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The Shabaz of the Man named Gorf Level 10 General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run) Temperature Warm Illumination Shadowy (phosphorescent fungus or candles every 20 ft.) Corridors

The Shabaz of the Man Named Gorf 10

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Page 1: The Shabaz of the Man Named Gorf 10

The Shabaz of the Man named Gorf

Level 10

General Dungeon Walls Masonry (Climb DC 20)

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

Temperature Warm

Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors

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Corridors a A toppled statue lies across the corridor

c 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)

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 An acrid odor fills the corridor

m A 10-foot wide chasm cuts across the corridor

n Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

r Sporadic knocking fills the corridor

s Symbol of Panic: CR 12; magic; Perception DC 24; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4 rounds,DC 14 Will save negates); multiple targets (all targets in a 10 ft. radiusburst)

u Symbol of Hypnosis: CR 8; magic; Perception DC 22; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed for 1d4rounds, DC 16 Will save negates); multiple targets (all targets in a 10 ft.radius burst)

v The walls here have been engraved with strange runes

w A metallic odor fills the corridor

x A fountain of water sits in an alcove here

z A chute falls into the corridor from above

WanderingMonsters

1 4 x Flesh Golem, bloodied and fleeing a more powerful enemy

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

3 3 x Succubus, scavenging for food and treasure

4 5 x Succubus, wielding bizarre eldritch powers

5 5 x Ghost, trying to lure the party into an ambush

6 10 x Wight, searching for an object stolen from their lair

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

Ⓣ Thunderstone Mine: CR 11; magic; Perception DC 24; Disable DeviceDC 24; Trigger location; Reset none; Effect thunder blast (12d6 sonicdamage, DC 16 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

→ Leads to room #18

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

Ⓣ Magic Missle Trap: CR 8; magic; Perception DC 24; Disable DeviceDC 22; Trigger proximity (alarm); Reset none; Effect magic missile (5d6force damage); never miss

→ Leads to room #7, inhabited by 1 x Clay Golem

Room Features Numerous pillars line the north and west walls, Someone has scrawled "TheWhite Order killed a rust monster here" on the south wall

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White Order killed a rust monster here" on the south wall

Room #2 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2 Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp) (slides to oneside, +1 to break DC)

Ⓢ A bookcase and section of wall pivots smoothly

→ Leads to room #8

East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 tobreak DC)

Ⓣ Rune of Hypnosis: CR 11; magic; Perception DC 28; Disable DeviceDC 28; Trigger proximity (alarm); Reset none; Effect hypnosis(fascinated for 1d4 rounds, DC 16 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

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

→ Leads to room #55, inhabited by 10 x Adamantine Cobra

Room Features A narrow shaft falls into the room from above, A set of demonic war maskshangs on the south wall

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)

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

300 pp, 451 gp, 410 sp, 1000 cp; Agate (11 gp), Freshwater Pearl (11 gp),Milky Quartz (55 gp), Moonstone (60 gp), Rhodochrosite (12 gp), Turquoise(8 gp); Polished darkwood chalice (50 gp); 2 x Oil of Arcane Mark (cr, 25gp), Scroll of Light (cr, 12 gp 5 gp); hoard total 3771 gp

Room #3 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to liftDC)

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

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

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

→ Leads to room #18

Room Features Several square holes are cut into the ceiling and floor, Someone hasscrawled "Run away!" on the south wall

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: 41 gp, 310 sp, 900 cp; Masterwork Longsword (315 gp); HeavyWooden Shield (+2 shield) (4157 gp), Sap (+1 weapon) (2301 gp), Scroll ofProtection from Chaos (cr, 25 gp), Sizzling Arrow (1516 gp); hoard total8395 gp

Page 4: The Shabaz of the Man Named Gorf 10

Room #4 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

Ⓣ Electrified Lock: CR 9; magic; Perception DC 24; Disable Device DC26; Trigger touch; Reset none; Effect electric shock (9d6 electricitydamage, DC 14 Reflex save for half damage)

→ Leads to room #44, inhabited by 7 x Cloaker

West Entry Archway

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

Room Features A faded and torn tapestry hangs from the east wall, Someone has scrawled"Alam fell here" in dwarvish runes on the north wall

Monster 2 x Dracolisk

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

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

Treasure: 35 pp, 250 gp, 160 sp, 2100 cp; Citrine (40 gp), Peridot (50 gp);Bronze statuette of a warrior (15 gp), Carved stone idol (30 gp), Engravedjade scarab (85 gp), Silver mask (75 gp), Silver scepter with eagle symbols(125 gp); Masterwork Longbow (375 gp), Masterwork Shortspear (301 gp),Masterwork darkwood lute (300 gp); Potion of Resistance (cr, 25 gp), Potionof Sanctuary (cr, 50 gp), Scroll of Magic Weapon (cr, 25 gp), Scroll ofSound Burst (cr, 150 gp); hoard total 2283 gp

Room #5 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

→ Leads to room #12, inhabited by 1 x Young Silver Dragon

Monster 5 x Derro

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

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

Treasure: 4 pp, 131 gp, 270 sp, 800 cp; Carnelian (40 gp), Chrysoberyl (100gp), Ivory (60 gp), Tigereye (8 gp), Topaz (350 gp), Turquoise (13 gp),Zircon (45 gp); Masterwork Warhammer (312 gp); Oil of Purify Food andDrink (cr, 25 gp), Oil of Shillelagh (cr, 50 gp), Potion of Keen Senses (apg,50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Resist Electricity (3rd)(cr, 300 gp), Scroll of Bear's Endurance (cr, 150 gp), Wand of Mage Armor(cr, 750 gp); hoard total 2509 gp

Room #6 West Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;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)

