Magic Weapon (cr, 50 gp), Oil of Purify
Food and Drink (cr, 25 gp), Potion of Hide from Animals (cr, 50 gp), Potion of Resistance (cr, 25 gp), Potion of Virtue (cr, 25 gp),
Scroll of Remove Fear (cr, 25 gp), Scroll of Summon Monster I (cr, 25 gp), Wand of Deathwatch (cr, 750 gp), Wand of Detect
Snares and Pits (cr, 750 gp); hoard total 1845 gp

Room #874 West Entry Archway


→ Leads to room #862
South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #919, inhabited by 10 x Giant Centipede
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #920
Room Features A narrow shaft descends from the room into a natural cavern below, and the sound of rushing water can be heard in the west side
of the room
Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)

25 gp; Decorated electrum plate (110 gp), Electrum censer with silver filigree (70 gp), Platinum holy symbol (500 gp), Silver brazier
with religious markings (80 gp), Silver holy symbol (25 gp), Silver statue of a dragon (65 gp); Scroll of Detect Snares and Pits (cr,
25 gp), Wand of Dancing Lights (cr, 375 gp) (inscription provides clue to function); hoard total 1275 gp

Room #875 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #887, inhabited by 3 x Wererat
South Entry Archway
Room Features A stone dais sits in the center of the room, and a tapestry of a legendary battle hangs from the west
wall
Room #876 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #877, inhabited by 1 x Ochre Jelly
East Entry #2 Archway
→ Leads to room #899, inhabited by 2 x Bugbear
South Entry #1 Archway
→ Leads to room #922, inhabited by 10 x Human Zombie
South Entry #2 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #923
Room Features Someone has scrawled "Never trust an elf" in dwarvish runes on the west wall, and a corroded key lies in the west side of the room

Room #877 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #876
East Entry Archway
→ Leads to room #878
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #899, inhabited by 2 x Bugbear
Room Features A toppled statue lies in the north side of the room, and someone has scrawled "The cleric will betray you" in blood on the north wall
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #878 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #852, inhabited by 8 x Vegepygmy
West Entry #1 Archway
→ Leads to room #877, inhabited by 1 x Ochre Jelly
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #899, inhabited by 2 x Bugbear
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect electric shock (3d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #879
Empty

Room #879 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #852, inhabited by 8 x Vegepygmy
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect electric shock (3d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #878
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Empty

Room #880 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 5; magic; Perception DC 22; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
missile (1d6 force damage); never miss
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #864
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #908, inhabited by 2 x Wererat
Room Features A chute descends from the room into a plundered tomb below, and a rusted amulet lies in the north-west corner of the room
Room #881 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #871
South Entry Archway
→ Leads to room #902
Room Features A circle of tall stones stands in the south-west corner of the room, and someone has scrawled an arrow pointing up on the west
wall
Monster 1 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: 50 gp; Scroll of Inflict Light Wounds (cr, 25 gp), Scroll of Light (cr, 12 gp 5 gp), Wand of Arcane Mark (cr, 375 gp), Wand
of Purify Food and Drink (cr, 375 gp); hoard total 837 gp
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

50 gp, 26 sp; Tigereye (9 gp), Turquoise (9 gp); Scroll of Daze Monster (cr, 150 gp), Scroll of See Invisibility (cr, 150 gp), Wand of
Chill touch (cr, 750 gp) (design provides clue to function), Wand of Magic Fang (cr, 750 gp) (design provides clue to function);
hoard total 1870 gp 6 sp

Room #882 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Earthmaw Trap: CR 7; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect earthmaw (7d6
damage, DC 16 Reflex save for half damage)
→ Leads to room #832
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #883, inhabited by 1 x Basidirond
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #928
Empty

Room #883 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #882
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #884, inhabited by 1 x Basilisk
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 21 gp; Scroll of Darkvision (cr, 150 gp), Wand of Message (cr, 375 gp); hoard total 546 gp

Room #884 North Entry Archway


→ Leads to room #844
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #883, inhabited by 1 x Basidirond
West Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+15 melee (6d6); multiple targets (all targets in a 10 ft. square area)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #885, inhabited by 3 x Bugbear
Room Features A mural of a goddess of evil covers the ceiling, and mysterious levers and mechanisms cover the south and east walls
Monster 1 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, flat-footed 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: 61 gp, 18 sp, 90 cp; Garnet (110 gp), Green Spinel (35 gp), Lapis Lazuli (11 gp), Rose Quartz (50 gp), Topaz (500 gp);
hoard total 769 gp 7 sp
Room #885 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #845
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #884, inhabited by 1 x Basilisk
West Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
→ Leads to room #915, inhabited by 1 x Basidirond
Monster 3 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 86 gp, 440 sp, 1100 cp; Agate (9 gp), Ivory (50 gp), Malachite (9 gp), Malachite (11 gp), Pyrite (10 gp), Zircon (45 gp);
Masterwork Sling (300 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Remove Fear (cr, 50 gp), Scroll of Curse Water (cr, 50 gp),
Scroll of Levitate (cr, 150 gp), Scroll of Produce Flame (cr, 25 gp), Scroll of Resist Energy (cr, 150 gp), Wand of Sleep (cr, 750 gp);
hoard total 1775 gp
Hidden Treasure Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Fire Spray: CR 7; magic; Perception DC 26; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fire spray (9d6
fire damage, DC 12 Reflex save for half damage)

Bronze statuette of a warrior (15 gp), Copper and glass decanter (25 gp), Decorated electrum plate (110 gp), Electrum censer with
silver filigree (70 gp), Gold censer with silver filigree (90 gp), Gold chess set (500 gp), Gold puzzle box (500 gp), Painting of a
noblewoman (50 gp), 2 x Silver brazier with religious markings (80 gp), Silver candelabra with holy symbol (75 gp), Silver hand
mirror (75 gp); hoard total 1670 gp

