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The Chambers of Eldritch Doom Level 10

The Chambers of Eldritch Doom 10

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Chambers of Eldritch Doom Level 10 Random Dungeon Pathfinder

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Page 1: The Chambers of Eldritch Doom 10

The Chambers of Eldritch Doom

Level 10

Page 2: The Chambers of Eldritch Doom 10
Page 3: The Chambers of Eldritch Doom 10

General Dungeon Walls Superior Masonry (Climb DC 25)

Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)

Temperature Severe Cold (unprotected creatures must succeed on a Fortitude savingthrow every 10 minutes (DC 15, +1 per previous check) or take 1d6 pointsof non-lethal damage; creatures wearing winter clothing only check everyhour; a creature that takes any non-lethal damage from cold exposuresuffers from hypothermia and is fatigued)

Illumination Dark (individual creatures may carry lights)

Corridors a Scythe Blade: CR 8; mechanical; Perception DC 24; Disable Device DC 22;Trigger location; Reset manual; Effect Atk +11 melee (8d6/19-20); multipletargets (all targets in a 5 ft. radius arc)

c Heavy Chain Flail: CR 9; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger location; Reset repair; Effect Atk +15 melee (9d6 andknocked prone); multiple targets (all targets in a 5 ft. radius burst)

e Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device DC34; Trigger visual (true seeing); Reset none; Effect spell effect (energydrain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23Fortitude negates after 24 hours)

i Burning torches in iron sconces line the corridor

m A 10-foot wide chasm cuts across the corridor

n Large Electrified Floortile: CR 10; magic; Perception DC 26; DisableDevice DC 28; Trigger location; Reset none; Effect electric shock (11d6electricity damage, DC 18 Reflex save for half damage); multiple targets(all targets in a 20 ft. sqare)

r Several corpses are impaled upon iron spikes on the ceiling

s Part of the ceiling has collapsed into the corridor

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

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

w Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable DeviceDC 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; onsetdelay (1 round); multiple targets (all targets in a 10 ft. square area)

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

z A putrid odor fills the corridor

WanderingMonsters

1 1 x Clay Golem, wandering senselessly

2 13 x Shadow, consumed by disease and madness

3 5 x Succubus, scouting from another part of the dungeon

4 1 x Bebilith, searching for an object stolen from their lair

5 2 x Drider, searching for an object stolen from their lair

6 4 x Succubus, hunting for food

Room #1 North Entry #1 Secret (Search DC 30) Trapped and Stuck Bone Door (break DC 23; hard 5,20 hp)

Ⓢ The door is located above a small stone dais and concealed behind atapestry of legendary monsters

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tapestry of legendary monsters

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable DeviceDC 22; Trigger location; Reset manual; Effect Atk +15 melee (8d6/19-20)

→ Leads to room #25

North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry Unlocked Bone Door (hard 5, 20 hp)

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

Ⓣ Contact Poison: CR 10; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Room Features A forge and anvil sit in the south-east corner of the room, Someone hasscrawled "Lightning comes before thunder" on the south wall

Room #2 West Entry Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

→ Leads to room #62, inhabited by 2 x Nabasu

Empty

Room #3 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

Room Features The floor is covered in square tiles, alternating white and black, Severalpieces of broken glass are scattered throughout the room

Monster 3 x Half-Fiend Minotaur

Half-Fiend Minotaur: CR 6, XP 2400; CE Large Outsider (native); Init +2;Senses darkvision 60 ft.; Perception +14; AC 17, touch 11, flat-footed 15(+2 Dex, +6 natural, -1 size); hp 57 (6d10+24); Fort +8, Ref +7, Will +6; DAnatural cunning*; DR 5/magic; Immune poison; Resist acid 10, cold 10,electricity 10, fire 10; SR 17; Speed 30 ft., fly 60 ft. (average); Meleegreataxe +11/+6 (3d6+9/x3), bite +6 (1d8+3), gore +6 (1d6+3); Space 10 ft.;Reach 10 ft.; SA smite good 1/day, powerful charge (gore +13, 2d6+9),spell-like abilities CL 6th; Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10;Base Atk +6, CMB +13, CMD 25

Skills and Feats: Fly +0, Intimidate +9, Knowl. (religion) +5, Percep. +14,Stealth +7, Survival +14; Great Fortitude, Improved Bull Rush, Power Attack

Room #4 West Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;hard 10, 60 hp) (slides down, +1 to break DC)

Ⓢ The door is located near the ceiling and concealed behind a tapestryof an air god

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

Ⓢ A bookcase and concealed door pivots smoothly

East Entry #2 Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

→ Leads to room #21, inhabited by 5 x Shadow Demon

South Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 25, break DC 28;hard 10, 60 hp)

Ⓢ The door is concealed by an illusion

Page 5: The Chambers of Eldritch Doom 10

Room Features A sloped pit lined with iron spikes lies in the west side of the room,Someone has scrawled "Lightning comes before thunder" in orcish runes onthe south wall

Monster 4 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.; Reach 5 ft.; SAweb (+7 ranged, DC 18, hp 9), spell-like abilities CL 9th; Spells CL 6th; Str15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21(33 vs. trip); SQ undersized weapons

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

Treasure: 650 pp, 4135 gp, 467 sp, 2470 cp; Aquamarine (400 gp), Azurite(9 gp), Azurite (10 gp), Black Pearl (600 gp), Bloodstone (45 gp),Chrysoberyl (80 gp), Chrysoprase (40 gp), Chrysoprase (50 gp), Deep BlueSpinel (120 gp), Freshwater Pearl (7 gp), Lapis Lazuli (9 gp), Lapis Lazuli(10 gp), Milky Quartz (45 gp), Onyx (40 gp), Rose Quartz (55 gp), SaltwaterPearl (120 gp), Shell (7 gp), Smoky Quartz (35 gp), Tigereye (9 gp), Topaz(550 gp), Zircon (40 gp); Masterwork Dagger (302 gp), Masterwork Lance(310 gp), Masterwork Sai (301 gp), Masterwork Shortbow (330 gp); Potion ofCure Light Wounds (cr, 50 gp); hoard total 14280 gp 4 sp

Room #5 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

Empty

Room #6 North Entry Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #8

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

Monster 9 x Dretch

Dretch: CR 2, XP 600; CE Small Outsider (chaotic, demon, evil,extraplanar); Init +0; Senses darkvision 60 ft.; Perception +5; AC 14, touch11, flat-footed 14 (+3 natural, +1 size); hp 18 (2d10+7); Fort +5, Ref +0,Will +3; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10,cold 10, fire 10; Speed 20 ft.; Melee 2 claws +4 (1d4+1), bite +4 (1d4+1);SA spell-like abilities CL 2nd; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha11; Base Atk +2, CMB +2, CMD 12

Skills and Feats: Escape Artist +5, Perception +5, Stealth +9; Toughness

Room #7 West Entry #1 Unlocked Bone Door (hard 5, 20 hp)

West Entry #2 Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;hard 10, 60 hp)

Ⓢ The door is concealed within a horrific torture device

East Entry #1 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

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

→ Leads to room #37

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

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

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→ Leads to room #36

Room Features An altar of evil sits in the south side of the room, The scent of ozone fillsthe south-west corner of the room

Monster 11 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: 118 gp, 360 sp, 1000 cp; Aquamarine (450 gp), Peridot (45 gp),Saltwater Pearl (100 gp), Sardonyx (65 gp); Oil of Arcane Mark (cr, 25 gp),Scroll of Darkvision (cr, 150 gp), Scroll of Enlarge Person (cr, 25 gp),Shortsword (+2 weapon) (8310 gp); hoard total 9334 gp

Room #8 North Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

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

South Entry #1 Archway

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

→ Leads to room #6, inhabited by 9 x Dretch

South Entry #3 Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A circle of tall stones stands in the east side of the room, A metallic odorfills the east side of the room

Room #9 North Entry Unlocked Bone Door (hard 5, 20 hp)

East Entry #1 Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable DeviceDC 26; Trigger location; Reset manual; Effect Atk +13 melee (8d6/19-20)

East Entry #2 Archway

Empty

Room #10 North Entry Trapped and Unlocked Bone Door (hard 5, 20 hp) (slides to one side, +1 tobreak DC)

Ⓣ 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)

South Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #27

Monster 1 x Spirit Naga

Spirit Naga: CR 9, XP 6400; CE Large Aberration; Init +5; Senses darkvision60 ft.; Perception +22; AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural,-1 size); hp 95 (10d8+50); Fort +8, Ref +10, Will +10; Speed 40 ft., swim 20ft.; Melee bite +10 (2d6+6 plus poison); Space 10 ft.; Reach 5 ft.; SA

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ft.; Melee bite +10 (2d6+6 plus poison); Space 10 ft.; Reach 5 ft.; SAcharming gaze; Spells CL 7th; Str 18, Dex 20, Con 21, Int 12, Wis 17, Cha17; Base Atk +7, CMB +12, CMD 27 (can't be tripped)

Skills and Feats: Bluff +13, Escape Artist +13, Intimidate +9, Knowledge(arcana) +14, Perception +22, Spellcraft +11, Stealth +15, Swim +12;Ability Focus (charming gaze), Combat Casting, Eschew Materials,Lightning Reflexes, Skill Focus (Perception), Stealthy

