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The Prison of Anar the Terrible Level 1 General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor Flagstone Temperature Cool

The Prison of Anar the Terrible 01

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d&d 3.5 The Prison of Anar the Terrible 01

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  • The Prison of Anar the Terrible

    Level 1

    General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Flagstone

    Temperature Cool

  • Illumination Bright (magical light every 40 ft.)

    Corridors a Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC11 Reflex save half damage); Search DC 26; Disable Device DC 26

    c A mouldy odor fills the corridor

    e Someone has scrawled "Don't sleep" here

    i Electrified Floortile: CR 3; magic device; location trigger; no reset; electricshock (1d6 electricity damage, DC 10 Reflex save for half damage);multiple targets (all targets in a 10 ft. sqare); Search DC 20; DisableDevice DC 22

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

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

    r A toppled statue lies across the corridor

    s Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automaticreset; Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4acid/round for 2 rounds); Search DC 27; Disable Device DC 27

    u A tile labyrinth covers the floor

    v An iron chandelier hangs from the ceiling here

    w A briny odor fills the corridor

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

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

    WanderingMonsters

    1 1 x Troglodyte Zombie, investigating a strange noise

    2 1 x Small Animated Object, consumed by disease and madness

    3 1 x Small Earth Elemental, bloodied and fleeing a more powerful enemy

    4 1 x Troglodyte Zombie, actively patrolling their territory

    5 1 x Small Earth Elemental, trying to lure the party into an ambush

    6 11 x Toad (animal), trying to lure the party into an ambush

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

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

    South Entry Archway

    Monster 15 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

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

    Room Features A rope ascends to a balcony hanging from the south wall, A ruined gauntletlies in the north side of the room

  • Room #3 North Entry #1 Archway

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

    North Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #15

    Empty

    Room #4 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

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

    Room Features Several alcoves are cut into the south wall, A forge and anvil sit in thewest side of the room

    Monster 1 x Shrieker (fungus)

    Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; ALN; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

    Skills and Feats: -; -

    Room #5 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #249

    North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 tobreak DC)

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

    Room Features The floor is covered in perfect hexagonal tiles, A fountain and statue of aGod of Evil sits in the south side of the room

    Room #6 East Entry Archway

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

    Room Features A narrow pit covered by iron bars lies in the north-west corner of the room,A putrid odor fills the room

    Room #7 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #203, inhabited by 2 x Tiny Animated Object

    West Entry Archway

    East Entry Archway

    Room Features A fountain and statue of a Goddess of Destruction sits in the north side ofthe room, A metallic odor fills the south-east corner of the room

    Monster 1 x Small Animated Object

    Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14

  • (+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Room #8 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #204, inhabited by 1 x Small Water Elemental

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

    Leads to room #134West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

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

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

    Leads to room #227South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #135South Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Leads to room #205South Entry #3 Archway

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

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

    East Entry Archway

    South Entry #1 Archway

    Leads to room #206, inhabited by 1 x Small Air ElementalSouth Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,

    +1 to break DC)

    Leads to room #136

    Monster 1 x Quasit (demon)

    Quasit: CR 2; Tiny outsider (chaotic, extraplanar, evil); HD 3d8; hp 13; Init+7; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 18 (+2 size, +3 dex, +3natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk +8 melee (1d3-1

  • plus poison, claw); Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-likeabilities; SQ Alternate form, damage reduction 5/cold iron or good,darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10; ALCE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha10

    Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide+17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9,Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse

    Room #11 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #178, inhabited by 1 x Small Fire Elemental

    East Entry Archway

    Leads to room #281

    Room Features A stone stair ascends towards the east wall, Someone has scrawled "Don'tsleep" in goblin runes on the east wall

    Room #12 North Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

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

    Leads to room #177, inhabited by 1 x Troglodyte ZombieWest Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15

    hp)

    Leads to room #282, inhabited by 1 x Homunculus

    Empty

    Room #13 East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) Leads to room #279, inhabited by 1 x Homunculus

    South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #176, inhabited by 9 x Toad (animal)South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features Part of the ceiling has collapsed into the room, A tapestry of ghoulishcarnage hangs from the west wall

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,Weapon Finesse

    Room #14 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

    Leads to room #175

    Empty

  • Empty

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

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

    Leads to room #3South Entry #2 Archway

    Room Features A large kiln and coal bin sit in the south-east corner of the room, Severalpieces of broken glass are scattered throughout the room

