The Prison of Anar the Terrible 02

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d&d 3.5 The Prison of Anar the Terrible 02

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  • The Prison of Anar the Terrible

    Level 2

    General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Flagstone

    Temperature Cool

  • Illumination Shadowy (witchlight every 20 ft.)

    Corridors a Burning Hands Trap: CR 3; magic device; proximity trigger (alarm);automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire, DC11 Reflex save half damage); Search DC 26; Disable Device DC 26

    c A mouldy odor fills the corridor

    e Someone has scrawled "Don't sleep" here

    i Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manualreset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets(first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; DisableDevice DC 25

    m Ice Dart Trap: CR 3; magic device; visual trigger (arcane eye); no reset;Atk +10 ranged (2d6 cold); Search DC 20; Disable Device DC 20

    n A group of demonic faces have been carved into the walls

    r A toppled statue lies across the corridor

    s Collapsing Column: CR 4; mechanical; touch trigger (attached); no reset;Atk +15 melee (6d6, stone blocks); Search DC 20; Disable Device DC 24

    u A tile labyrinth covers the floor

    v An iron chandelier hangs from the ceiling here

    w A briny odor fills the corridor

    x A narrow shaft descends from the corridor into a plundered tomb below

    z A narrow shaft descends from the corridor into a natural cavern below

    WanderingMonsters

    1 1 x Owlbear Skeleton, investigating a strange noise

    2 1 x Owlbear Skeleton, searching for an object stolen from their lair

    3 2 x Kobold Zombie, searching for an object stolen from their lair

    4 1 x Bugbear Zombie, wielding bizarre eldritch powers

    5 8 x Human Warrior Skeleton, consumed by disease and madness

    6 1 x Allip, returning to their lair with plunder

    Room #1 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

    South Entry Archway

    Room Features A magical mirror on the north wall answers questions with lies andfalsehoods, A chute descends from the room into the next dungeon leveldown

    Monster 2 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

  • Room #2 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features Someone has scrawled "You cannot kill it with wizardry" on the west wall,A ruined gauntlet lies in the west side of the room

    Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #3 North Entry #1 Archway

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

    North Entry #3 Unlocked Strong Wooden Door (hard 5, 20 hp)

    Leads to room #15, inhabited by 2 x Kobold Zombie

    Room Features A rope ascends to a catwalk hanging between the east and west walls,Someone has scrawled "The Golden Company killed ten ghouls here" on thenorth wall

    Trap Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm);automatic reset; spell effect (Lightning Bolt, 5th level wizard, 5d6electricity, DC 14 Reflex save half damage); Search DC 28; DisableDevice DC 28

    Hidden Treasure Hidden (Search DC 25) Trapped and Locked Good Wooden Chest (OpenLock DC 20, break DC 18; hard 5, 15 hp)

    Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automaticreset; spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11Will save half damage); Search DC 26; Disable Device DC 26

    800 sp; Silk Rope (50') (10 gp); hoard total 90 gp

    Room #4 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    North Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;hard 10, 60 hp)

    210 gp; hoard total 210 gp

  • Room #5 North Entry #1 Unlocked Stone Door (hard 8, 60 hp) Leads to room #249, inhabited by 4 x Human Warrior Skeleton

    North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #6 East Entry Archway

    South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Room Features A group of monstrous faces have been carved into the south wall, Theceiling is covered with pale stalactites

    Trap Rune of Confusion: CR 1; magic device; proximity trigger (alarm); no reset;confusion (confused for 1d4 rounds, DC 10 Will save negates); multipletargets (all targets in a 10 ft. radius burst); Search DC 20; Disable DeviceDC 22

    Hidden Treasure Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15hp)

    700 sp; Masterwork Short Sword (Medium) (310 gp); hoard total 380 gp

    Room #7 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #203, inhabited by 1 x Bugbear Zombie

    West Entry Archway

    East Entry Archway

    Room Features A magical pool in the west side of the room petrifies whomever drinks fromit, A well lies in the north-east corner of the room

    Room #8 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) Leads to room #204

    North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #134West Entry Unlocked Iron Door (hard 10, 60 hp)