Treasure: 118 pp, 998 gp, 250 sp, 2200 cp; Malachite (10 gp),Rhodochrosite (9 gp), Zircon (50 gp); Potion of Cloak of Shade (apg, 50 gp),Potion of Owl's Wisdom (cr, 300 gp), Scroll of False Life (cr, 150 gp),Scroll of Hydraulic Push (apg, 25 gp), Scroll of Prestidigitation (cr, 12 gp 5gp), Wand of Ray of Frost (cr, 375 gp) (design provides clue to function),Wand of Sleep (cr, 750 gp); hoard total 3956 gp

Room #11 North Entry Archway

East Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #97, inhabited by 4 x Greater Shadow

Room Features A sloped pit lined with iron spikes lies in the south-west corner of theroom, A tile labyrinth covers the floor

Room #12 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,+1 to break DC)

Ⓣ 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)

West Entry Unlocked Iron Door (hard 10, 60 hp)

Room Features A fountain of water sits against the west wall, Someone has scrawled "TheWands of Brelliholm looted this place" in goblin runes on the east wall

Room #13 West Entry #1 Trapped and Unlocked Bone Door (hard 5, 20 hp) (slides to one side, +1 tobreak DC)

Ⓣ Teleporter Crystal: CR 9; magic; Perception DC 26; Disable Device DC24; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 12 Will save negates)

West Entry #2 Archway

→ Leads to room #86

East Entry Unlocked Bone Door (hard 5, 20 hp)

Room Features A magical shrine in the west side of the room grants greater charisma towhomever sacrifices a gemstone (but only once), Numerous pillars line theeast wall

Room #14 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

West Entry #1 Archway

West Entry #2 Secret (Search DC 25) Trapped and Locked Bone Door (Open Lock DC 20,break DC 25; hard 5, 20 hp)

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

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

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West Entry #3 Unlocked Bone Door (hard 5, 20 hp)

Room Features A mural of arcane patterns covers the ceiling, A pile of rotten rope lies inthe north-east corner of the room

Monster 4 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.; Reach 5 ft.; SA engulf,paralysis; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4,CMD 9 (can't be tripped); SQ transparent

Treasure: 32 pp, 190 gp; Scroll of Prestidigitation (cr, 12 gp 5 gp), Wand ofMagic Missile (cr, 750 gp); hoard total 1272 gp

Trap Chamber of Blades Trap: CR 10; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Duration 1d4 rounds; Reset repair; EffectAtk +20 melee (3d8+3); multiple targets (all targets in a 20 ft. square area)

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

Contact Poison: CR 10; mechanical; Perception DC 28; Disable Device DC24; Trigger touch; Reset none; Effect contact poison (nitharit [contact, FortDC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

89 pp, 731 gp, 210 sp; Chrysoberyl (100 gp), Chrysoprase (35 gp), DeepBlue Spinel (100 gp), Jasper (35 gp), Rose Quartz (50 gp), Sardonyx (45 gp),2 x Topaz (500 gp); Bronze flagon with warrior images (50 gp), 2 x Copperbrazier with religious markings (50 gp), Crystal skull (80 gp), Elaboratesilver wind chimes (60 gp), 2 x Engraved gold scarab (75 gp), Ivorydrinking horn with silver ends (110 gp), Marble idol (300 gp), Platinum holysymbol (500 gp), Silver hand mirror (75 gp), Silver holy symbol (25 gp); Oilof Light (cr, 25 gp), Oil of Magic Weapon (cr, 50 gp), Scroll of Cure LightWounds (cr, 25 gp), Scroll of Summon Swarm (cr, 150 gp), Wand of MagicFang (cr, 750 gp) (design provides clue to function); hoard total 5457 gp

Room #15 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

North Entry #2 Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)

Ⓢ The door is concealed behind a pile of broken stone

North Entry #3 Unlocked Stone Door (hard 8, 60 hp)

West Entry Archway

Empty

Room #16 North Entry Unlocked Iron Door (hard 10, 60 hp)

West Entry Archway

South Entry Stuck Bone Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 tobreak DC)

Room Features Someone has scrawled "There is no way out" in draconic script on the northwall, The floor is covered with claw marks

Room #17 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

→ Leads to room #99

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

South Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

Page 9: The Chambers of Eldritch Doom 10

Monster 12 x Yeth Hound

Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinisterbite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; BaseAtk +4, CMB +7, CMD 19 (23 vs. trip)

Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; ImprovedInitiative, Skill Focus (Fly)

Treasure: 54 pp, 490 gp; Amethyst (90 gp), Aquamarine (550 gp),Moonstone (50 gp), Zircon (50 gp); Potion of Owl's Wisdom (cr, 300 gp),Wand of Ray of Enfeeblement (cr, 750 gp); hoard total 2820 gp

Room #18 North Entry Trapped and Locked Iron Door (Open Lock DC 20, 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 Stuck Bone Door (break DC 23; hard 5, 20 hp)

Monster 11 x Fire Mephit

Fire mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5;Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws);Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summonmephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire,fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy+4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3with bindings); Dodge, Improved Initiative

Room #19 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

→ Leads to room #44, inhabited by 6 x Babau

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

Room Features A stone ramp ascends towards the north wall, The floor is covered in squaretiles, alternating white and black

Room #20 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

→ Leads to room #83, inhabited by 10 x Shadow

South Entry Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2to lift DC)

Ⓣ Fire Spray: CR 10; magic; Perception DC 26; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect fire spray (11d6 firedamage, DC 18 Reflex save for half damage)

Room Features A well lies in the west side of the room, A stone dais and throne sits in theeast side of the room

Monster 6 x Yeth Hound

Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister

Page 10: The Chambers of Eldritch Doom 10

5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinisterbite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; BaseAtk +4, CMB +7, CMD 19 (23 vs. trip)

Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; ImprovedInitiative, Skill Focus (Fly)

Treasure: 47 gp; Ivory (65 gp), Jet (100 gp), Opal (500 gp), Smoky Quartz(40 gp); Oil of Erase (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp),Potion of Endure Elements (cr, 50 gp), Scroll of Corrosive Touch (um, 25gp), Scroll of Pass without Trace (cr, 25 gp), Wand of Create Water (cr, 375gp) (inscription provides clue to function); hoard total 1302 gp

Room #21 West Entry #1 Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

→ Leads to room #4, inhabited by 4 x Drider

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

East Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;hard 10, 60 hp)

Ⓢ The door is concealed behind a statue of an armored warrior, andopened by moving his sword

Room Features A chute falls into the room from above, A corpse lies in front of an openchest in the center of the room

Monster 5 x Shadow Demon

Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immunecold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlightpowerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Treasure: 23 pp, 97 gp, 80 sp; Elaborate copper wind chimes (20 gp),Engraved jade scarab (85 gp), Engraved mithral scarab (400 gp), Gold holysymbol (100 gp), Silver comb with ornate handle (75 gp), Silver cup withroyal crest (100 gp); Masterwork Dart (300 gp 5 sp), Masterwork Light Pick(304 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of EndureElements (cr, 50 gp), Potion of Tongues (cr, 750 gp), Ring of Feather Falling(2200 gp), Scroll of Arcane Eye (cr, 700 gp), Scroll of Blink (cr, 375 gp),Scroll of Resistance (cr, 12 gp 5 sp), Wand of Bless (cr, 750 gp), Wand ofHide from Animals (cr, 750 gp); hoard total 7357 gp

Room #22 North Entry Archway

East Entry #1 Archway

East Entry #2 Unlocked Iron Door (hard 10, 60 hp)

Empty

Room #23 East Entry Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

→ Leads to room #48, inhabited by 5 x Shadow Demon

South Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Monster 6 x Mummy

Page 11: The Chambers of Eldritch Doom 10

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable tofire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23

Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,Skill Focus (Perception), Weapon Focus (slam)

Treasure: 90 pp, 892 gp, 30 sp; Garnet (110 gp), Green Spinel (55 gp), Ivory(50 gp), Obsidian (9 gp), Obsidian (11 gp), Opal (500 gp), Sardonyx (50 gp);Masterwork Composite Shortbow (+1 Str bonus) (450 gp); Scroll ofBlindness/Deafness (cr, 150 gp), Scroll of Bull's Strength (cr, 150 gp), Scrollof Eagle's Splendor (cr, 150 gp), Wand of Endure Elements (cr, 750 gp),Wand of Mage Hand (cr, 375 gp), Wand of Prestidigitation (cr, 375 gp)(design provides clue to function); hoard total 4980 gp

Room #24 North Entry Archway

South Entry Unlocked Bone Door (hard 5, 20 hp) (slides up, +2 to break DC)

Monster 12 x Yeth Hound

Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinisterbite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; BaseAtk +4, CMB +7, CMD 19 (23 vs. trip)

Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; ImprovedInitiative, Skill Focus (Fly)

Treasure: 28 pp, 314 gp, 110 sp, 1300 cp; Chrysoberyl (100 gp), GreenSpinel (45 gp), 2 x Peridot (50 gp), Pyrite (9 gp), Rock Quartz (10 gp),Sardonyx (35 gp), Sardonyx (45 gp), Smoky Quartz (45 gp), 2 x Topaz (450gp), Tourmaline (110 gp); Masterwork Warhammer (312 gp); Potion ofSanctuary (cr, 50 gp), Scroll of Protection from Good (cr, 25 gp); hoard total2404 gp