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

Page 5: The Shabaz of the Man Named Gorf 10

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

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

Room Features The ceiling is covered with cobwebs, A pile of shattered weapons lies inthe north-east corner of the room

Room #7 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

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

Ⓣ Magic Missle Trap: CR 8; magic; Perception DC 24; Disable DeviceDC 22; Trigger proximity (alarm); Reset none; Effect magic missile (5d6force damage); never miss

→ Leads to room #1

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

South Entry Archway

→ Leads to room #10, inhabited by 11 x Mummy

Room Features A narrow ledge runs along the north and west walls, Several pieces ofbroken glass are scattered throughout the room

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

Trap Acid Turret: CR 11; magic; Perception DC 26; Disable Device DC 24;Trigger visual (arcane eye); Duration 5 rounds; Reset none; Effect acidspray (7d6 acid damage for 1d4 rounds, DC 18 Reflex save for half damage)

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

26 pp, 346 gp, 374 sp, 2310 cp; Alabaster (9 gp), Chrysoprase (45 gp), Ivory(65 gp), Jade (80 gp), Opal (450 gp), Pyrite (10 gp), Tigereye (7 gp); Carvedivory scroll case (60 gp), Crystal skull (80 gp), Decorated electrum plate(110 gp), Decorated silver plate (60 gp), Electrum censer with silverfiligree (70 gp), Engraved gold scarab (75 gp), Gold bowl with dragonengravings (400 gp), Gold candelabra with holy symbol (200 gp), Ivorybowl with animal carvings (40 gp), Ivory drinking horn with silver ends(110 gp), Porcelain doll with silk clothing (40 gp), Silver candelabra withholy symbol (75 gp), Silver holy symbol (25 gp), 2 x Silver noble familyseal (60 gp), Silver statue of a dragon (65 gp); Masterwork darkwood lute(300 gp); Potion of Guidance (cr, 25 gp), Scroll of Magic Missile (cr, 25gp), Scroll of Resist Energy (cr, 150 gp), Scroll of Vanish (apg, 25 gp),Wand of Guidance (cr, 375 gp) (design provides clue to function), Wand ofPass without Trace (cr, 750 gp), Wand of Purify Food and Drink (cr, 375gp); hoard total 4887 gp 5 sp

Room #8 East Entry Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp) (slides to oneside, +1 to break DC)

Ⓢ A bookcase and section of wall pivots smoothly

→ Leads to room #2

Room Features A group of demonic faces have been carved into the east wall, The floor iscovered with bones

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covered with bones

Room #9 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A well lies in the north-west corner of the room, A rotting satchel lies inthe north-west corner of the room

Room #10 North Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

North Entry #2 Archway

→ Leads to room #7, inhabited by 1 x Clay Golem

South Entry Archway

Room Features A faded and torn tapestry hangs from the south wall, A carved stone statuestands in the center of the room

Monster 11 x Mummy

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: 30 pp, 323 gp; Carnelian (45 gp), Garnet (100 gp), Opal (500 gp),Peridot (65 gp); Masterwork Heavy Flail (315 gp); Full Plate (+1 armor)(2650 gp), Heavy Crossbow (+1 weapon) (2350 gp), Potion of Feather Step(apg, 50 gp), Potion of Protection from Arrows (cr, 300 gp), Scroll of Burst ofNettles (um, 375 gp), Scroll of Protection from Energy (cr, 375 gp), Wand ofArcane Mark (cr, 375 gp); hoard total 8123 gp

Room #11 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A magical statue in the center of the room answers questions with lies andfalsehoods, A stone dais sits in the south-west corner of the room

Room #12 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

→ Leads to room #5, inhabited by 5 x Derro

Room Features A toppled statue lies in the west side of the room, A metallic odor fills thenorth-east corner of the room

Monster 1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init +5;Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed 21; (+1Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8, Will +12;Immune acid, cold, paralysis, sleep; Weak vulnerability to fire; Speed 40ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee bite +16(2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13 (1d8+7); Space10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC 18,6d8 cold), paralyzing breath, spell-like abilities CL 11th; Spells CL 1st; Str21, Dex 12, Con 17, Int 16, Wis 17, Cha 16; Base Atk +11, CMB +17, CMD28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,

Page 7: The Shabaz of the Man Named Gorf 10

Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, PowerAttack, Weapon Focus (bite)

Treasure: 70 gp, 80 sp, 700 cp; Moonstone (40 gp); Carved saint's femur(6000 gp), Copper brazier with religious markings (50 gp), Electrum censerwith silver filigree (70 gp), Engraved mithral scarab (400 gp), Gold andmithral chess set (1000 gp), Gold bowl with dragon engravings (400 gp),Gold decanter with grape vine patterns (850 gp), Painting of a belovedqueen by a master (5000 gp), Painting of a queen by a master (1500 gp),Platinum bowl with arcane engravings (800 gp), Silver baby rattle (50 gp),Silver cup with royal crest (100 gp), Silver egg with dragon figurine (125gp); Masterwork Battleaxe (310 gp), Masterwork darkwood lute (300 gp);Oil of Grease (cr, 50 gp), Scroll of True Strike (cr, 25 gp); hoard total 17155gp

Room #13 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

Empty

Room #14 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Archway

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

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

Room Features Skeletons hang from chains and manacles against the north and southwalls, A rusted gauntlet lies in the center of the room

Room #15 North Entry Archway

South Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slidesto one side, +1 to break DC)

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

Empty

Room #16 West Entry Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)(slides up, +2 to break DC)

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

Ⓣ Thunderstone Mine: CR 8; magic; Perception DC 26; Disable DeviceDC 22; Trigger location; Reset none; Effect thunder blast (9d6 sonicdamage, DC 14 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