    Monster 4 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

  • Skills and Feats: -; Toughness

    Room #9 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

    Leads to room #227South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #135South Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15

    hp)

    Leads to room #205, inhabited by 1 x Owlbear SkeletonSouth Entry #3 Archway

    Room Features The south and east walls are covered with mold, A rusted chisel lies in thenorth side of the room

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #10 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry Archway

    South Entry #1 Archway

    Leads to room #206South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #136, inhabited by 3 x Kobold Zombie

    Room Features A narrow shaft descends from the room into a magical cyst below, Severaliron cages are scattered throughout the room

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #11 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #178

    East Entry Archway

    Leads to room #281, inhabited by 1 x Ogre Zombie

    Room Features A large kiln and coal bin sit in the south-west corner of the room, Someonehas scrawled "The silver dragon is not a dragon" on the south wall

  • Room #12 North Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

    North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #177, inhabited by 1 x ShadowWest Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15

    hp)

    Leads to room #282, inhabited by 4 x Human Warrior Skeleton

    Monster 1 x Wolf Skeleton

    Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.(10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk+1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite);Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref+3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #13 East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    Leads to room #279, inhabited by 1 x Wolf SkeletonSouth Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #176South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Empty

    Room #14 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    Leads to room #280South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to

    break DC)

    Leads to room #175

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #15 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    Leads to room #3South Entry #2 Archway

    Room Features A tile mosaic of legendary monsters covers the floor, Someone hasscrawled "Abandon all hope" in dwarvish runes on the west wall

  • Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #16 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #93

    South Entry Archway

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #17 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

    East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #96

    Empty

    Room #18 East Entry #1 Archway

    East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #95, inhabited by 1 x Owlbear Skeleton

    Hidden Treasure Hidden (Search DC 20) Trapped and Locked Simple Wooden Chest (OpenLock DC 30, break DC 15; hard 5, 10 hp)

    Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lockbypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison(large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6 Str]); Search DC 19;Disable Device DC 15

    190 gp; Masterwork Bastard Sword (Medium) (335 gp); hoard total 525 gp

    Room #19 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)

    Leads to room #325, inhabited by 2 x Human Commoner ZombieWest Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    East Entry #1 Archway

  • East Entry #1 Archway

    East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features Various torture devices are scattered throughout the room, Someone hasscrawled "The curse can never be broken" on the east wall

    Monster 1 x Ogre Zombie

    Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee(1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9,greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #20 West Entry Archway

    South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #22

    Room Features A magical shrine in the north-west corner of the room grants the ability tosummon a small animal (once per day) to whomever offers a prayer to anair god (but only once), A set of demonic war masks hangs on the northwall

    Monster 5 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #21 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    East Entry #1 Archway

    East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    East Entry #3 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp) (slides to one side, +1 to break DC)

    East Entry #4 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 5 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #22 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #20, inhabited by 5 x Human Commoner Zombie

  • West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    East Entry Archway

    Room Features Burning torches in iron sconces line the east and west walls, The floor iscovered with sand

    Room #23 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #189

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Empty

    Room #24 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) Leads to room #190

    West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Room Features A tile labyrinth covers the floor, A charred wooden shield lies in the south-east corner of the room

    Room #25 East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

    East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,+1 to break DC)

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

    Leads to room #187, inhabited by 1 x Bugbear Zombie

    Empty

    Room #26 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    Room Features Someone has scrawled a crude drawing of a succubus on the east wall, Acharred club lies in the south side of the room

    Monster 1 x Minotaur Zombie

    Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft.(6 squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or+10 melee (1d8+5, gore) or +10 melee (1d8+5, slam); Full Atk +10 melee(3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5,slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4,Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #27 East Entry Archway

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

    Leads to room #268, inhabited by 2 x Human Commoner Zombie

    Empty

  • Room #28 North Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) Leads to room #185

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

    South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #267, inhabited by 3 x Kobold ZombieSouth Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to

    break DC)

    Room Features A stone ramp ascends towards the west wall, A corroded key lies in theeast side of the room

    Monster 1 x Ghast (ghoul)

    Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16

    Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness

    Treasure: 3000 sp; Smokesticks (1 sticks, 20 gp each); hoard total 320 gp

    Room #29 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #270

    West Entry Archway

    South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp) (magically reinforced, +10 to break DC)

    Room Features A tile mosaic of a sea god covers the floor, A pile of rotten leather lies inthe west side of the room

    Room #30 South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Room Features A mural of vile acts covers the ceiling, Several candles are scatteredthroughout the room

    Monster 3 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #31 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #132, inhabited by 1 x Bugbear Zombie

    Room Features A balcony hangs from the south wall, A briny odor fills the room

  • Monster 3 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #32 East Entry Archway Leads to room #131, inhabited by 1 x Owlbear Skeleton

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A narrow shaft falls into the room from above, A tile labyrinth covers thefloor

    Room #33 West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Leads to room #130

    Room Features A ladder ascends to a wooden platform in the north-west corner of theroom, A stone dais and throne sits in the north side of the room

    Monster 4 x Human Warrior Skeleton

    Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6; Init +5;Spd 30 ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield),touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20,scimitar) or +1 melee (1d4+1, claw); Full Atk +1 melee (1d6+1/18-20,scimitar) or +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #34 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 2 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

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

    1500 sp; hoard total 150 gp

    Room #35 North Entry #1 Archway

    North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #303, inhabited by 5 x Kobold Zombie

    Room Features A large kiln and coal bin sit in the north-east corner of the room, Floating

  • Room Features A large kiln and coal bin sit in the north-east corner of the room, Floatingmotes of light fill the north-west corner of the room

    Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #36 East Entry #1 Archway Leads to room #170

    East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #304

    Room Features The walls are covered with slime, Several sundered shields are scatteredthroughout the room

    Room #37 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #305

    West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Leads to room #167, inhabited by 2 x Human Commoner ZombieSouth Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features A tile labyrinth covers the floor, Someone has scrawled "I'd rather be at theGypsy's Hall" on the west wall

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #38 East Entry #1 Archway Leads to room #306, inhabited by 1 x Wolf Skeleton

    East Entry #2 Archway

    Leads to room #52, inhabited by 1 x Ogre ZombieEast Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #168South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Empty

    Room #39 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    Leads to room #213

  • North Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Leads to room #313, inhabited by 1 x Bugbear Zombie

    Room Features Someone has scrawled "The Company of the Sapphire Coin killed five ogreshere" in dwarvish runes on the south wall, A broken hammer lies in thesouth side of the room

    Monster 1 x Wolf Skeleton

    Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.(10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk+1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite);Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref+3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #40 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

    Empty

    Room #41 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #169

    Empty

    Room #42 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    West Entry Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)

    Monster 1 x Troll Skeleton

    Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; BaseAtk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #43 West Entry #1 Archway

    West Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    South Entry Archway

    Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled"Beware the rats" on the west wall

    Monster 5 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-

  • slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #44 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #168

    West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Trap Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk +20ranged (2d4); Search DC 22; Disable Device DC 22

    Room #45 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 tobreak DC)

    Leads to room #108, inhabited by 3 x Kobold ZombieNorth Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #243, inhabited by 2 x Human Warrior Skeleton

    Empty

    Room #46 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    West Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    Leads to room #77

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

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

    320 gp; Antitoxin (2 doses, 50 gp each); hoard total 420 gp

    Room #47 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

  • Room #47 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    North Entry #2 Archway

    North Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #254, inhabited by 1 x Owlbear SkeletonSouth Entry Unlocked Stone Door (hard 8, 60 hp)

    Leads to room #106

    Room Features A magical altar in the west side of the room conjures a tankard of ale forwhomever offers a prayer to a god of dwarves (but only once), Someone hasscrawled "Run away!" on the east wall

    Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #48 West Entry Archway

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

    Leads to room #79, inhabited by 1 x Owlbear SkeletonSouth Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #105

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #49 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #303, inhabited by 5 x Kobold Zombie

    Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #50 South Entry Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #304

  • Empty

    Room #51 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    North Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

    Leads to room #305

    Room Features A faded and torn tapestry hangs from the north wall, A hissing noise fillsthe room

