death is but a dream 8 11-pdf

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Death is but a Dream 8 Level 11

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An incomplete level generated for the Dungeon of Evermore Series for a 8-11th level adventuring party. This immense underground metropolis has been held by the Avolakia, one of the major factions that compete for power in the depths of Evermore. Here death is only the beginning.

TRANSCRIPT

Page 1: Death is but a Dream 8 11-PDF

Death is but a Dream 8Level 11

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General Dungeon Walls Masonry (Climb DC 20)

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

Temperature Cold (unprotected creatures must succeed on a Fortitude saving throw every hour(DC 15, +1 per previous check) or take 1d6 points of non-lethal damage; a creaturethat takes any non-lethal damage from cold exposure suffers from hypothermiaand is fatigued)

Illumination Dark (individual creatures may carry lights)

WanderingMonsters

1 1 x Devourer, wandering aimlessly

2 5 x Greater Shadow, wandering aimlessly

3 1 x Dread Wraith, wandering aimlessly

4 4 x Mohrg, scouting from another part of the dungeon

5 3 x Mohrg, tracking the party

6 10 x Wyvern Zombie, wielding bizarre eldritch powers

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

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

West Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to breakDC)

South Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magicallyreinforced, +10 to break DC)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

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

Room Features A forge and anvil sit in the north-east corner of the room, A pile of spoiled meatlies in the center of the room

Monster 10 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str21, Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #2 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,+10 to break DC)

West Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden

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lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 pluspoison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);Search DC 20; Disable Device DC 20.

Room Features A mural of a legendary battle covers the ceiling, Several corroded iron spikes arescattered throughout the room

Room #3 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 A jingling sound can be heard in the south-east corner of the room, A pile of trashlies in the north side of the room

Room #4 West Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of twoadjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

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

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

Room Features A tapestry of arcane patterns hangs from the west wall, An altar of evil sits in thesouth-east corner of the room

Monster 3 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

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

Room Features Skeletons hang from chains and manacles against the east wall, A pile of trash liesin the east side of the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #6 South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster 7 x Cloud Giant Skeleton

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Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SVFort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #7 North Entry Archway

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

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

East Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

East Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features Several square holes are cut into the west wall, A pile of broken arrows lies in thesouth-west corner of the room

Monster 5 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #8 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25, break DC25; hard 5, 20 hp)

West Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

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

East Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #9 North Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

North Entry #2 Archway

West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save

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ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude saveresists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

West Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

West Entry #3 Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

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

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

Room Features A circle of tall stones stands in the south-west corner of the room, A pile of rottenbread lies in the north side of the room

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

North Entry #2 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,10 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

East Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

Monster 3 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #11 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Archway

South Entry Archway

Empty

Room #12 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,15 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

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South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,20 hp)Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7rounds); Search DC 27; Disable Device DC 27.

Empty

Room #13 West Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save halfdamage); Search DC 31; Disable Device DC 31.

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

West Entry #3 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A tile labyrinth covers the floor, The sound of horns can be heard in the east sideof the room

Monster 11 x Minotaur Zombie

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

Trap Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 30, break DC18; hard 5, 15 hp)

210 pp; Alexandrite (700 gp), Chalcedony (20 gp), Deep Blue Spinel (300 gp),Rhodochrosite (14 gp), White Pearl (120 gp); hoard total 3254 gp

Room #14 West Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

Room Features Torch sconces line the south wall, Ghostly music fills the room

Monster 5 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #15 East Entry Archway

Monster 6 x Minotaur Zombie

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Monster 6 x Minotaur Zombie

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

Room #16 West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

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

Empty

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

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

East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

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

Room Features A balcony hangs from the west wall, A rotting odor fills the west side of the room

Monster 7 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Room #18 North Entry #1 Archway

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

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

North Entry #4 Secret (Search DC 30) Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

Room Features A narrow shaft descends from the room into a plundered tomb below, Severaltorches are scattered throughout the room

Room #19 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

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

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

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

Empty

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

West 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)

Empty

Room #21 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #22 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

West Entry #2 Archway

South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,+10 to break DC)

South Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Monster 9 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str21, Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #23 North Entry Archway

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

East Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

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East Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)(slides down, +1 to break DC)

Room Features A large table and stuffed beast sit in the north-east corner of the room, A ruinedgauntlet lies in the west side of the room

Room #24 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

West Entry Archway

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #25 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25, break DC25; hard 5, 20 hp)

South Entry Archway

Empty

Room #26 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

Room Features Laughter fills the room, Several pieces of spoiled meat are scattered throughout theroom

Room #27 East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

Room Features A circle of tall stones stands in the east side of the room, Several empty flasks arescattered throughout the room

Room #28 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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West Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

Room Features Numerous pillars line the west wall, A wooden ladder rests against the north wall

Monster 4 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Hidden Treasure Trapped and Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5,15 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

1100 gp; hoard total 1100 gp

Room #29 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A stone statue stands in the east side of the room, Several broken arrows arescattered throughout the room

Room #30 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

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

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

Room Features The floor is covered with ash, Several iron spikes are scattered throughout theroom

Monster 10 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 900 gp; Divine Scroll (Bless (25 gp), Bless Weapon (100 gp)) (Oppositeeffect or target curse) (total 125 gp), Divine Scroll (Summon Monster I (25 gp),Cat's Grace (150 gp), Cure Moderate Wounds (150 gp)) (total 325 gp), Potion ofJump (50 gp), Wand of Acid Arrow (43 of 50 charges) (Inscription provides clue tofunction) (3870 gp); hoard total 5270 gp

Room #31 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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Room #31 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features A narrow shaft descends from the room into a plundered tomb below, The ceiling iscovered with scorch marks

Room #32 West Entry Unlocked Stone Door (hard 8, 60 hp)