Room Features A magical mosaic on the north wall can be used to scry upon any knownindividual within the dungeon, A fountain of water sits against the eastwall

Room #17 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

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

Monster 1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init +5;Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed 21; (+1Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8, Will +12;Immune acid, cold, paralysis, sleep; Weak vulnerability to fire; Speed 40ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee bite +16(2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13 (1d8+7); Space10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC 18,6d8 cold), paralyzing breath, spell-like abilities CL 11th; Spells CL 1st; Str21, Dex 12, Con 17, Int 16, Wis 17, Cha 16; Base Atk +11, CMB +17, CMD28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, PowerAttack, Weapon Focus (bite)

Treasure: 92 pp, 1370 gp, 1900 sp, 8000 cp; Coral (80 gp), Deep BlueSpinel (90 gp), Garnet (120 gp), Jet (100 gp), Moonstone (35 gp),Moonstone (65 gp), Saltwater Pearl (110 gp), Topaz (500 gp), Tourmaline(90 gp); Gold cup with royal crest (550 gp), Gold flute (1000 gp), Platinumbowl with arcane engravings (800 gp), Platinum chalice blessed by a saint(6000 gp), Platinum holy symbol (500 gp); Heavy Steel Shield (+1 shield)(1170 gp), Wand of Magic Missile (cr, 750 gp); hoard total 14520 gp

Room #18 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #3, inhabited by 2 x Drider

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

Ⓢ A bookcase and concealed door pivots smoothly

Ⓣ Rune of Hypnosis: CR 12; magic; Perception DC 24; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect hypnosis(fascinated for 1d4 rounds, DC 14 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

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

Ⓣ Thunderstone Mine: CR 11; magic; Perception DC 24; Disable DeviceDC 24; Trigger location; Reset none; Effect thunder blast (12d6 sonicdamage, DC 16 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

→ Leads to room #1

Room Features Someone has scrawled "Beware the light" on the north wall, Mournfulweeping can be heard in the south-east corner of the room

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

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

→ Leads to room #47

East Entry #1 Archway

East Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Page 9: The Shabaz of the Man Named Gorf 10

Room Features Several square holes are cut into the south wall, A forge and anvil sit inthe south side of the room

Monster 2 x Spectre

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

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

Treasure: 106 pp, 1010 gp, 500 sp, 2800 cp; Azurite (9 gp), Black Pearl(500 gp), Chrysoprase (45 gp), Citrine (45 gp), Freshwater Pearl (10 gp),Hematite (7 gp), Malachite (9 gp), Malachite (11 gp), Onyx (45 gp),Saltwater Pearl (130 gp), Sard (40 gp), Shell (9 gp), Zircon (45 gp);Masterwork Greatsword (350 gp); Scroll of Remove Paralysis (cr, 150 gp),Wand of Magic Missile (cr, 750 gp) (design provides clue to function);hoard total 4303 gp

Room #20 East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 tobreak DC)

South Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ A bookcase and concealed door pivots smoothly

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

Room Features A narrow shaft descends from the room into a plundered tomb below, Amural of geometric patterns covers the ceiling

Room #21 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Empty

Room #22 North Entry #1 Archway

North Entry #2 Archway

South Entry Archway

Room Features Various torture devices are scattered throughout the room, Someone hasscrawled "Praise Gildusi the Ghastly" in draconic script on the north wall

Room #23 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

South Entry #3 Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break DC 28;hard 8, 60 hp)

Page 10: The Shabaz of the Man Named Gorf 10

hard 8, 60 hp)

Ⓢ A section of wall makes a loud grinding noise as it pivots open

Monster 4 x Mummy

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: 61 gp, 360 sp, 2000 cp; Agate (12 gp), Ivory (60 gp),Rhodochrosite (9 gp); Chain Shirt (+1 armor) (1250 gp), Lesser BurrowingBullet (1722 gp), Oil of Light (cr, 25 gp); hoard total 3195 gp

Room #24 West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

Monster 12 x Wight

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

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

Treasure: 42 gp, 246 sp; Agate (12 gp), Alabaster (9 gp), Carnelian (40 gp),Green Spinel (45 gp), Hematite (10 gp), Malachite (11 gp), Pyrite (8 gp),Rhodochrosite (10 gp); Masterwork Composite Shortbow (+2 Str bonus) (525gp); Halberd (+1 weapon) (design provides clue to function) (2310 gp), Oilof Light (cr, 25 gp), Potion of Jump (cr, 50 gp), Scale Mail (+1 armor) (1200gp), Scroll of Burning Hands (cr, 25 gp), Scroll of See Invisibility (cr, 150gp), Wand of Cure Light Wounds (cr, 750 gp); hoard total 5246 gp 6 sp

Trap Spiked Chain Flail: CR 12; mechanical; Perception DC 24; Disable DeviceDC 26; Trigger location; Reset repair; Effect Atk +14 melee (12d6/19-20 andknocked prone); multiple targets (all targets in a 10 ft. radius burst)

Hidden Treasure Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)

187 gp, 130 sp; Aquamarine (350 gp), Azurite (11 gp), Carnelian (55 gp),Deep Blue Spinel (130 gp), Ivory (55 gp), Jasper (55 gp), Moonstone (55gp), Onyx (55 gp), Opal (550 gp), Saltwater Pearl (70 gp), Shell (11 gp);Bronze statuette of a warrior (15 gp), Carved stone idol (30 gp), Gold andplatinum statuette of a deity (750 gp), Gold and silver hand mirror (120 gp),Gold candelabra with holy symbol (200 gp), Set of six ivory dice (30 gp),Silver holy symbol (25 gp); Scroll of Cat's Grace (cr, 150 gp), Scroll ofCommand Undead (cr, 150 gp), Scroll of Liberating Command (uc, 25 gp),Scroll of Magic Circle against Good (cr, 375 gp), Scroll of Minor Image (cr,150 gp), Wand of Disrupt Undead (cr, 375 gp), Wand of Hide from Animals(cr, 750 gp), Wand of Shield (cr, 750 gp), Wand of Virtue (cr, 375 gp);hoard total 5867 gp