Room #25 East Entry #1 Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

South Entry #2 Secret (Search DC 30) Trapped and Stuck Bone Door (break DC 23; hard 5,20 hp)

Ⓢ The door is located above a small stone dais and concealed behind atapestry of legendary monsters

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable DeviceDC 22; Trigger location; Reset manual; Effect Atk +15 melee (8d6/19-20)

→ Leads to room #1

Room Features A stone dais sits in the west side of the room, Jagged steel blades projectfrom cracks in the south and west walls

Room #26 West Entry #1 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

Ⓢ A bookcase and concealed door pivots smoothly

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

East Entry #1 Archway

East Entry #2 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp) (slides down, +1 to break DC)

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Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

East Entry #3 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,60 hp)

Ⓣ Contact Poison: CR 8; mechanical; Perception DC 26; Disable DeviceDC 22; Trigger touch; Reset none; Effect contact poison (sassone leafresidue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1Con, 1 save])

Empty

Room #27 North Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #10, inhabited by 1 x Spirit Naga

West Entry #1 Unlocked Bone Door (hard 5, 20 hp)

West Entry #2 Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #53, inhabited by 2 x Drider

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

Hidden Treasure Hidden (Search DC 25) Unlocked Iron Chest (hard 10, 60 hp)

27 pp, 423 gp, 310 sp, 1700 cp; 2 x Agate (11 gp), Black Pearl (500 gp),Bloodstone (45 gp), Hematite (10 gp), Jade (70 gp), Peridot (60 gp), RedSpinel (40 gp), Sard (60 gp), Tigereye (10 gp); Bronze flagon with warriorimages (50 gp), Bronze statuette of a warrior (15 gp), Engraved jade scarab(85 gp), Gold baby rattle (100 gp), 2 x Gold bowl with dragon engravings(400 gp), Gold candelabra with holy symbol (200 gp), Gold cup with royalcrest (550 gp), Gold holy symbol (100 gp), Ivory drinking horn with copperends (60 gp), 2 x Set of six ivory dice (30 gp), Silver candelabra with holysymbol (75 gp), Silver chalice with dragon carvings (150 gp), Silver chessset (50 gp), Silver cup with royal crest (100 gp), Silver scepter with eaglesymbols (125 gp), 3 x Silver statue of a dragon (65 gp); Potion of Virtue (cr,25 gp), Scroll of Call Lightning (cr, 375 gp), Scroll of Eagle's Splendor (cr,150 gp), Wand of Light (cr, 375 gp) (design provides clue to function),Wand of Purify Food and Drink (cr, 375 gp); hoard total 5573 gp

Room #28 West Entry Unlocked Bone Door (hard 5, 20 hp)

Empty

Room #29 South Entry #1 Unlocked Bone Door (hard 5, 20 hp) (slides to one side, +1 to break DC)

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

Room Features A tile mosaic of ancient mythology covers the floor, A rusted amulet lies inthe west side of the room

Monster 3 x Salamander

Salamander: CR 6, XP 2400; CE Medium Outsider (extraplanar, fire); Init +1;Senses darkvision 60 ft.; Perception +16; AC 18, touch 11, flat-footed 17(+1 Dex, +7 natural); hp 76 (8d10+32); Fort +10, Ref +7, Will +6; DR10/magic; Immune fire; Weak vulnerability to cold; Speed 20 ft.; Meleespear +11/+6 (1d8+4/x3 plus 1d6 fire), tail slap +6 (2d6+1 plus 1d6 fire andgrab); Space 5 ft.; Reach 5 ft. (10 ft. with tail); SA constrict (2d6+4 plus1d6 fire), heat; Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13; Base Atk+8, CMB +11 (+15 grapple), CMD 22 (can't be tripped)

Skills and Feats: Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17,Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13,Stealth +12; Cleave, Iron Will, Power Attack, Skill Focus (Perception)

Page 13: The Chambers of Eldritch Doom 10

Treasure: 2 gp, 29 sp; Freshwater Pearl (10 gp), Turquoise (10 gp);Masterwork Chain Shirt (250 gp); Buckler (+1 shield) (1155 gp), Longsword(+1 weapon) (2315 gp); hoard total 3744 gp 9 sp

Room #30 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry #1 Unlocked Bone Door (hard 5, 20 hp)

→ Leads to room #72

West Entry #2 Secret (Search DC 20) Locked Bone Door (Open Lock DC 20, break DC 25;hard 5, 20 hp)

Ⓢ A bookcase and concealed door pivots smoothly

South Entry Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

Ⓢ The door is located several feet above the floor and concealed by anillusion

→ Leads to room #46, inhabited by 11 x Yeth Hound

Room Features Spirals of blue stones cover the floor, Mysterious levers and mechanismscover the east and west walls

Room #31 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

→ Leads to room #100

South Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

South Entry #3 Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #4 Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A tile labyrinth covers the floor, A hissing noise can be faintly heard nearthe west wall

Monster 4 x Black Pudding

Black Pudding: CR 7, XP 3200; N Huge Ooze; Init -5; Senses blindsight 60ft.; Perception -5; AC 3, touch 3, flat-footed 3 (-2 size, -5 Dex); hp 105(10d8+60); Fort +9, Ref -2, Will -2; DA split, ooze traits; Speed 20 ft., climb20 ft.; Melee slam +8 (2d6+4 plus 2d6 acid plus grab); Space 15 ft.; Reach10 ft.; SA constrict (2d6+4 plus 2d6 acid), corrosion; Str 16, Dex 1, Con 22,Int -, Wis 1, Cha 1; Base Atk +7, CMB +12 (+16 grapple), CMD 17 (27 vs.bull rush, can't be tripped); SQ ooze traits, suction

Skills: Climb +11

Room #32 East Entry Trapped and Unlocked Bone Door (hard 5, 20 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)

Monster 13 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Page 14: The Chambers of Eldritch Doom 10

CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 360 pp, 1424 gp, 110 sp, 1000 cp; Masterwork Heavy Crossbow(350 gp); hoard total 5395 gp

Room #33 West Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

→ Leads to room #75

Empty

Room #34 West Entry Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #42

South Entry Archway

Monster 2 x Vampire

Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

Treasure: 500 pp, 2670 gp; Chrysoprase (45 gp), Garnet (80 gp), SmokyQuartz (55 gp), Topaz (500 gp); Masterwork Battleaxe (310 gp), MasterworkGreatsword (350 gp), Masterwork Halberd (310 gp); hoard total 9320 gp

Room #35 North Entry #1 Archway

North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)

North Entry #3 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Earthmaw Trap: CR 9; magic; Perception DC 24; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (7d6 damage, DC 12Reflex save for half damage)

South Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features Someone has scrawled "Johny's Company killed seventeen ghouls here" onthe east wall, The south and east walls are covered with sword cuts

Room #36 North Entry Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #7, inhabited by 11 x Troll

South Entry #1 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓢ The door is concealed behind a statue of a terrified maiden, andopened by breaking her neck

South Entry #2 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)

Ⓣ Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;

Page 15: The Chambers of Eldritch Doom 10

Ⓣ 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 set of demonic war masks hangs on the east wall, A carved stone statuestands in the north 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)

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

Rune of Hypnosis: CR 8; magic; Perception DC 26; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated for 1d4rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft.radius burst)

30 pp, 519 gp, 300 sp, 2000 cp; Amber (130 gp), Carnelian (60 gp),Chrysoprase (45 gp), Coral (130 gp), Garnet (120 gp), Green Spinel (45 gp),2 x Hematite (10 gp), Ivory (55 gp), Lapis Lazuli (8 gp), Malachite (10 gp),Milky Quartz (65 gp), Moonstone (50 gp), Onyx (45 gp), Opal (350 gp),Opal (500 gp), Rhodochrosite (8 gp), Sard (40 gp), Sard (55 gp), Topaz (500gp), 2 x Turquoise (9 gp), Turquoise (10 gp), Zircon (40 gp); Bronze flagonwith warrior images (50 gp), Crystal skull (80 gp), Polished darkwoodchalice (50 gp), Set of six silver dice (75 gp), Silver brazier with religiousmarkings (80 gp); Masterwork darkwood lute (300 gp); Scroll of CureModerate Wounds (cr, 150 gp), Scroll of Protection from Law (cr, 25 gp),Wand of Bless (cr, 750 gp), Wand of Remove Fear (cr, 750 gp); hoard total5483 gp

Room #37 West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

→ Leads to room #7, inhabited by 11 x Troll

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

East Entry #2 Unlocked Bone Door (hard 5, 20 hp)

South Entry #1 Unlocked Iron Door (hard 10, 60 hp)

South Entry #2 Trapped and Unlocked Iron Door (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)

Room Features Several square holes are cut into the ceiling and floor, Spirals of graystones cover the floor

Room #38 North Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #1 Archway

East Entry #2 Archway

Room Features A stone dais sits in the south-west corner of the room, A group of monstrousfaces have been carved into the west wall

Monster 1 x Bebilith

Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SAdismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-

Page 16: The Chambers of Eldritch Doom 10

dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-like abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; BaseAtk +12, CMB +23, CMD 34 (46 vs. trip)

Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), ImprovedInitiative, Iron Will, Lightning Reflexes, Power Attack