Monster 16 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 100 pp; Carved Wooden Staff studded with Platinum (1000 gp),Chrysoberyl Miniature (of a Ship) inlaid with Fine Steel (1000 gp), Fox FurRibbon set with Eye Agate (600 gp), Leather Belt with Silver Buckle (100 gp),Painted Glass Sundial (120 gp), Rosewood Miniature (of a Luck God) set withFreshwater Pearl (600 gp), Sable Ribbon set with Onyx (1000 gp), Silk Belt (900gp), Small Tapestry (1300 gp); Longsword (Medium) (+1 weapon) (2315 gp),Potion of Cure Light Wounds (50 gp), Potion of Mage Armor (50 gp) (Oppositeeffect or target curse), Potion of Remove Paralysis (300 gp); hoard total 10335 gp

Room #33 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

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

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

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

South Entry Archway

Room Features A chute descends from the room into the next dungeon level down, Burningtorches in iron sconces line the south wall

Room #34 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #35 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

East Entry #2 Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of twoadjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room,Moaning fills the room

Room #36

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Room #36 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

West Entry Archway

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

East Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

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

South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

Room Features A tapestry of vile acts hangs from the south wall, Several pieces of blood-soakedclothing are scattered throughout the room

Monster 4 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #37 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

East Entry #1 Secret (Search DC 30) Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to breakDC)

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

Room Features A hole has been blasted into the north wall, A wooden ladder rests against the eastwall

Room #38 North Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Monster 14 x Chimera Skeleton

Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #39 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

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

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

Room Features A stone stair ascends towards the east wall, A large kiln and coal bin sit in the westside of the room

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

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

South Entry Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

Room Features The sound of footsteps can be faintly heard near the east wall, A pile of iron blobslies in the south-west corner of the room

Monster 11 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1200 gp; Banded Agate (11 gp), Deep Blue Spinel (600 gp), Sardonyx(50 gp), Violet Garnet (700 gp), White Pearl (100 gp); hoard total 2661 gp

Room #41 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features The sound of footsteps fills the room, Several wax blobs are scattered throughoutthe room

Monster 6 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #42 North Entry #1 Archway

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

East Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of twoadjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

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

East Entry #3 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

Room Features A tile mosaic of arcane patterns covers the floor, A simple fireplace sits against thesouth wall

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Monster 2 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #43 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

East Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, orWill save, depending on effect); Search DC 32; Disable Device DC 32.

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

Room Features A circle of tall stones stands in the center of the room, Several pieces of rottenbread are scattered throughout the room

Monster 2 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

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

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

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

Room Features A chute descends from the room into a natural cavern below, Jagged steel bladesproject from cracks in the south and west walls

Trap Lock Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset;poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;Disable Device DC 16.

Room #45 North Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

Empty

Room #46 South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp) (slides to one side, +1 to break DC)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search

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reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

Room Features A circle of tall stones stands in the north side of the room, A rotting odor fills theroom

Monster 4 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #47 West Entry Archway

Room Features Burning torches in iron sconces line the west wall, The ceiling is covered withbloodstains

Monster 10 x Minotaur Zombie

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

Room #48 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)(slides down, +1 to break DC)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

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

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

Room Features A stream of acid flows through the room, A tile labyrinth covers the floor

Monster 9 x Ghast (ghoul) and 12 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 90000 cp; Fine Leather Belt inlaid with Gold (1500 gp), Silver Idol (of aGod of Evil) (300 gp), Small Carpet (300 gp); hoard total 3000 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort

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paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

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

South Entry Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp)

Empty

Room #50 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

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

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

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #51 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

Room Features Part of the ceiling has collapsed into the room, Spirals of red stones cover the floor

Monster 2 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20, break DC18; hard 5, 15 hp)

1900 gp; Full Plate (Small) (+2 armor, Spell Resistance (15)) (26650 gp); hoardtotal 28550 gp

Room #52 North Entry Archway

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North Entry Archway

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

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

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

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

Room Features A toppled statue lies in the east side of the room, Several adventurer corpses arescattered throughout the room

Room #53 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Trap Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

Room #54 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Archway

East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,20 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

South Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Monster 7 x Ghast (ghoul) and 13 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 800 gp; Banded Agate (9 gp), Jasper (70 gp); hoard total 879 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Room #55 North Entry Archway

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

South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

Room Features A stone sarcophagus sits in the south-east corner of the room, A cold spot can befelt in the south side of the room

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felt in the south side of the room

Monster 15 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: Banded Agate (15 gp), Brown-green Garnet (110 gp), Freshwater Pearl (10gp), Obsidian (5 gp), Rhodochrosite (12 gp), Smoky Quartz (50 gp), Star RoseQuartz (70 gp); Heavy Steel Shield (Small) (+1 shield) (Inscription provides clueto function) (1170 gp), Potion of Endure Elements (50 gp); hoard total 1492 gp

Room #56 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

South Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #57 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

South Entry Archway

Room Features Part of the north wall has collapsed into the room, A metallic odor fills the room

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

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

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

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

Monster 4 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision

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Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #59 North Entry #1 Archway

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

West Entry Archway

Room Features A mural of vile acts covers the ceiling, The ceiling is covered with cracks

Monster 5 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #60 North Entry #1 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Empty

Room #61 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)

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

Room Features A tapestry of ancient mythology hangs from the east wall, Several pieces ofspoiled meat are scattered throughout the room

Monster 6 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #62 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

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

Room Features The floor is covered with cracks, Several pieces of rotten fruit are scatteredthroughout the room

Room #63 East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

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East Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 hp) (slides down, +1 to break DC)Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automaticreset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to targetnearest center of trigger area plus 5d6 electricity to each of up to eleven secondarytargets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

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

Room Features Skeletons hang from chains and manacles against the east and west walls, Amouldy odor fills the room

Monster 4 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #64 West Entry Archway

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

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

Room Features A mural of a legendary battle covers the ceiling, Several empty flasks are scatteredthroughout the room

Monster 4 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #65 North Entry Archway

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

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

Room Features A tile mosaic of geometric patterns covers the floor, Several empty flasks arescattered throughout the room

Monster 8 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #66 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

South Entry #2 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automaticreset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to targetnearest center of trigger area plus 5d6 electricity to each of up to eleven secondarytargets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