    Room #16 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #93

    South Entry Archway

    Room Features Someone has scrawled "The Black Arrow is broken" on the south wall, Apile of rotting wood lies in the north-east corner of the room

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #17 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

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

    Leads to room #96, inhabited by 1 x Homunculus

    Room Features A mural of ancient mythology covers the ceiling, Someone has scrawled "Itis awake" in goblin runes on the west wall

    Room #18 East Entry #1 Archway

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

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

    Leads to room #95, inhabited by 1 x Small Fire Elemental

    Room Features A faded and torn tapestry hangs from the east wall, Ghostly music can beheard in the north-west corner of the room

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

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

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

    Leads to room #325West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry #1 Archway

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

    Room Features Someone has scrawled "Lightning comes before thunder" in orcish runes onthe north wall, A bent dagger lies in the north side of the room

    Monster 9 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

    Room #20 West Entry Archway

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

    Leads to room #22, inhabited by 1 x Small Fire Elemental

    Empty

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

    East Entry #1 Archway

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

    East Entry #3 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

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

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Room #22 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #20

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

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

    East Entry Archway

    Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled "Thesilver dragon is not a dragon" on the south wall

  • silver dragon is not a dragon" on the south wall

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #23 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #189, inhabited by 1 x Homunculus

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

    Room Features Someone has scrawled "It's a trap" in goblin runes on the north wall, A pileof broken arrows lies in the south-east corner of the room

    Room #24 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #190

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

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,Weapon Finesse

    Trap Earthmaw Trap: CR 1; magic device; location trigger; no reset; earthmaw(1d6 damage, DC 12 Reflex save for half damage); Search DC 20; DisableDevice DC 22

    Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 30,break DC 18; hard 5, 15 hp)

    30 pp; hoard total 300 gp

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

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

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

    Leads to room #187, inhabited by 10 x Toad (animal)

    Room Features Spirals of gray stones cover the floor, The south and west walls are coveredwith sword cuts

    Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha

  • N; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    Room #26 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 tobreak DC)

    Empty

    Room #27 East Entry Archway

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

    Leads to room #268

    Room Features Someone has scrawled an arrow pointing up on the east wall, A foul odorfills the north-west corner of the room

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #28 North Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) Leads to room #185

    North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 tobreak DC)

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

    Leads to room #267South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features A narrow shaft falls into the room from above, A warped spear lies in thesouth-east corner of the room

    Room #29 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) Leads to room #270, inhabited by 1 x Small Animated Object

    West Entry Archway

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

    Empty

    Room #30 South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    South Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;

  • squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Room #31 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) Leads to room #132

    Monster 1 x Shrieker (fungus)

    Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; ALN; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

    Skills and Feats: -; -

    Room #32 East Entry Archway Leads to room #131, inhabited by 1 x Small Earth Elemental

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

    Room Features A group of monstrous faces have been carved into the north wall, A circleof tall stones stands in the west side of the room

    Monster 8 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

    Room #33 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    Leads to room #130

    Room Features Someone has scrawled a diagram of a mechanical trap on the north wall,Several pieces of rotting wood are scattered throughout the room

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,Weapon Finesse

    Room #34 South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Trap Acid Spray: CR 1; magic device; proximity trigger (alarm); no reset; acidspray (3d6 acid damage, DC 10 Reflex save for half damage); Search DC20; Disable Device DC 20

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

    160 gp; hoard total 160 gp

  • Room #35 North Entry #1 Archway

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

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

    Leads to room #303, inhabited by 1 x Medium Animated Object

    Room Features A narrow ledge runs along the walls, A chirping noise fills the room

    Room #36 East Entry #1 Archway Leads to room #170, inhabited by 1 x Troglodyte Zombie

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

    Leads to room #304

    Room Features Numerous pillars line the north and east walls, A bent chisel lies in thesouth side of the room

    Monster 11 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

    Room #37 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #305, inhabited by 1 x Small Animated Object

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

    Leads to room #167South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Monster 1 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #38 East Entry #1 Archway Leads to room #306

    East Entry #2 Archway

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

    Leads to room #168South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Monster 1 x Blink Dog