Room #886 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #861, inhabited by 1 x Wraith
North Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #862
West Entry #1 Archway
→ Leads to room #860, inhabited by 1 x Basilisk
West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Arrow Trap: CR 5; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #918
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 24; Disable Device DC 24
→ Leads to room #919, inhabited by 10 x Giant Centipede
South Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #931
Monster 2 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 40 gp, 360 sp; Hematite (8 gp), Moonstone (65 gp), Rock Quartz (13 gp); Potion of Endure Elements (cr, 50 gp), Potion
of Protection from Evil (cr, 50 gp), Potion of Reduce Person (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Air Bubble (uc, 25 gp),
Scroll of Burning Hands (cr, 25 gp), Scroll of Expeditious Retreat (cr, 25 gp), Scroll of Silent Image (cr, 25 gp), Wand of Acid Splash
(cr, 375 gp) (design provides clue to function); hoard total 812 gp
Room #887 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #875
East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #850, inhabited by 1 x Basidirond
South Entry #1 Archway
→ Leads to room #933
South Entry #2 Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and only three feet high
→ Leads to room #934, inhabited by 5 x Rat Swarm
Room Features The room has a high domed ceiling, and the ceiling is covered with cracks
Monster 3 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 111 gp, 540 sp, 2700 cp; Masterwork Chainmail (300 gp), Masterwork Dart (300 gp 5 sp), Masterwork Sling (300 gp); 3 x
Oil of Light (cr, 25 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of Guidance (cr, 25 gp), Potion of Shield of Faith (cr, 50 gp),
Scroll of Bleed (cr, 12 gp 5 sp), Scroll of Blend (arg, 25 gp), 2 x Scroll of Obscuring Mist (cr, 25 gp); hoard total 1380 gp

Room #888 North Entry Archway


→ Leads to room #851, inhabited by 1 x
Troll

West Entry Unlocked Good Wooden Door (hard 5, 15


hp)
Empty

Room #889 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #922, inhabited by 10 x Human Zombie
Room Features A magical mirror on the west wall answers questions with insults, and numerous monstrous skulls lie within niches in the east wall
Monster 13 x Drow

Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Senses darkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed
13 (+2 armor, +2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs. enchantment; Immune sleep; SR 7; Weak light
blindness; Speed 30 ft.; Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 plus poison); SA spell-like abilities CL
1st; Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use
Skills and Feats: Perception +2, Stealth +2; Weapon Finesse
Treasure: 32 pp, 174 gp, 13 sp, 30 cp; Masterwork Heavy Steel Shield (170 gp); Potion of Resistance (cr, 25 gp), Scroll of Create
Water (cr, 12 gp 5 sp), Scroll of Cure Light Wounds (cr, 25 gp), Wand of Mage Armor (cr, 750 gp) (design provides clue to
function); hoard total 1478 gp 1 sp

Room #890 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #864
West Entry #1 Archway

West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #907, inhabited by 9 x Vegepygmy
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #936
Room Features The sound of rushing water can be faintly heard near the west wall, and a dagger hilt lies in the west side of the room
Monster 5 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 28 gp; Masterwork Rapier (320 gp), Masterwork Shortsword (310 gp), Masterwork Trident (315 gp); Potion of Pass
without Trace (cr, 50 gp), Scroll of Spectral Hand (cr, 150 gp), Wand of Detect Undead (cr, 750 gp) (design provides clue to
function); hoard total 1923 gp
Room #891 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #908, inhabited by 2 x Wererat
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A stone stair ascends towards the south wall, and lit candles are scattered across the floor
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 105 gp, 560 sp, 1300 cp; Alabaster (8 gp), Bloodstone (40 gp), Citrine (60 gp), Coral (110 gp), Hematite (10 gp), Opal
(550 gp), Red Spinel (40 gp), 2 x Sard (50 gp), Shell (11 gp), Shell (13 gp), Tigereye (7 gp), Turquoise (12 gp); Masterwork
Longsword (315 gp); Oil of Mage Armor (cr, 50 gp), Scroll of Knock (cr, 150 gp), Scroll of Shadow Weapon (um, 25 gp); hoard total
1675 gp

Room #892 North Entry Archway


→ Leads to room #855
West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #908, inhabited by 2 x Wererat
South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #925, inhabited by 1 x Basidirond
Room Features Part of the west wall has collapsed into the room, and a pile of torn paper lies in the north-east corner of the room
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 24 pp, 350 gp; Aquamarine (400 gp), Garnet (120 gp), Ivory (55 gp), Onyx (55 gp); Masterwork Light Steel Shield (159
gp); hoard total 1379 gp

Room #893 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #894
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #926
Empty

Room #894 North Entry #1 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #856, inhabited by 1 x Mummy
North Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #865
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #893
East Entry Archway
→ Leads to room #866
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #909
South Entry #2 Archway
→ Leads to room #910, inhabited by 3 x Skeletal Champion
Empty

Room #895 North Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #843, inhabited by 1 x Gargoyle
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #867
South Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #896 South Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #916
South Entry #2 Archway
Room Features A group of monstrous faces have been carved into the north wall, and several pieces of rotten bread are scattered throughout the
room

Room #897 West Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #858
East Entry #2 Archway
→ Leads to room #903
South Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #942
Monster 2 x Ogre

Ogre: CR 3, XP 800; CE Large Humanoid (giant); Init -1; Senses darkvision 60 ft., low-light vision; Perception +5; AC 17, touch 8,
flat-footed 17 (+4 armor, -1 Dex, +5 natural, -1 size); hp 30 (4d8+12); Fort +6, Ref +0, Will +3; Speed 30 ft. (40 ft. base); Melee
greatclub +7 (2d8+7); Ranged javelin +1 (1d8+5); Space 10 ft.; Reach 10 ft.; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7; Base Atk
+3, CMB +9, CMD 18
Skills and Feats: Climb +7, Perception +5; Iron Will, Toughness
Treasure: 23 gp, 22 sp, 40 cp; Amber (100 gp), Black Pearl (500 gp), Red Spinel (35 gp), Sardonyx (55 gp); Potion of Sanctuary
(cr, 50 gp), Wand of Ghost Sound (cr, 375 gp) (inscription provides clue to function); hoard total 1140 gp 6 sp

Room #898 North Entry Archway


→ Leads to room #873, inhabited by 5 x Dark Creeper
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #930, inhabited by 3 x Bat Swarm
South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Empty

Room #899 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #877, inhabited by 1 x Ochre Jelly
West Entry #1 Archway
→ Leads to room #876
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #923
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #878
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #906, inhabited by 5 x Wererat
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #944, inhabited by 1 x Cloaker
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "If being drunk all the time were easy, everyone would
do it" in dwarvish runes on the east wall
Monster 2 x Bugbear

Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Senses darkvision 60 ft., scent; Perception +8; AC 17, touch
11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will +1; Speed 30 ft.; Melee
morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD
16; SQ stalker
Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating Prowess, Skill Focus (Perception)
Treasure: 6 gp, 45 sp, 170 cp; Masterwork Morningstar (308 gp); Potion of Aid (cr, 300 gp), Wand of Bleed (cr, 375 gp) (inscription
provides clue to function); hoard total 995 gp 2 sp

Room #900 East Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #907, inhabited by 9 x Vegepygmy
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #924, inhabited by 14 x Vegepygmy
Room Features A wooden ladder rests against the north wall, and someone has scrawled "The Gray Thorns killed four vampires here" on the east
wall
Hidden Treasure Hidden (Search DC 25) Unlocked Iron Chest (hard 10, 60 hp)