Monster 9 x Minotaur Zombie

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

Trap Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

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

1300 gp; Alexandrite (500 gp), Black Star Sapphire (800 gp), Carnelian (80 gp),Chrysoprase (40 gp), Jade (110 gp), Moss Agate (8 gp); Greater Bracers of Archery(25000 gp) (Design provides clue to function); hoard total 27838 gp

Room #67 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Numerous pillars line the south and east walls, The sound of horns can be faintlyheard near the north wall

Monster 9 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Room #68 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Monster 6 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Room #69 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

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

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

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

Empty

Room #70 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to breakDC)

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

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

East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

Room Features A stream of quicksilver flows through the room, Several pieces of blood-soakedclothing are scattered throughout the room

Room #71 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Room Features Numerous pillars line the walls, A pile of bent copper coins lies in the north-westcorner of the room

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

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

Room Features A faded and torn tapestry hangs from the south wall, A large kiln and coal bin sitin the center of the room

Room #73 West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

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

Room Features The ceiling is covered with scorch marks, Several iron blobs are scatteredthroughout the room

Monster 17 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), Toughness

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(selected Craft or Profession skill), ToughnessTreasure: 1000 gp; Gold Pendant set with Iolite (600 gp), Polished Stone Orb (80gp), Unframed Painting (500 gp); Ring of Invisibility (20000 gp); hoard total22180 gp

Room #74 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A chute descends from the room into a natural cavern below, A mural of arcanepatterns covers the ceiling

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #75 West Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2to break DC)

West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

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

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

East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 tobreak DC)

South Entry Archway

Room Features A stone ramp ascends towards the south wall, The scent of smoke fills the room

Room #76 West Entry #1 Archway

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

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

East Entry Archway

Room Features A wooden platform hangs over a deep pit in the east side of the room, An ironchandelier hangs from the ceiling in the north side of the room

Room #77 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

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

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Monster 5 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #78 North Entry #1 Archway

North Entry #2 Secret (Search DC 25) Trapped and Locked Strong Wooden Door (Open Lock DC25, break DC 25; hard 5, 20 hp)Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

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

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

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

Room Features A chute falls into the room from above, Spirals of red stones cover the floor

Room #79 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Room Features The north and west walls are covered with bloodstains, A pile of wax blobs lies inthe west side of the room

Monster 15 x Ghast (ghoul)

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 120 pp; Chalcedony (50 gp), Deep Blue Spinel (600 gp), Jasper (50 gp),Malachite (10 gp), Rhodochrosite (6 gp), Rock Crystal (30 gp), Zircon (50 gp);hoard total 1996 gp

Room #80 North Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

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

Room Features A sloped pit lined with iron spikes lies in the west side of the room, Severalshattered weapons are scattered throughout the room

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open Lock DC20, break DC 18; hard 5, 15 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude saveresists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

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170 pp; Alexandrite (600 gp), Black Pearl (500 gp), Black Star Sapphire (1300 gp),Iolite (20 gp), Red Garnet (70 gp), Rock Crystal (50 gp), Turquoise (10 gp); hoardtotal 4250 gp

Room #81 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Room Features Rusting iron spikes line the north wall, Several pieces of rotten rope are scatteredthroughout the room

Trap Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Room #82 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Monster 4 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #83 South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #84 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features A narrow shaft descends from the room into a plundered tomb below, A pile ofrotten fruit lies in the center of the room

Monster 5 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,

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Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #85 South Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A wooden ladder rests against the south wall, Several iron blobs are scatteredthroughout the room

Monster 6 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), Toughness

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

2000 gp; Violet Garnet (400 gp); hoard total 2400 gp

Room #86 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A wooden ladder rests against the east wall, The floor is covered with dust

Room #87 North Entry Archway

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

West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to breakDC)

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

Room Features Several square holes are cut into the east and west walls, The floor is covered withash

Room #88 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

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

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

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

Room Features Lit candles are scattered across the floor, A sundered shield lies in the north-westcorner of the room

Room #89 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

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

Room Features The north and west walls have been engraved with glowing runes, Chanting can beheard in the center of the room

Room #90 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Empty

Room #91 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Empty

Room #92 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)

Room Features A tile mosaic of a legendary battle covers the floor, A putrid odor fills the room

Room #93 North Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)(slides up, +2 to break DC)

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

North Entry #3 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 tobreak DC)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude saveresists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 25; Disable Device DC 20.

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

Room Features A toppled statue lies in the south-west corner of the room, A pile of torn paper liesin the west side of the room

Monster 4 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #94 North Entry Unlocked Stone Door (hard 8, 60 hp)

Room Features A tile labyrinth covers the floor, A toppled statue lies in the north-east corner ofthe room

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Room #95 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)

Room Features Several square holes are cut into the north wall, Several iron blobs are scatteredthroughout the room

Room #96 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Room Features A wooden platform hangs over a deep pit in the north side of the room, Knockingfills the room

Room #97 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

West Entry Archway

Room Features A stone ramp ascends towards the south wall, Skeletons hang from chains andmanacles against the north and south walls

Monster 14 x Ghast (ghoul) and 11 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1600 gp; Wand of Fireball (6th) (39 of 50 charges) (10530 gp); hoardtotal 12130 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Trap Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable DeviceDC 29.

Room #98 North Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

North Entry #2 Secret (Search DC 20) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

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

Monster 5 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ

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wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #99 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6Con); Search DC 25; Disable Device DC 19.

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

South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

Room Features A stone dais and throne sits in the north-west corner of the room, A putrid odorfills the room

Monster 5 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #100 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

Room Features An acrid odor fills the room, A broken spear lies in the east side of the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #101 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save halfdamage); Search DC 31; Disable Device DC 31.

