El Trono Del Caos

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Aventura de Pathfinder

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  • El Trono del Caos

    Level 10

  • General Dungeon Walls Reinforced Masonry (Climb DC 20)

    Dungeon Floor Flagstone

    Temperature Average

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

    Corridors a A large demonic idol sits in an alcove here

    c A 10-foot wide chasm cuts across the corridor

    e The scent of smoke fills the corridor

    i The walls here are covered with cracks

    m The walls here are covered with sword cuts

    n A stream of quicksilver cuts across the corridor

    r Shrine of Law: CR 9; magic; Perception DC 24; Disable Device DC 22;Trigger touch (detect chaos); Reset automatic; Effect inflict wound (4d6damage and dazed for 1 round, DC 12 Will save for half damage only)

    s A briny odor fills the corridor

    u Unintelligible whispering fills the corridor

    v A mouldy odor fills the corridor

    w Patches of mushrooms grow here

    x A chute falls into the corridor from above

    z Rune of Paralyzation: CR 10; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect petrification (petrified, DC14 Fort save negates); multiple targets (all targets in a 10 ft. radius burst)

    WanderingMonsters

    1 7 x Basidirond, investigating a strange noise

    2 7 x Giant Scorpion, lost and desperate

    3 11 x Derro, trying to lure the party into an ambush

    4 6 x Ogre, scavenging for food and treasure

    5 12 x Giant Scorpion, scavenging for food and treasure

    6 6 x Cloaker, actively patrolling their territory

    Room #1 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)

    Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

    South Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

    South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Electrified Lock: CR 9; magic; Perception DC 24; Disable Device DC26; Trigger touch; Reset none; Effect electric shock (8d6 electricitydamage, DC 16 Reflex save for half damage)

    Empty

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

    Leads to room #24, inhabited by 16 x Wight

    Room Features A stone dais and throne sits in the north-west corner of the room, A pile ofcorroded iron spikes lies in the north side of the room

    Monster 4 x Spectre

    Spectre: CR 7, XP 3200; LE Medium undead (incorporeal); Init +7; Sensesdarkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC 15, touch15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort +4, Ref +5,Will +9; DA incorporeal, channel resistance +2; Weak resurrectionvulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Meleeincorporeal touch +10 (1d8 plus energy drain); SA create spawn, energydrain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15; BaseAtk +6, CMB +6, CMD 21

    Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11; Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)

    Treasure: 33 pp, 302 gp; Chrysoberyl (110 gp), Green Spinel (45 gp), Onyx(55 gp), Onyx (60 gp), Opal (500 gp), Peridot (50 gp), Saltwater Pearl (90gp), Topaz (350 gp); Masterwork Leather Armor (160 gp); Full Plate (+1armor) (2650 gp), Greatsword (+1 weapon) (sheds light) (2350 gp), Scroll ofFlaming Sphere (cr, 150 gp), Wand of Daze (cr, 375 gp); hoard total 7577gp

    Room #3 West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,+1 to break DC)

    Ice Dart Trap: CR 10; magic; Perception DC 24; Disable Device DC 26;Trigger visual (arcane eye); Reset none; Effect Atk +14 ranged (12d6cold)

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

    South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;hard 5, 20 hp)

    Fire Spray: CR 8; magic; Perception DC 22; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect fire spray (7d6 firedamage, DC 16 Reflex save for half damage)

    Room Features A magical mirror on the north wall answers simple questions about thedungeon (yes/no), Someone has scrawled "straight, straight, left, straight" ingoblin on the north wall

    Monster 9 x Troll

    Troll: CR 5, XP 1600; CE Large humanoid (giant); Init +2; Senses darkvision60 ft., low-light vision, scent; Perception +8; AC 16, touch 11, flat-footed14 (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration 5 (acid orfire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8 (1d8+5), 2claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2 claws, 1d6+7); Str21, 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, IronWill, Skill Focus (Perception)