24 gp; Carved stone idol (30 gp), Electrum censer with silver filigree (70 gp), Gold chalice with griffon carvings (600 gp), Polished
darkwood chalice (50 gp), 2 x Silver flagon with religious markings (80 gp); Scroll of False Life (cr, 150 gp), Wand of Magic Missile
(cr, 750 gp); hoard total 1834 gp
Room #901 North Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓣ Fire Spray: CR 6; magic; Perception DC 24; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect fire spray
(5d6 fire damage, DC 12 Reflex save for half damage)
→ Leads to room #868
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #869, inhabited by 4 x Morlock
East Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect acid spray
(1d6 acid damage, DC 12 Reflex save for half damage)
→ Leads to room #912, inhabited by 1 x Ochre Jelly
Empty

Room #902 North Entry Archway


→ Leads to room #881, inhabited by 1 x Troll
East Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #928
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #949
Room Features Numerous pillars line the east and west walls, and the ceiling is covered with pale
stalactites

Room #903 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #858
West Entry Archway
→ Leads to room #897, inhabited by 2 x Ogre
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #917, inhabited by 1 x Basidirond
East Entry #2 Archway
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #950
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "door, straight, left, door, left" on the north wall

Room #904 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #2 Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #918
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #943, inhabited by 2 x Cave Fisher
Room Features A stack of water-filled barrels stands against the south wall, and several pieces of rotten leather are scattered throughout the room
Monster 4 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #905 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Fire Spray: CR 4; magic; Perception DC 24; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect fire spray
(5d6 fire damage, DC 10 Reflex save for half damage)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #935
Room Features Someone has scrawled "Beneath the fountain" on the east wall, and howling can be heard in the south-east corner of the room

Room #906 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #899, inhabited by 2 x Bugbear
East Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ One-way Door: CR 5; mechanical; Perception DC 24; Disable Device DC 20
East Entry #2 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
→ Leads to room #924, inhabited by 14 x Vegepygmy
Monster 5 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 74 gp, 90 sp, 1000 cp; Peridot (40 gp), Peridot (50 gp), Topaz (600 gp), Tourmaline (90 gp); Masterwork Longsword (315
gp); Potion of Barkskin (cr, 300 gp), Wand of Read Magic (cr, 375 gp) (design provides clue to function); hoard total 1863 gp
Room #907 West Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #900
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #924, inhabited by 14 x Vegepygmy
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #890, inhabited by 5 x Wererat
East Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #936
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 49 gp, 137 sp, 110 cp; Azurite (12 gp), Citrine (60 gp), Green Spinel (60 gp), Lapis Lazuli (7 gp), Lapis Lazuli (9 gp),
Turquoise (10 gp); Masterwork Light Hammer (301 gp), Masterwork Studded Leather Armor (175 gp); Potion of Virtue (cr, 25 gp),
Scroll of Protection from Good (cr, 25 gp), Wand of Read Magic (cr, 375 gp); hoard total 1122 gp 8 sp
Trap Chain Flail: CR 3; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset repair; Effect Atk +10 melee
(3d6); multiple targets (all targets in a 5 ft. radius burst)
Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25; hard 5, 20 hp)

25 gp; Bronze flagon with warrior images (50 gp), Carved jade idol (80 gp), Gold holy symbol (100 gp), Marble idol (300 gp), Set of
six ivory dice (30 gp), Silver noble family seal (60 gp); Scroll of Cat's Grace (cr, 150 gp), Wand of Faerie Fire (cr, 750 gp) (design
provides clue to function); hoard total 1545 gp

Room #908 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #880
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #891, inhabited by 1 x Cloaker
East Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #892, inhabited by 1 x Gibbering Mouther
East Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #925, inhabited by 1 x Basidirond
Room Features Several iron cages are scattered throughout the room, and a pile of torches lies in the north-east corner of the room
Monster 2 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 112 gp, 320 sp, 1280 cp; Aquamarine (350 gp), Azurite (9 gp), Freshwater Pearl (10 gp), Hematite (10 gp), Jet (130 gp),
Lapis Lazuli (12 gp), Obsidian (10 gp), Obsidian (11 gp), Peridot (50 gp), Red Spinel (50 gp), 2 x Rose Quartz (50 gp), Shell (8 gp),
Zircon (50 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Reduce Person (cr, 50 gp); hoard total 1031 gp 8 sp

Room #909 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break
DC)
→ Leads to room #894
West Entry Archway
→ Leads to room #926
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #958
Empty

Room #910 North Entry #1 Archway


→ Leads to room #894
North Entry #2 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #866
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #937
Room Features Someone has scrawled "The Ruby Demons killed a red dragon here" on the north wall, and a shattered hammer lies in the north-
west corner of the room
Monster 3 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 82 gp, 180 sp, 900 cp; Onyx (60 gp), Red Spinel (60 gp), Topaz (600 gp), Tourmaline (130 gp); Masterwork Composite
Shortbow (+1 Str bonus) (450 gp), Masterwork Longsword (315 gp); hoard total 1724 gp
Room #911 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
→ Leads to room #866
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #937
South Entry Archway
→ Leads to room #946
Empty

Room #912 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect acid spray
(1d6 acid damage, DC 12 Reflex save for half damage)
→ Leads to room #901
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #939, inhabited by 1 x Gibbering Mouther
Room Features Someone has scrawled "The last wards have fallen" on the south wall, and a pair of boots lies in the west side of the room
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #913 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #948, inhabited by 4 x Skum

East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Rune of Dread: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(frightened for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
East Entry #2 Archway
→ Leads to room #949
Monster 1 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 63 (6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing
damage; Speed 10 ft., climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.; Reach 5 ft.; SA constrict (2d4+3
plus 1d4 acid); Str 14, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't be tripped)
Skills: Climb +10

Room #914 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #915, inhabited by 1 x Basidirond
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #940
Empty

Room #915 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #914
East Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
→ Leads to room #885, inhabited by 3 x Bugbear
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #962
Room Features The floor is covered in square tiles, alternating white and black, and someone has scrawled a drawing of a sword on the south wall
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 28 gp, 25 sp, 30 cp; Alabaster (7 gp); Scroll of Flame Arrow (cr, 375 gp), Wand of Create Water (cr, 375 gp); hoard total
787 gp 8 sp

Room #916 North Entry #1 Archway


North Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #896
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #929, inhabited by 4 x Violet Fungus
Room Features Clouds of flying insects fill the south-east corner of the room, and a charred club lies in the south side of the
room
Room #917 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
→ Leads to room #872
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #903
Room Features A mural of ancient mythology covers the ceiling, and a stone dais and throne sits in the center of the room
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 40 gp; Aquamarine (550 gp), Chrysoberyl (120 gp), Milky Quartz (50 gp), Smoky Quartz (50 gp); hoard total 810 gp