Monster 10 x Ogre Zombie

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Monster 10 x Ogre Zombie

Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; BaseAtk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Singleactions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; ALNE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

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

Empty

Room #103 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

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

East Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20, break DC15; hard 5, 10 hp)

South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

Room Features The north and west walls have been engraved with evil symbols, Several corrodediron spikes are scattered throughout the room

Room #104 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Monster 8 x Minotaur Zombie

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

Room #105 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

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

Room Features Several adventurer corpses are scattered throughout the room, A broken door liesin the south-west corner of the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17

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Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #106 North Entry #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

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

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

Monster 7 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporealtouch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis14, Cha 15Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #107 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

Monster 11 x Ghast (ghoul) and 10 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1200 gp; Adamantine Dagger (3002 gp) (Small); hoard total 4202 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 25, break DC15; hard 5, 10 hp)

2500 gp; Onyx (20 gp); Arcane Scroll (Shield (25 gp)) (total 25 gp), Arcane Scroll(Magic Aura (25 gp), Blur (150 gp)) (Opposite effect or target curse) (total 175 gp),Potion of Enlarge Person (250 gp); hoard total 2970 gp

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

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

West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

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West Entry #3 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25, break DC15; hard 5, 10 hp)

Room Features A tile labyrinth covers the floor, Several iron cages are scattered throughout theroom

Room #109 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to breakDC)

West Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Room Features A ladder ascends to a balcony hanging from the west wall, A pile of torches lies inthe center of the room

Monster 4 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #110 West Entry Archway

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

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

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

Room Features A sloped pit lined with iron spikes lies in the center of the room, A circle of tallstones stands in the south side of the room

Room #111 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Monster 4 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #112 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides toone side, +1 to break DC)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

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

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Room Features Several alcoves are cut into the north and south walls, A dull dagger lies in thenorth-east corner of the room

Monster 5 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #113 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A shallow pool of acid lies in the south side of the room, An iron chandelier hangsfrom the ceiling in the west side of the room

Room #114 North Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up,+2 to break DC)

West Entry Archway

Room Features A well lies in the north-west corner of the room, A splashing noise can be faintlyheard near the south wall

Monster 3 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #115 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #116 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features An altar of evil sits in the south-west corner of the room, The north and west wallsare covered with sword cuts

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Room #117 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

East Entry #1 Archway

East Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

Monster 3 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #118 West Entry Archway

East Entry #1 Archway

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

Room Features Several alcoves are cut into the south and west walls, The floor is covered withrotting straw

Room #119 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)

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

Room Features A tapestry of ghoulish carnage hangs from the east wall, A stone dais and thronesits in the west side of the room

Monster 6 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1500 gp; Rock Crystal (20 gp); Arcane Scroll (Undetectable Alignment(50 gp), Scare (150 gp)) (total 200 gp), Necklace of Fireballs (I) (1650 gp) (Designprovides clue to function), Potion of Spider Climb (300 gp); hoard total 3670 gp

Room #120 West Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6Con); Search DC 25; Disable Device DC 19.

East Entry Archway

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

Monster 13 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1800 gp; Dragonscale Talisman (600 gp); hoard total 2400 gp

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC15; hard 5, 10 hp)

1600 gp; Bolt of Fine Cloth (20 gp), Box of Perfumed Candles (60 gp), CrystalComb set with Iolite (800 gp), Sable Belt wreathed in Red Continual Flame (5000gp), Small Tapestry threaded with Silver (3000 gp); Ioun Stone (dark bluerhomboid) (10000 gp); hoard total 20480 gp

Room #121 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Room Features A weapon rack and crude idol sit in the north-west corner of the room, The northand east walls are covered with sword cuts

Room #122 East Entry Archway

Room Features Spirals of white stones cover the floor, The ceiling is covered with scorch marks

Monster 4 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

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

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

Monster 5 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus

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+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 50 pp; Golden Pearl (80 gp), Rose Quartz (50 gp), Sardonyx (50 gp);hoard total 680 gp

Room #124 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

South Entry Archway

Empty

Room #125 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

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

Room Features A fountain of water sits against the east wall, A rotting odor fills the room

Room #126 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

Room #127 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

West Entry Archway

South Entry #1 Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #2 Archway

Monster 2 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Room #128 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

South Entry Archway

Room Features A mural of geometric patterns covers the ceiling, Numerous monstrous skulls liewithin niches in the east wall

Room #129 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A shallow pool of quicksilver lies in the south-east corner of the room, A tilelabyrinth covers the floor

Monster 9 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1900 gp; hoard total 1900 gp

Room #130 West Entry Archway

East Entry Archway

South Entry Archway

Room Features A stream of blood flows through the room, A rustling noise can be heard in thenorth-west corner of the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #131 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

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

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

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

Monster 6 x Chimera Skeleton

Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

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Room #132 North Entry #1 Archway

North Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

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

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

West Entry #3 Archway

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

Room Features A stone ramp ascends towards the south wall, An unidentifiable odor fills thesouth-west corner of the room

Room #133 West Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of twoadjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

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

Room Features An altar of evil sits in the west side of the room, Patches of mushrooms grow in thenorth-west corner of the room

Room #134 North Entry Archway

South Entry Archway

Room Features The north and east walls are covered with goblin graffiti, Several sundered shieldsare scattered throughout the room

Room #135 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to breakDC)

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

Monster 14 x Chimera Skeleton

Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #136 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

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Empty

Room #137 East Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

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

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

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

Empty

Room #138 North Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

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

West Entry Secret (Search DC 30) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,60 hp)

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

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

Monster 3 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard10, 60 hp)

2100 gp; Azurite (11 gp), Blue Star Sapphire (1400 gp), Deep Blue Spinel (300gp), Onyx (30 gp), Rich Purple Corundum (900 gp), Violet Garnet (500 gp);Greatsword (Medium) (+1 weapon) (2350 gp); hoard total 7591 gp

Room #139 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #140 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

Room Features A balcony hangs from the east wall, A sour odor fills the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV

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Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Trap Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Room #141 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 tobreak DC)

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

West Entry Archway

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

Room Features A fountain of water sits against the west wall, A whistling noise can be faintlyheard near the south wall

Room #142 East Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Room Features The walls are covered with bloodstains, A pile of trash lies in the north-east cornerof the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #143 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1to break DC)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Room Features A mural of arcane patterns covers the ceiling, A pile of torn paper lies in the north-east corner of the room