  • Blink dog: CR 2; Medium magical beast; HD 4d10; hp 22; Init +3; Spd 40 ft.(8 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk+4; Grp +4; Atk +4 melee (1d6, bite); Full Atk +4 melee (1d6, bite);Space/Reach 5 ft./5 ft.; SA -; SQ Blink, darkvision 60 ft., dimension door,low-light vision, scent; AL LG; SV Fort +4, Ref +7, Will +4; Str 10, Dex 17,Con 10, Int 10, Wis 13, Cha 11

    Skills and Feats: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival+4; Iron Will, Run, Track

    Room #39 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #213, inhabited by 15 x Toad (animal)

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

    Leads to room #313, inhabited by 1 x Shrieker (fungus)

    Room Features A group of draconic faces have been carved into the north wall, A largekiln and coal bin sit in the south-east corner of the room

    Room #40 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)

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

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

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Room #41 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

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

    Leads to room #169

    Room Features A faded and torn tapestry hangs from the west wall, Several pieces ofbroken glass are scattered throughout the room

    Monster 1 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

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

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

    Monster 13 x Toad (animal)

  • Monster 13 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

    Room #43 West Entry #1 Archway

    West Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    South Entry Archway

    Room Features The sound of footsteps can be heard in the south-east corner of the room,Several iron blobs are scattered throughout the room

    Room #44 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    Leads to room #168West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    Room #45 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #108

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

    Leads to room #243, inhabited by 1 x Small Earth Elemental

    Room Features A tapestry of ghoulish carnage hangs from the west wall, The ceiling iscovered with cobwebs

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #46 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

    Leads to room #77

    Empty

    Room #47 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    North Entry #2 Archway

    North Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #254, inhabited by 1 x Small Earth ElementalSouth Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #106

    Trap Electrified Floortile: CR 3; magic device; location trigger; no reset; electricshock (3d6 electricity damage, DC 12 Reflex save for half damage);multiple targets (all targets in a 10 ft. sqare); Search DC 22; DisableDevice DC 22

    Room #48 West Entry Archway

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

    Leads to room #79South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #105, inhabited by 1 x Small Air Elemental

    Room Features A narrow shaft descends from the room into the next dungeon level down,Skeletons hang from chains and manacles against the north and west walls

    Monster 1 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #49 West Entry Unlocked Iron Door (hard 10, 60 hp)

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

    Leads to room #303, inhabited by 1 x Medium Animated Object

    Room Features A stone stair ascends towards the east wall, A tapestry of arcane patternshangs from the east wall

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

  • Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #50 South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) Leads to room #304

    Room Features A shallow pit lies in the south-west corner of the room, The floor is coveredin square tiles, alternating white and black

    Monster 1 x Shrieker (fungus)

    Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; ALN; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

    Skills and Feats: -; -

    Room #51 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Leads to room #305, inhabited by 1 x Small Animated Object

    Empty

    Room #52 North Entry Archway Leads to room #306

    West Entry Archway

    Leads to room #38, inhabited by 1 x Blink Dog

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #53 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Leads to room #138, inhabited by 1 x Small Animated Object

    Room Features The floor is covered in perfect hexagonal tiles, Burning torches in ironsconces line the east wall

    Room #54 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) Leads to room #283

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

    Monster 1 x Troglodyte Zombie

  • Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Trap Rune of Dread: CR 1; magic device; proximity trigger (alarm); no reset; fear(frightened for 1d4 rounds, DC 12 Will save negates); multiple targets (alltargets in a 10 ft. radius burst); Search DC 20; Disable Device DC 22

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

    70 gp; hoard total 70 gp

    Room #55 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) Leads to room #140, inhabited by 1 x Medium Animated Object

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

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

    Leads to room #284South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #301, inhabited by 1 x Small Animated Object

    Empty

    Room #56 West Entry Archway

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

    Leads to room #283

    Room Features A chute descends from the room into a natural cavern below, A faded andtorn tapestry hangs from the west wall

    Room #57 West Entry Archway

    Room Features Several square holes are cut into the ceiling and floor, An overwhelmingstench fills the south-west corner of the room

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Room #58 West Entry Archway

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

    South Entry Archway

    Monster 1 x Small Earth Elemental

  • Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #59 North Entry #1 Archway

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

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

    Leads to room #192, inhabited by 1 x Small Earth ElementalEast Entry #2 Unlocked Stone Door (hard 8, 60 hp)

    Room Features A stone dais sits in the west side of the room, A faded and torn tapestryhangs from the north wall