Room #918 West Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #904, inhabited by 4 x Rat Swarm
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Arrow Trap: CR 5; mechanical; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (6d6/x3)
→ Leads to room #886, inhabited by 2 x Wererat
Room Features A buzzing noise can be heard in the north-east corner of the room, and several pieces of trash are scattered throughout the room

Room #919 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #874
West Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 24; Disable Device DC 24
→ Leads to room #886, inhabited by 2 x Wererat
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #953, inhabited by 2 x Bat Swarm
Monster 10 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #920 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #874
East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
East Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Rune of Fear: CR 6; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(shaken for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #932
Empty

Room #921 South Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
Monster 2 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60 ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2
Dex, +4 natural, +1 size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.; Melee 2 tentacles +6 (1d4+3 plus grab);
Space 5 ft.; Reach 10 ft.; SA constrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7; Base Atk +2,
CMB +4 (+8 grappling), CMD 16; SQ quickness
Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus (Stealth)
Treasure: 60 gp, 157 sp, 210 cp; Moonstone (55 gp), Opal (600 gp), Peridot (50 gp), Tourmaline (90 gp); Masterwork Scale Mail
(200 gp); Scroll of Detect Poison (cr, 12 gp 5 sp); hoard total 1085 gp 3 sp

Room #922 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #889, inhabited by 13 x Drow
North Entry #2 Archway
→ Leads to room #876
South Entry Archway
→ Leads to room #955
Room Features An iron chandelier hangs from the ceiling in the north side of the room, and a sundered club lies in the north side of the room
Monster 10 x Human Zombie

Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed
12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4
(1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Room #923 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #876
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #899, inhabited by 2 x Bugbear
South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #955
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

27 pp, 258 gp, 496 sp, 1750 cp; Alabaster (12 gp), Freshwater Pearl (8 gp), Moonstone (55 gp), Obsidian (10 gp), Rock Quartz (9
gp), Sardonyx (55 gp); Scroll of Rope Trick (cr, 150 gp), Wand of Shield (cr, 750 gp); hoard total 1644 gp 1 sp

Room #924 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #900
West Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
→ Leads to room #906, inhabited by 5 x Wererat
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #907, inhabited by 9 x Vegepygmy
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #956, inhabited by 13 x Vegepygmy
Room Features A magical altar of a god of dwarves in the east side of the room heals all wounds of whomever sacrifices a magical item upon it
(but only once), and a balcony hangs from the west wall
Monster 14 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 76 gp, 130 sp, 900 cp; Masterwork Longbow (375 gp); Scroll of Arrow of Law (um, 150 gp), Scroll of Shard of Chaos (um,
150 gp), Wand of Sleep (cr, 750 gp) (design provides clue to function), Wand of Speak with Animals (cr, 750 gp); hoard total 2273
gp

Room #925 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity
arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line)
→ Leads to room #892, inhabited by 1 x Gibbering Mouther
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #908, inhabited by 2 x Wererat
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #926
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #945, inhabited by 5 x Dark Creeper
South Entry #2 Unlocked Stone Door (hard 8, 60 hp)
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "Abandon all hope" in draconic script on the east wall
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 27 gp, 86 sp, 345 cp; Scroll of Summon Monster II (cr, 150 gp), Wand of Charm Person (cr, 750 gp) (inscription provides
clue to function); hoard total 939 gp 5 cp

Room #926 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
Ⓣ Falling Block: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +10 melee
(5d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #893
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #925, inhabited by 1 x Basidirond

East Entry Archway


→ Leads to room #909
South Entry Archway
→ Leads to room #968, inhabited by 1 x Mummy
Room Features A set of demonic war masks hangs on the east wall, and several pieces of rotten leather are scattered throughout the room
Room #927 North Entry Archway
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #946
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #947, inhabited by 5 x Iron Cobra
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #928 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #882
West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #902
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break
DC)
→ Leads to room #940
Empty

Room #929 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #916
South Entry Archway
→ Leads to room #962
Room Features A stair ascends to a balcony hanging from the east wall, and a faded and torn tapestry hangs from the west wall
Monster 4 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1
Dex, +6 natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits; Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot);
Space 5 ft.; Reach 10 ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB +4, CMD 13
Treasure: 26 pp, 331 gp, 260 sp, 2200 cp; Masterwork Chainmail (300 gp), Masterwork Longsword (315 gp); hoard total 1254 gp

Room #930 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #898
West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
South Entry #1 Archway
→ Leads to room #951
South Entry #2 Archway
→ Leads to room #952, inhabited by 4 x Morlock
Monster 3 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #931 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #886, inhabited by 2 x Wererat
West Entry Archway
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #953, inhabited by 2 x Bat Swarm
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #974, inhabited by 1 x Basilisk
Empty

Room #932 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Rune of Fear: CR 6; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect fear
(shaken for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius burst)
→ Leads to room #920
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #933
South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #966
Room Features A faded and torn tapestry hangs from the west wall, and an altar of evil sits in the north-east corner of the room
Room #933 North Entry Archway
→ Leads to room #887, inhabited by 3 x Wererat
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #932
South Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #966
South Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset
none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft.
square area)
Empty

Room #934 North Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and only three feet high
→ Leads to room #887, inhabited by 3 x Wererat
West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓢ The door is concealed within an upright sarcophagus
East Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #935
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #975, inhabited by 3 x Cave Fisher
Monster 5 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #935 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #905
West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
→ Leads to room #934, inhabited by 5 x Rat Swarm
East Entry #1 Archway
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #954
Room Features Spirals of red stones cover the floor, and someone has scrawled "right, left, right, right, door" on the north wall
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

29 gp; Carved ivory scroll case (60 gp), Gold baby rattle (100 gp), Gold mask (450 gp), Ivory drinking horn with silver ends (110 gp),
Silver hand mirror (75 gp), Silver noble family seal (60 gp); Scroll of Warp Wood (cr, 150 gp), Wand of Remove Fear (cr, 750 gp);
hoard total 1784 gp

Room #936 North Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
→ Leads to room #890, inhabited by 5 x Wererat
North Entry #2 Archway
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
→ Leads to room #907, inhabited by 9 x Vegepygmy
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #945, inhabited by 5 x Dark Creeper
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ One-way Door: CR 7; mechanical; Perception DC 24; Disable Device DC 22
→ Leads to room #979
Empty

Room #937 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #910, inhabited by 3 x Skeletal Champion
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #911
Room Features A stone stair ascends towards the west wall, and several iron cages are scattered throughout the
room