    Room #52 North Entry Archway Leads to room #306, inhabited by 1 x Wolf Skeleton

    West Entry Archway

    Leads to room #38

    Monster 1 x Ogre Zombie

    Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee(1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9,greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #53 East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 tobreak DC)

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #138

    Room Features A stone dais and throne sits in the center of the room, A pile of torn paperlies in the south-west corner of the room

    Monster 1 x Troll Skeleton

    Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; BaseAtk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #54 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Leads to room #283West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 5 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light

  • 1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #55 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #140, inhabited by 1 x Bugbear Zombie

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

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #284, inhabited by 1 x GhoulSouth Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #301, inhabited by 1 x Bugbear Zombie

    Empty

    Room #56 West Entry Archway

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

    Leads to room #283

    Room Features A balcony hangs from the south wall, Several empty flasks are scatteredthroughout the room

    Room #57 West Entry Archway

    Empty

    Room #58 West Entry Archway

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1to break DC)

    South Entry Archway

    Room Features A group of monstrous faces have been carved into the east wall, A forgeand anvil sit in the south-west corner of the room

    Trap Tripping Chain: CR 2; mechanical; location trigger; automatic reset;multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk+15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18

    Room #59 North Entry #1 Archway

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #192, inhabited by 2 x Human Commoner ZombieEast Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features A tile mosaic of a god of healing covers the floor, A mouldy odor fills thenorth-east corner of the room

    Monster 1 x Owlbear Skeleton

  • Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #60 North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slidesdown, +1 to break DC)

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

    Leads to room #191, inhabited by 1 x Ghast (ghoul)East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry #2 Archway

    East Entry #3 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

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

    Room Features A mural of a demonic goddess covers the ceiling, A wooden ladder restsagainst the north wall

    Room #61 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #146

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

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to oneside, +1 to break DC)

    Room Features Burning torches in iron sconces line the south and west walls, Mournfulweeping can be heard in the north-east corner of the room

    Monster 5 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #62 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #147

    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    1300 sp; hoard total 130 gp

  • Room #63 North Entry Archway

    East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp) (slides down, +1 to break DC)

    Leads to room #101

    Room Features A magical idol in the west side of the room heals all wounds of whomeversacrifices a gemstone (but only once), A ladder ascends to a catwalkhanging between the east and west walls

    Room #64 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #102, inhabited by 5 x Kobold Zombie

    East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    Room Features Several square holes are cut into the east wall, A toppled statue lies in thesouth-east corner of the room

    Monster 1 x Wolf Skeleton

    Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.(10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk+1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite);Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref+3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Iron Chest (hard 10, 60 hp)

    Symbol of Petrification: CR 1; magic device; proximity trigger (alarm); noreset; petrification (petrified, DC 12 Fort save negates); multiple targets(all targets in a 10 ft. radius burst); Search DC 20; Disable Device DC 22

    1600 sp; Black Pearl (400 gp), Pink Pearl (100 gp), Star Rose Quartz (50gp); hoard total 710 gp

    Room #65 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magicallyreinforced, +10 to break DC)

    Monster 1 x Ghoul

    Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,Dex 15, Con -, Int 13, Wis 14, Cha 12

    Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack

    Room #66 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #104, inhabited by 1 x Ghoul

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

    South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Monster 1 x Troll Skeleton

    Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6

  • Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; BaseAtk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #67 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #315, inhabited by 1 x Bugbear Zombie

    East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #120

    Monster 4 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #68 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

    South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #313, inhabited by 1 x Bugbear ZombieSouth Entry #2 Archway

    Leads to room #312, inhabited by 3 x Human Commoner Zombie

    Monster 5 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #69 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,+1 to break DC)

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #317, inhabited by 3 x Kobold ZombieEast Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features Spirals of red stones cover the floor, A corroded chain lies in the west sideof the room

    Room #70 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

  • hp)

    Leads to room #319West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10

    hp)

    East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #317, inhabited by 3 x Kobold Zombie

    Room Features Several alcoves are cut into the east and west walls, A large demonic idolwith ruby eyes sits in the east side of the room