    Room #60 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp) (magically reinforced, +10 to break DC)

    West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slidesto one side, +1 to break DC)

    Leads to room #191East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry #2 Archway

    East Entry #3 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

    Room Features A tile labyrinth covers the floor, A wooden ladder rests against the eastwall

    Monster 1 x Small Animated Object

    Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Hidden Treasure Hidden (Search DC 30) Trapped and Unlocked Strong Wooden Chest (hard5, 20 hp)

    Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rdlevel druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27;Disable Device DC 27

    110 gp; hoard total 110 gp

    Room #61 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #146

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

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

  • Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

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

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

    East Entry #1 Unlocked Stone Door (hard 8, 60 hp)

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

    Leads to room #147

    Room Features A tile labyrinth covers the floor, Several adventurer corpses are scatteredthroughout the room

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #63 North Entry Archway

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

    Leads to room #101

    Room Features Part of the west wall has collapsed into the room, Unintelligible whisperingfills the room

    Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    Room #64 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #102

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

    Empty

  • Room #65 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

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

    Room Features A magical mirror on the north wall answers questions with insults, Ashallow pit lies in the east side of the room

    Room #66 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #104, inhabited by 1 x Small Animated Object

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

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

    Room Features A fountain of water sits against the east wall, A pile of iron spikes lies inthe east side of the room

    Room #67 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #315

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

    East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to oneside, +1 to break DC)

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

    Leads to room #120

    Room Features The scent of urine fills the room, A pile of rotten bread lies in the northside of the room

    Room #68 West Entry Unlocked Iron Door (hard 10, 60 hp)

    East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 tobreak DC)

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

    Leads to room #313, inhabited by 1 x Shrieker (fungus)South Entry #2 Archway

    Leads to room #312, inhabited by 1 x Small Air Elemental

    Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    Room #69 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Leads to room #317East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

  • Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #70 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Leads to room #319

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

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

    Leads to room #317

    Room Features A stream of quicksilver flows along a channel in the floor, A tile labyrinthcovers the floor

    Monster 5 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

    Trap Rune of Confusion: CR 3; magic device; proximity trigger (alarm); no reset;confusion (confused for 1d4 rounds, DC 10 Will save negates); multipletargets (all targets in a 10 ft. radius burst); Search DC 22; Disable DeviceDC 22

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

    Rune of Confusion: CR 2; magic device; proximity trigger (alarm); no reset;confusion (confused for 1d4 rounds, DC 12 Will save negates); multipletargets (all targets in a 10 ft. radius burst); Search DC 20; Disable DeviceDC 20

    30 gp; Masterwork Pan Pipes (100 gp); hoard total 130 gp

    Room #71 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 tobreak DC)

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

    South Entry Archway

    Leads to room #320, inhabited by 14 x Toad (animal)

    Room Features The south and west walls have been engraved with strange glyphs, Varioustorture devices are scattered throughout the room

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

  • Room #72 West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

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

    Leads to room #316South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10

    hp)

    Room Features A narrow ledge runs along the north and east walls, A wooden ladder restsagainst the north wall

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

    Leads to room #329South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features The north and east walls have been engraved with strange runes, A woodenladder rests against the east wall

    Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    Room #74 West Entry Archway

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

    Leads to room #328

    Monster 11 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

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

    West Entry Archway

    Leads to room #331, inhabited by 1 x Small Air ElementalEast Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

    Room Features Someone has scrawled "The Company of the Arrow and Sword killed twotrolls here" in draconic script on the north wall, An acrid odor fills thesouth-east corner of the room

    Room #76 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

  • hp)

    South Entry #2 Archway

    Leads to room #116, inhabited by 1 x Troglodyte Zombie

    Room Features The floor is covered in square tiles, alternating white and black, A charredclub lies in the east side of the room

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,Weapon Finesse

    Room #77 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #46

    West Entry #2 Archway

    Room Features Several square holes are cut into the ceiling and floor, Skeletons hang fromchains and manacles against the west wall

    Room #78 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to breakDC)

    Leads to room #108West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #210, inhabited by 1 x Small Water ElementalEast Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20

    hp)

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

    Leads to room #166

    Room Features Rusting iron spikes line the north and east walls, A corroded chain lies inthe west side of the room

    Monster 1 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

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

    200 sp; hoard total 20 gp

    Room #79 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to breakDC)