Room #938 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Monster 2 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-
footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1, Will +3; DA channel resistance +4;
DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9,
Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16
Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Treasure: 154 gp, 603 sp, 3230 cp; Agate (11 gp), Citrine (35 gp), Citrine (50 gp), Freshwater Pearl (10 gp), Jade (100 gp), Lapis
Lazuli (10 gp), Opal (350 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of Resistance (cr, 25 gp), Potion of Shield of Faith (cr,
50 gp), Scroll of Reduce Person (cr, 25 gp); hoard total 937 gp 6 sp
Room #939 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #912, inhabited by 1 x Ochre Jelly
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A well lies in the west side of the room, and spirals of green stones cover the floor
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 53 gp, 160 sp, 700 cp; Jade (90 gp), Moonstone (55 gp), Peridot (55 gp), Topaz (550 gp); Masterwork Greatsword (350
gp), Masterwork Longsword (315 gp); hoard total 1491 gp

Room #940 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #914
West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #928
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #960
South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #984, inhabited by 2 x Gelatinous Cube
Room Features A ladder ascends to a catwalk hanging between the north and south walls, and someone has scrawled a drawing of a dragon on
the north wall

Room #941 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #942
South Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 4 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human, shapechanger); Init +3; Senses low-light vision, scent;
Perception +8; AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (2d8+8); Fort +3, Ref +6, Will +3;
DA evasion; DR 10/silver; Speed 30 ft.; Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy,
DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneak attack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,
CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat, polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth
+8, Swim +7; Dodge, Weapon Finesse
Treasure: 66 pp, 533 gp, 40 sp; Alabaster (9 gp), Chrysoprase (60 gp), Freshwater Pearl (11 gp); Masterwork Quarterstaff (600
gp); Oil of Rope Trick (cr, 300 gp), Potion of Protection from Chaos (cr, 50 gp), Scroll of Scorching Ray (cr, 150 gp); hoard total
2377 gp

Room #942 North Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #897, inhabited by 2 x Ogre
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #941, inhabited by 4 x Wererat
East Entry Archway
→ Leads to room #950
Room Features A ruined siege weapon sits in the north side of the room, and someone has scrawled "The Blade of Wrath is drawn" on the west
wall
Trap Large Electrified Floortile: CR 5; magic; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect electric
shock (6d6 electricity damage, DC 12 Reflex save for half damage); multiple targets (all targets in a 20 ft. sqare)
Hidden Treasure Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

69 gp; Amber (110 gp), Aquamarine (450 gp), Peridot (60 gp), Rose Quartz (50 gp); Scroll of Eagle's Splendor (cr, 150 gp), Wand
of Sanctuary (cr, 750 gp) (inscription provides clue to function); hoard total 1639 gp

Room #943 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #904, inhabited by 4 x Rat Swarm
West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #973
Room Features A stream of quicksilver flows along a channel in the floor, and a wooden ladder rests against the north wall
Monster 2 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: Climb +11
Room #944 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #899, inhabited by 2 x Bugbear
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A narrow shaft descends from the room into a magical cyst below, and someone has scrawled a strange symbol on the west wall
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 69 gp, 90 sp; Agate (8 gp), Amethyst (110 gp), Black Pearl (400 gp), Carnelian (55 gp), Freshwater Pearl (9 gp), Onyx
(65 gp), Zircon (60 gp); Masterwork Breastplate (350 gp), Masterwork Morningstar (308 gp); Oil of Arcane Mark (cr, 25 gp); hoard
total 1468 gp

Room #945 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #925, inhabited by 1 x Basidirond
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #936
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #967, inhabited by 2 x Dark Creeper
Room Features A tile mosaic of arcane patterns covers the floor, and a corroded iron key hangs from a hook on the east and west walls
Monster 5 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 51 pp, 383 gp, 180 sp; Obsidian (9 gp), Peridot (55 gp), Rock Quartz (10 gp); Oil of Arcane Mark (cr, 25 gp), Oil of Purify
Food and Drink (cr, 25 gp), Potion of Stabilize (cr, 25 gp), Scroll of Scare (cr, 150 gp), Wand of Mage Armor (cr, 750 gp) (inscription
provides clue to function); hoard total 1960 gp

Room #946 North Entry #1 Archway


→ Leads to room #911
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #927, inhabited by 2 x Rat Swarm
West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #959, inhabited by 1 x Wraith
East Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone dais and concealed behind an area of slime
Room Features Several headless statues are scattered throughout the room, and the north and east walls are covered with cracks

Room #947 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #927, inhabited by 2 x Rat Swarm
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #992, inhabited by 2 x Rat Swarm
Room Features A tile mosaic of arcane patterns covers the floor, and a pile of sundered shields lies in the north-east corner of the room
Monster 5 x Iron Cobra

Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13,
flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13;
Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't
be tripped); SQ find target
Skills: Stealth +12

Room #948 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #913, inhabited by 1 x Ochre Jelly
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #969
Room Features The floor is covered in perfect hexagonal tiles, and the ceiling is covered with bloodstains
Monster 4 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic); Init +1; Senses darkvision 60 ft.; Perception +5; AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3; Resist cold 10; Speed 20 ft., swim 40 ft.;
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha
6; Base Atk +2, CMB +4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Multiattack, Toughness
Treasure: 29 pp, 260 gp, 120 sp, 1100 cp; Citrine (45 gp); Elaborate silver wind chimes (60 gp), Electrum censer with silver filigree
(70 gp), Gold holy symbol (100 gp), Gold puzzle box (500 gp), Silver chess set (50 gp), Silver holy symbol (25 gp), Silver statue of a
dragon (65 gp); Masterwork Dagger (302 gp); Potion of Jump (cr, 50 gp), Scroll of Command (cr, 25 gp); hoard total 1865 gp

Room #949 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #902
West Entry Archway
→ Leads to room #913, inhabited by 1 x Ochre Jelly
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #960
Trap Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
Room #950 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #903
West Entry #1 Archway
→ Leads to room #942
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #963
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #951
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10 ft. radius cylinder)
Room Features A shallow pit lies in the north side of the room, and a shallow pool of quicksilver lies in the north-west corner of the room

Room #951 North Entry Archway


→ Leads to room #930, inhabited by 3 x Bat Swarm
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #950
Room Features Skeletons hang from chains and manacles against the north and east walls, and a ruined gauntlet lies in the south-east corner of
the room