Room #144 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #2 Archway

East Entry Archway

South Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC

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Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

Empty

Room #145 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

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

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

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

Monster 2 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #146 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

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

Room Features Torch sconces line the north and east walls, A pile of rotten bread lies in the northside of the room

Room #147 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

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

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

West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

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

Empty

Room #148 West Entry #1 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)

Room Features A chute falls into the room from above, A faded and torn tapestry hangs from thesouth wall

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Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard10, 60 hp)

2400 gp; Ermine Hunter's Cap (1400 gp), Small Silver Mirror (110 gp); MinorCirclet of Blasting (6480 gp), Potion of Cure Light Wounds (50 gp); hoard total10440 gp

Room #149 North Entry #1 Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp)

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

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

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 20, breakDC 28; hard 10, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

1600 gp; Bolt of Silver Cloth (1600 gp), Ermine Sash (1400 gp), Leather Belt setwith Peridot (900 gp), Leopard Fur Hunter's Cap inlaid with Silver (500 gp),Marble Ring set with Lapis Lazuli (200 gp); Breastplate of Command (25400 gp)(Small) (Design provides clue to function); hoard total 31600 gp

Room #150 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

Monster 3 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #151 North Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced,+10 to break DC)

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

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

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

South Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen

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Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #152 East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

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

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

Room Features A splashing noise can be heard in the north-east corner of the room, A pile ofempty bottles lies in the south side of the room

Room #153 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to breakDC)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

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

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

Monster 2 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #154 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Monster 3 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #155 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Trap Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7

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ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7rounds); Search DC 27; Disable Device DC 27.

Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 20, break DC18; hard 5, 15 hp)

1800 gp; Citrine (50 gp), Freshwater Pearl (11 gp), Jet (100 gp), Peridot (50 gp),Peridot (60 gp); Arcane Scroll (Enlarge Person (25 gp), Hypnotism (25 gp), Sleep(25 gp)) (total 75 gp); hoard total 2146 gp

Room #156 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A tile mosaic of legendary monsters covers the floor, The north and east walls arecovered with slime

Monster 7 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 1000 gp; Divine Scroll (Comprehend Languages (25 gp), DetectChaos/Evil/Good/Law (25 gp), Bull's Strength (150 gp)) (total 200 gp), HandyHaversack (2000 gp) (Opposite effect or target curse), Potion of Blur (300 gp);hoard total 3500 gp

Room #157 South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Room Features The ceiling is covered with cobwebs, A pile of empty flasks lies in the south-eastcorner of the room

Room #158 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

West Entry #1 Archway

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

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

Monster 9 x Ogre Zombie

Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; BaseAtk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Singleactions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; ALNE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #159 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 tobreak DC)

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

Room Features A faded and torn tapestry hangs from the west wall, Several pieces of blood-soakedclothing are scattered throughout the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;

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Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #160 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

South Entry Archway

Empty

Room #161 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Archway

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

Empty

Room #162 North Entry Archway

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

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

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

Room Features A narrow shaft descends from the room into a midden chamber below, A rattlingnoise can be heard in the west side of the room

Room #163 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

East Entry #1 Archway

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

South Entry Archway

Room Features A circle of tall stones stands in the center of the room, A wooden ladder restsagainst the east wall

Room #164 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 20, break DC15; hard 5, 10 hp)

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

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

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.

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Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #165 South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

Monster 1 x Dread Wraith and 3 x Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporealtouch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis14, Cha 15Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #166 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable DeviceDC 29.

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

Room Features A large demonic idol sits in the north-west corner of the room, Several pieces oftorn paper are scattered throughout the room

Room #167 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

North Entry #3 Archway

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

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

Room Features A circle of tall stones stands in the south-east corner of the room, A ring of keyslies in the west side of the room

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Room #168 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features A tapestry of ghoulish carnage hangs from the east wall, The sound of drums fillsthe room

Monster 8 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #169 South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)(slides to one side, +1 to break DC)

Empty

Room #170 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

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

Empty

Room #171 West Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7rounds); Search DC 27; Disable Device DC 27.

West Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

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

East Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hiddenlock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 pluspoison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);Search DC 20; Disable Device DC 20.

Empty

Room #172 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Room Features A narrow shaft falls into the room from above, Lit candles are scattered across thefloor

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Room #173 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Monster 4 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #174 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)

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

South Entry #1 Archway

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

Room Features Skeletons hang from chains and manacles against the south wall, The scent ofurine fills the room

Monster 9 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 200 pp; Obsidian (9 gp); Scimitar (Small) (+1 weapon) (Sheds light)(2315 gp); hoard total 4324 gp

Room #175 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,+10 to break DC)

Room Features A tile labyrinth covers the floor, A bent key lies in the north side of the room

Room #176 North Entry Archway

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

Monster 5 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12

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-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #177 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)

North Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

West Entry Archway

East Entry Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18;hard 5, 15 hp)

Room Features A mural of geometric patterns covers the ceiling, An iron chandelier hangs fromthe ceiling in the west side of the room

Room #178 North Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

East Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

East Entry #2 Archway

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

Monster 11 x Minotaur Zombie

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

Room #179 North Entry #1 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

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

East Entry #2 Archway

South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides up, +2to break DC)

Room Features A stream of blood flows through the room, Numerous monstrous skulls lie withinniches in the south and east walls

Room #180 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.