    Treasure: 28 pp, 506 gp, 210 sp; Agate (9 gp), Amethyst (130 gp), Azurite(10 gp), Black Pearl (500 gp), Bloodstone (50 gp), Bloodstone (55 gp),Carnelian (55 gp), Freshwater Pearl (10 gp), Freshwater Pearl (11 gp), Ivory(45 gp), Jet (120 gp), Jet (130 gp), Onyx (45 gp), Opal (500 gp), Peridot (45gp), Rose Quartz (60 gp), Saltwater Pearl (130 gp), Smoky Quartz (40 gp),Smoky Quartz (55 gp), Topaz (550 gp), Topaz (600 gp), Zircon (55 gp); 2 xMasterwork Chainmail (300 gp), Masterwork Club (300 gp), MasterworkHeavy Flail (315 gp); 2 x Potion of Cloak of Shade (apg, 50 gp), Potion ofGuidance (cr, 25 gp), Potion of Protection from Law (cr, 50 gp), Potion ofRemove Fear (cr, 50 gp), Potion of Sanctuary (cr, 50 gp), Scroll of Command(cr, 25 gp), Scroll of Detect Thoughts (cr, 150 gp), Scroll of Produce Flame

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

    Room #4 North Entry #1 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp) A bookcase and concealed door pivots smoothly

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

    West Entry Secret (Search DC 20) Trapped and Locked Strong Wooden Door (OpenLock DC 30, break DC 25; hard 5, 20 hp)

    The door is concealed behind a statue of a dread vampire, and openedby filling his chalice with blood

    Falling Block: CR 10; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +16 melee (10d6);multiple targets (all targets in a 10 ft. square area)

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

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

    Room #5 West Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp) (slides up, +2 to break DC)

    West Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    A bookcase and concealed door pivots smoothly

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

    South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is located above a small stone dais and concealed behind atapestry of a Goddess of Love

    Room Features A ladder ascends to a catwalk hanging between the north and south walls,A tapestry of vile acts hangs from the east wall

    Monster 2 x Aboleth

    Aboleth: CR 7, XP 3200; LE Huge aberration (aquatic); Init +5; Sensesdarkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20, touch9, flat-footed 19 (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48); Fort +8, Ref+5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles +10 (1d6+5 plusslime); Space 15 ft.; Reach 15 ft.; Str 20, Dex 12, Con 22, Int 15, Wis 17,Cha 17; Base Atk +6, CMB +13, CMD 24 (can't be tripped); SQ spell-likeabilities

    Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron Will,Lightning Reflexes, Weapon Focus (tentacle)

    Treasure: 54 gp, 150 sp, 700 cp; Moonstone (55 gp), Opal (400 gp), SmokyQuartz (50 gp), Tourmaline (120 gp); Dart (+1 weapon, Flaming) (8300 gp 5sp), Half-plate (+1 armor) (1750 gp); hoard total 10751 gp 5 sp

    Room #6 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

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

  • Leads to room #19, inhabited by 3 x Drider

    Empty

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

    Leads to room #28, inhabited by 4 x SuccubusSouth Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

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

    Room Features Part of the ceiling has collapsed into the room, A pile of spoiled meat liesin the north-east corner of the room

    Room #8 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp) The door is concealed within an upright sarcophagus

    Room Features A fountain of water sits against the north wall, A corpse lies in front of anopen chest in the north side of the room

    Room #9 East Entry Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8,60 hp)

    A bookcase and section of wall pivots smoothly

    Electrified Lock: CR 8; magic; Perception DC 26; Disable Device DC26; Trigger touch; Reset none; Effect electric shock (7d6 electricitydamage, DC 12 Reflex save for half damage)

    South Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,60 hp) (slides down, +1 to break DC)

    Guillotine Blade: CR 10; mechanical; Perception DC 26; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +12 melee(12d6/19-20)