Treasure: 13 pp, 70 gp; Masterwork Longbow (375 gp); Potion of AcuteSenses (um, 300 gp), Ring of Climbing (2500 gp), Scroll of Magic Vestment(cr, 375 gp), Wand of Magic Missile (cr, 750 gp) (inscription provides clueto function); hoard total 4500 gp

Room #39 North Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

→ Leads to room #106, inhabited by 10 x Vargouille

South Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)

South Entry #2 Archway

Empty

Room #40 West Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

→ Leads to room #57

East Entry Unlocked Bone Door (hard 5, 20 hp)

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

Room Features Several iron cages are scattered throughout the room, Someone hasscrawled a crude drawing of a nymph on the east wall

Monster 4 x Yeth Hound

Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinisterbite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; BaseAtk +4, CMB +7, CMD 19 (23 vs. trip)

Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; ImprovedInitiative, Skill Focus (Fly)

Treasure: 26 gp; Gold chess set (500 gp); Masterwork Greataxe (320 gp),Masterwork Scale Mail (200 gp); Potion of Endure Elements (cr, 50 gp),Potion of Virtue (cr, 25 gp); hoard total 1121 gp

Room #41 North Entry #1 Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)

Ⓢ A bookcase and concealed door pivots smoothly

North Entry #2 Archway

South Entry Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ Magic Missle Trap: CR 8; magic; Perception DC 22; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect magic missile (4d6force damage); never miss

Monster 1 x Bebilith

Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref

Page 17: The Chambers of Eldritch Doom 10

footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SAdismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-like abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; BaseAtk +12, CMB +23, CMD 34 (46 vs. trip)

Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), ImprovedInitiative, Iron Will, Lightning Reflexes, Power Attack

Treasure: 55 pp, 510 gp, 140 sp, 1100 cp; Smoky Quartz (40 gp);Masterwork Rapier (320 gp); Oil of Light (cr, 25 gp), Potion of Cure LightWounds (cr, 50 gp), Scroll of Charm Person (cr, 25 gp), Wand of Entangle(cr, 750 gp) (inscription provides clue to function); hoard total 2295 gp

Room #42 East Entry Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #34, inhabited by 2 x Vampire

Empty

Room #43 North Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

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

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

Room Features A wooden ladder rests against the north wall, Someone has scrawled "In theKingdom of Coins, when the Silver Boar lies in blood, the Knights of Lustshall rise" on the south wall

Room #44 North Entry Unlocked Bone Door (hard 5, 20 hp)

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

Ⓣ Falling Block: CR 12; mechanical; Perception DC 26; Disable DeviceDC 24; Trigger location; Reset none; Effect Atk +12 melee (11d6);multiple targets (all targets in a 10 ft. square area)

→ Leads to room #80

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

→ Leads to room #19

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

Monster 6 x Babau

Babau: CR 6, XP 2400; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +5; Senses darkvision 60 ft., see invisibility; Perception+19; AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural); hp 73 (7d10+35);Fort +10, Ref +6, Will +5; DA protective slime; DR 10/cold iron or good;Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17; Speed30 ft.; Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7(1d8+7/x3), bite +7 (1d6+2); Space 5 ft.; Reach 5 ft. (10 ft. with longspear);SA sneak attack +2d6, spell-like abilities CL 7th; Str 21, Dex 13, Con 20,Int 14, Wis 13, Cha 16; Base Atk +7, CMB +12, CMD 23

Skills and Feats: Acrobatics +11, Climb +12, Disable Device +11, EscapeArtist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth+22; Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)

Treasure: 350 pp, 2221 gp; Carved ivory scroll case (60 gp), Gold flagonwith religious markings (500 gp), Gold statue of a lion (110 gp), Ivory bowlwith animal carvings (40 gp), Set of six silver dice (75 gp), Silver chess set(50 gp); Scroll of Mirror Image (cr, 150 gp), Wand of Mage Hand (cr, 375gp) (design provides clue to function); hoard total 7081 gp

Page 18: The Chambers of Eldritch Doom 10

Room #45 North Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)

South Entry Unlocked Iron Door (hard 10, 60 hp)

Empty

Room #46 North Entry Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

Ⓢ The door is located several feet above the floor and concealed by anillusion

→ Leads to room #30

South Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

→ Leads to room #85, inhabited by 9 x Fire Mephit

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

Room Features The south and east walls have been engraved with incoherent labyrinths,An altar of evil sits in the south-east corner of the room

Monster 11 x Yeth Hound

Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinisterbite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; BaseAtk +4, CMB +7, CMD 19 (23 vs. trip)

Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; ImprovedInitiative, Skill Focus (Fly)

Treasure: 83 gp, 170 sp, 700 cp; Chrysoberyl (110 gp), Green Spinel (50gp), Malachite (8 gp), Moonstone (40 gp), Onyx (35 gp), Peridot (45 gp),Tigereye (11 gp), Topaz (500 gp); Masterwork Sling (300 gp); Oil of BlessWeapon (cr, 50 gp), Potion of Darkvision (cr, 300 gp), Scroll of DetectMagic (cr, 12 gp 5 gp), Wand of Animate Rope (cr, 750 gp); hoard total2318 gp

Room #47 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features A magical pool in the east side of the room ages whomever drinks from it(but only once), A stone stair ascends towards the west wall

Room #48 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable DeviceDC 24; Trigger location; Reset manual; Effect Atk +11 melee (8d6/19-20)

→ Leads to room #106, inhabited by 10 x Vargouille

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

→ Leads to room #23, inhabited by 6 x Mummy

Monster 5 x Shadow Demon

Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immunecold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlightpowerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,

Page 19: The Chambers of Eldritch Doom 10

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Treasure: 509 pp, 2282 gp, 230 sp, 1200 cp; Sard (50 gp); Masterwork Hide(165 gp), Masterwork Sai (301 gp), Masterwork Whip (301 gp); 2 x Oil ofMage Armor (cr, 50 gp), Potion of Touch of the Sea (apg, 50 gp), Scroll ofBless Water (cr, 50 gp), Scroll of Doom (cr, 25 gp); hoard total 8449 gp

Room #49 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features Several square holes are cut into the south and west walls, Several piecesof rotten leather are scattered throughout the room

Monster 1 x Bebilith

Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SAdismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-like abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; BaseAtk +12, CMB +23, CMD 34 (46 vs. trip)

Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), ImprovedInitiative, Iron Will, Lightning Reflexes, Power Attack

Treasure: Oil of Light (cr, 25 gp), Wand of Sleep (cr, 750 gp); hoard total775 gp

Room #50 East Entry Archway

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

Room Features A tile labyrinth covers the floor, Someone has scrawled "This is not a secretdoor" in goblin runes on the west wall

Monster 3 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, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

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: 13 pp, 221 gp, 180 sp, 1900 cp; Amber (100 gp), Azurite (11 gp),Carnelian (50 gp), Deep Blue Spinel (90 gp), Jasper (50 gp), Milky Quartz(40 gp), Opal (500 gp), Opal (650 gp), Rose Quartz (50 gp), Sardonyx (40gp), Sardonyx (45 gp), Sardonyx (55 gp), Tigereye (12 gp); Carved ivoryscroll case (60 gp), Gold puzzle box (500 gp), Ivory drinking horn withsilver ends (110 gp), Silver candelabra with holy symbol (75 gp), Silvercomb with gold handle (125 gp), Silver holy symbol (25 gp); MasterworkBattleaxe (310 gp), Masterwork Warhammer (312 gp); Potion of Haste (cr,750 gp), Potion of Hide from Undead (cr, 50 gp), Potion of Invigorate (apg,50 gp), Potion of Tongues (cr, 750 gp), Scroll of Antipathy (cr, 3000 gp),Scroll of Cure Light Wounds (cr, 25 gp), Scroll of Finger of Death (cr, 2275gp), Scroll of Protection from Evil (cr, 25 gp); hoard total 10523 gp

Room #51 East Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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East Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

South Entry Trapped and Locked Iron Door (Open Lock DC 40, 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)

→ Leads to room #71, inhabited by 2 x Drider

Room Features Skeletons hang from chains and manacles against the south and east walls,A rusted gauntlet lies in the south-west corner of the room

Room #52 North Entry Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 tobreak DC)

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

Room Features A stream of blood flows along a channel in the floor, Someone hasscrawled "It's a trap" on the east wall

Monster 9 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 32 pp, 243 gp; Aquamarine (400 gp), Aquamarine (600 gp),Carnelian (45 gp), Deep Blue Spinel (110 gp), Peridot (45 gp), Red Spinel(60 gp), Sardonyx (60 gp), Tourmaline (70 gp); Masterwork Dagger (302 gp),Masterwork Heavy Crossbow (350 gp), Masterwork Light Mace (305 gp),Masterwork Spear (302 gp); Scroll of Frostbite (um, 25 gp), Wand ofProtection from Good (cr, 750 gp); hoard total 3987 gp

Room #53 North Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

→ Leads to room #82

West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 tobreak DC)

West Entry #2 Archway

West Entry #3 Stuck Bone Door (break DC 23; hard 5, 20 hp)

West Entry #4 Archway

East Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #27

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

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

Monster 2 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);

Page 21: The Chambers of Eldritch Doom 10

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.; Reach 5 ft.; SAweb (+7 ranged, DC 18, hp 9), spell-like abilities CL 9th; Spells CL 6th; Str15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21(33 vs. trip); SQ undersized weapons

