78
Death is but a Dream 5 Level 11

Death is but a Dream 5 11-PDF

Embed Size (px)

DESCRIPTION

A level generated for the Dungeon of Evermore Series for a 10th level adventuring party. Death is only the beginning.

Citation preview

Page 1: Death is but a Dream 5 11-PDF

Death is but a Dream 5Level 11

Page 2: Death is but a Dream 5 11-PDF
Page 3: Death is but a Dream 5 11-PDF

General Dungeon Walls Reinforced Masonry (Climb DC 20)

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

Temperature Average

Illumination Dark (individual creatures may carry lights)

WanderingMonsters

1 4 x Greater Shadow, wielding bizarre eldritch powers

2 4 x Minotaur Zombie, investigating a strange noise

3 10 x Minotaur Zombie, investigating a strange noise

4 1 x Dread Wraith, investigating a strange noise

5 4 x Young Adult Red Dragon Skeleton, investigating a strange noise

6 5 x Advanced Megaraptor Skeleton, lost and desperate

Room #1 West Entry #1 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)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.

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

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

Empty

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

South Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 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 -; 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 #3 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Page 4: Death is but a Dream 5 11-PDF

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 25, break DC25; hard 5, 20 hp)

1800 gp; Iolite (40 gp), Smoky Quartz (50 gp), Turquoise (12 gp), White Pearl(120 gp); Amulet of Mighty Fists (+2) (24000 gp) (Design provides clue tofunction); hoard total 26022 gp

Room #4 North Entry Archway

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

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

Empty

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

West Entry #2 Trapped and Unlocked Simple Wooden Door (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.

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 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.

Empty

Room #6 East Entry #1 Archway

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

Room Features A mural of geometric patterns covers the ceiling, A ruined gauntlet lies in thesouth-east corner of the room

Monster 1 x Dread Wraith and 2 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 #7 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Page 5: Death is but a Dream 5 11-PDF

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

West Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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.

West Entry #2 Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break DC)

East 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 chute descends from the room into a natural cavern below, Laughter fills theroom

Room #8 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up,+2 to break DC)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 #1 Trapped and Locked Iron Door (Open Lock DC 20, 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.

East 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.

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

Room Features A tapestry of legendary monsters hangs from the west wall, Several headlessstatues are scattered 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 #9 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #1 Secret (Search DC 20) 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)

East Entry #1 Archway

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

Room Features A balcony hangs from the south wall, The sound of chimes can be faintly heardnear the west wall

Monster 1 x Dread Wraith

Page 6: Death is but a Dream 5 11-PDF

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

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

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

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: 1300 gp; Copper Shuriken set with Lapis Lazuli (200 gp), Eye AgateGoblet (200 gp), Pewter Diadem (80 gp); Rod of Empower Metamagic (lesser)(9000 gp); hoard total 10780 gp

Room #11 North Entry #1 Archway

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

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

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

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

Empty

Room #12 North Entry #1 Archway

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

West Entry Archway

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

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

Page 7: Death is but a Dream 5 11-PDF

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

Room Features A stone ramp ascends towards the east wall, A tile mosaic of ghoulish carnagecovers the floor

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

Empty

Room #14 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; 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.

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

Empty

Room #15 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A mural of geometric patterns covers the ceiling, Several iron blobs are scatteredthroughout 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 #16 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #1 Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open Lock DC25, break DC 15; hard 5, 10 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.

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

Monster 7 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; Str

Page 8: Death is but a Dream 5 11-PDF

5/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 #17 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

South Entry #1 Secret (Search DC 20) Trapped and Unlocked Stone Door (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.

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

Monster 12 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 #18 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A balcony hangs from the west wall, A mural of arcane patterns covers the ceiling

Trap 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.

Room #19 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Room Features A tile labyrinth covers the floor, A sundered shield lies in the center 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

Trap 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 #20 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

Page 9: Death is but a Dream 5 11-PDF

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.