Room #952 North Entry #1 Archway


→ Leads to room #930, inhabited by 3 x Bat Swarm
North Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry Archway
→ Leads to room #986
Monster 4 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Senses darkvision 120 ft., scent; Perception +2; AC 15, touch
14, flat-footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease, poison; Weak light blindness;
Speed 40 ft., climb 30 ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str 14, Dex 19,
Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19; SQ expert climber
Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Improved Initiative, Lightning Reflexes
Treasure: 26 pp, 246 gp, 314 sp, 2390 cp; Azurite (11 gp), Bloodstone (40 gp), Pyrite (11 gp), Sard (50 gp), Turquoise (10 gp);
Bronze statuette of a warrior (15 gp), Decorated silver plate (60 gp), Electrum censer with silver filigree (70 gp), Mithral scepter with
gold inlay (600 gp), Silver cauldron with animal symbols (120 gp), Silver comb with gold handle (125 gp), Silver hand mirror (75 gp);
Masterwork Rapier (320 gp); Potion of Stabilize (cr, 25 gp), Scroll of Faerie Fire (cr, 25 gp), Scroll of Ray of Enfeeblement (cr, 25
gp); hoard total 2143 gp 3 sp

Room #953 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #919, inhabited by 10 x Giant Centipede
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #931
South Entry Archway
→ Leads to room #974, inhabited by 1 x Basilisk
Room Features Lit candles are scattered across the floor, and someone has scrawled "Lightning comes before thunder" on the west wall
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #954 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #935
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10
melee (6d6/19-20)
→ Leads to room #989
Room Features A stair ascends to a catwalk hanging between the north and south walls, and a cube of solid stone stands in the north-west corner
of the room
Trap Acid Spray: CR 4; magic; Perception DC 24; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect acid spray (5d6
acid damage, DC 12 Reflex save for half damage)
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10 hp)

61 gp, 17 sp, 80 cp; Black Pearl (450 gp), Chrysoberyl (90 gp), Jasper (50 gp), Moonstone (50 gp); 2 x Bronze flagon with warrior
images (50 gp), Gold chess set (500 gp), Gold statue of a dragon (110 gp), Gold statue of a lion (110 gp), Silver statue of a dragon
(65 gp); hoard total 1588 gp 5 sp
Room #955 North Entry #1 Archway
→ Leads to room #922, inhabited by 10 x Human Zombie
North Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #923
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #976, inhabited by 3 x Dark Creeper
Empty

Room #956 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #924, inhabited by 14 x Vegepygmy
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #957, inhabited by 1 x Troll
East Entry #2 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #990, inhabited by 1 x Cloaker
Monster 13 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 30 pp, 210 gp; Masterwork Falchion (375 gp), Masterwork Greatsword (350 gp), Masterwork Heavy Flail (315 gp),
Masterwork Longsword (315 gp); hoard total 1865 gp
Trap Net Trap: CR 4; mechanical; Perception DC 24; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +12 ranged
(grappled, Escape Artist DC 20 to escape); multiple targets (all targets in a 10 ft. square area)

Room #957 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #956, inhabited by 13 x Vegepygmy
Room Features A group of monstrous faces have been carved into the east wall, and a pile of trash lies in the south-east corner of the room
Monster 1 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: 31 pp, 214 gp, 120 sp, 1600 cp; Agate (11 gp), Peridot (45 gp), Rock Quartz (11 gp); Masterwork Chainmail (300 gp),
Masterwork Light Hammer (301 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Jump (cr, 50 gp); hoard total 1320 gp

Room #958 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #909
West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #980
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #959, inhabited by 1 x Wraith
Room Features A mouldy odor fills the room, and a pair of dice lies in the north side of the
room

Room #959 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #958
East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
→ Leads to room #946
East Entry #2 Archway
→ Leads to room #981, inhabited by 2 x Bat Swarm
Monster 1 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); SA 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 #960 West Entry Unlocked Strong Wooden Door (hard 5, 20


hp)
→ Leads to room #949
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #940
South Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #983
Empty
Room #961 West Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
East Entry #1 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #962
East Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 20; Disable Device DC 24
→ Leads to room #985
Room Features A chute falls into the room from above, and a simple fireplace sits against the north wall
Monster 1 x Gray Ooze

Gray Ooze: CR 4, XP 1200; N Medium Ooze; Init -5; Senses blindsight 60 ft.; Perception -5; AC 5, touch 5, flat-footed 5 (-5 Dex);
hp 50 (4d8+32); Fort +9, Ref -4, Will -4; DA ooze traits; Immune cold, fire; Speed 10 ft.; Melee slam +6 (1d6+4 plus 1d6 acid and
grab); SA acid, constrict (1d6+1 plus 1d6 acid); Str 16, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +6 (+10 grapple),
CMD 11 (can't be tripped); SQ transparent

Room #962 North Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #915, inhabited by 1 x Basidirond
North Entry #2 Archway
→ Leads to room #929, inhabited by 4 x Violet Fungus
West Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #961, inhabited by 1 x Gray Ooze
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #985
Empty

Room #963 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #950
East Entry #2 Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Room Features A carved stone statue stands in the south-east corner of the room, and someone has scrawled "You cannot kill it with wizardry" on
the north wall

Room #964 West Entry #1 Archway


West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #974, inhabited by 1 x Basilisk
Room Features Spirals of green stones cover the floor, and a pile of iron spikes lies in the south-east corner of the room
Monster 1 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, flat-footed 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: 40 gp; Black Pearl (400 gp), Coral (130 gp), Rose Quartz (40 gp), Rose Quartz (60 gp); hoard total 670 gp

Room #965 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #974, inhabited by 1 x Basilisk
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #966
Monster 12 x Giant Centipede

Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed
12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite
+2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped)
Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #966 North Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #932
North Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #933
West Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #965, inhabited by 12 x Giant Centipede
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #987
East Entry Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #975, inhabited by 3 x Cave Fisher
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break DC)
Empty
Room #967 North Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #945, inhabited by 5 x Dark Creeper
West Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
West Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
→ Leads to room #991, inhabited by 9 x Vegepygmy
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Room Features A forge and anvil sit in the west side of the room, and a pile of corroded iron spikes lies in the south side of the room
Monster 2 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 90 gp, 520 sp, 900 cp; Masterwork Chainmail (300 gp), Masterwork Shortsword (310 gp); 2 x Oil of Arcane Mark (cr, 25
gp), Oil of Purify Food and Drink (cr, 25 gp), Potion of Hide from Animals (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Hold
Portal (cr, 25 gp), Scroll of Magic Missile (cr, 25 gp), Scroll of Summon Nature's Ally I (cr, 25 gp), Scroll of True Strike (cr, 25 gp);
hoard total 1011 gp