    Leads to room #229

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

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

    Leads to room #48, inhabited by 1 x Troglodyte ZombieEast Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #207, inhabited by 1 x Small Water ElementalSouth Entry Archway

    Leads to room #105, inhabited by 1 x Small Air Elemental

    Room Features A simple fireplace sits against the east wall, A rusted gauntlet lies in thenorth-east corner of the room

    Room #80 North Entry Archway Leads to room #164

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

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

    Leads to room #208, inhabited by 1 x Small Water Elemental

    Monster 9 x Toad (animal)

    Toad: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp-17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1,Wis 14, Cha 4

    Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

    Room #81 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Leads to room #171

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

    South Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    Room Features A stair ascends to a wooden platform in the south-west corner of the room,Someone has scrawled "The Amethyst Wand is broken" in draconic script onthe west wall

    Room #82 South Entry Archway

    Empty

    Room #83 South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Empty

    Room #84 East Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

    Leads to room #174, inhabited by 1 x Homunculus

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

    Trap Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic

  • Trap Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automaticreset; Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4acid/round for 2 rounds); Search DC 27; Disable Device DC 27

    Room #85 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

    Leads to room #234West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one

    side, +1 to break DC)

    South Entry Archway

    Leads to room #292

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

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #86 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Leads to room #233East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Empty

    Room #87 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp) (slides up, +2 to break DC)

    Leads to room #290West Entry Archway

    Leads to room #232South Entry Unlocked Iron Door (hard 10, 60 hp)

    Empty

    Room #88 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) Leads to room #289

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

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

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5

  • fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #89 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Leads to room #221, inhabited by 1 x Owlbear Skeleton

    Empty

    Room #90 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Leads to room #134East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features Several alcoves are cut into the east and west walls, A buzzing noise canbe faintly heard near the south wall

    Room #91 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #135

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

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Room #92 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    Leads to room #220

    Room Features The south and west walls have been engraved with endless spirals,Skeletons hang from chains and manacles against the south and east walls

    Monster 1 x Small Animated Object

    Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Room #93 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1to break DC)

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

    Leads to room #16, inhabited by 1 x Small Earth Elemental

  • Leads to room #16, inhabited by 1 x Small Earth Elemental

    Empty

    Room #94 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #173

    East Entry Archway

    Room Features A chute falls into the room from above, The scent of urine fills the room

    Room #95 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #18, inhabited by 1 x Small Earth Elemental

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

    Leads to room #172

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #96 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #17

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

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

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

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

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Trap Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset; spelleffect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates); SearchDC 27; Disable Device DC 27

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

    500 sp; Deep Blue Spinel (300 gp); hoard total 350 gp

    Room #97 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

  • Empty

    Room #98 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    West Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

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

    Room Features A tapestry of legendary monsters hangs from the east wall, A pile ofsundered shields lies in the center of the room

    Trap Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automaticreset; Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4acid/round for 2 rounds); Search DC 27; Disable Device DC 27

    Room #99 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 1 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    Room #100 West Entry Archway

    East Entry Archway

    Room Features Spirals of black stones cover the floor, Several pieces of blood-soakedclothing are scattered throughout the room

    Room #101 West Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    Leads to room #63, inhabited by 1 x Small Water ElementalWest Entry #2 Archway

    Leads to room #160

    Empty

    Room #102 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

    Leads to room #143, inhabited by 11 x Toad (animal)East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #64East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10

    hp)

    East Entry #3 Archway

    Leads to room #159

  • Leads to room #159

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

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

    80 gp; hoard total 80 gp

    Room #103 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) Leads to room #162, inhabited by 1 x Shrieker (fungus)

    East Entry Archway

    Leads to room #126, inhabited by 1 x Small Fire ElementalSouth Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20

    hp)

    South Entry #2 Archway

    Room Features The walls have been engraved with arcane glyphs, A corroded mace lies inthe north side of the room

    Room #104 West Entry Archway Leads to room #141

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

    Leads to room #66

    Room Features A tile mosaic of arcane patterns covers the floor, An iron chandelier hangsfrom the ceiling in the south-west corner of the room

    Monster 1 x Small Animated Object

    Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Room #105 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #48, inhabited by 1 x Troglodyte Zombie

    North Entry #2 Archway

    Leads to room #79South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10

    hp)