Room Features A stone stair ascends towards the west wall, Several iron cages are scatteredthroughout the room

Room #21 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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 #22 West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)(magically reinforced, +10 to break DC)

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

Room Features A large demonic idol sits in the center of the room, Several pieces of broken glassare 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 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 #23 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

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

East Entry Archway

Room Features A chute falls into the room from above, A rusted shield lies in the north-westcorner of the room

Monster 13 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, Toughness

Page 10: Death is but a Dream 5 11-PDF

+8; Multiattack, ToughnessTreasure: 1300 gp; hoard total 1300 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 #24 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Trap 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.

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

250 pp; Banded Agate (8 gp), Blue Quartz (10 gp), Citrine (50 gp); Arcane Scroll(Spider Climb (150 gp)) (total 150 gp), Divine Scroll (Bless Water (50 gp),Barkskin (150 gp)) (Delusion curse) (total 200 gp); hoard total 2918 gp

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

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.

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

Room Features A wooden ladder rests against the south wall, A foul odor fills the north-eastcorner of the room

Monster 12 x Ghast (ghoul) and 15 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; Blue Quartz (7 gp), Deep Green Spinel (120 gp), Golden YellowTopaz (400 gp), Red Spinel (110 gp), Rose Quartz (30 gp), Silver Pearl (110 gp),Violet Garnet (600 gp); hoard total 2977 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 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC15; hard 5, 10 hp)

Page 11: Death is but a Dream 5 11-PDF

15; hard 5, 10 hp)

1300 gp; Leather Boots with Copper Buckles (100 gp), Leather Coinpurse (140gp); Arcane Scroll (Hypnotic Pattern (150 gp)) (total 150 gp), Potion of Barkskin(+2) (300 gp); hoard total 1990 gp

Room #26 North Entry Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door (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.

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

East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Empty

Room #27 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 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.

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

South Entry Archway

Room Features A stair ascends to a balcony hanging from the east wall, A stone dais and thronesits in the west side of the room

Room #28 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 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 #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Room Features A stream of water flows through the room, The north and east walls have beenengraved with evil symbols

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

Page 12: Death is but a Dream 5 11-PDF

Room #29 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

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

Room Features A crater has been blasted into the floor in the north-west corner of the room, Amural of a legendary battle covers the ceiling

Trap 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.

Room #30 North Entry Trapped and Unlocked Simple Wooden Door (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 Archway

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

South Entry #2 Trapped and Unlocked Iron Door (hard 10, 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.

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 #31 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)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 Good Wooden Door (break DC 18; hard 5, 15 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, A rattling noise fills the room

Monster 5 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) Unlocked Iron Chest (hard 10, 60 hp)

Page 13: Death is but a Dream 5 11-PDF

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

270 pp; Helm of Underwater Action (24000 gp); hoard total 26700 gp

Room #32 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.

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

Room Features A tile mosaic of ancient mythology covers the floor, Several iron cages arescattered throughout 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 #33 North Entry #1 Trapped and Unlocked Simple Wooden Door (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.

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

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

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

Room Features A stair ascends to a catwalk hanging between the east and west walls, Torchsconces line the north wall

Room #34 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A tile mosaic of legendary monsters covers the floor, An acrid odor fills 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 #35 North Entry Archway

Page 14: Death is but a Dream 5 11-PDF

North Entry Archway

South Entry Trapped Iron Portcullis (lift DC 25, 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.

Room Features A tile mosaic of geometric patterns covers the floor, A pile of candles lies in thenorth-west corner of the room

Room #36 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

East Entry #3 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.

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

Empty

Room #37 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Archway

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

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

East Entry #3 Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC25; hard 5, 20 hp) (slides up, +2 to break DC)

South Entry Archway

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

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

South Entry #3 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Room Features A rotting odor fills the south-west corner of the room, A pile of blood-soakedclothing lies in the north-west corner of the room

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 14

Page 15: Death is but a Dream 5 11-PDF

Skills 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: 230 pp; Crystal Miniature (of a Hare) set with Obsidian (400 gp), ErmineShoes (1100 gp), Leather bound Book (blank) (80 gp), Leopard Fur Talisman setwith Eye Agate (200 gp), Rabbit Fur Bracers (150 gp); hoard total 4230 gp

Room #39 East Entry Archway

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

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

Monster 10 x Troll Skeleton

Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base Atk +3;Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ Damage reduction5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort+2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #40 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

Empty

Room #41 South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #2 Archway

Empty

Room #42 North Entry #1 Archway

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

West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 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.