Room #968 North Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable Device DC 31; Trigger proximity (alarm); Reset none;
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)
North Entry #2 Archway
→ Leads to room #926
East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #980
Monster 1 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for
1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-;
Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int
6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Treasure: 59 gp, 110 sp, 1100 cp; Peridot (65 gp), Rhodochrosite (9 gp), Rock Quartz (9 gp); Masterwork Breastplate (350 gp),
Masterwork Heavy Crossbow (350 gp); Scroll of Augury (cr, 175 gp), Wand of Light (cr, 375 gp); hoard total 1414 gp

Room #969 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #948, inhabited by 4 x Skum
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #970, inhabited by 1 x Basilisk
Room Features A ruined siege weapon sits in the east side of the room, and several empty flasks are scattered throughout the
room

Room #970 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #969
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #971
Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, and someone has scrawled "You cannot kill it with
magic" in blood on the south wall
Monster 1 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, flat-footed 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: 25 gp, 18 sp, 60 cp; Scroll of Levitate (cr, 150 gp), Wand of Flare (cr, 375 gp) (inscription provides clue to function);
hoard total 552 gp 4 sp

Room #971 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #970, inhabited by 1 x Basilisk
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #972, inhabited by 2 x Bat Swarm
Room Features Spirals of red stones cover the floor, and a wooden ladder rests against the south wall
Trap Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15
melee (6d6); multiple targets (all targets in a 10 ft. square area)
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)

30 pp, 267 gp, 404 sp, 900 cp; Obsidian (8 gp), Turquoise (9 gp); Carved jade idol (80 gp), Crystal egg with silver stand (50 gp),
Decorated gold plate (700 gp), Engraved gold scarab (75 gp), Ivory drinking horn with copper ends (60 gp), Polished darkwood
chalice (50 gp), Silver baby rattle (50 gp), Silver holy symbol (25 gp); Potion of Pass without Trace (cr, 50 gp), Scroll of Charm
Person (cr, 25 gp); hoard total 1798 gp 4 sp

Room #972 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #971
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Room #973 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #943, inhabited by 2 x Cave Fisher
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Symbol of Hypnosis: CR 7; magic; Perception DC 26; Disable Device DC 24; Trigger proximity (alarm); Reset none; Effect
hypnosis (dazed for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft. radius burst)

South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)


South Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of legendary monsters
Room Features Burning torches in iron sconces line the north and south walls, and a blood-soaked blanket lies in the north-west corner of the room

Room #974 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #931
North Entry #2 Archway
→ Leads to room #953, inhabited by 2 x Bat Swarm
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #964, inhabited by 1 x Basilisk
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #965, inhabited by 12 x Giant Centipede
Monster 1 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, flat-footed 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: 18 gp, 130 sp; Obsidian (10 gp), Obsidian (11 gp), Smoky Quartz (50 gp); Masterwork Chain Shirt (250 gp), Masterwork
Scythe (318 gp); Potion of Magic Fang (cr, 50 gp), Scroll of Endure Elements (cr, 25 gp); hoard total 745 gp

Room #975 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #934, inhabited by 5 x Rat Swarm
West Entry Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30
ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→ Leads to room #966
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A faded and torn tapestry hangs from the west wall, and the scent of smoke fills the room
Monster 3 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: Climb +11
Trap Electrified Floortile: CR 3; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect electric shock (3d6
electricity damage, DC 12 Reflex save for half damage); multiple targets (all targets in a 10 ft. sqare)
Hidden Treasure Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])

73 gp, 35 sp; Hematite (8 gp), Malachite (8 gp), Opal (500 gp), Sard (40 gp), Sardonyx (50 gp), Tourmaline (100 gp); Scroll of
Protection from Good (cr, 25 gp), Wand of Ray of Frost (cr, 375 gp); hoard total 1182 gp 5 sp

Room #976 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #955
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #989
Room Features A narrow shaft descends from the room into a natural cavern below, and someone has scrawled "Watch out for shadows" in goblin
runes on the east wall
Monster 3 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3; Senses see in darkness; Perception +4; AC 16, touch 14,
flat-footed 13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weak light blindness; Speed 30 ft.; Melee
dagger +6 (1d3/19-20 plus poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex 17, Con 14, Int 9,
Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: 78 gp; Aquamarine (600 gp), Bloodstone (65 gp), Chrysoprase (65 gp), Deep Blue Spinel (120 gp); Scroll of Arcane Lock
(cr, 175 gp), Wand of Divine Favor (cr, 750 gp) (design provides clue to function); hoard total 1853 gp

Room #977 East Entry Archway


→ Leads to room #978, inhabited by 5 x Bat Swarm
South Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind an area of mould
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 203 gp, 710 sp, 3900 cp; Azurite (8 gp), Black Pearl (550 gp), Chrysoprase (55 gp), Jet (100 gp), Malachite (11 gp),
Milky Quartz (45 gp), Obsidian (9 gp), Onyx (45 gp), Pyrite (12 gp), Smoky Quartz (50 gp); Masterwork Spear (302 gp); Scroll of
Daze (cr, 12 gp 5 gp); hoard total 1512 gp
Room #978 West Entry #1 Archway
→ Leads to room #977, inhabited by 1 x Cloaker
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #997, inhabited by 1 x Gibbering Mouther
Room Features Someone has scrawled "The White Company killed a green dragon here" in dwarvish runes on the west wall, and a stream of
quicksilver flows into a shallow pool in the south side of the room
Monster 5 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)

Room #979 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ One-way Door: CR 7; mechanical; Perception DC 24; Disable Device DC 22
→ Leads to room #936
East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect
Atk +20 melee (2d4+6/x4)
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #998
Room Features A ladder ascends to a wooden platform in the south-east corner of the room, and someone has scrawled "The curse can't be
broken" in goblin runes on the east wall

Room #980 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #968, inhabited by 1 x Mummy
East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #958
Room Features Part of the ceiling has collapsed into the room, and the walls are covered with scorch
marks

Room #981 West Entry #1 Archway


→ Leads to room #959, inhabited by 1 x Wraith
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Monster 2 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Senses blindsense 20 ft., low-light vision; Perception +15; AC 16,
touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DA swarm traits; Immune weapon damage; Speed
5 ft., fly 40 ft. (good); Melee swarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding; Str 3, Dex 15, Con 11, Int 2,
Wis 14, Cha 4; Base Atk +2, CMB --, CMD --; SQ swarm traits
Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus (Perception)
Hidden Treasure Locked Simple Wooden Chest (Open Lock DC 25, break DC 15; hard 5, 10 hp)

50 gp; Amber (80 gp), Bloodstone (45 gp), Opal (400 gp), Rose Quartz (45 gp); Carved ivory scroll case (60 gp), Gold chess set
(500 gp), Painted paper fan with silver slats (20 gp), Silver cauldron with animal symbols (120 gp), Silver mask (75 gp), Silver
statue of a dragon (65 gp); hoard total 1460 gp