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

Treasure: 3 pp, 251 gp, 22 sp, 70 cp; Amber (90 gp), Aquamarine (600 gp),Black Pearl (450 gp), Black Pearl (600 gp), Black Pearl (650 gp), Carnelian(35 gp), Chrysoberyl (70 gp), Chrysoprase (45 gp), Deep Blue Spinel (90gp), Deep Blue Spinel (100 gp), Ivory (55 gp), Ivory (65 gp), Moonstone (45gp), Red Spinel (50 gp), Sard (50 gp), Sard (55 gp); Masterwork Buckler (155gp); Heavy Crossbow (+1 weapon) (2350 gp), Mithral Shirt (1100 gp), Potionof Reduce Person (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Scroll ofShocking Grasp (cr, 25 gp), Scroll of Summon Nature's Ally I (cr, 25 gp),Wand of Expeditious Retreat (cr, 750 gp); hoard total 7838 gp 9 sp

Room #54 West Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry #2 Secret (Search DC 20) Trapped and Unlocked Bone Door (hard 5, 20 hp)

Ⓢ The door is concealed behind an area of slime

Ⓣ Falling Block: CR 8; mechanical; Perception DC 22; Disable DeviceDC 22; Trigger location; Reset none; Effect Atk +15 melee (8d6);multiple targets (all targets in a 10 ft. square area)

South Entry Trapped and Stuck Iron Door (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)

Room Features A stone sarcophagus sits in the north-west corner of the room, A scratchingsound can be faintly heard near the north wall

Trap Rune of Paralyzation: CR 8; magic; Perception DC 24; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect paralyzation (paralyzed for1d4 rounds, DC 16 Fort save negates); multiple targets (all targets in a 10ft. radius burst)

Room #55 North Entry Trapped and Unlocked Bone Door (hard 5, 20 hp)

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

→ Leads to room #81

West Entry Archway

Monster 12 x Yeth Hound

Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinisterbite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; BaseAtk +4, CMB +7, CMD 19 (23 vs. trip)

Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; ImprovedInitiative, Skill Focus (Fly)

Treasure: 63 gp, 10 sp; Black Pearl (450 gp), 2 x Citrine (50 gp), Jade (100gp), Malachite (9 gp), Shell (7 gp), Smoky Quartz (50 gp); Masterwork Sling(300 gp); Potion of Blur (cr, 300 gp), Potion of Protection from Evil (cr, 50gp), Wand of Curse Water (cr, 2000 gp), Wand of Ghost Sound (cr, 375 gp);hoard total 3805 gp

Page 22: The Chambers of Eldritch Doom 10

Room #56 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Room Features A set of demonic war masks hangs on the west wall, A forge and anvil sitin the north side of the room

Monster 5 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, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

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, 2540 gp, 130 sp, 600 cp; Ivory (60 gp); MasterworkGlaive (308 gp); Leather Armor (+1 armor, Bolstering) (4160 gp), Longbow(+1 weapon) (2375 gp), Oil of Light (cr, 25 gp), Ring of Swimming (2500gp), Scroll of Bane (cr, 25 gp); hoard total 15812 gp

Room #57 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

→ Leads to room #40, inhabited by 4 x Yeth Hound

South Entry Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

Empty

Room #58 West Entry Unlocked Iron Door (hard 10, 60 hp)

Monster 2 x Salamander

Salamander: CR 6, XP 2400; CE Medium Outsider (extraplanar, fire); Init +1;Senses darkvision 60 ft.; Perception +16; AC 18, touch 11, flat-footed 17(+1 Dex, +7 natural); hp 76 (8d10+32); Fort +10, Ref +7, Will +6; DR10/magic; Immune fire; Weak vulnerability to cold; Speed 20 ft.; Meleespear +11/+6 (1d8+4/x3 plus 1d6 fire), tail slap +6 (2d6+1 plus 1d6 fire andgrab); Space 5 ft.; Reach 5 ft. (10 ft. with tail); SA constrict (2d6+4 plus1d6 fire), heat; Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13; Base Atk+8, CMB +11 (+15 grapple), CMD 22 (can't be tripped)

Skills and Feats: Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17,Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13,Stealth +12; Cleave, Iron Will, Power Attack, Skill Focus (Perception)

Treasure: 26 pp, 316 gp; Masterwork Breastplate (350 gp), Masterwork Dart(300 gp 5 sp), Masterwork Heavy Crossbow (350 gp), MasterworkLongsword (315 gp); Oil of Erase (cr, 50 gp), Potion of Pass without Trace(cr, 50 gp), Scroll of Resist Energy (cr, 150 gp), Wand of Cure Light Wounds(cr, 750 gp); hoard total 2891 gp 5 sp

Room #59 North Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

Room Features A group of demonic faces have been carved into the north wall, A forgeand anvil sit in the center of the room

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

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Monster 1 x Bebilith

Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SAdismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-like abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; BaseAtk +12, CMB +23, CMD 34 (46 vs. trip)

Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), ImprovedInitiative, Iron Will, Lightning Reflexes, Power Attack

Treasure: 30 gp; Ivory (40 gp), Saltwater Pearl (100 gp), Smoky Quartz (45gp), Topaz (450 gp); hoard total 665 gp

Room #61 East Entry Trapped and Unlocked Bone Door (hard 5, 20 hp)

Ⓣ One-way Door: CR 9; mechanical; Perception DC 26; Disable DeviceDC 22

Monster 14 x Vargouille

Vargouille: CR 2, XP 600; NE Small Outsider (evil, extraplanar); Init +1;Senses darkvision 60 ft.; Perception +7; AC 15, touch 12, flat-footed 14; (+1Dex, +3 natural, +1 size); hp 19 (3d10+3); Fort +4, Ref +4, Will +2; Speedfly 30 ft. (good); Melee bite +5 (1d4 plus poison); SA kiss, poison, shriek;Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8; Base Atk +3, CMB +2, CMD13

Skills and Feats: Fly +13, Intimidate +5, Perception +7, Stealth +8; SkillFocus (Stealth), Weapon Finesse

Room #62 East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry #2 Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

→ Leads to room #2

Room Features Several square holes are cut into the ceiling and floor, Several pieces ofrotten bread are scattered throughout the room

Monster 2 x Nabasu

Nabasu: CR 8, XP 4800; CE Medium Outsider (chaotic, demon, evil, native);Init +7; Senses darkvision 60 ft.; Perception +23; AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural); hp 103 (9d10+54); Fort +9, Ref+9, Will +9; DR 10/cold iron or good; Immune death effects, electricity,paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19; Speed 30 ft., fly60 ft. (average); Melee 2 claws +15 (1d6+6), bite +15 (1d8+6); SA consumelife, death-stealing gaze, sneak attack +2d6, spell-like abilities CL 8th; Str22, Dex 17, Con 22, Int 15, Wis 16, Cha 19; Base Atk +9, CMB +15, CMD29

Skills and Feats: Acrobatics +15, Fly +15, Knowledge (arcana) +14,Knowledge (planes) +14, Perception +23, Sense Motive +15, Stealth +15(+23 in shadowy conditions), Survival +15; Cleave, Combat Expertise,Dodge, Improved Initiative, Power Attack

Treasure: 30 gp, 130 sp, 1000 cp; Onyx (50 gp); Masterwork CompositeShortbow (+1 Str bonus) (450 gp); Potion of Endure Elements (cr, 50 gp),Potion of Resistance (cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll ofEnlarge Person (cr, 25 gp), Wand of Faerie Fire (cr, 750 gp) (inscriptionprovides clue to function), Wand of True Strike (cr, 750 gp); hoard total2178 gp

Room #63 South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

Monster 4 x Shadow Demon

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Monster 4 x Shadow Demon

Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immunecold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlightpowerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Treasure: 13 pp, 154 gp, 280 sp, 2100 cp; Amethyst (120 gp), Chrysoprase(55 gp), Chrysoprase (60 gp), Topaz (450 gp); Carved stone idol (30 gp),Engraved jade scarab (85 gp), Gold candelabra with holy symbol (200 gp),Ivory drinking horn with silver ends (110 gp), Platinum holy symbol (500gp), Set of six ivory dice (30 gp); Masterwork Club (300 gp); Oil of ShrinkItem (cr, 750 gp), Prisoner's Dungeon Ring (250 gp), Scroll of Animate Dead(cr, 625 gp), Wand of Lesser Restoration (cr, 4500 gp) (inscription providesclue to function); hoard total 8398 gp

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

26 pp, 516 gp, 850 sp, 3400 cp; Black Pearl (350 gp), Bloodstone (50 gp),Chrysoprase (50 gp), Coral (80 gp), Ivory (50 gp), Jade (100 gp), Peridot (60gp), Topaz (500 gp); Carved stone idol (30 gp), Decorated gold plate (700gp), Gold statue of a dragon (110 gp), Ivory bowl with animal carvings (40gp), Polished darkwood chalice (50 gp), Silver candelabra with holy symbol(75 gp), Silver flagon with religious markings (80 gp); Potion of Cure LightWounds (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll of Bull's Strength(cr, 150 gp), Scroll of Expeditious Retreat (cr, 25 gp), Scroll of Guidance(cr, 12 gp 5 sp), Scroll of Unseen Servant (cr, 25 gp), Wand of Daze (cr,375 gp), Wand of Detect Magic (cr, 375 gp) (inscription provides clue tofunction), Wand of Protection from Chaos (cr, 750 gp); hoard total 5007 gp5 sp