    Room #71 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

    North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to breakDC)

    South Entry Archway

    Leads to room #320

    Monster 1 x Ghast (ghoul)

    Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16

    Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness

    Treasure: Heavy Steel Shield (Small) (+2 shield) (4170 gp); hoard total 4170gp

    Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 25,break DC 18; hard 5, 15 hp)

    180 gp; Superior Lock (150 gp); hoard total 330 gp

    Room #72 West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Leads to room #316South Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15

    hp)

    Empty

    Room #73 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    Leads to room #329, inhabited by 4 x Human Warrior SkeletonSouth Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features Someone has scrawled "The Golden Scepter is lost" in draconic script onthe north wall, A warped door lies in the east side of the room

    Room #74 West Entry Archway

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

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

    Leads to room #328

    Room Features A toppled statue lies in the south-east corner of the room, Someone hasscrawled "The Guild of the Thorn looted this place" in draconic script onthe north wall

    Trap Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk+10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20

    Room #75 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry Archway

    Leads to room #331, inhabited by 4 x Kobold ZombieEast Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features A narrow shaft descends from the room into a natural cavern below, A forgeand anvil sit in the south-east corner of the room

    Room #76 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

    South Entry #2 Archway

    Leads to room #116, inhabited by 5 x Kobold Zombie

    Empty

    Room #77 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    Leads to room #46, inhabited by 1 x Bugbear ZombieWest Entry #2 Archway

    Empty

    Room #78 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #108, inhabited by 3 x Kobold Zombie

    West Entry Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 tobreak DC)

    Leads to room #210, inhabited by 1 x Owlbear SkeletonEast Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10

    hp)

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

    Leads to room #166, inhabited by 1 x Bugbear Zombie

    Room Features The floor is covered in square tiles, alternating white and black, A pile ofspoiled meat lies in the north-west corner of the room

    Trap Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos);automatic reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Willsave negates); Search DC 28; Disable Device DC 28

  • Room #79 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) Leads to room #229

    West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    Leads to room #48, inhabited by 1 x Owlbear SkeletonEast Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #207South Entry Archway

    Leads to room #105

    Room Features A magical mirror on the south wall answers questions with insults, Anunidentifiable odor fills the room

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #80 North Entry Archway Leads to room #164, inhabited by 2 x Kobold Zombie

    West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #208, inhabited by 1 x Troll Skeleton

    Empty

    Room #81 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    Leads to room #171South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

    Empty

    Room #82 South Entry Archway

    Room Features A narrow ledge runs along the north and west walls, An altar of evil sits inthe south side of the room

    Monster 5 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,

  • reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #83 South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Room Features A magical shrine in the north-east corner of the room grants the ability todetect magic to whomever sacrifices a magical item (but only once),Numerous pillars line the south and west walls

    Room #84 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Leads to room #174, inhabited by 1 x Ogre Zombie

    Room Features Numerous pillars line the south and east walls, The floor is covered inperfect hexagonal tiles

    Room #85 North Entry Unlocked Iron Door (hard 10, 60 hp)

    West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #234West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry Archway

    Leads to room #292, inhabited by 1 x Bugbear Zombie

    Room Features Numerous pillars line the north wall, A pile of broken glass lies in thesouth-west corner of the room

    Monster 3 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #86 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magicallyreinforced, +10 to break DC)

    East Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Leads to room #233East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    East Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Empty

    Room #87 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    Leads to room #290, inhabited by 1 x Owlbear SkeletonWest Entry Archway

    Leads to room #232South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

  • Empty

    Room #88 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    Leads to room #289South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Room Features A tile mosaic of geometric patterns covers the floor, The ceiling is coveredwith pale stalactites

    Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #89 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #221

    Room Features A rope ascends to a balcony hanging from the south wall, A simplefireplace sits against the west wall

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Trap Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manualreset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets(first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; DisableDevice DC 25

    Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 25,break DC 15; hard 5, 10 hp)

    200 gp; hoard total 200 gp

    Room #90 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #134East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Room Features A stone stair ascends towards the west wall, A pile of rotten apples lies inthe east side of the room