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ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

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

Room Features A large kiln and coal bin sit in the south-west corner of the room, Several rottenapples are scattered throughout the room

Monster 5 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

Room #181 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to breakDC)

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

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

East Entry #2 Archway

Monster 5 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #182 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Room Features A large kiln and coal bin sit in the south side of the room, A ring of keys lies in theeast side of the room

Monster 3 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #183 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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West Entry #2 Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #184 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Archway

Room Features A tile labyrinth covers the floor, Burning torches in iron sconces line the northand south walls

Monster 7 x Cloud Giant Skeleton

Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SVFort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #185 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)(slides down, +1 to break DC)

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

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

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

Room Features Several iron cages are scattered throughout the room, A metallic odor fills thenorth-west corner of the room

Room #186 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features Spirals of white stones cover the floor, A simple fireplace sits against the west wall

Monster 4 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10

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Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #187 North Entry #1 Archway

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

Room Features A chute descends from the room into the next dungeon level down, A faded andtorn tapestry hangs from the north wall

Monster 10 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

Room #188 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Archway

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

Room Features A tile mosaic of vile acts covers the floor, The ceiling is covered with cobwebs

Room #189 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

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

Room Features A ladder ascends to a catwalk hanging between the north and south walls, Theceiling is covered with scorch marks

Monster 8 x Minotaur Zombie

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

Room #190 East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, orWill save, depending on effect); Search DC 32; Disable Device DC 32.

Room Features A circle of tall stones stands in the north-east corner of the room, The ceiling iscovered with stalactites

Monster 6 x Wyvern Zombie

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Monster 6 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str21, Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #191 North Entry Archway

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

South Entry Archway

Empty

Room #192 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

Room Features A well lies in the west side of the room, A tile labyrinth covers the floor

Room #193 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Empty

Room #194 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features Spirals of white stones cover the floor, Torch sconces line the south wall

Room #195 North Entry Archway

West Entry Archway

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

South Entry #2 Archway

Room Features A stone stair ascends towards the east wall, Several headless statues are scatteredthroughout the room

Room #196 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

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

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

Room Features A stone dais lies in the north-east corner of the room, A stone sarcophagus sits inthe center of the room

Room #197 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

East Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 20, break DC15; hard 5, 10 hp)

Room Features A fountain of water sits against the west wall, The sound of drums fills the room

Room #198 North Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

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

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

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

Room Features A stream of blood flows through the room, The north and east walls have beenengraved with a row of arcane runes

Monster 3 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #199 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

Monster 10 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1200 gp; Aquamarine (200 gp), Black Pearl (800 gp), Freshwater Pearl(10 gp), Onyx (30 gp), Onyx (60 gp), Smoky Quartz (40 gp); Arcane Scroll(Animate Rope (25 gp), Identify (125 gp), Darkvision (150 gp)) (total 300 gp), Oil

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(Animate Rope (25 gp), Identify (125 gp), Darkvision (150 gp)) (total 300 gp), Oilof Magic Weapon (50 gp), Potion of Blur (300 gp), Potion of Endure Elements (50gp); hoard total 3040 gp

Trap Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Room #200 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Room Features A tile mosaic of arcane patterns covers the floor, Several pieces of broken glass arescattered throughout the room

Monster 3 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

Room #201 North Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

Room Features A stair ascends to a catwalk hanging between the east and west walls, A pile of tornpaper lies in the west side of the room

Hidden Treasure Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)

14000 sp; Coral (120 gp), Jasper (80 gp); Potion of Enlarge Person (250 gp),Potion of Lesser Restoration (300 gp), Potion of Remove Paralysis (300 gp),Potion of Shield of Faith (+2) (50 gp); hoard total 2500 gp

Room #202 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)

South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Room Features A stone stair ascends towards the west wall, Several wax blobs are scatteredthroughout the room

Monster 11 x Ghast (ghoul) and 12 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul

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and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1100 gp; Alexandrite (500 gp), Amethyst (90 gp), Rock Crystal (60 gp);Ring of Improved Jumping (10000 gp) (Inscription provides clue to function);hoard total 11750 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Room #203 East Entry #1 Archway

East Entry #2 Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)

East Entry #3 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

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

Empty

Room #204 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A shallow pool of acid lies in the south side of the room, Various torture devicesare scattered throughout the room

Trap Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multipletargets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3 rounds);water; Search DC 20; Disable Device DC 25.

Room #205 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

South Entry Archway

Empty

Room #206 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)

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

South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

Room Features Several alcoves are cut into the south wall, An iron chandelier hangs from theceiling in the south side of the room

Room #207 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features A simple fireplace sits against the north wall, A sundered shield lies in the westside of the room

Room #208 North Entry #1 Archway

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

East Entry Archway

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

Empty

Room #209 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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

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

Room Features Torch sconces line the north and east walls, Several broken arrows are scatteredthroughout the room

Monster 5 x Ghast (ghoul) and 8 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 700 gp; Potion of Endure Elements (50 gp), Potion of Hide from Undead(50 gp); hoard total 800 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Room #210 West Entry Archway

Room Features An altar of evil sits in the south side of the room, A sour odor fills the north-eastcorner of the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

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Room #211 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

West Entry #3 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

South Entry #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

Room Features The scent of urine fills the south-west corner of the room, Several barrel staves arescattered throughout the room

Monster 5 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #212 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A putrid odor fills the south-west corner of the room, A shattered sword lies in thenorth-west corner of the room

Trap Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

Hidden Treasure Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5, 20 hp)

1900 gp; Ebony Mask (300 gp), Iron Hairpin (150 gp); Arcane Scroll (HypnoticPattern (150 gp)) (total 150 gp), Arcane Scroll (Hypnotism (25 gp), False Life (150gp)) (total 175 gp), Breastplate (Small) (+1 armor) (1350 gp), Divine Scroll (DetectAnimals or Plants (25 gp), Desecrate (200 gp), Find Traps (150 gp)) (total 375 gp);hoard total 4400 gp

Room #213 North Entry Archway

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

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

Room Features A hole has been blasted into the north wall, The north and east walls are coveredwith goblin graffiti

Monster 3 x Bodak

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Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #214 West Entry Archway

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

South Entry Archway

Monster 9 x Minotaur Zombie

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

Room #215 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to breakDC)

Room Features A tapestry of a legendary battle hangs from the south wall, A pair of dice lies in thenorth-west corner of the room

Monster 14 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energydrain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int11, Wis 13, Cha 15Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28; hard10, 60 hp)

190 pp; Sardonyx (30 gp); Arcane Scroll (Command Undead (150 gp)) (total 150gp), Arcane Scroll (Magic Weapon (25 gp), False Life (150 gp)) (total 175 gp),Ring of Counterspells (4000 gp); hoard total 6255 gp