    Room Features A well lies in the south-west corner of the room, An altar of evil sits in thesouth-east corner of the room

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,

  • Weapon Finesse

    Room #106 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #47

    West Entry Archway

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

    Leads to room #245, inhabited by 13 x Toad (animal)

    Room Features A stone stair ascends towards the south wall, Rusting iron spikes line theeast wall

    Room #107 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #244, inhabited by 1 x Small Water Elemental

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

    Room Features An iron chain hangs from the ceiling in the south-west corner of the room,A pile of sundered shields lies in the south side of the room

    Monster 1 x Shrieker (fungus)

    Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; ALN; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

    Skills and Feats: -; -

    Room #108 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

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

    Leads to room #243, inhabited by 1 x Small Earth ElementalSouth Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break

    DC)

    Leads to room #78, inhabited by 1 x Troglodyte ZombieSouth Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #45, inhabited by 1 x Small Fire Elemental

    Empty

    Room #109 West Entry #1 Archway

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

    Leads to room #221, inhabited by 1 x Owlbear SkeletonEast Entry #1 Archway

    East Entry #2 Archway

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

    Monster 1 x Quasit (demon)

    Quasit: CR 2; Tiny outsider (chaotic, extraplanar, evil); HD 3d8; hp 13; Init+7; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 18 (+2 size, +3 dex, +3natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk +8 melee (1d3-1plus poison, claw); Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like

  • melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-likeabilities; SQ Alternate form, damage reduction 5/cold iron or good,darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10; ALCE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha10

    Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide+17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9,Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse

    Room #110 East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    Leads to room #222, inhabited by 1 x Small Fire Elemental

    Empty

    Room #111 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    West Entry #1 Archway

    Leads to room #219West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry Archway

    Room Features Several alcoves are cut into the north and south walls, An iron chandelierhangs from the ceiling in the north side of the room

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

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

    120 gp; hoard total 120 gp

    Room #112 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #220

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

    Room Features The walls have been engraved with endless spirals, A ruined chain shirtlies in the south-west corner of the room

    Monster 1 x Shrieker (fungus)

    Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; ALN; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

    Skills and Feats: -; -

    Room #113 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #199, inhabited by 1 x Imp (devil)

  • Leads to room #199, inhabited by 1 x Imp (devil)West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

    Empty

    Room #114 North Entry Unlocked Stone Door (hard 8, 60 hp)

    Room Features A tapestry of geometric patterns hangs from the west wall, A pile of blood-soaked clothing lies in the north-west corner of the room

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,Weapon Finesse

    Trap Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC11 Reflex save half damage); Search DC 26; Disable Device DC 26

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

    70 gp; Pewter Diadem (80 gp); hoard total 150 gp

    Room #115 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

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

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

    Leads to room #201

    Empty

    Room #116 North Entry #1 Archway Leads to room #76, inhabited by 1 x Small Air Elemental

    North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 tobreak DC)

    Leads to room #330South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    Leads to room #202, inhabited by 1 x Shrieker (fungus)

    Room Features A well lies in the south-east corner of the room, A fountain engraved withgeometric patterns sits in the west side of the room

    Monster 1 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Full

  • (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #117 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1to break DC)

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

    East Entry #1 Archway

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

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

    Room Features A stone stair ascends towards the west wall, A tapestry of ghoulish carnagehangs from the south wall

    Room #118 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Monster 1 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

    Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

    Room #119 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Empty

    Room #120 North Entry #1 Archway

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

    Leads to room #67West Entry Archway

    Room Features Spirals of black stones cover the floor, A pile of bent copper coins lies inthe south-west corner of the room

    Room #121 South Entry #1 Archway

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

    Room Features A magical statue in the north-west corner of the room answers simplequestions about the dungeon (points directions), The floor is covered inperfect hexagonal tiles

    Monster 1 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed

  • 30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Room #122 West Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)

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

    Room Features An altar of evil sits in the north side of the room, A metallic odor fills theroom

    Monster 1 x Dire Weasel

    Dire weasel: CR 2; Medium animal; HD 3d8; hp 13; Init +4; Spd 40 ft. (8squares); AC 16 (+4 dex, +2 natural), touch 14, flat-footed 12; Base Atk +2;Grp +4; Atk +6 melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite);Space/Reach 5 ft./5 ft.; SA Attach, blood drain; SQ Low-light vision, scent;AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12,Cha 11