    Leads to room #20

    Room Features A stair ascends to a catwalk hanging between the east and west walls,Someone has scrawled "I'd rather be at the Knave and Flagon" in dwarvishon the east wall

    Monster 2 x Flesh Golem

    Flesh Golem: CR 7, XP 3200; N Large construct; Init -1; Senses darkvision60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-footed 20 (-1Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref +2, Will +3; DR5/adamantine; Immune construct traits, magic; Speed 30 ft.; Melee 2 slams+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

    Room #10 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp) Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device

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

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

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

  • Magic Missle Trap: CR 8; magic; Perception DC 22; Disable DeviceDC 22; Trigger proximity (alarm); Reset none; Effect magic missile (4d6force damage); never miss

    Room Features A narrow shaft descends from the room into the next dungeon level down, Asundered axe lies in the center of the room

    Monster 5 x Aboleth

    Aboleth: CR 7, XP 3200; LE Huge aberration (aquatic); Init +5; Sensesdarkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20, touch9, flat-footed 19 (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48); Fort +8, Ref+5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles +10 (1d6+5 plusslime); Space 15 ft.; Reach 15 ft.; Str 20, Dex 12, Con 22, Int 15, Wis 17,Cha 17; Base Atk +6, CMB +13, CMD 24 (can't be tripped); SQ spell-likeabilities

    Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron Will,Lightning Reflexes, Weapon Focus (tentacle)

    Treasure: 14 pp, 7 gp, 100 sp; Masterwork Dagger (302 gp); Morningstar (+1weapon, Frost) (inscription provides clue to function) (8308 gp), Potion ofCat's Grace (cr, 300 gp), Potion of Nondetection (cr, 800 gp), Scroll ofDominate Monster (cr, 3825 gp), Scroll of Mass Heal (cr, 3825 gp), Scrollof Stabilize (cr, 12 gp 5 sp); hoard total 17529 gp 5 sp

    Room #11 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    Electrified Lock: CR 8; magic; Perception DC 24; Disable Device DC24; Trigger touch; Reset none; Effect electric shock (7d6 electricitydamage, DC 16 Reflex save for half damage)

    Leads to room #23, inhabited by 7 x DerroWest Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40,

    break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)

    The door is concealed within the mouth of a demonic face carved fromstone

    Room Features A narrow shaft falls into the room from above, A circle of tall stones standsin the west side of the room

    Trap Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,15d6 cold damage, DC 17 Reflex save for half damage); multiple targets(all targets in a 60 ft. cone)

    Room #12 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)(magically reinforced, +10 to break DC)

    Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

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

    Electrified Lock: CR 11; magic; Perception DC 24; Disable Device DC24; Trigger touch; Reset none; Effect electric shock (10d6 electricitydamage, DC 14 Reflex save for half damage)

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

    Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

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

  • Room #13 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

    Leads to room #18South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;

    hard 5, 10 hp)

    Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

    Room Features The floor is covered in perfect hexagonal tiles, Several broken arrows arescattered throughout the room

    Room #14 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

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

    South Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

    The door is located near the ceiling and designed to make noise whenopened

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

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

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

    Room #15 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp) (slides up, +2 to break DC)

    Monster 15 x Cave Fisher

    Cave Fisher: CR 2, XP 600; N Medium vermin; Init +1; Senses darkvision 60ft.; Perception +0; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp22 (3d8+9); Fort +6, Ref +2, Will +1; Immune mind-affecting effects; Speed20 ft., climb 20 ft.; Melee 2 claws +5 (1d4+3); Ranged filament +3 (drag);SA pull (filament, 10 feet); Str 17, Dex 12, Con 17, Int -, Wis 10, Cha 4;Base Atk +2, CMB +5 (+9 with pull), CMD 16 (28 vs. trip)

    Skills and Feats: Climb +11; -

    Room #16 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp) (slides to one side, +1 to break DC)

    Thunderstone Mine: CR 9; magic; Perception DC 22; Disable DeviceDC 24; Trigger location; Reset none; Effect thunder blast (9d6 sonicdamage, DC 16 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