Room #216 North Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

North Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

North Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

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

South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

South Entry #4 Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features A tile labyrinth covers the floor, A pile of broken arrows lies in the south side ofthe room

Room #217 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Monster 4 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SAImproved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undeadtraits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,Cha 10Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

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

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

West Entry Secret (Search DC 25) Trapped and Stuck Simple Wooden Door (break DC 13; hard5, 10 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

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

Monster 11 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1300 gp; Azurite (8 gp), Blue Star Sapphire (600 gp), Chrysoprase (40gp), Golden Yellow Topaz (500 gp), Moss Agate (8 gp), Obsidian (7 gp), Red-brown Spinel (130 gp), Zircon (60 gp); Divine Scroll (Magic Stone (25 gp), HeatMetal (150 gp), Prayer (375 gp)) (total 550 gp); hoard total 3203 gp

Room #219 South Entry Archway

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 30, breakDC 28; hard 10, 60 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13

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reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

1900 gp; Golden Yellow Topaz (300 gp), Pink Pearl (120 gp); Arcane Scroll(Comprehend Languages (25 gp)) (total 25 gp), Arcane Scroll (ComprehendLanguages (25 gp), True Strike (25 gp)) (total 50 gp), Potion of Cure ModerateWounds (300 gp); hoard total 2695 gp

Room #220 North Entry Archway

East Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

Empty

Room #221 East Entry Archway

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

Empty

Room #222 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Archway

South Entry Archway

Room Features A shallow pit lies in the north-west corner of the room, A pile of wax blobs lies inthe south side of the room

Monster 4 x Allip

Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SABabble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,Int 11, Wis 11, Cha 18Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0(+2 following tracks); Improved Initiative, Lightning Reflexes

Room #223 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

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

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

Empty

Room #224 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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Room Features A shallow pool of quicksilver lies in the north-east corner of the room, Ghostlywailing fills the room

Monster 6 x Chimera Skeleton

Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #225 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 tobreak DC)

East Entry #1 Archway

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

South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1to break DC)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

Empty

Room #226 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2 Archway

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

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

South Entry Archway

Room Features A tapestry of vile acts hangs from the west wall, A fountain of water sits against thesouth wall

Monster 4 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #227 North Entry Archway

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,15 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Room Features Spirals of red stones cover the floor, The south and east walls are covered with claw

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Room Features Spirals of red stones cover the floor, The south and east walls are covered with clawmarks

Monster 9 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

Room #228 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Empty

Room #229 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

Room Features A chute descends from the room into the next dungeon level down, Severalcorroded iron spikes are scattered throughout the room

Monster 10 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 180 pp; A Perfect Rose in Temporal Stasis (11000 gp); hoard total 12800gp

Room #230 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Archway

Empty

Room #231 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Empty

Room #232 East Entry Archway

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Room #232 East Entry Archway

South Entry Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 25, break DC28; hard 10, 60 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

Room Features A fountain of water sits against the south wall, A pair of boots lies in the west sideof the room

Room #233 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25, break DC25; hard 5, 20 hp)

West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, orWill save, depending on effect); Search DC 32; Disable Device DC 32.

East Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magicallyreinforced, +10 to break DC)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

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

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

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

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

Room Features Lit candles are scattered across the floor, Knocking can be heard in the west side ofthe room

Room #234 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry Archway

Monster 6 x Ghast (ghoul) and 8 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 110 pp; Azurite (10 gp), Malachite (15 gp), Moss Agate (6 gp), WhiteOpal (1400 gp), Zircon (70 gp), Zircon (80 gp); hoard total 2681 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Room #235 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

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

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East Entry 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 15 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 13000 sp; Iron Diadem (100 gp); Divine Scroll (Desecrate (200 gp),Water Breathing (375 gp)) (total 575 gp); hoard total 1975 gp

Room #236 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #237 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Several square holes are cut into the north and west walls, A metallic odor fills theroom

Monster 5 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #238 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #239 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.

East Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

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

Empty

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Room #240 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2 Archway

West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

West Entry #2 Archway

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)

Monster 14 x Minotaur Zombie

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

Room #241 North Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Room Features An altar of evil sits in the north side of the room, A pile of empty bottles lies in theeast side of the room

Room #242 East Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides down,+1 to break DC)

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

Room Features Spirals of red stones cover the floor, A pile of barrel staves lies in the east side ofthe room

Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20, break DC18; hard 5, 15 hp)

260 pp; hoard total 2600 gp

Room #243 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

East Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A crater has been blasted into the floor in the east side of the room, Several emptybottles are scattered throughout the room

Monster 14 x Chimera Skeleton

Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,Dex 15, Con -, Int -, Wis 10, Cha 1

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Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #244 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features Numerous pillars line the north and south walls, A tapestry of ghoulish carnagehangs from the north wall

Room #245 North Entry Archway

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

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

Room Features A wooden ladder rests against the north wall, A pile of candles lies in the north-west corner of the room

Monster 10 x Ghast (ghoul) and 12 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 7000 sp; Rose Quartz (70 gp), Star Rose Quartz (30 gp), Violet Garnet(300 gp), White Pearl (130 gp); hoard total 1230 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

Room #246 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

Room Features A well lies in the west side of the room, A pile of rotten apples lies in the south-west corner of the room

Room #247 East Entry Archway

South Entry Archway

Room Features A mural of ancient mythology covers the ceiling, A cold spot can be felt in thewest side of the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24

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Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #248 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)

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

Room Features The scent of smoke fills the north-east corner of the room, Several shatteredweapons are scattered throughout the room

Monster 15 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporealtouch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis14, Cha 15Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #249 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A chute descends from the room into a plundered tomb below, Lit candles arescattered across the floor

Monster 9 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Room #250 North Entry Archway

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude saveresists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 25; Disable Device DC 20.