Room #64 West Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #87, inhabited by 3 x Shadow Demon

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

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

Room Features The floor is covered in square tiles, alternating white and black, A circle oftall stones stands in the east side of the room

Monster 11 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 154 gp, 90 sp; Alabaster (9 gp), Black Pearl (550 gp), Carnelian(55 gp), Chrysoberyl (120 gp), Coral (100 gp), Green Spinel (50 gp), Onyx(65 gp), Peridot (40 gp), Pyrite (13 gp), Sardonyx (55 gp), Topaz (400 gp);Masterwork Longbow (375 gp); Oil of Light (cr, 25 gp), Scroll of Cure LightWounds (cr, 25 gp), Scroll of Slow (cr, 375 gp), Scroll of Summon Swarm(cr, 150 gp), Wand of Enlarge Person (cr, 750 gp), Wand of Enlarge Person(cr, 750 gp) (inscription provides clue to function), Wand of Purify Foodand Drink (cr, 375 gp); hoard total 4445 gp

Page 25: The Chambers of Eldritch Doom 10

Room #65 North Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

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

West Entry #2 Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

Ⓣ Symbol of Hypnosis: CR 12; magic; Perception DC 26; Disable DeviceDC 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)

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

Hidden Treasure Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60 hp)

Arrow Trap: CR 11; mechanical; Perception DC 28; Disable Device DC 28;Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)

90 pp, 672 gp, 226 sp, 1060 cp; Agate (11 gp), Amethyst (110 gp), Jasper(50 gp), Lapis Lazuli (11 gp), Moonstone (55 gp), Opal (550 gp), Pyrite (11gp), Smoky Quartz (40 gp); Bronze flagon with warrior images (50 gp), 2 xCarved ivory scroll case (60 gp), Decorated gold plate (700 gp), 2 xDecorated silver plate (60 gp), Gold censer with platinum inlay (400 gp),Gold censer with silver filigree (90 gp), Gold chess set (500 gp), 2 x Goldholy symbol (100 gp), Painted silk fan with electrum slats (75 gp),Porcelain doll with silk clothing (40 gp), Porcelain mask (40 gp), Silvercomb with ornate handle (75 gp), Silver hand mirror (75 gp), Silver mask(75 gp); Masterwork lyre (100 gp); Potion of Pass without Trace (cr, 50 gp),Scroll of Curse Water (cr, 50 gp), Wand of Produce Flame (cr, 750 gp);hoard total 5953 gp 2 sp

Room #66 West Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 tobreak DC)

West Entry #2 Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

Monster 5 x Shadow Demon

Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immunecold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlightpowerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Treasure: 440 pp, 2283 gp, 90 sp, 800 cp; Masterwork Chainmail (300 gp),Masterwork Composite Longbow (+2 Str bonus) (600 gp), MasterworkTrident (315 gp); Potion of Enlarge Person (cr, 50 gp), Potion of Goodberry(cr, 50 gp), Potion of Protection from Law (cr, 50 gp), Scroll of Bear'sEndurance (cr, 150 gp), Scroll of Mage Armor (cr, 25 gp), Wand of DetectEvil (cr, 750 gp) (design provides clue to function); hoard total 8990 gp

Room #67 North Entry Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

Room Features A tile mosaic of vile acts covers the floor, Someone has scrawled "The

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Room Features A tile mosaic of vile acts covers the floor, Someone has scrawled "TheSilver Crown lies in blood" on the west wall

Room #68 East Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

Room Features A group of draconic faces have been carved into the west wall, A cold spotcan be felt in the south-west corner of the room

Monster 1 x Bebilith

Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SAdismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-like abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; BaseAtk +12, CMB +23, CMD 34 (46 vs. trip)

Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), ImprovedInitiative, Iron Will, Lightning Reflexes, Power Attack

Treasure: 220 pp, 2400 gp; hoard total 4600 gp

Room #69 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 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)

→ Leads to room #92, inhabited by 13 x Shadow

West Entry Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 tobreak DC)

Room Features A tapestry of vile acts hangs from the east wall, Someone has scrawled"You cannot kill it with magic" on the north wall

Room #70 East Entry Unlocked Iron Door (hard 10, 60 hp)

Room Features Several square holes are cut into the west wall, A fountain of water sitsagainst the east wall

Room #71 North Entry #1 Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break DC)

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

North Entry #3 Trapped and Locked Iron Door (Open Lock DC 40, 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)

→ Leads to room #51

North Entry #4 Unlocked Iron Door (hard 10, 60 hp)

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

Room Features A stone dais sits in the center of the room, Knocking can be heard in theeast side of the room

Monster 2 x Drider

Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision 120

Page 27: The Chambers of Eldritch Doom 10

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.; Reach 5 ft.; SAweb (+7 ranged, DC 18, hp 9), spell-like abilities CL 9th; Spells CL 6th; Str15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21(33 vs. trip); SQ undersized weapons

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

Treasure: 4 pp, 50 gp; Aquamarine (650 gp), Chrysoberyl (90 gp), Jasper (50gp), Rose Quartz (55 gp); Masterwork Studded Leather Armor (175 gp);Scroll of Suffocation (apg, 1125 gp), Wand of Lesser Restoration (cr, 4500gp); hoard total 6735 gp

Room #72 North Entry Unlocked Bone Door (hard 5, 20 hp)

→ Leads to room #84, inhabited by 4 x Succubus

West Entry Archway

→ Leads to room #103

East Entry Unlocked Bone Door (hard 5, 20 hp)

→ Leads to room #30

Room Features A narrow shaft falls into the room from above, Spirals of gray stones coverthe floor

Room #73 North Entry Trapped and Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

Ⓣ Ice Dart Trap: CR 12; magic; Perception DC 26; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (11d6cold)

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

Empty

Room #74 North Entry Unlocked Bone Door (hard 5, 20 hp)

East Entry Archway

Empty

Room #75 West Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)

→ Leads to room #33

East Entry Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 26; Disable DeviceDC 24; Trigger location; Reset manual; Effect Atk +13 melee (9d6/19-20)

Room Features A faded and torn tapestry hangs from the north wall, Several headlessstatues are scattered throughout the room

Room #76 North Entry Archway

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

Page 28: The Chambers of Eldritch Doom 10

East Entry Archway

Empty

Room #77 North Entry Archway

→ Leads to room #94

Room Features A magical statue in the west side of the room speaks riddles and crypticprophecies, A large kiln and coal bin sit in the east side of the room

Trap Arrow Blaster: CR 10; mechanical; Perception DC 28; Disable Device DC26; Trigger location; Reset manual; Effect Atk +16 ranged (12d6/x3);multiple targets (up to three targets within 10 ft. of trigger)

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

290 pp, 1715 gp, 629 sp, 4270 cp; Freshwater Pearl (11 gp), Rock Quartz(11 gp), Rose Quartz (55 gp), Turquoise (11 gp); Crystal egg with silverstand (50 gp), Silver candelabra with holy symbol (75 gp); Potion ofProtection from Evil (cr, 50 gp); hoard total 4983 gp 6 sp

Room #78 West Entry #1 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)

Ⓣ One-way Door: CR 10; mechanical; Perception DC 24; Disable DeviceDC 24

West Entry #2 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

East Entry #1 Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ The door is located above a small stone dais and opened by pulling aniron sconce

East Entry #2 Unlocked Stone Door (hard 8, 60 hp)

Room Features An iron chandelier hangs from the ceiling in the north-east corner of theroom, Several pieces of rotten leather are scattered throughout the room

Trap Earthquake Trap: CR 12; magic; Perception DC 28; Disable Device DC 26;Trigger location; Reset none; Effect earthquake (11d6 damage, DC 14Reflex save for half damage); multiple targets (all targets in a 40 ft. radiusburst)

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

300 pp, 2268 gp, 460 sp, 2400 cp; Alabaster (8 gp), Malachite (9 gp),Malachite (13 gp), Red Spinel (45 gp), Rock Quartz (9 gp), Sard (60 gp);Copper brazier with religious markings (50 gp); Oil of Bless Weapon (cr, 50gp), Potion of Guidance (cr, 25 gp); hoard total 5607 gp

Room #79 South Entry Unlocked Bone Door (hard 5, 20 hp)

Room Features A magical statue in the west side of the room speaks riddles and crypticprophecies, Several alcoves are cut into the south and west walls

Room #80 North Entry #1 Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

West Entry Unlocked Bone Door (hard 5, 20 hp)

Page 29: The Chambers of Eldritch Doom 10

East Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

Ⓣ Falling Block: CR 12; mechanical; Perception DC 26; Disable DeviceDC 24; Trigger location; Reset none; Effect Atk +12 melee (11d6);multiple targets (all targets in a 10 ft. square area)

→ Leads to room #44, inhabited by 6 x Babau

Empty

Room #81 South Entry #1 Trapped and Unlocked Bone Door (hard 5, 20 hp)

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

→ Leads to room #55, inhabited by 12 x Yeth Hound

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

Room Features Skeletons hang from chains and manacles against the north and east walls,A shattered sword lies in the south-west corner of the room