  • in a 10 ft. radius burst)

    West Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    West Entry #2 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

    East Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

    Leads to room #24, inhabited by 16 x Wight

    Room Features Someone has scrawled "Brithuie was here" on the south wall, Severalpieces of trash are scattered throughout the room

    Monster 8 x Gelatinous Cube

    Gelatinous Cube: CR 3, XP 800; N Large ooze; Init -5; Senses blindsight 60ft.; 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 15ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; SA engulf, paralysis;Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4, CMD 9(can't be tripped); SQ transparent

    Treasure: 31 pp, 250 gp, 246 sp, 1040 cp; Black Pearl (400 gp), Jet (90 gp),Onyx (55 gp), Rose Quartz (55 gp); Scroll of Mount (cr, 25 gp), Scroll ofProtection from Law (cr, 25 gp), Wand of Touch of Fatigue (cr, 375 gp);hoard total 1620 gp

    Room #17 South Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)

    Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

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

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

    Monster 5 x Spectre

    Spectre: CR 7, XP 3200; LE Medium undead (incorporeal); Init +7; Sensesdarkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC 15, touch15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort +4, Ref +5,Will +9; DA incorporeal, channel resistance +2; Weak resurrectionvulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Meleeincorporeal touch +10 (1d8 plus energy drain); SA create spawn, energydrain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15; BaseAtk +6, CMB +6, CMD 21

    Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11; Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)

    Treasure: 70 gp, 396 sp, 160 cp; Agate (10 gp), Ivory (50 gp), Malachite (9gp), Pyrite (11 gp); Handaxe (+1 weapon) (2306 gp), Scroll of Divine Favor(cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp), Scroll of Touch of Fatigue(cr, 12 gp 5 gp), Scroll of Vanish (apg, 25 gp), Wand of Sleep (cr, 750 gp);hoard total 3321 gp 7 sp

    Room #18 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) One-way Door: CR 10; mechanical; Perception DC 28; Disable Device

    DC 28

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

    Leads to room #13

  • East Entry Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10,60 hp)

    A bookcase and concealed door pivots smoothly

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

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

    Room #19 North Entry #1 Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28;hard 10, 60 hp)

    The door is concealed behind a tapestry of geometric patterns

    North Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

    Leads to room #6West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20

    hp) (magically reinforced, +10 to break DC)

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

    South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

    Monster 3 x Drider

    Drider: CR 7, XP 3200; CE Large aberration; Init +2; Senses darkvision 120ft., detect good, detect law, detect magic; Perception +15; AC 20, touch12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76 (9d8+36);Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft., climb 20 ft.;Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison); Rangedmwk composite longbow +8/+3 (1d8+2/x3); Space 10 ft.; SA web (+7ranged, DC 18, hp 9); Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; BaseAtk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

    Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge, CombatCasting, Weapon Focus (bite, mace)

    Treasure: 48 gp, 80 sp; Bloodstone (40 gp), Coral (110 gp), Milky Quartz(55 gp), Topaz (550 gp); Masterwork Dagger (302 gp), Masterwork Falchion(375 gp), Masterwork Light Hammer (301 gp); Chain Shirt (+2 armor) (4250gp), Longsword (+2 weapon) (sheds light) (8315 gp), Scroll of Detect Magic(cr, 12 gp 5 sp); hoard total 14366 gp 5 sp

    Room #20 North Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)

    Rune of Fear: CR 12; magic; Perception DC 26; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4rounds, DC 14 Will save negates); multiple targets (all targets in a 10ft. radius burst)

    North Entry #2 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,60 hp) (slides down, +1 to break DC)

    Guillotine Blade: CR 10; mechanical; Perception DC 26; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +12 melee(12d6/19-20)

    Leads to room #9, inhabited by 2 x Flesh GolemWest Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

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

    Room Features A circle of tall stones stands in the north side of the room, A stone dais andthrone sits in the center of the room