Room #982 North Entry 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 an area of
fungus
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Empty

Room #983 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #960
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #984, inhabited by 2 x Gelatinous Cube
South Entry Archway
Room Features A faded and torn tapestry hangs from the south wall, and a fountain decorated with six gargoyles sits in the west side of the room
Trap Poisoned Arrow Trap: CR 6; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12
ranged (3d6/x3 plus medium spider venom [injury, Fort DC 14, 1/rd. for 4 rds., 1d2 Str, 1 save])
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

78 gp; Amber (100 gp), Aquamarine (550 gp), Green Spinel (55 gp), Moonstone (65 gp); Scroll of Entropic Shield (cr, 25 gp), Wand
of Entangle (cr, 750 gp) (design provides clue to function); hoard total 1623 gp
Room #984 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #940
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #983
Room Features Several square holes are cut into the east and west walls, and numerous humanoid skulls are scattered throughout the room
Monster 2 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.; Reach 5 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: 50 gp; Jet (130 gp), Moonstone (45 gp), Smoky Quartz (40 gp), Topaz (600 gp); hoard total 865 gp
Trap Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none;
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. square
area)
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp)

34 gp, 21 sp, 40 cp; Bloodstone (65 gp), Jasper (45 gp), Opal (350 gp), Saltwater Pearl (70 gp); Copper brazier with religious
markings (50 gp), Crystal skull (80 gp), Engraved gold scarab (75 gp), Marble idol (300 gp), Preserved beast head on a plaque (75
gp), Silver statue of a dragon (65 gp); hoard total 1211 gp 5 sp

Room #985 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #962
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ One-way Door: CR 6; mechanical; Perception DC 20; Disable Device DC 24
→ Leads to room #961, inhabited by 1 x Gray Ooze
East Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #993
Room Features Someone has scrawled "Stay right" on the north wall, and the floor is covered with bloodstains

Room #986 North Entry Archway


→ Leads to room #952, inhabited by 4 x Morlock
West Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Falling Block: CR 7; mechanical; Perception DC 24; Disable Device DC 26; Trigger location; Reset none; Effect Atk +13 melee
(8d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #996
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empty

Room #987 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #966
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A magical idol in the north-east corner of the room summons an air elemental to serve whomever offers a prayer (but only once),
and a rusted sword lies in the north-east corner of the room

Room #988 West Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of skulls
Room Features Lit candles are scattered across the floor, and someone has scrawled "Cottob Baggee fell here, his shield broken" on the east
wall

Room #989 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 6; mechanical; Perception DC 20; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +10
melee (6d6/19-20)
→ Leads to room #954
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #976, inhabited by 3 x Dark Creeper
Empty
Room #990 West Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #956, inhabited by 13 x Vegepygmy
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
South Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
Room Features Part of the south wall has collapsed into the room, and someone has scrawled "It's a trap" on the east wall
Monster 1 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8
(1d6+5), tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15,
Cha 14; Base Atk +4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8;
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Treasure: 24 pp, 347 gp, 70 sp, 900 cp; Masterwork Shortsword (310 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Owl's Wisdom
(cr, 300 gp), Scroll of Shatter (cr, 150 gp); hoard total 1388 gp

Room #991 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #998
East Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
→ Leads to room #967, inhabited by 2 x Dark Creeper
South Entry Archway
Monster 9 x Vegepygmy

Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60 ft., low-light vision; Perception +7; AC 16, touch 13, flat-
footed 14; (+2 Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR 5/slashing or bludgeoning; Immune electricity,
plant traits; Speed 30 ft.; Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11; Base Atk
+0, CMB -1, CMD 11
Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus (Perception)
Treasure: 53 gp; Scroll of Endure Elements (cr, 25 gp), Scroll of Flaming Sphere (cr, 150 gp), Wand of Jump (cr, 750 gp), Wand of
Virtue (cr, 375 gp) (design provides clue to function); hoard total 1353 gp

Room #992 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #947, inhabited by 5 x Iron Cobra
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓢ A bookcase and concealed door pivots smoothly
Monster 2 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-light vision, scent; Perception +8; AC 14, touch 14, flat-
footed 12 (+2 Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15 ft., climb 15 ft., swim 15 ft.; Melee
swarm (1d6 plus disease); Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2;
Base Atk +2, CMB --, CMD --
Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Improved Initiative, Skill Focus (Perception)

Room #993 West Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect
(fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)
→ Leads to room #985
East Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #994
South Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features Part of the south wall has collapsed into the room, and the floor is covered in perfect hexagonal tiles

Room #994 North Entry Archway


West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #993
East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (4d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #995, inhabited by 1 x Basidirond
Room Features A stone stair ascends towards the east wall, and several pieces of rotten rope are scattered throughout the room
Room #995 West Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (4d6
electricity damage, DC 10 Reflex save for half damage)
→ Leads to room #994
West Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #996
Monster 1 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light vision, tremorsense; Perception +0; AC 18, touch 11, flat-
footed 17 (+1 Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold, plant traits; Weak cold lethargy; Speed 20 ft.;
Melee slam +10 (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1; Base Atk +5,
CMB +10, CMD 21 (25 vs. trip)
Treasure: 27 gp, 11 sp, 40 cp; Lapis Lazuli (12 gp); Scroll of Alter Self (cr, 150 gp), Wand of Detect Poison (cr, 375 gp); hoard total
565 gp 5 sp

Room #996 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15
ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves])
→ Leads to room #995, inhabited by 1 x Basidirond
East Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Falling Block: CR 7; mechanical; Perception DC 24; Disable Device DC 26; Trigger location; Reset none; Effect Atk +13 melee
(8d6); multiple targets (all targets in a 10 ft. square area)
→ Leads to room #986

East Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Rune of Dread: CR 7; magic; Perception DC 26; Disable Device DC 22; 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)
Room Features A narrow ledge runs along the south and east walls, and a pile of rotten fruit lies in the south side of the room

Room #997 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #978, inhabited by 5 x Bat Swarm
South Entry #1 Archway
South Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
South Entry #3 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Monster 1 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4
damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4,
Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite)
Treasure: 20 gp; Masterwork Heavy Crossbow (350 gp), Masterwork Heavy Mace (312 gp); Scroll of Force Punch (um, 375 gp),
Wand of Speak with Animals (cr, 750 gp) (inscription provides clue to function); hoard total 1807 gp

Room #998 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #979
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #991, inhabited by 9 x
Vegepygmy
Empty

Room #999 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 7; magic; Perception DC 22; Disable Device DC 22; Trigger location; Reset none; Effect thunder blast
(8d6 sonic damage, DC 16 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst)
Empty

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