Room Features A stone ramp ascends towards the west wall, A stone sarcophagus sits in the centerof the room

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.

Room #43 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

Room Features A narrow shaft falls into the room from above, The scent of ozone fills 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,

Page 16: Death is but a Dream 5 11-PDF

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 Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

Room #44 North Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 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.

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

West Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, 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.

West Entry #3 Archway

West Entry #4 Archway

East Entry #1 Trapped and Unlocked Good Wooden Door (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.

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

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

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

Room Features A tile mosaic of a legendary battle covers the floor, The ceiling is covered withscorch marks

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

Empty

Room #46 North Entry Archway

Room Features An iron chandelier hangs from the ceiling in the north side of the room, Severalcorroded iron spikes are scattered throughout 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, energy

Page 17: Death is but a Dream 5 11-PDF

energy 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: Alexandrite (600 gp), Aquamarine (400 gp), Bloodstone (70 gp), Citrine(60 gp), Lapis Lazuli (14 gp), Star Rose Quartz (20 gp); hoard total 1164 gp

Room #47 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 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

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)

Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20, break DC18; hard 5, 15 hp)

1700 gp; Hematite (11 gp), Rose Quartz (40 gp); Divine Scroll (Cure LightWounds (25 gp)) (total 25 gp), Potion of Resist Energy (10) (300 gp), Wand ofMagic Missile (1st) (43 of 50 charges) (645 gp); hoard total 2721 gp

Room #48 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

Room Features Various torture devices are scattered throughout the room, The scent of ozone fillsthe 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 #49 East Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

Room Features A sloped pit lined with iron spikes lies in the north side of the room, A briny odorfills the room

Page 18: Death is but a Dream 5 11-PDF

Room #50 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

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

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

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

Empty

Room #51 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A faded and torn tapestry hangs from the west wall, Several iron cages are scatteredthroughout 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 #52 North Entry Trapped and Locked Iron Door (Open Lock DC 30, 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.

West Entry Trapped and Unlocked Good Wooden Door (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.

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

East Entry #2 Archway

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

Room Features Torch sconces line the west wall, Clouds of flying insects fill the west side of theroom

Monster 2 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 #53 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #2 Archway

Empty

Page 19: Death is but a Dream 5 11-PDF

Room #54 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

South Entry Archway

Room Features A balcony hangs from the north wall, A pile of empty bottles lies in the north sideof the room

Monster 4 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 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.

Room #55 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 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 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry #2 Trapped and Locked Stone Door (Open Lock DC 20, 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.

Empty

Room #56 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 tobreak DC)

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

Empty

Room #57 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)(slides to one side, +1 to break DC)

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

Empty

Room #58 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

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

South Entry #3 Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC

Page 20: Death is but a Dream 5 11-PDF

South Entry #3 Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC15; hard 5, 10 hp)

South Entry #4 Unlocked Good Wooden Door (hard 5, 15 hp)

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)

Trap 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.

Room #59 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

South Entry Archway

Room Features A tile labyrinth covers the floor, Several rotten apples are scattered throughout theroom

Monster 5 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 #60 North Entry Archway

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

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

West Entry #3 Trapped and Unlocked Stone Door (hard 8, 60 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.

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

Room Features A toppled statue lies in the north-east corner of the room, A briny odor fills theroom

Monster 8 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

Page 21: Death is but a Dream 5 11-PDF

Skills and Feats: -; Toughness

Room #61 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced,+10 to break DC)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.

East Entry Archway

Room Features A faded and torn tapestry hangs from the north wall, An unidentifiable odor fillsthe north side of the room

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: 1700 gp; Fine Steel Statue (of a Female Elf) inlaid with Gold (4000 gp),Freshwater Pearl Statuette (of a Female Human Aristocrat) inlaid with Gold (1400gp), Gold Idol (of a Fire God) (1800 gp), Iron Necklace (90 gp), Rare Book (TheTome of Kinno) (500 gp), Tooled Leather bound Book (blank) (1300 gp); hoardtotal 10790 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 #62 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Empty

Room #63 North Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #1 Secret (Search DC 20) 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.