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

→ Leads to room #68, inhabited by 11 x Shadow

South Entry Archway

Monster 12 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60

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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: 413 pp, 3270 gp, 70 sp; Black Pearl (400 gp), Carnelian (40 gp),Chrysoberyl (100 gp), Citrine (55 gp), Jasper (60 gp), Jet (130 gp), Opal (350gp), Saltwater Pearl (90 gp), Sard (55 gp), Topaz (400 gp), Zircon (45 gp),Zircon (50 gp); Masterwork Handaxe (306 gp); Potion of Reduce Person (cr,50 gp), Scroll of Divine Favor (cr, 25 gp), Wand of Guidance (cr, 375 gp);hoard total 9938 gp

Room #26 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #67

Room Features A stone ramp ascends towards the east wall, A pile of broken glass lies inthe north-east corner of the room

Room #27 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Monster 9 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Sensesall-around vision, darkvision 60 ft.; Perception +12; AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5;DA amorphous; DR 5/bludgeoning; Immune critical hits, precision damage;Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain,engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, groundmanipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4, Wis13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus(bite)

Treasure: 24 pp, 254 gp, 70 sp; Alabaster (11 gp), Bloodstone (55 gp),Carnelian (65 gp), Obsidian (9 gp), Tigereye (9 gp), Turquoise (10 gp);Bastard Sword (+1 weapon) (sheds light) (2335 gp), Buckler (+1 shield)(1155 gp), Scroll of Locate Object (cr, 150 gp), Scroll of Magic Weapon(cr, 25 gp), Scroll of Summon Monster I (cr, 25 gp), Wand of Ray of Frost(cr, 375 gp) (inscription provides clue to function), Wand of SummonNature's Ally I (cr, 750 gp) (design provides clue to function), Wand ofSummon Nature's Ally I (cr, 750 gp); hoard total 6225 gp

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

Ⓣ One-way Door: CR 8; mechanical; Perception DC 26; Disable DeviceDC 24

→ Leads to room #69, inhabited by 7 x Dark Creeper

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

Ⓣ One-way Door: CR 10; mechanical; Perception DC 28; Disable DeviceDC 26

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

Empty

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

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

→ Leads to room #59

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Room Features A tile mosaic of a legendary battle covers the floor, A charred woodenshield lies in the center of the room

Monster 8 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will +5;Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con 15, Int2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

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

Treasure: 34 pp, 292 gp, 142 sp, 1300 cp; Alabaster (12 gp), Azurite (10gp), Bloodstone (50 gp), Milky Quartz (60 gp), Topaz (500 gp), Tourmaline(110 gp); Masterwork Lance (310 gp), Masterwork Longsword (315 gp),Masterwork Sai (301 gp), Masterwork Warhammer (312 gp); Scroll of SpiderClimb (cr, 150 gp), Wand of Charm Person (cr, 750 gp); hoard total 3539 gp2 sp

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

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

→ Leads to room #60

East Entry Secret (Search DC 25) Trapped and Locked Iron Door (Open Lock DC 40,break DC 28; hard 10, 60 hp)

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

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable DeviceDC 26; Trigger location; Reset manual; Effect Atk +11 melee (8d6/19-20)

→ Leads to room #49

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

South Entry #2 Secret (Search DC 30) Locked Stone Door (Open Lock DC 40, break DC 28;hard 8, 60 hp)

Ⓢ The door is located above a small stone dais and opened by tracing anunholy symbol

Room Features Someone has scrawled "Annet's Rogues looted this place" in orcish runes onthe west wall, A pile of rotten bread lies in the south-east corner of theroom

Room #31 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 hp)

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

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

Ⓢ The door is concealed within a mosaic of a legendary battle

→ Leads to room #57, inhabited by 5 x Troll

Room Features A narrow pit covered by iron bars lies in the west side of the room, Theceiling is covered with scorch marks

Monster 13 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,

Page 13: The Shabaz of the Man Named Gorf 10

(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws+8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13,Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change shape (alterself), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),Diplomacy +4, Disguise +9 (+29 while using change shape ability),Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 20 pp, 78 gp, 260 sp; Decorated silver plate (60 gp); MasterworkGreataxe (320 gp); Oil of Obscure Object (cr, 300 gp), Ring of Climbing(2500 gp), Scroll of Protection from Evil (cr, 25 gp), Scroll of Stoneskin (cr,950 gp), Scroll of True Strike (cr, 25 gp), Wand of Hide from Undead (cr,750 gp) (inscription provides clue to function); hoard total 5234 gp

Room #32 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

→ Leads to room #58, inhabited by 4 x Troll

East Entry Archway

Room Features A faded and torn tapestry hangs from the south wall, Someone has scrawled"Rigui died here, not quick enough" in dwarvish runes on the west wall

Monster 7 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws+8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13,Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change shape (alterself), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),Diplomacy +4, Disguise +9 (+29 while using change shape ability),Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 30 pp, 366 gp, 390 sp, 1900 cp; Freshwater Pearl (13 gp), Jasper(45 gp), Malachite (9 gp); Masterwork Heavy Crossbow (350 gp),Masterwork Shortbow (330 gp), Masterwork Spear (302 gp); Scroll ofBurning Hands (cr, 25 gp), Scroll of Fireball (cr, 375 gp), Scroll of Sleep(cr, 25 gp), Wand of Ray of Frost (cr, 375 gp) (design provides clue tofunction), Wand of Summon Monster I (cr, 750 gp); hoard total 3323 gp