    Room #21 East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) One-way Door: CR 12; mechanical; Perception DC 24; Disable Device

    DC 28

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

    Room #22 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Symbol of Hypnosis: CR 10; magic; Perception DC 24; Disable Device

    DC 24; Trigger proximity (alarm); Reset none; Effect hypnosis (dazedfor 1d4 rounds, DC 16 Will save negates); multiple targets (all targetsin a 10 ft. radius burst)

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

    East Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

    Empty

    Room #23 North Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable

    Device DC 20; Trigger location; Reset repair; Effect poison gas(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);never miss; onset delay (1 round); multiple targets (all targets in a 10ft. square area)

    Leads to room #28, inhabited by 4 x SuccubusNorth Entry #2 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

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

    East Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

    The door is concealed behind a statue of an ancient lich, and openedby pressing runes on his staff

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

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

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

    Electrified Lock: CR 8; magic; Perception DC 24; Disable Device DC24; Trigger touch; Reset none; Effect electric shock (7d6 electricitydamage, DC 16 Reflex save for half damage)

  • damage, DC 16 Reflex save for half damage)

    Leads to room #11

    Room Features Someone has scrawled a drawing of a castle on the east wall, The northand east walls are covered with slime

    Monster 7 x Derro

    Derro: CR 3, XP 800; CE Small humanoid (derro); Init +6; Senses darkvision60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3, Will +6; SR 14; Weakvulnerability to sunlight; Speed 20 ft.; Melee short sword +5 (1d4) or aklys+5 (1d6); Ranged repeating light crossbow +5 (1d6/19-20 plus poison) oraklys +5 (1d6); SA sneak attack +1d6; Str 11, Dex 15, Con 18, Int 10, Wis5, Cha 16; Base Atk +2, CMB +1, CMD 13; SQ madness, poison use

    Skills and Feats: Perception +0, Stealth +9; Improved Initiative, WeaponFinesse

    Treasure: 29 pp, 300 gp, 110 sp, 900 cp; Masterwork Breastplate (350 gp),Masterwork Gauntlet (302 gp), Masterwork Nunchaku (302 gp), MasterworkShortsword (310 gp); Oil of Mage Armor (cr, 50 gp), Oil of Magic Weapon(cr, 50 gp), Oil of Shillelagh (cr, 50 gp), Potion of Eagle's Splendor (cr, 300gp), Potion of Jump (cr, 50 gp), Potion of Protection from Chaos (cr, 50 gp),Scroll of Cause Fear (cr, 25 gp), Scroll of Shield of Faith (cr, 25 gp), Wandof Deathwatch (cr, 750 gp) (inscription provides clue to function); hoardtotal 3224 gp

    Room #24 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

    Leads to room #2, inhabited by 4 x SpectreWest Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10

    hp)

    Leads to room #16, inhabited by 8 x Gelatinous CubeEast Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,

    60 hp)

    Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikesper target for 1d6+5 damage each); DC 20 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

    Room Features A chute falls into the room from above, A ring of keys lies in the south-eastcorner of the room

    Monster 16 x Wight

    Wight: CR 3, XP 800; LE Medium undead; Init +1; Senses darkvision 60 ft.;Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrectionvulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SAcreate spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn

    Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,Stealth +16; Blind-Fight, Skill Focus (Perception)

    Treasure: 35 gp, 28 sp; Lapis Lazuli (10 gp), Malachite (11 gp); MasterworkStudded Leather Armor (175 gp); Greatclub (+2 weapon) (8305 gp), Scroll ofKnock (cr, 150 gp), Wand of Guidance (cr, 375 gp); hoard total 9063 gp 8sp

    Room #25 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) Rune of Dread: CR 9; magic; Perception DC 24; Disable Device DC 24;

    Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4rounds, DC 16 Will save negates); multiple targets (all targets in a 10ft. radius burst)