West Entry #2 Archway

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

Monster 4 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

Page 22: Death is but a Dream 5 11-PDF

Room #64 North Entry Archway

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

Monster 12 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 #65 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

South Entry #2 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 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.

Empty

Room #66 West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

South Entry Archway

Room Features Part of the ceiling has collapsed into the room, A stone statue stands in the south-east corner of 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 #67 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp) (slides up, +2 to break DC)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.

Room Features A faded and torn tapestry hangs from the south wall, Several iron spikes arescattered throughout the room

Room #68 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

South Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features A mural of legendary monsters covers the ceiling, A forge and anvil sit in thecenter of the room

Page 23: Death is but a Dream 5 11-PDF

center of the room

Room #69 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 tobreak DC)

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

West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

South Entry #1 Archway

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

Monster 2 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 #70 North Entry Unlocked Iron Door (hard 10, 60 hp)

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

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

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 #71 West Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; 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.

West Entry #2 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 #72 West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Page 24: Death is but a Dream 5 11-PDF

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.

Empty

Room #73 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #74 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

South Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A faded and torn tapestry hangs from the east wall, A stone sarcophagus sits in thewest side of the room

Room #75 West Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

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

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

East Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

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

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

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

Monster 16 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: 1700 gp; Deep Blue Spinel (500 gp), Red-brown Spinel (120 gp), Red-brown Spinel (140 gp); Divine Scroll (Entangle (25 gp), Protection fromChaos/Evil/Good/Law (25 gp), Neutralize Poison (375 gp)) (total 425 gp), Potionof Bull's Strength (300 gp), Potion of Hide from Animals (50 gp), Potion ofRemove Paralysis (300 gp); hoard total 3535 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

Page 25: Death is but a Dream 5 11-PDF

+7; Multiattack

Room #76 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2 Archway

Monster 4 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 #77 East Entry #1 Archway

East Entry #2 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.

Empty

Room #78 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)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 The north and west walls have been engraved with incoherent spirals, A large kilnand coal bin sit in the west side of the room

Room #79 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Empty

Room #80 North Entry Trapped and Stuck Good Wooden Door (break DC 18; 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.

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

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

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

Monster 7 x Ghast (ghoul) and 10 x Ghoul

Page 26: Death is but a Dream 5 11-PDF

Monster 7 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: Arcane Scroll (Mage Armor (25 gp), Magic Mouth (160 gp)) (total 185gp), 2 x Potion of Cure Moderate Wounds (300 gp); hoard total 785 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 #81 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC25; hard 5, 20 hp)

1200 gp; Amethyst Statue (of a God of Trickery) (4000 gp), Silver Comb (400 gp),Small Carpet threaded with Platinum (2000 gp); hoard total 7600 gp

Room #82 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 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.

North Entry #2 Archway

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

South Entry #2 Archway

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

Trap 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.

Room #83 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to breakDC)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 rope ascends to a catwalk hanging between the north and south walls, Jagged

Page 27: Death is but a Dream 5 11-PDF

Room Features A rope ascends to a catwalk hanging between the north and south walls, Jaggedsteel blades project from cracks in the east wall

Room #84 North Entry Archway

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

South Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 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 12Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #85 East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Room Features A stone ramp ascends towards the east wall, A large kiln and coal bin sit in thenorth-east corner of the room

Room #86 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 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 The sound of drums can be heard in the center of the room, Several pieces of rottenrope are scattered throughout the room

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

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

Empty

Room #88 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A shallow pool of blood lies in the south-east corner of the room, Severalmonstrous corpses are scattered throughout the room

Page 28: Death is but a Dream 5 11-PDF

Room #89 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Archway

Room Features Lit candles are scattered across the floor, Iron chains hang from the ceiling in thewest side of 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 #90 North Entry Secret (Search DC 30) 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 and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; 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 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

East Entry #2 Trapped and Stuck Stone Door (break DC 28; 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.