Room #33 South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Monster 4 x Spectre

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

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

Treasure: 400 pp, 2221 gp, 210 sp; Aquamarine (450 gp), Coral (110 gp),Milky Quartz (60 gp), Smoky Quartz (50 gp); Masterwork Light Mace (305gp); Oil of Light (cr, 25 gp), Scroll of Bane (cr, 25 gp), Scroll of Inflict LightWounds (cr, 25 gp), Wand of Read Magic (cr, 375 gp); hoard total 7667 gp

Page 14: The Shabaz of the Man Named Gorf 10

Room #34 South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A narrow shaft descends from the room into a midden chamber below, Amural of a legendary battle covers the ceiling

Monster 1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1; Senseslow-light vision; Perception +14; AC 24, touch 8, flat-footed 24 (+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref +4, Will +9; DArock catching; Immune fire; Weak vulnerability to cold; Speed 40 ft. (30 ft.in armor); Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10);Ranged rock +10 (1d8+15 plus 1d6 fire); Space 10 ft.; Reach 10 ft.; SAheated rock, rock throwing (120 ft.); Str 31, Dex 9, Con 21, Int 10, Wis 14,Cha 10; Base Atk +11, CMB +22, CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11, Perception+14; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will,Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus(greatsword)

Treasure: 4 pp, 110 gp, 120 sp, 1000 cp; Masterwork Greatsword (350 gp),Masterwork Hide (165 gp); Greater Hushing Arrow (1047 gp) (sheds light),Heavy Wooden Shield (+1 shield) (1157 gp), Oil of Animate Rope (cr, 50gp), 2 x Potion of Cure Light Wounds (cr, 50 gp), Potion of Enlarge Person(cr, 50 gp), Potion of Guidance (cr, 25 gp), Scroll of Endure Elements (cr,25 gp), Scroll of Hide from Animals (cr, 25 gp); hoard total 3166 gp

Room #35 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 tobreak DC)

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

→ Leads to room #48, inhabited by 7 x Violet Fungus

Room Features The walls have been engraved with glowing glyphs, Several torches arescattered throughout the room

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

Room #36 North Entry #1 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

North Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features The ceiling is covered with cracks, A broken hammer lies in the north-eastcorner of the room

Room #37 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slidesup, +2 to break DC)

Page 15: The Shabaz of the Man Named Gorf 10

Monster 3 x Flesh Golem

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

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)

Room #38 North Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓢ A bookcase and concealed door pivots smoothly

Ⓣ Contact Poison: CR 11; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

South Entry Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓢ A bookcase and concealed door pivots smoothly

Ⓣ Acid Spray: CR 12; magic; Perception DC 24; Disable Device DC 24;Trigger visual (arcane eye); Reset none; Effect acid spray (11d6 aciddamage, DC 18 Reflex save for half damage)

Monster 11 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws+8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13,Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change shape (alterself), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),Diplomacy +4, Disguise +9 (+29 while using change shape ability),Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 26 pp, 301 gp, 100 sp, 1100 cp; Black Pearl (650 gp), Bloodstone(55 gp), Deep Blue Spinel (110 gp), Hematite (10 gp), Jasper (40 gp), Jasper(50 gp), Onyx (55 gp), Rhodochrosite (11 gp); Carved jade idol (80 gp),Copper brazier with religious markings (50 gp), 2 x Copper scepter withgold inlay (50 gp), Engraved gold scarab (75 gp), Engraved jade scarab (85gp), Gold and silver hand mirror (120 gp), Gold chess set (500 gp), Ivorybowl with animal carvings (40 gp), Ivory drinking horn with copper ends(60 gp), Marble idol (300 gp), Set of six silver dice (75 gp); MasterworkDagger (302 gp), Masterwork Greatsword (350 gp), Masterwork Shortsword(310 gp); Oil of Purify Food and Drink (cr, 25 gp), Scroll of Touch of theSea (apg, 25 gp); hoard total 4060 gp

Room #39 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 tobreak DC)

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

Empty

Room #40 North Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)

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

Page 16: The Shabaz of the Man Named Gorf 10

Room Features A set of demonic war masks hangs on the west wall, A foul odor fills theroom

Monster 8 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Sensesall-around vision, darkvision 60 ft.; Perception +12; AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5;DA amorphous; DR 5/bludgeoning; Immune critical hits, precision damage;Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain,engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, groundmanipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4, Wis13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus(bite)

Treasure: 231 pp, 1199 gp, 347 sp, 1210 cp; Amber (110 gp), Aquamarine(550 gp), Sardonyx (45 gp), Sardonyx (60 gp); Oil of Arcane Mark (cr, 25gp), Potion of Magic Fang (cr, 50 gp), Potion of Protection from Evil (cr, 50gp); hoard total 4445 gp 8 sp

Room #41 West Entry Trapped and Unlocked Stone Door (hard 8, 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 #1 Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break DC 28;hard 8, 60 hp)

Ⓢ A bookcase and section of wall pivots smoothly

East Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to oneside, +1 to break DC)

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

→ Leads to room #68, inhabited by 11 x Shadow

Room Features A rope ascends to a catwalk hanging between the north and south walls, Atapestry of ghoulish carnage hangs from the west wall

Room #42 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

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

West Entry #3 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

Ⓢ The door is located several feet above the floor and concealed behinda tapestry of arcane patterns

→ Leads to room #67

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

→ Leads to room #55, inhabited by 10 x Adamantine Cobra

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

Empty

Room #43 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Page 17: The Shabaz of the Man Named Gorf 10