  • Monster 4 x Succubus

    Succubus: CR 7, XP 3200; CE Medium outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception +21;AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40); Fort+7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift; Str 13, Dex 17,Con 20, Int 18, Wis 14, Cha 27; Base Atk +8, CMB +11, CMD 22; SQchange shape (alter self, Small or Medium humanoid)

    Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

    Treasure: 380 pp, 895 gp, 230 sp, 1900 cp; Moonstone (55 gp); MasterworkSap (301 gp); Potion of Virtue (cr, 25 gp), Scroll of Blindness/Deafness (cr,150 gp), Scroll of Disintegrate (cr, 1650 gp), Scroll of Unseen Servant (cr,25 gp), Wand of Calm Emotions (cr, 4500 gp) (inscription provides clue tofunction), Wand of Stabilize (cr, 375 gp); hoard total 11818 gp

    Room #26 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

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

    Contact Poison: CR 12; mechanical; Perception DC 24; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

    Monster 3 x Dracolisk

    Dracolisk: CR 7, XP 3200; N Medium dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60 ft. line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see page 29); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

    Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

    Treasure: 19 pp, 603 gp, 2410 sp, 11000 cp; Amber (110 gp), Azurite (9 gp),Chrysoberyl (130 gp), Deep Blue Spinel (110 gp), Freshwater Pearl (11 gp),Ivory (45 gp), Jet (80 gp), Saltwater Pearl (90 gp); Gold cauldron withalchemical symbols (750 gp); Full Plate (+1 armor) (2650 gp), Wand ofKnock (cr, 4500 gp) (inscription provides clue to function); hoard total 9629gp

    Room #27 South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

    Leads to room #32, inhabited by 12 x Gargoyle

    Monster 6 x Basilisk

    Basilisk: CR 5, XP 1600; N Medium magical beast; Init -1; Sensesdarkvision 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, Int2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

    Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great Fortitude,Iron Will, Skill Focus (Perception)

    Treasure: 168 gp, 63 sp, 70 cp; Aquamarine (600 gp), Azurite (12 gp),Bloodstone (35 gp), Bloodstone (55 gp), Coral (100 gp), Coral (110 gp),Hematite (9 gp), Jasper (65 gp), Jet (110 gp), Moonstone (65 gp), Onyx (50gp), Peridot (55 gp), Rose Quartz (55 gp), Sardonyx (55 gp), Tigereye (9 gp),Topaz (450 gp), Topaz (500 gp), Turquoise (10 gp), Turquoise (11 gp);Masterwork Scale Mail (200 gp); hoard total 2731 gp

  • Room #28 North Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,break DC 15; hard 5, 10 hp)

    The door is concealed behind a statue of a hydra, and opened byreaching into several of its mouths

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

    Leads to room #7East Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one

    side, +1 to break DC)

    Rune of Fear: CR 9; magic; Perception DC 22; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4rounds, DC 14 Will save negates); multiple targets (all targets in a 10ft. radius burst)

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

    Insanity Mist Trap: CR 8; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset repair; Effect poison gas(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);never miss; onset delay (1 round); multiple targets (all targets in a 10ft. square area)

    Leads to room #23, inhabited by 7 x Derro

    Room Features A circle of tall stones stands in the west side of the room, A pair of bootslies in the south-west corner of the room

    Monster 4 x Succubus

    Succubus: CR 7, XP 3200; CE Medium outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception +21;AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40); Fort+7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift; Str 13, Dex 17,Con 20, Int 18, Wis 14, Cha 27; Base Atk +8, CMB +11, CMD 22; SQchange shape (alter self, Small or Medium humanoid)

    Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

    Treasure: 70 gp; Aquamarine (450 gp), Jet (120 gp), Sardonyx (45 gp),Smoky Quartz (40 gp); Greatclub (+2 weapon) (8305 gp), Mistmail (2250gp); hoard total 11280 gp

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

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

    Room #29 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

    Empty

    Room #30 North Entry Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5,

  • Room #30 North Entry Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5,20 hp)