East Entry #3 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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), ToughnessTreasure: 10000 sp; Brown-green Garnet (90 gp), Coral (90 gp), Hematite (8 gp),Lapis Lazuli (10 gp), Rhodochrosite (10 gp), Smoky Quartz (40 gp), Tourmaline(130 gp), Zircon (50 gp); hoard total 1428 gp

Room #91 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

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,

Page 29: Death is but a Dream 5 11-PDF

drain, 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 #92 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)(slides up, +2 to break DC)

Room Features A balcony hangs from the west wall, Several wax blobs are scattered throughoutthe room

Monster 11 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; Arcane Scroll (Command Undead (150 gp), Darkvision (150gp)) (total 300 gp), Divine Scroll (Longstrider (25 gp), Hold Animal (150 gp),Resist Energy (150 gp)) (Delusion curse) (total 325 gp), Potion of Cure LightWounds (50 gp), Potion of Shield of Faith (+2) (50 gp); hoard total 1725 gp

Room #93 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

South 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 #94 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features Several square holes are cut into the east and west walls, A scratching sound fillsthe room

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 -; SQ

Page 30: Death is but a Dream 5 11-PDF

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

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

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 #96 West Entry Archway

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

Monster 13 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: 1600 gp; Violet Garnet (200 gp), Violet Garnet (500 gp); hoard total2300 gp

Room #97 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

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

Room Features A grinding noise fills the room, A pile of rotten leather lies in the west side of theroom

Room #98 North Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #99 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,15 hp) (magically reinforced, +10 to break DC)Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

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

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

Room Features A large demonic idol sits in the north-east corner of the room, Several pieces ofrotten bread are scattered throughout the room

Page 31: Death is but a Dream 5 11-PDF

Room #100 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

West Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.

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

East Entry Archway

Room Features A well lies in the south-east corner of the room, The north and west walls have beenengraved with evil symbols

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

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

Empty

Room #102 North Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

West Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Room Features The walls have been engraved with glowing runes, The walls are covered withsword cuts

Monster 14 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 #103 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 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.

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

Page 32: Death is but a Dream 5 11-PDF

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

Empty

Room #104 South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Monster 12 x Ghast (ghoul) and 9 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: 1400 gp; Bolt of Bronze Cloth (500 gp), Box of Perfumed Candles (150gp), Carved Wooden Necklace (10 gp), Glass Eye (900 gp), Sable Sash (1600 gp);hoard total 4560 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 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.

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

2200 gp; Potion of Darkvision (300 gp); hoard total 2500 gp

Room #105 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #106 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 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 #107 North Entry Archway

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

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

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,

Page 33: Death is but a Dream 5 11-PDF

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, 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.

Room Features A hole has been blasted into the east wall, Several monstrous corpses are scatteredthroughout the room

Room #108 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

Room Features Spirals of blue stones cover the floor, The floor is covered with stone rubble

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)

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

1700 gp; hoard total 1700 gp

Room #109 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

East Entry #1 Trapped and Unlocked Simple Wooden Door (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 #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A mural of a legendary battle covers the ceiling, A fountain of water sits againstthe west wall

Room #110 West Entry #1 Archway

West Entry #2 Archway

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

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

Empty

Room #111 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

East Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 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.

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

Page 34: Death is but a Dream 5 11-PDF

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

Room Features Part of the ceiling has collapsed into the room, Ghostly music fills the room

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 #112 West Entry Trapped and Stuck Good Wooden Door (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.

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

South Entry #1 Archway

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

Room Features A stair ascends to a catwalk hanging between the east and west walls, A foul odorfills the room

Room #113 North Entry #1 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up,+2 to break DC)

North Entry #2 Secret (Search DC 30) Trapped and Stuck Stone Door (break DC 28; hard 8, 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.

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

Room Features Knocking can be faintly heard near the east wall, A pile of torn paper lies in thenorth-west corner of the room

Trap 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.