→ Leads to room #54

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

→ Leads to room #70

Monster 3 x Dracolisk

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

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

Treasure: 410 pp, 1900 gp; hoard total 6000 gp

Room #44 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

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

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

→ Leads to room #53, inhabited by 8 x Rust Monster

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

Ⓣ Electrified Lock: CR 9; magic; Perception DC 24; Disable Device DC26; Trigger touch; Reset none; Effect electric shock (9d6 electricitydamage, DC 14 Reflex save for half damage)

→ Leads to room #4, inhabited by 2 x Dracolisk

Room Features A stone stair ascends towards the west wall, A pile of trash lies in thesouth side of the room

Monster 7 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10ft., fly 40 ft. (average); Melee bite +8 (1d6+5), tail slap +3 (1d8+2); Space10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con19, Int 14, Wis 15, Cha 14; Base Atk +4, CMB +10, CMD 23 (can't betripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion)+11, Perception +14, Sense Motive +8, Stealth +8; Combat Reflexes,Improved Initiative, Skill Focus (Perception)

Treasure: 129 pp, 1312 gp, 400 sp, 3100 cp; Jasper (50 gp), Obsidian (9 gp),Obsidian (10 gp), Pyrite (10 gp), Rock Quartz (12 gp), Sardonyx (50 gp);Masterwork Gauntlet (302 gp); Scroll of Cure Light Wounds (cr, 25 gp),Scroll of Undetectable Alignment (cr, 150 gp), Scroll of Web (cr, 150 gp),Wand of Alarm (cr, 750 gp), Wand of Mage Hand (cr, 375 gp), Wand ofStabilize (cr, 375 gp); hoard total 4941 gp

Trap Poisoned Arrow Trap: CR 8; mechanical; Perception DC 24; Disable DeviceDC 22; Trigger location; Reset manual; Effect Atk +13 ranged (2d6/x3 plusshadow essence [injury, Fort DC 17, 1/rd. for 6 rds., 1 Str drain/1d2 Str, 1save])

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

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

South Entry #1 Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;hard 8, 60 hp)

Ⓢ A section of wall makes a loud grinding noise as it pivots open

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

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

Room Features A stair ascends to a catwalk hanging between the north and south walls,The floor is covered in square tiles, alternating white and black

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

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)

460 pp, 1471 gp, 570 sp, 1700 cp; Agate (8 gp), Carnelian (50 gp), Citrine(60 gp), Obsidian (12 gp), Rhodochrosite (12 gp), Tigereye (10 gp); Ivorybowl with animal carvings (40 gp), Ivory drinking horn with copper ends(60 gp); Scroll of True Strike (cr, 25 gp); hoard total 6422 gp

Room #46 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

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

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

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

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

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

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

Empty

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

→ Leads to room #19, inhabited by 2 x Spectre

South Entry #1 Archway

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

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

Empty

Room #48 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

→ Leads to room #35, inhabited by 1 x Clay Golem

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→ Leads to room #35, inhabited by 1 x Clay Golem

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

South Entry #2 Archway

Room Features A stack of crates filled with rocks stands against the east wall, A pile ofwax blobs lies in the south-west corner of the room

Monster 7 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-lightvision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural);hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits; Speed 10 ft.;Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach 10 ft.; Str 12, Dex8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB +4, CMD 13

Treasure: 101 gp, 274 sp, 1190 cp; Alabaster (10 gp), Carnelian (65 gp),Hematite (9 gp), Ivory (65 gp), Jasper (60 gp), Saltwater Pearl (120 gp),Topaz (450 gp); Masterwork Heavy Flail (315 gp), Masterwork Shortsword(310 gp); Potion of Virtue (cr, 25 gp); hoard total 1569 gp 3 sp

Room #49 West Entry Secret (Search DC 25) Trapped and Locked Iron Door (Open Lock DC 40,break DC 28; hard 10, 60 hp)

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

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable DeviceDC 26; Trigger location; Reset manual; Effect Atk +11 melee (8d6/19-20)

→ Leads to room #30

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

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

South Entry Archway

→ Leads to room #69, inhabited by 7 x Dark Creeper

Empty

Room #50 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2 Archway

South Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed behind a tapestry of a legendary battle

Monster 10 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Sensesall-around vision, darkvision 60 ft.; Perception +12; AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5;DA amorphous; DR 5/bludgeoning; Immune critical hits, precision damage;Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain,engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, groundmanipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4, Wis13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus(bite)

Treasure: 14 gp, 70 sp; Masterwork Leather Armor (160 gp), MasterworkRapier (320 gp), Masterwork Sickle (306 gp); Quarterstaff (+1 weapon)(design provides clue to function) (2600 gp), Scroll of Burning Hands (cr, 25

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(design provides clue to function) (2600 gp), Scroll of Burning Hands (cr, 25gp); hoard total 3432 gp

Room #51 North Entry Archway

→ Leads to room #67

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

Ⓢ The door is located above a small stone dais and concealed behind apile of skulls

Room Features A chute falls into the room from above, A fountain decorated with fivewater-breathing dragon heads sits in the east side of the room

Monster 10 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10ft., fly 40 ft. (average); Melee bite +8 (1d6+5), tail slap +3 (1d8+2); Space10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con19, Int 14, Wis 15, Cha 14; Base Atk +4, CMB +10, CMD 23 (can't betripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion)+11, Perception +14, Sense Motive +8, Stealth +8; Combat Reflexes,Improved Initiative, Skill Focus (Perception)

Treasure: 121 gp, 487 sp, 2020 cp; Lapis Lazuli (11 gp), Lapis Lazuli (12gp), Rock Quartz (8 gp), Zircon (60 gp); Scroll of Magic Missile (cr, 25 gp),Scroll of Poison (cr, 375 gp), Shortspear (+2 weapon) (sheds light) (8301gp), Wand of Detect Animals or Plants (cr, 750 gp); hoard total 9731 gp 9sp