    Skills and Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness,Stealthy, Weapon Finesse

    Room #123 South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

    Room Features Mysterious levers and mechanisms cover the south wall, A ruined iron boxlies in the north side of the room

    Room #124 West Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

    Room Features A well lies in the south-west corner of the room, A ring of keys lies in theeast side of the room

    Room #125 South Entry Archway

    Empty

    Room #126 West Entry Archway Leads to room #103

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

    Leads to room #325

    Monster 1 x Small Fire Elemental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

  • Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Trap Acid Spray: CR 1; magic device; visual trigger (arcane eye); no reset; acidspray (2d6 acid damage, DC 10 Reflex save for half damage); Search DC20; Disable Device DC 20

    Room #127 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    Leads to room #326, inhabited by 11 x Toad (animal)East Entry Archway

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

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

    Room Features A large kiln and coal bin sit in the south-west corner of the room, The scentof urine fills the south-west corner of the room

    Trap Magic Missle Trap: CR 1; magic device; visual trigger (true seeing); noreset; magic missile (2d6 force damage); never miss; Search DC 20;Disable Device DC 20

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

    4000 cp; Masterwork Dagger (Medium) (302 gp); hoard total 342 gp

    Room #128 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #264, inhabited by 1 x Small Animated Object

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

    Trap Rune of Paralyzation: CR 1; magic device; proximity trigger (alarm); noreset; paralyzation (paralyzed for 1d4 rounds, DC 12 Fort save negates);multiple targets (all targets in a 10 ft. radius burst); Search DC 20; DisableDevice DC 22

    Room #129 North Entry Archway Leads to room #271

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

    Leads to room #330

    Empty

    Room #130 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    East Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    Leads to room #33, inhabited by 1 x Small Air ElementalSouth Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #331, inhabited by 1 x Small Air Elemental

    Room Features A group of draconic faces have been carved into the north wall, Severalheadless statues are scattered throughout the room

  • Room #131 West Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    West Entry #2 Archway

    Leads to room #32, inhabited by 8 x Toad (animal)East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break

    DC)

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

    Monster 1 x Small Earth Elemental

    Small earth elemental: CR 1; Small elemental (earth, extraplanar); HD2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SAEarth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; ALN; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +3, Spot +2; Power Attack

    Trap Earthmaw Trap: CR 1; magic device; location trigger; no reset; earthmaw(3d6 damage, DC 10 Reflex save for half damage); Search DC 22; DisableDevice DC 22

    Room #132 West Entry Archway

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

    Leads to room #31, inhabited by 1 x Shrieker (fungus)South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Leads to room #274South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features A magical statue in the center of the room answers questions with lies andfalsehoods, A faded and torn tapestry hangs from the west wall

    Room #133 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #203, inhabited by 2 x Tiny Animated Object

    South Entry Archway

    Leads to room #216, inhabited by 1 x Dire Weasel

    Room Features A rope ascends to a wooden platform in the center of the room, An ironcauldron and crude bookcase sit in the center of the room

    Room #134 East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #90

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

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

    Leads to room #8, inhabited by 1 x HomunculusSouth Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features A set of demonic war masks hangs on the north wall, A dagger hilt lies inthe west side of the room

    Room #135

  • Room #135 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #218

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

    Leads to room #9, inhabited by 1 x Small Earth ElementalWest Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #91, inhabited by 1 x HomunculusEast Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15

    hp)

    Leads to room #205

    Room Features A chute descends from the room into a magical cyst below, A metallic odorfills the south side of the room

    Room #136 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,+1 to break DC)

    Leads to room #10, inhabited by 1 x Quasit (demon)West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #206, inhabited by 1 x Small Air ElementalEast Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

    Empty

    Room #137 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Empty

    Room #138 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 tobreak DC)

    Leads to room #53South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Room Features A stone ramp ascends towards the north wall, A mural of ghoulish carnagecovers the ceiling

    Monster 1 x Small Animated Object

    Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Room #139 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #273

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

    Monster 1 x Small Air Elemental

    Small air elemental: CR 1; Small elemental (air, extraplanar); HD 2d8; hp9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4,slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Airmastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort+0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative,Weapon Finesse

    Room #140 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Leads to room #55

    Room Features A sloped pit lined with iron spikes lies in the north-east corner of the room,Someone