Room #114 East Entry Archway

Room Features A shallow pit lies in the north-west corner of the room, A pile of spoiled meat liesin the north-west corner 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,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 North Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Page 35: Death is but a Dream 5 11-PDF

Room #115 North Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

North Entry #2 Archway

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

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

Empty

Room #116 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Archway

Room Features A fountain of water sits against the south wall, A ring of keys lies in the south-eastcorner 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 #117 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

Empty

Room #118 East Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 20, break DC15; hard 5, 10 hp)

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

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

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

Empty

Room #119 North Entry Archway

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 10

Page 36: Death is but a Dream 5 11-PDF

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

East Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC15; hard 5, 10 hp)

South Entry Archway

Room Features A shallow pit lies in the west side of the room, Burning torches in iron sconcesline the east and west walls

Room #121 North Entry #1 Trapped and Stuck Iron Door (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.

North Entry #2 Archway

South Entry Archway

Empty

Room #122 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

South Entry Archway

Empty

Room #123 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

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

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

Room Features A tapestry of ghoulish carnage hangs from the south wall, The ceiling is coveredwith cracks

Monster 1 x Dread Wraith and 4 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

Page 37: Death is but a Dream 5 11-PDF

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 #124 North Entry #1 Archway

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

West Entry Trapped and Stuck Good Wooden Door (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.

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

Room Features Part of the south wall has collapsed into the room, A sour odor fills 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 #125 North Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2to break DC)

East Entry Trapped Iron Portcullis (lift DC 25, break DC 28; 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.

Monster 9 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 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard10, 60 hp)

1600 gp; Fire Opal (800 gp), Golden Yellow Topaz (300 gp), Moonstone (60 gp),Violet Garnet (300 gp), Violet Garnet (500 gp), White Opal (800 gp); Incense ofMeditation (4900 gp), Potion of Blur (300 gp) (Opposite effect or target curse);hoard total 9560 gp

Room #126 North Entry #1 Archway

Page 38: Death is but a Dream 5 11-PDF

North Entry #1 Archway

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

West Entry Archway

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

South Entry Trapped and Locked Good Wooden Door (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.

Room Features Various torture devices are scattered throughout the room, The scent of ozone fillsthe room

Room #127 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features Several iron cages are scattered throughout the room, Howling can be faintly heardnear the north wall

Monster 11 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 #128 North Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)(magically reinforced, +10 to break DC)

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

East Entry #1 Archway

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

East Entry #3 Locked Simple Wooden Door (Open Lock DC 20, 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 #129 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)(slides to one side, +1 to break DC)

West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

Empty

Page 39: Death is but a Dream 5 11-PDF

Room #130 North Entry #1 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 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.

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

North Entry #3 Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

Empty

Room #131 East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 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 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features The scent of urine fills the room, Several pieces of rotten fruit are scatteredthroughout the room

Trap 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.

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

2000 gp; Composite Longbow (Medium, +1 Str bonus) (+1 weapon) (NeutralGood, Int 15, Wis 10, Cha 15, Ego 8, Speech (Common, Gnoll, Gnome) andtelepathy (wielder only), Darkvision (60 ft.) and hearing, Bluff 10 ranks, CureModerate Wounds (2d8+3) on wielder 3/day, Spellcraft 10 ranks) (24000 gp);hoard total 26000 gp

Room #132 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A well lies in the center of the room, Several headless statues are scatteredthroughout the room

Room #133 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; 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.

South Entry Archway

Room Features A mural of arcane patterns covers the ceiling, A wooden ladder rests against thesouth wall

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

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

Monster 7 x Shadow

Page 40: Death is but a Dream 5 11-PDF

Monster 7 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11;Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee(1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strengthdamage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits;AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #135 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

West Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC25; hard 5, 20 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.