Room #52 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ Magic Missle Trap: CR 12; magic; Perception DC 24; Disable DeviceDC 26; Trigger visual (true seeing); Reset none; Effect magic missile(9d6 force damage); never miss

→ Leads to room #68, inhabited by 11 x Shadow

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 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)

Empty

Room #53 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

→ Leads to room #44, inhabited by 7 x Cloaker

Room Features A balcony hangs from the west wall, Someone has scrawled "Rarder fellhere, not quick enough" in goblin runes on the east wall

Monster 8 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Sensesdarkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will +5;Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch (rust); Str10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB +3, CMD 16(20 vs. trip)

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Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill Focus(Perception), Weapon Finesse

Treasure: 67 pp, 465 gp, 23 sp, 140 cp; Freshwater Pearl (12 gp);Masterwork Greataxe (320 gp); Scroll of Glyph of Warding (cr, 575 gp),Wand of Magic Fang (cr, 750 gp); hoard total 2795 gp 7 sp

Room #54 West Entry Archway

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

→ Leads to room #43, inhabited by 3 x Dracolisk

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

Ⓣ Earthmaw Trap: CR 8; magic; Perception DC 24; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (7d6 damage, DC 16Reflex save for half damage)

Room Features A narrow shaft falls into the room from above, The floor is covered withdead insects

Room #55 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

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

→ Leads to room #2

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

→ Leads to room #42

South Entry Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard 10,60 hp)

Ⓢ The door is concealed behind a pile of broken stone

Ⓣ Acid Spray: CR 8; magic; Perception DC 26; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect acid spray (7d6 aciddamage, DC 12 Reflex save for half damage)

Monster 10 x Adamantine Cobra

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

Skills: Stealth +12

Room #56 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

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

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

Room Features A shallow pit lies in the south-east corner of the room, Someone hasscrawled "Abandon all hope" in orcish runes on the west wall

Monster 2 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.;Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 63(6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; Speed 10 ft.,climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.;

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climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.;Reach 5 ft.; SA constrict (2d4+3 plus 1d4 acid); Str 14, Dex 1, Con 22, Int -,Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't betripped)

Skills: Climb +10

Room #57 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magicallyreinforced, +10 to break DC)

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

Ⓢ The door is concealed within a mosaic of a legendary battle

→ Leads to room #31, inhabited by 13 x Doppelganger

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

→ Leads to room #63, inhabited by 6 x Ochre Jelly

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

Monster 5 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: 27 pp, 342 gp, 25 sp; Agate (8 gp), Aquamarine (350 gp), BlackPearl (450 gp), Chrysoberyl (100 gp), Chrysoberyl (130 gp), Citrine (55 gp),Deep Blue Spinel (80 gp), Hematite (9 gp), Milky Quartz (65 gp),Moonstone (50 gp), Rose Quartz (45 gp), Sard (40 gp), Sardonyx (60 gp),Topaz (450 gp); Masterwork Buckler (155 gp), Masterwork Morningstar (308gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Reduce Person (cr,50 gp), Wand of Unseen Servant (cr, 750 gp); hoard total 3819 gp 5 sp

Room #58 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ Symbol of Hypnosis: CR 11; magic; Perception DC 26; Disable DeviceDC 24; Trigger proximity (alarm); Reset none; Effect hypnosis (dazedfor 1d4 rounds, DC 14 Will save negates); multiple targets (all targetsin a 10 ft. radius burst)

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

→ Leads to room #32, inhabited by 7 x Doppelganger

East Entry #2 Archway

→ Leads to room #64

Room Features A set of demonic war masks hangs on the west wall, An altar of evil sits inthe south side of the room

Monster 4 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, Iron

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Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, IronWill, Skill Focus (Perception)

Treasure: 33 pp, 301 gp, 120 sp, 800 cp; Black Pearl (550 gp), Green Spinel(45 gp), Hematite (9 gp), Ivory (40 gp), Milky Quartz (40 gp), Obsidian (9gp), Peridot (50 gp), Tigereye (12 gp), Tourmaline (100 gp), Turquoise (8gp); Masterwork Rapier (320 gp); Potion of Barkskin (cr, 300 gp), Potion ofPass without Trace (cr, 50 gp), Potion of Reduce Person (cr, 50 gp), Scrollof Darkvision (cr, 150 gp), Scroll of Stone Fist (apg, 25 gp), Wand of Bleed(cr, 375 gp), Wand of Shocking Grasp (cr, 750 gp) (inscription providesclue to function), Wand of True Strike (cr, 750 gp); hoard total 4284 gp

Room #59 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #29, inhabited by 8 x Basilisk

East Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

Empty

Room #60 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)(magically reinforced, +10 to break DC)

Ⓣ Falling Block: CR 11; mechanical; Perception DC 28; Disable DeviceDC 24; Trigger location; Reset none; Effect Atk +14 melee (10d6);multiple targets (all targets in a 10 ft. square area)

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

East Entry #1 Archway

→ Leads to room #62

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

→ Leads to room #30

Room Features A narrow pit covered by iron bars lies in the south side of the room, Atapping sound can be faintly heard near the south wall

Room #61 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Ⓣ Rune of Confusion: CR 12; magic; Perception DC 24; Disable DeviceDC 28; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 16 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

Room Features A set of demonic war masks hangs on the north wall, A circle of tall stonesstands in the north-west corner of the room

Trap Spiked Chain Flail: CR 12; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger location; Reset repair; Effect Atk +14 melee (12d6/19-20 andknocked prone); multiple targets (all targets in a 10 ft. radius burst)