    Monster 2 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed

  • ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #91 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) Leads to room #135

    South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Room Features A mural of vile acts covers the ceiling, A dulled dagger lies in the westside of the room

    Monster 5 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #92 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Leads to room #220

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #93 South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #16, inhabited by 1 x Bugbear Zombie

    Room Features Spirals of gray stones cover the floor, A bent chisel lies in the south-westcorner of the room

    Room #94 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #173, inhabited by 3 x Human Commoner Zombie

    East Entry Archway

    Room Features A balcony hangs from the east wall, Someone has scrawled "straight, right,left" in draconic script on the south wall

    Room #95 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Leads to room #18South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Leads to room #172

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #96 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #17

    West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Room Features The floor is covered in perfect hexagonal tiles, The ceiling is covered withcobwebs

    Room #97 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features Skeletons hang from chains and manacles against the east and west walls,Howling can be faintly heard near the west wall

    Monster 4 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #98 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

    West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Empty

    Room #99 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage

  • javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #100 West Entry Archway

    East Entry Archway

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #101 West Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp) (slides down, +1 to break DC)

    Leads to room #63West Entry #2 Archway

    Leads to room #160, inhabited by 5 x Human Commoner Zombie

    Room Features A ladder ascends to a catwalk hanging between the east and west walls, Apile of candles lies in the north side of the room

    Trap Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lockbypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison(large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6 Str]); Search DC 19;Disable Device DC 15

    Room #102 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slidesto one side, +1 to break DC)

    Leads to room #143, inhabited by 1 x Owlbear SkeletonEast Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    Leads to room #64, inhabited by 1 x Wolf SkeletonEast Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20

    hp)

    East Entry #3 Archway

    Leads to room #159, inhabited by 1 x Owlbear Skeleton

    Room Features A carved stone statue stands in the east side of the room, A sour odor fillsthe room

    Monster 5 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

  • Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Hidden Treasure Hidden (Search DC 20) Trapped and Locked Good Wooden Chest (OpenLock DC 30, break DC 18; hard 5, 15 hp)

    Box of Brown Mold: CR 2; mechanical; touch trigger (opening the box);automatic reset; 5 ft. cold aura (3d6, cold nonlethal); Search DC 22;Disable Device DC 16

    160 gp; hoard total 160 gp

    Room #103 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #162

    East Entry Archway

    Leads to room #126, inhabited by 1 x Owlbear SkeletonSouth Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15

    hp)

    South Entry #2 Archway

    Room Features The south and west walls have been engraved with arcane symbols,Various torture devices are scattered throughout the room

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #104 West Entry Archway Leads to room #141, inhabited by 1 x Troglodyte Zombie

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

    Leads to room #66, inhabited by 1 x Troll Skeleton

    Monster 1 x Ghoul

    Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,Dex 15, Con -, Int 13, Wis 14, Cha 12

    Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack

    Room #105 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #48, inhabited by 1 x Owlbear Skeleton

    North Entry #2 Archway

    Leads to room #79, inhabited by 1 x Owlbear SkeletonSouth Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20

    hp)

    Empty

  • Room #106 North Entry Unlocked Stone Door (hard 8, 60 hp) Leads to room #47, inhabited by 2 x Kobold Zombie

    West Entry Archway

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

    Leads to room #245

    Room Features Someone has scrawled "The Demons of Agzaram killed a demon here" ingoblin runes on the west wall, A rusted iron box lies in the east side of theroom

    Room #107 West Entry Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #244, inhabited by 1 x Wolf Skeleton

    East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Empty

    Room #108 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #243, inhabited by 2 x Human Warrior SkeletonSouth Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #78South Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to

    break DC)

    Leads to room #45

    Monster 3 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Trap Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8ranged (1d4 plus poison, dart); poison (bloodroot [injury, Fort DC 12, 0/1d4Con + 1d3 Wis]); Search DC 20; Disable Device DC 18

    Room #109 West Entry #1 Archway

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

    Leads to room #221East Entry #1 Archway

    East Entry #2 Archway

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

  • Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #110 East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    Leads to room #222, inhabited by 1 x Owlbear Skeleton