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slidesdown, +1 to break DC)

Empty

Room #136 North Entry 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)

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10 to breakDC)

Empty

Room #137 North Entry Unlocked Stone Door (hard 8, 60 hp)

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

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

Room Features A balcony hangs from the east wall, A tapestry of ancient mythology hangs fromthe north wall

Room #138 West Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 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 Unlocked Stone Door (hard 8, 60 hp)

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

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

Empty

Room #139 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

South Entry Archway

Page 41: Death is but a Dream 5 11-PDF

South Entry Archway

Monster 11 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: 1000 gp; Black Pearl (800 gp), Chrysoberyl (90 gp), Freshwater Pearl (8gp), Hematite (7 gp), Rock Crystal (30 gp), White Pearl (60 gp); hoard total 1995gp

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

East Entry 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)

Room Features A narrow ledge runs along the south and east walls, Several pieces of spoiled meatare scattered throughout the room

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

Feathered Boots (90 gp), Fine Steel Helmet inlaid with Electrum (1700 gp), GildedWooden Dice (pair) set with Iolite (400 gp), Small Silver Mirror (170 gp), TooledLeather Boots (100 gp); Arcane Scroll (Alarm (25 gp), Protection fromChaos/Evil/Good/Law (25 gp)) (total 50 gp), Divine Scroll (Create Water (12 gp 5sp), Cure Light Wounds (25 gp)) (total 37 gp 5 sp), Oil of Levitate (300 gp), Potionof Aid (300 gp); hoard total 3147 gp 5 sp

Room #141 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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 #142 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 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.

Page 42: Death is but a Dream 5 11-PDF

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.

Empty

Room #143 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Room Features A stair ascends to a catwalk hanging between the north and south walls, A stonedais and throne sits in the west side of the room

Monster 3 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 #144 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

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

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

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

Room Features A circle of tall stones stands in the south side of the room, A chirping noise fillsthe 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 #145 West Entry #1 Archway

West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

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

East Entry #2 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)

Empty

Room #146 West Entry #1 Archway

Page 43: Death is but a Dream 5 11-PDF

Room #146 West Entry #1 Archway

West Entry #2 Secret (Search DC 30) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,10 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 Stuck Stone Door (break DC 28; hard 8, 60 hp)

Empty

Room #147 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 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 #148 West Entry #1 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

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

East Entry Archway

South Entry Archway

Room Features A scratching sound can be heard in the south-west corner of the room, A pile ofbarrel staves lies in the north-west corner of the room

Room #149 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

Monster 10 x Ghast (ghoul) and 9 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: 1400 gp; Deep Green Spinel (110 gp); hoard total 1510 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

Page 44: Death is but a Dream 5 11-PDF

+7; Multiattack

Room #150 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry Archway

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

Room Features A crater has been blasted into the floor in the north side of the room, The ceiling iscovered with scorch marks

Monster 1 x Dread Wraith and 4 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

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC15; hard 5, 10 hp)

2700 gp; Carved Wooden Staff (80 gp), Gold Bell set with Red Spinel (1300 gp),Leather Belt with Silver Buckle (300 gp), Sable Pouch inlaid with Silver (1300gp); Divine Scroll (Flame Blade (150 gp), Lesser Restoration (150 gp)) (total 300gp); hoard total 5980 gp

Room #151 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

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

Room Features A simple fireplace sits against the west wall, The sound of footsteps can be faintlyheard near the east wall

Monster 8 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: 1800 gp; Red Spinel (100 gp); hoard total 1900 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,

Page 45: Death is but a Dream 5 11-PDF

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 #152 North Entry Archway

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 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 #153 North Entry Archway

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

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

South Entry #2 Archway

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

Monster 8 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 #155 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)

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

Room Features Part of the ceiling has collapsed into the room, A scratching sound fills the room

Monster 4 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

Page 46: Death is but a Dream 5 11-PDF

resistance, 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 #156 West Entry Trapped and Stuck Stone Door (break DC 28; 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.

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

South Entry Archway

Room Features A narrow shaft falls into the room from above, Moaning 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; 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)

Hidden Treasure Trapped and Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5,15 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.