Room #62 West Entry Archway

→ Leads to room #60

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

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DC 23 Fortitude negates after 24 hours)

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

Ⓣ Guillotine Blade: CR 8; mechanical; Perception DC 22; Disable DeviceDC 24; Trigger location; Reset manual; Effect Atk +13 melee (8d6/19-20)

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

Ⓣ Guillotine Blade: CR 10; mechanical; Perception DC 26; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +14 melee(12d6/19-20)

Empty

Room #63 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

→ Leads to room #57, inhabited by 5 x Troll

Monster 6 x Ochre Jelly

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

Skills: Climb +10

Room #64 North Entry Archway

West Entry #1 Archway

→ Leads to room #58, inhabited by 4 x Troll

West Entry #2 Archway

Room Features The floor is covered with humanoid bones, A charred blanket lies in theeast side of the room

Room #65 West Entry Archway

Monster 3 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 #66 South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A tapestry of geometric patterns hangs from the south wall, The ceiling iscovered with dripping stalactites

Monster 11 x Wight

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

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

Treasure: 53 pp, 580 gp, 460 sp, 3300 cp; Alabaster (12 gp), Bloodstone (35gp), Bloodstone (50 gp), Citrine (55 gp), Deep Blue Spinel (80 gp), Onyx (50gp), Opal (500 gp), Opal (600 gp), Sard (50 gp), Shell (8 gp), Tourmaline(100 gp); 2 x Masterwork Morningstar (308 gp); Scroll of Urban Grace (arg,25 gp), Wand of Spark (apg, 375 gp); hoard total 3745 gp

Room #67 North Entry Unlocked Iron Door (hard 10, 60 hp)

West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→ Leads to room #26

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

East Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

Ⓢ The door is located several feet above the floor and concealed behinda tapestry of arcane patterns

→ Leads to room #42

South Entry Archway

→ Leads to room #51, inhabited by 10 x Cloaker

Room Features Mysterious levers and mechanisms cover the east wall, Several candles arescattered throughout the room

Room #68 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

→ Leads to room #41

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

Ⓣ Fire Spray: CR 10; magic; Perception DC 26; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect fire spray (12d6 firedamage, DC 16 Reflex save for half damage)

West Entry #3 Archway

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

→ Leads to room #25, inhabited by 12 x Mummy

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

Ⓣ Magic Missle Trap: CR 12; magic; Perception DC 24; Disable DeviceDC 26; Trigger visual (true seeing); Reset none; Effect magic missile(9d6 force damage); never miss

→ Leads to room #52

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)

Page 26: The Shabaz of the Man Named Gorf 10

Treasure: 124 pp, 865 gp, 60 sp; Jade (110 gp), Rose Quartz (50 gp),Sardonyx (35 gp), Topaz (500 gp); Masterwork Dagger (302 gp), MasterworkGauntlet (302 gp), Masterwork Halberd (310 gp), Masterwork Longsword(315 gp); Oil of Light (cr, 25 gp); hoard total 4060 gp

Room #69 North Entry #1 Archway

→ Leads to room #49

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

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

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

West Entry #3 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ One-way Door: CR 8; mechanical; Perception DC 26; Disable DeviceDC 24

→ Leads to room #28

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

Room Features Part of the ceiling has collapsed into the room, An altar of evil sits in thewest side of the room

Monster 7 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed 13 (+2armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weaklight blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20 plus poison); SAdeath throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poisonuse, rag armor

Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12;Skill Focus (Sleight of Hand), Weapon Finesse

Treasure: 23 pp, 243 gp, 80 sp; Onyx (50 gp), Pyrite (11 gp), Tigereye (9gp); Masterwork Breastplate (350 gp), Masterwork Light Pick (304 gp),Masterwork Sickle (306 gp); Oil of Magic Weapon (cr, 50 gp), Oil ofShillelagh (cr, 50 gp), Potion of Endure Elements (cr, 50 gp), Potion ofGuidance (cr, 25 gp), Potion of Invisibility (cr, 300 gp), Scroll of ChillTouch (cr, 25 gp), Wand of Feather Fall (cr, 750 gp); hoard total 2761 gp

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

185 gp, 160 sp; Black Pearl (500 gp), Black Pearl (600 gp), Citrine (45 gp),Jasper (50 gp), Jet (130 gp), Moonstone (50 gp), Moonstone (65 gp),Saltwater Pearl (110 gp); Carved stone idol (30 gp), Engraved jade scarab(85 gp), Engraved mithral scarab (400 gp), Gold cup with royal crest (550gp), Ivory drinking horn with copper ends (60 gp), Silver bowl with lionengravings (75 gp), Silver chalice with dragon carvings (150 gp), 2 x Silverchess set (50 gp), Silver holy symbol (25 gp), Silver mask (75 gp), Silvernoble family seal (60 gp), Silver scepter with eagle symbols (125 gp);Potion of Guidance (cr, 25 gp), Scroll of Endure Elements (cr, 25 gp), Scrollof Magic Weapon (cr, 25 gp), Scroll of Owl's Wisdom (cr, 150 gp), Scroll ofWeb (cr, 150 gp), Wand of Mending (cr, 375 gp), Wand of Prestidigitation(cr, 375 gp), Wand of Shield of Faith (cr, 750 gp); hoard total 5361 gp

Room #70 West Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

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

→ Leads to room #43, inhabited by 3 x Dracolisk

Page 27: The Shabaz of the Man Named Gorf 10

→ Leads to room #43, inhabited by 3 x Dracolisk

East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;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)

Room Features The south and west walls have been engraved with incoherent labyrinths,Someone has scrawled "Bend the pin to reset the trap" in draconic script onthe north wall

The Shabaz of the Man named Gorf http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License