Empty

Room #251 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

South Entry Archway

Empty

Room #252

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Room #252 South Entry #1 Archway

South Entry #2 Archway

Room Features A chute descends from the room into a midden chamber below, Spirals of greenstones cover the floor

Monster 6 x Bugbear Zombie

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

Room #253 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)

East Entry Archway

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

South Entry #2 Archway

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #254 North Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

North Entry #2 Archway

West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

Empty

Room #255 East Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

East Entry #2 Secret (Search DC 25) Trapped and Unlocked Stone Door (hard 8, 60 hp)Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.

Empty

Room #256 North Entry Archway

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Room #256 North Entry Archway

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

East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,20 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

Room Features A narrow shaft descends from the room into a magical cyst below, A crudebookcase and pile of books sit in the north-west corner of the room

Room #257 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

Room Features A stone ramp ascends towards the south wall, Howling can be heard in the northside of the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #258 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

East Entry #1 Archway

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

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

East Entry #4 Archway

Room Features A buzzing noise can be faintly heard near the south wall, A pile of iron spikes liesin the north-east corner of the room

Monster 4 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,Dex 17, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #259 North Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

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

Room Features Several iron cages are scattered throughout the room, A shattered club lies in thesouth side of the room

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Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 25, break DC15; hard 5, 10 hp)

1600 gp; Bloodstone (60 gp), Deep Blue Spinel (300 gp), Jasper (30 gp),Moonstone (60 gp), Rich Purple Corundum (1200 gp); Rod of Silent Metamagic(lesser) (3000 gp) (Inscription provides clue to function); hoard total 6250 gp

Room #260 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

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

South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); noreset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;Disable Device DC 16.

Room Features A shallow pit lies in the north side of the room, A putrid odor fills the room

Monster 4 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #261 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

South Entry Archway

Room Features A chute descends from the room into a plundered tomb below, Several pieces ofblood-soaked clothing are scattered throughout the room

Room #262 West Entry #1 Unlocked Stone Door (hard 8, 60 hp)

West Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

South Entry Archway

Empty

Room #263 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

Empty

Room #264 North Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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North Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features A tile labyrinth covers the floor, The scent of ozone fills the north-east corner ofthe room

Monster 15 x Minotaur Zombie

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

Room #265 East Entry #1 Archway

East Entry #2 Archway

South Entry Secret (Search DC 30) Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

Monster 12 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); FullAtk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis10, Cha 1Skills and Feats: -; Toughness

Room #266 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A stone stair ascends towards the south wall, A toppled statue lies in the north-eastcorner of the room

Room #267 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

Room Features A tapestry of legendary monsters hangs from the west wall, A large demonic idolsits in the north-west corner of the room

Monster 4 x Young Adult Red Dragon Skeleton

Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

Room #268

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Room #268 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

East Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

Room Features Part of the east wall has collapsed into the room, A mural of ghoulish carnagecovers the ceiling

Room #269 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Room Features A stone ramp ascends towards the east wall, A toppled statue lies in the north sideof the room

Room #270 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

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

Monster 12 x Ettin Skeleton

Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp+15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged(1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee(1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft.,immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23,Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Trap Phantasmal Killer Trap: CR 5; magic device; proximity trigger (alarm covering theentire room); automatic reset; spell effect (Phantasmal Killer, 7th level wizard, DC16 Will save for disbelief and DC 16 Fort save for partial effect); Search DC 29;Disable Device DC 29.

Room #271 East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

Room Features A tile mosaic of a legendary battle covers the floor, An iron chandelier hangs fromthe ceiling in the north-east corner of the room

Room #272 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A chute falls into the room from above, A pile of candles lies in the west side of theroom

Monster 3 x Greater Shadow

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Monster 3 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #273 North Entry #1 Archway

North Entry #2 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of twoadjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

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

Room Features A crater has been blasted into the floor in the north-west corner of the room, Thenorth and east walls have been engraved with evil symbols

Room #274 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)

Room Features A large demonic idol sits in the south-east corner of the room, A sour odor fills thenorth-west corner of the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #275 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

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

Empty

Room #276 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

Room Features The scent of ozone fills the room, Several pieces of rotten bread are scatteredthroughout the room

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Room #277 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

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

Room Features A chute falls into the room from above, A wooden ladder rests against the west wall

Monster 6 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str21, Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #278 North Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Room Features A circle of tall stones stands in the north side of the room, A metallic odor fills thecenter of the room

Room #279 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features The room has a high domed ceiling, The scent of urine fills the room

Room #280 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

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

South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to breakDC)

Empty

Room #281 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A rotting carpet and several crates sit in the east side of the room, Several pieces ofspoiled meat are scattered throughout the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution

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flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 24Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Trap Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC15; hard 5, 10 hp)

1700 gp; hoard total 1700 gp

Room #282 North Entry Archway

West Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 hp)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

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

Room Features A mural of legendary monsters covers the ceiling, Several bent copper coins arescattered throughout the room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #283 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

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Empty

Room #284 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features Several iron cages are scattered throughout the room, A broken door lies in thewest side of the room

Room #285 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Archway

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

Room Features A well lies in the center of the room, A pile of barrel staves lies in the east side ofthe room

Room #286 West Entry Archway

South Entry Archway

Room Features A chute falls into the room from above, A pile of torches lies in the south side ofthe room

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQDarkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SVFort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5following tracks); Blind-Fight, Combat Casting, Combat Expertise, ImprovedInitiative, Weapon Focus (claw)

Room #287 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Room Features A shallow pit lies in the north-west corner of the room, A circle of tall stonesstands in the south side of the room

Room #288 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Archway

Room Features A chute falls into the room from above, Spirals of white stones cover the floor

Room #289 North Entry Unlocked Iron Door (hard 10, 60 hp)

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

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

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

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Monster 9 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 1000 gp; Bolt of Platinum Cloth (1100 gp), Carved Wooden Ring (10gp), Iron Holy Symbol (of a Sun God) (120 gp), Jet Sundial (1800 gp), WoodFramed Painting (300 gp); Heavy Wooden Shield (Medium) (+1 shield, LightFortification) (4157 gp); hoard total 8487 gp

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