Room #82 North Entry Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to oneside, +1 to break DC)

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

South Entry Unlocked Bone Door (hard 5, 20 hp)

→ Leads to room #53, inhabited by 2 x Drider

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

Symbol of Petrification: CR 12; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect petrification (petrified,DC 14 Fort save negates); multiple targets (all targets in a 10 ft. radiusburst)

46 pp, 615 gp, 160 sp, 1000 cp; Amethyst (100 gp), Black Pearl (550 gp),Carnelian (65 gp), Chrysoprase (35 gp), Freshwater Pearl (8 gp), GreenSpinel (40 gp), Jet (100 gp), Rock Quartz (10 gp), 2 x Sard (45 gp), Topaz(450 gp); Carved stone idol (30 gp), Copper and glass decanter (25 gp),Gold chess set (500 gp), Painting of a queen (750 gp), Silver candelabrawith holy symbol (75 gp), Silver chalice with dragon carvings (150 gp),Silver comb with ornate handle (75 gp), Silver scepter with eagle symbols(125 gp); Scroll of Detect Chaos (cr, 25 gp), Scroll of Dominate Animal (cr,375 gp), Wand of Detect Undead (cr, 750 gp), Wand of Know Direction (cr,375 gp) (inscription provides clue to function); hoard total 5804 gp

Room #83 North Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

Ⓢ The door is concealed within a horrific torture device

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

→ Leads to room #20, inhabited by 6 x Yeth Hound

Monster 10 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA create

Page 30: The Chambers of Eldritch Doom 10

(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 26 pp, 304 gp; Masterwork Shortsword (310 gp), MasterworkTrident (315 gp); Scroll of Acid Arrow (cr, 150 gp), Scroll of Daze Monster(cr, 150 gp), Scroll of Remove Fear (cr, 25 gp), Scroll of Summon Nature'sAlly III (cr, 375 gp), Wand of Cure Light Wounds (cr, 750 gp), Wand of Rayof Enfeeblement (cr, 750 gp) (design provides clue to function), Wand ofRay of Frost (cr, 375 gp), Wand of Shocking Grasp (cr, 750 gp); hoard total4514 gp

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

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable DeviceDC 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; onsetdelay (1 round); multiple targets (all targets in a 10 ft. square area)

91 pp, 810 gp, 160 sp, 900 cp; Bloodstone (35 gp), Chrysoberyl (130 gp),Deep Blue Spinel (90 gp), Milky Quartz (50 gp), Opal (350 gp), Opal (600gp), Rose Quartz (40 gp), Zircon (55 gp); Silver noble family seal (60 gp);Potion of Virtue (cr, 25 gp), Scroll of Cure Moderate Wounds (cr, 150 gp),Scroll of Misdirection (cr, 150 gp), Scroll of True Strike (cr, 25 gp), 2 xWand of Cure Light Wounds (cr, 750 gp), Wand of Magic Missile (cr, 750gp) (design provides clue to function); hoard total 5755 gp

Room #84 East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

South Entry Unlocked Bone Door (hard 5, 20 hp)

→ Leads to room #72

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, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

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: 36 pp, 652 gp, 2840 sp, 12000 cp; 2 x Amethyst (90 gp), Coral(110 gp), Deep Blue Spinel (120 gp), Garnet (90 gp), Hematite (12 gp), Jade(70 gp), Lapis Lazuli (9 gp), Onyx (45 gp), Saltwater Pearl (100 gp); Copperscepter with gold inlay (50 gp), Decorated electrum plate (110 gp),Engraved jade scarab (85 gp), Gold candelabra with holy symbol (200 gp),Painting of a noblewoman (50 gp), Silver holy symbol (25 gp), Silver mask(75 gp); Masterwork Breastplate (350 gp), Masterwork Spear (302 gp),Masterwork darkwood lute (300 gp); Dust Bolt (1730 gp), 2 x Oil of ArcaneMark (cr, 25 gp), Padded Armor (+1 armor) (1155 gp), Potion of Cure LightWounds (cr, 50 gp), Potion of Endure Elements (cr, 50 gp), Potion ofUndetectable Alignment (cr, 300 gp), Scroll of Bless (cr, 25 gp), Stalker'sMask (3500 gp) (inscription provides clue to function), Wand of Owl'sWisdom (cr, 4500 gp), Wand of Wood Shape (cr, 4500 gp); hoard total19559 gp

Room #85 North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

→ Leads to room #46, inhabited by 11 x Yeth Hound

Page 31: The Chambers of Eldritch Doom 10

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

Monster 9 x Fire Mephit

Fire mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5;Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws);Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summonmephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire,fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy+4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3with bindings); Dodge, Improved Initiative

Treasure: Carved ivory scroll case (60 gp); Masterwork Heavy Steel Shield(170 gp); hoard total 230 gp

Room #86 East Entry Archway

→ Leads to room #13

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

Room Features A stone stair ascends towards the north wall, Someone has scrawled abasic map of the dungeon on the west wall

Room #87 West Entry #1 Archway

West Entry #2 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (slidesto one side, +1 to break DC)

East Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #64, inhabited by 11 x Shadow

Monster 3 x Shadow Demon

Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immunecold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlightpowerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Treasure: 490 pp, 1517 gp, 80 sp; Potion of Keen Senses (apg, 50 gp), Scrollof Mage Armor (cr, 25 gp), Scroll of Silent Image (cr, 25 gp); hoard total6525 gp

Room #88 West Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓢ The door is concealed within a horrific torture device

Monster 1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses darkvision60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-footed 24 (-1Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref +3, Will +4; DR10/adamantine and bludgeoning; Immune construct traits, magic; Speed 20ft.; Melee 2 slams +19 (2d10+7 plus cursed wound); Space 10 ft.; Reach 10ft.; SA berserk, haste; Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk+13, CMB +21, CMD 30

Page 32: The Chambers of Eldritch Doom 10

+13, CMB +21, CMD 30

Room #89 East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry #2 Unlocked Bone Door (hard 5, 20 hp)

South Entry #1 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)

Ⓢ The door is concealed within an upright sarcophagus

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

Empty

Room #90 North Entry Unlocked Bone Door (hard 5, 20 hp)

Monster 2 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.; Reach 5 ft.; SAweb (+7 ranged, DC 18, hp 9), spell-like abilities CL 9th; Spells CL 6th; Str15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21(33 vs. trip); SQ undersized weapons

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

Treasure: 7 pp, 80 gp; Aquamarine (350 gp), Garnet (80 gp), Ivory (35 gp),Moonstone (50 gp); Masterwork Leather Armor (160 gp); Scroll of Harm (cr,1650 gp), Wand of Alter Self (cr, 4500 gp) (design provides clue tofunction); hoard total 6975 gp

Trap Chamber of Blades Trap: CR 10; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Duration 1d4 rounds; Reset repair; EffectAtk +20 melee (3d8+3); multiple targets (all targets in a 20 ft. square area)

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

Acid Spray: CR 11; magic; Perception DC 24; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect acid spray (12d6 acid damage,DC 18 Reflex save for half damage)

260 pp, 1271 gp, 410 sp, 1900 cp; Agate (10 gp), Chrysoprase (55 gp),Freshwater Pearl (11 gp), Green Spinel (60 gp), Lapis Lazuli (11 gp),Obsidian (12 gp), Pyrite (10 gp), Tigereye (11 gp), Zircon (45 gp); Ivorybowl with animal carvings (40 gp); Scroll of Heat Metal (cr, 150 gp); hoardtotal 4346 gp

Room #91 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

East Entry Unlocked Bone Door (hard 5, 20 hp)

South Entry Archway

Room Features Several iron cages are scattered throughout the room, A hole has beenblasted into the north wall

Monster 4 x Shadow Demon

Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immunecold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlightpowerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6

Page 33: The Chambers of Eldritch Doom 10

plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25

Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Treasure: 25 pp, 442 gp, 2550 sp, 12000 cp; Amethyst (110 gp), Coral (90gp), Deep Blue Spinel (110 gp), Garnet (90 gp), Jet (110 gp); Painting of aqueen (750 gp); Masterwork Battleaxe (310 gp), Masterwork Chainmail (300gp), Masterwork Gauntlet (302 gp), Masterwork Hide (165 gp), MasterworkShortspear (301 gp); Chain Shirt (+1 armor) (1250 gp), Oil of Erase (cr, 50gp), Oil of Light (cr, 25 gp), Potion of Endure Elements (cr, 50 gp), Potion ofEnlarge Person (cr, 50 gp), Scroll of Mage Armor (cr, 25 gp), Wand of Sleep(cr, 750 gp); hoard total 5905 gp

Room #92 East Entry Unlocked Iron Door (hard 10, 60 hp)

South Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

→ Leads to room #69

Monster 13 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 240 pp, 1300 gp; Masterwork Battleaxe (310 gp); hoard total 4010gp

Trap Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none; Effect spelleffect (shocking grasp, Atk +9 melee touch, 4d6 electricity damage);multiple targets (all targets in a 40 ft. square area)

Room #93 North Entry Unlocked Bone Door (hard 5, 20 hp)

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

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

→ Leads to room #96

Room Features A magical statue in the north-west corner of the room answers questionswith insults, A stone sarcophagus sits in the north-west corner of the room