    The door is located near the ceiling and concealed behind an area ofslime

    Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

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

    Room Features A tapestry of legendary monsters hangs from the east wall, Several barrelstaves are scattered throughout the room

    Room #31 East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

    Room Features A fountain of water sits against the west wall, The ceiling is covered withcracks

    Monster 10 x Wraith

    Wraith: CR 5, XP 1600; LE Medium undead (incorporeal); Init +7; Sensesdarkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC18, 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 undeadtraits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Meleeincorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) SpecialAttack create spawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk+3, CMB +6, CMD 21

    Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,Combat Reflexes, Improved Initiative

    Room #32 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

    Leads to room #27, inhabited by 6 x BasiliskWest Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20

    hp)

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

    Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricitydamage); multiple targets (all targets in a 40 ft. square area)

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

  • Acid Spray: CR 9; magic; Perception DC 22; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect acid spray (8d6 aciddamage, DC 16 Reflex save for half damage)

    South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slidesdown, +1 to break DC)

    Room Features A stone ramp ascends towards the west wall, A fountain of water sitsagainst the east wall

    Monster 12 x Gargoyle

    Gargoyle: CR 4, XP 1200; CE Medium monstrous humanoid (earth); Init +6;Senses darkvision 60 ft.; Perception +5; AC 16, touch 12, flat-footed 14 (+2Dex, +4 natural); hp 42 (5d10+15); Fort +4, Ref +6, Will +4; DR 10/magic;Speed 40 ft., fly 60 ft. (average); Melee 2 claws +7 (1d6+2), bite +7(1d4+2), gore +7 (1d4+2); Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7;Base Atk +5, CMB +7, CMD 19; SQ freeze

    Skills and Feats: Fly +12, Perception +5, Stealth +11 (+17 in stony areas);Hover, Improved Initiative, Skill Focus (Fly)

    Treasure: 210 pp, 1604 gp, 110 sp, 900 cp; Amber (90 gp), Black Pearl (400gp), Black Pearl (500 gp), Bloodstone (55 gp), Chrysoberyl (70 gp), 2 xZircon (40 gp), Zircon (55 gp); Polished darkwood chalice (50 gp); hoardtotal 5024 gp

    Room #33 North Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp) (slides down, +1 to break DC)

    Insanity Mist Trap: CR 8; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset repair; Effect poison gas(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);never miss; onset delay (1 round); multiple targets (all targets in a 10ft. square area)

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

    Room Features Skeletons hang from chains and manacles against the north wall, A pile ofspoiled meat lies in the center of the room

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

    24 pp, 508 gp, 416 sp, 1500 cp; 2 x Aquamarine (650 gp), Azurite (8 gp),Carnelian (55 gp), Carnelian (60 gp), Chrysoberyl (130 gp), Ivory (65 gp),Lapis Lazuli (9 gp), Lapis Lazuli (10 gp), Malachite (11 gp), Rose Quartz(35 gp), Saltwater Pearl (90 gp), Smoky Quartz (50 gp), Tigereye (11 gp),Turquoise (12 gp); Carved jade idol (80 gp), Copper scepter with gold inlay(50 gp), Decorated silver plate (60 gp), Gold bowl with dragon engravings(400 gp), Porcelain doll with furs and jewelry (80 gp), Silver candelabrawith holy symbol (75 gp), Silver comb with ornate handle (75 gp), Silverholy symbol (25 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Virtue (cr,25 gp), Scroll of Keen Senses (apg, 25 gp), Scroll of Magic Weapon (cr, 25gp), Scroll of Shock Shield (uc, 25 gp), Scroll of Sleep (cr, 25 gp), Wand ofBless (cr, 750 gp), Wand of Light (cr, 375 gp), Wand of Stone Fist (apg, 750gp); hoard total 5545 gp 6 sp

    El Trono del Caos by drow http://donjon.bin.sh/

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