    Room Features A stone dais and throne sits in the center of the room, A metallic odor fillsthe room

    Monster 4 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #111 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry #1 Archway

    Leads to room #219, inhabited by 1 x Troglodyte ZombieWest Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry Archway

    Room Features The room has a high domed ceiling, A large kiln and coal bin sit in thecenter of the room

    Room #112 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #220

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

    Empty

    Room #113 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) Leads to room #199

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Empty

    Room #114 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

  • Room #114 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A weapon rack and weapon rack sit in the east side of the room, A pair ofboots lies in the south-west corner of the room

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #115 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

    Leads to room #201, inhabited by 1 x Owlbear Skeleton

    Trap Scythe Blade: CR 3; mechanical; location trigger; manual reset; Atk +10melee (3d6/19-20); multiple targets (all targets in a 5 ft. radius arc); SearchDC 20; Disable Device DC 22

    Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 20,break DC 15; hard 5, 10 hp)

    Potion of Bear's Endurance (300 gp); hoard total 300 gp

    Room #116 North Entry #1 Archway Leads to room #76

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

    Leads to room #330, inhabited by 1 x Owlbear SkeletonSouth Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides

    down, +1 to break DC)

    Leads to room #202

    Room Features Jagged steel blades project from cracks in the north and west walls, Asundered helm lies in the north side of the room

    Monster 5 x Kobold Zombie

    Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, lightcrossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #117 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

  • East Entry #1 Archway

    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)

    Room Features The floor is covered in square tiles, alternating white and black, The northand west walls are covered with cracks

    Room #118 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A stone dais sits in the east side of the room, A crater has been blasted intothe floor in the south-west corner of the room

    Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    220 gp; hoard total 220 gp

    Room #119 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Room Features Chanting fills the room, Several pieces of trash are scattered throughout theroom

    Hidden Treasure Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15hp)

    250 gp; Golden Yellow Topaz (400 gp); hoard total 650 gp

    Room #120 North Entry #1 Archway

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

    Leads to room #67, inhabited by 4 x Kobold ZombieWest Entry Archway

    Empty

    Room #121 South Entry #1 Archway

    South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Empty

    Room #122 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Empty

  • Empty

    Room #123 South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (slidesdown, +1 to break DC)

    Room Features A magical mirror on the west wall answers questions with lies andfalsehoods, A pierced breastplate lies in the south side of the room

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #124 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

    West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)

    Room Features A narrow ledge runs along the north and west walls, Several torches arescattered throughout the room

    Monster 1 x Wolf Skeleton

    Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.(10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk+1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite);Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref+3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #125 South Entry Archway

    Room Features A forge and anvil sit in the north-east corner of the room, The north andeast walls are covered with bloodstains

    Monster 3 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #126 West Entry Archway Leads to room #103, inhabited by 1 x Owlbear Skeleton

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #325, inhabited by 2 x Human Commoner Zombie

    Room Features Several headless statues are scattered throughout the room, Someone hasscrawled "The Azure Order looted this place" on the east wall

  • Monster 1 x Owlbear Skeleton

    Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int-, Wis 10, Cha 1

    Skills and Feats: ; Improved Initiative

    Room #127 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #326

    East Entry Archway

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features Burning torches in iron sconces line the east wall, Someone has scrawled"The Council of the Fang and Lamp killed four orcs here" in goblin runes onthe south wall

    Monster 2 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #128 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to breakDC)

    Leads to room #264South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    Room Features A balcony hangs from the north wall, A group of demonic faces have beencarved into the south wall

    Monster 1 x Bugbear Zombie

    Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #129 North Entry Archway Leads to room #271, inhabited by 1 x Ghoul

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #330, inhabited by 1 x Owlbear Skeleton

    Empty

    Room #130

  • Room #130 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Leads to room #33, inhabited by 4 x Human Warrior SkeletonSouth Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Leads to room #331, inhabited by 4 x Kobold Zombie

    Empty

    Room #131 West Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slidesto one side, +1 to break DC)

    West Entry #2 Archway

    Leads to room #32East Entry #1 Unlocked