Monster 1 x Bebilith

Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SAdismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-like abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; BaseAtk +12, CMB +23, CMD 34 (46 vs. trip)

Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved

Page 34: The Chambers of Eldritch Doom 10

+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), ImprovedInitiative, Iron Will, Lightning Reflexes, Power Attack

Treasure: 13 gp, 150 sp; Hematite (10 gp), Jasper (40 gp), Pyrite (9 gp);Bronze flagon with warrior images (50 gp), Elaborate copper wind chimes(20 gp), Ivory bowl with animal carvings (40 gp), Mithral scepter with goldinlay (600 gp), Silver chalice with dragon carvings (150 gp), Silver noblefamily seal (60 gp), Silver scepter with eagle symbols (125 gp); MasterworkLight Crossbow (335 gp); Leather Armor (+1 armor) (1160 gp), Oil of Light(cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Potion of Hide from Undead (cr,50 gp), Sai (+1 weapon) (sheds light) (2301 gp), Scroll of Summon Nature'sAlly II (cr, 150 gp); hoard total 5203 gp

Room #94 West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Ⓣ Ice Dart Trap: CR 10; magic; Perception DC 28; Disable Device DC 24;Trigger visual (true seeing); Reset none; Effect Atk +16 ranged (11d6cold)

South Entry #1 Archway

→ Leads to room #77

South Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ Fire Spray: CR 9; magic; Perception DC 22; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect fire spray (8d6 firedamage, DC 12 Reflex save for half damage)

Empty

Room #95 North Entry Trapped and Unlocked Iron Door (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)

East Entry Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides down, +1 to breakDC)

Trap Teleporter Crystal: CR 8; magic; Perception DC 24; Disable Device DC 24;Trigger touch; Reset none; Effect teleport (teleported one level down, DC16 Will save negates)

Room #96 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

→ Leads to room #93, inhabited by 1 x Bebilith

North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

Room Features A tapestry of ghoulish carnage hangs from the east wall, An iron chandelierhangs from the ceiling in the center of the room

Room #97 West Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #11

East Entry Unlocked Stone Door (hard 8, 60 hp)

Room Features A magical pool in the north-west corner of the room restores youth towhomever drinks from it (but only once), The floor is covered in squaretiles, alternating white and black

Monster 4 x Greater Shadow

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Monster 4 x Greater Shadow

Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (asper shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;Base Atk +6, CMB +11, CMD 24

Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,Stealth)

Treasure: 383 pp, 2564 gp, 700 sp, 2400 cp; Aquamarine (400 gp), Citrine(40 gp), Deep Blue Spinel (100 gp), Garnet (110 gp), Lapis Lazuli (10 gp),Milky Quartz (35 gp), Obsidian (13 gp), 2 x Onyx (40 gp), Onyx (50 gp),Opal (400 gp), Peridot (55 gp), Red Spinel (60 gp), Rhodochrosite (10 gp),Rhodochrosite (12 gp), Shell (12 gp), Turquoise (9 gp); Potion of Sanctuary(cr, 50 gp), Scroll of Bear's Endurance (cr, 150 gp), Scroll of Eagle'sSplendor (cr, 150 gp), Scroll of Protection from Evil (cr, 25 gp), Scroll ofRemove Fear (cr, 25 gp), Wand of Animate Rope (cr, 750 gp), Wand ofGhost Sound (cr, 375 gp) (design provides clue to function); hoard total9409 gp

Room #98 North Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

East Entry Archway

Empty

Room #99 North Entry Unlocked Iron Door (hard 10, 60 hp)

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

→ Leads to room #17, inhabited by 12 x Yeth Hound

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

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

South Entry #3 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 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)

Room Features The ceiling is covered with cobwebs, Several torches are scatteredthroughout the room

Room #100 North Entry Archway

East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 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)

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

South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

→ Leads to room #31, inhabited by 4 x Black Pudding

Room Features Someone has scrawled "There is no way out" in dwarvish runes on the southwall, The south and west walls are covered with slime

Room #101

Page 36: The Chambers of Eldritch Doom 10

Room #101 North Entry Unlocked Bone Door (hard 5, 20 hp)

East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features A narrow ledge runs along the walls, Someone has scrawled "I'd rather beat the Shepherd and Flagon" on the west wall

Monster 7 x Salamander

Salamander: CR 6, XP 2400; CE Medium Outsider (extraplanar, fire); Init +1;Senses darkvision 60 ft.; Perception +16; AC 18, touch 11, flat-footed 17(+1 Dex, +7 natural); hp 76 (8d10+32); Fort +10, Ref +7, Will +6; DR10/magic; Immune fire; Weak vulnerability to cold; Speed 20 ft.; Meleespear +11/+6 (1d8+4/x3 plus 1d6 fire), tail slap +6 (2d6+1 plus 1d6 fire andgrab); Space 5 ft.; Reach 5 ft. (10 ft. with tail); SA constrict (2d6+4 plus1d6 fire), heat; Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13; Base Atk+8, CMB +11 (+15 grapple), CMD 22 (can't be tripped)

Skills and Feats: Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17,Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13,Stealth +12; Cleave, Iron Will, Power Attack, Skill Focus (Perception)

Treasure: 22 pp, 250 gp, 90 sp; Aquamarine (450 gp), Chrysoberyl (110 gp),Green Spinel (55 gp), Ivory (35 gp), Obsidian (8 gp), Rhodochrosite (13 gp),Rose Quartz (55 gp); Masterwork Light Hammer (301 gp), MasterworkSickle (306 gp); Oil of Animate Rope (cr, 50 gp), Oil of Light (cr, 25 gp),Potion of Stabilize (cr, 25 gp), Scroll of Identify (cr, 25 gp), Scroll ofSummon Monster I (cr, 25 gp), Scroll of Summon Swarm (cr, 150 gp),Shortspear (+1 weapon) (sheds light) (2301 gp), Splint Mail (+1 armor) (1350gp), Wand of Protection from Chaos (cr, 750 gp); hoard total 6513 gp

Room #102 East Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)

East Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

East Entry #3 Stuck Bone Door (break DC 23; hard 5, 20 hp)

South Entry Archway

Trap Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device DC34; Trigger visual (true seeing); Reset none; Effect spell effect (energydrain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23Fortitude negates after 24 hours)

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

64 pp, 615 gp, 40 sp; Deep Blue Spinel (120 gp), Moonstone (55 gp), Opal(500 gp), Peridot (50 gp), Rock Quartz (10 gp), Rose Quartz (60 gp), Shell (9gp), Shell (12 gp), Smoky Quartz (55 gp), Turquoise (10 gp); Bronze flagonwith warrior images (50 gp), Carved jade idol (80 gp), Engraved jade scarab(85 gp), Engraved mithral scarab (400 gp), Gold mask (450 gp), Ivorydrinking horn with silver ends (110 gp), Painted paper fan with silver slats(20 gp), Painting of a noblewoman (50 gp), Set of six ivory dice (30 gp),Silver brazier with religious markings (80 gp), Silver mask (75 gp), Silverstatue of a dragon (65 gp); Potion of Owl's Wisdom (cr, 300 gp), Potion ofRemove Fear (cr, 50 gp), Scroll of Open/Close (cr, 12 gp 5 sp), Scroll ofOwl's Wisdom (cr, 150 gp), Scroll of Vanish (apg, 25 gp), Wand of Entangle(cr, 750 gp) (inscription provides clue to function), Wand of LesserConfusion (cr, 750 gp) (inscription provides clue to function); hoard total5672 gp 5 sp

Room #103 East Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)

East Entry #2 Archway

→ Leads to room #72

Empty

Room #104 North Entry Archway

Page 37: The Chambers of Eldritch Doom 10

Room #104 North Entry Archway

West Entry #1 Unlocked Iron Door (hard 10, 60 hp)

West Entry #2 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

West Entry #3 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Room Features A magical statue in the east side of the room speaks riddles and crypticprophecies, A pile of iron blobs lies in the south-west corner of the room

Room #105 North Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)

Ⓣ Contact Poison: CR 8; mechanical; Perception DC 22; Disable DeviceDC 24; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

Monster 8 x Fire Mephit

Fire mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5;Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws);Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summonmephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire,fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy+4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3with bindings); Dodge, Improved Initiative

Treasure: 16 gp, 130 sp; Potion of Magic Fang (cr, 50 gp), Scroll of Daze(cr, 12 gp 5 gp), Scroll of True Strike (cr, 25 gp); hoard total 116 gp

Room #106 North Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)

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

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

→ Leads to room #39

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

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable DeviceDC 24; Trigger location; Reset manual; Effect Atk +11 melee (8d6/19-20)

→ Leads to room #48, inhabited by 5 x Shadow Demon

Monster 10 x Vargouille

Vargouille: CR 2, XP 600; NE Small Outsider (evil, extraplanar); Init +1;Senses darkvision 60 ft.; Perception +7; AC 15, touch 12, flat-footed 14; (+1Dex, +3 natural, +1 size); hp 19 (3d10+3); Fort +4, Ref +4, Will +2; Speedfly 30 ft. (good); Melee bite +5 (1d4 plus poison); SA kiss, poison, shriek;Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8; Base Atk +3, CMB +2, CMD13

Skills and Feats: Fly +13, Intimidate +5, Perception +7, Stealth +8; SkillFocus (Stealth), Weapon Finesse

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