240 pp; Banded Agate (12 gp), Bloodstone (40 gp), Deep Blue Spinel (300 gp),Jade (80 gp), Onyx (80 gp); hoard total 2912 gp

Room #157 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features Burning torches in iron sconces line the west wall, A pile of broken glass lies inthe north-west corner of the room

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);

Page 47: Death is but a Dream 5 11-PDF

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: 1400 gp; Bloodstone (60 gp), Fire Opal (800 gp), Hematite (10 gp), PinkPearl (90 gp), Rich Purple Corundum (1200 gp); hoard total 3560 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 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 #159 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Archway

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 #160 West Entry #1 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Empty

Room #161 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

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

Room Features A rope ascends to a balcony hanging from the west wall, A clicking noise can beheard in the south-west corner of the room

Room #162 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Page 48: Death is but a Dream 5 11-PDF

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

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

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

Empty

Room #163 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

South Entry #2 Archway

Empty

Room #164 South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A tile labyrinth covers the floor, A stone dais and throne sits in the west side of theroom

Monster 9 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11;Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee(1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strengthdamage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits;AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #165 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

East Entry Trapped and Unlocked Iron Door (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.

Room Features Mysterious levers and mechanisms cover the north and west walls, A pile ofspoiled meat lies in the north side of the room

Monster 7 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: 1300 gp; Chrysoberyl Miniature (of a Female Dwarf) (600 gp), Small Vialof Perfume (100 gp); hoard total 2000 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

Page 49: Death is but a Dream 5 11-PDF

Room #166 North Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

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

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

South Entry #2 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20, break DC15; hard 5, 10 hp)

South Entry #3 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 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 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 #167 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

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

Room Features Rusting iron spikes line the north and west walls, Several pieces of spoiled meatare scattered throughout the room

Monster 12 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: 230 pp; Feather Token (fan) (200 gp), Robe of Vermin (16500 gp),Scimitar (Medium) (+1 weapon, Shock) (8315 gp); hoard total 27315 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 #168 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Page 50: Death is but a Dream 5 11-PDF

East Entry Archway

South Entry Archway

Room Features A stone ramp ascends towards the south wall, A fountain of water sits against thenorth wall

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

Room #169 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features The north and east walls are covered with cracks, A pile of rotten rope lies in thenorth side of the room

Room #170 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

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

Room Features A ladder ascends to a wooden platform in the south side of the room, A dull daggerlies in the west side of the room

Room #171 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features Numerous pillars line the west wall, A briny odor fills the south-east corner of theroom

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 #172 East Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC25; hard 5, 20 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.

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

Room Features Lit candles are scattered across the floor, Several sundered shields are scatteredthroughout the room

Room #173 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Page 51: Death is but a Dream 5 11-PDF

Room Features Several headless statues are scattered throughout the room, An acrid odor fills thenorth-west corner of the room

Monster 9 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: 800 gp; Greater Bracers of Archery (25000 gp) (Design provides clue tofunction); hoard total 25800 gp

Room #174 West Entry Archway

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

Room Features An altar of evil sits in the south-west corner of the room, Unintelligiblewhispering can be faintly heard near the east wall

Monster 2 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 #175 West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Empty

Room #176 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #1 Archway

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

Room Features A stone statue stands in the north side of the room, The scent of urine fills the westside 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 #177 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Page 52: Death is but a Dream 5 11-PDF

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

Empty

Room #178 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A ladder ascends to a balcony hanging from the west wall, Various torture devicesare scattered throughout 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 #179 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

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

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

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

Room Features The north and east walls have been engraved with geometric patterns, A pile of tornpaper lies in the south-west corner of the room

Room #180 North Entry Archway

West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 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 Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features An iron chandelier hangs from the ceiling in the south-west corner of the room,The ceiling is covered with bloodstains

Room #181 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

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

Room Features The ceiling is covered with scorch marks, A pile of blood-soaked clothing lies inthe center of the room

Room #182 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,20 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.

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

Page 53: Death is but a Dream 5 11-PDF

East Entry #2 Archway

Empty

Room #183 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

Room Features A shallow pool of oil lies in the south-west corner of the room, An acrid odor fillsthe room

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

Room Features A rotting odor fills the room, A pile of sundered shields lies in the west side of theroom

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 #185 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)

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

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

Room Features The room has a high domed ceiling, Skeletons hang from chains and manaclesagainst the north and south walls

Room #186 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to breakDC)

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

Monster 8 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6

Page 54: Death is but a Dream 5 11-PDF

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: 6000 sp; Potion of Lesser Restoration (300 gp); hoard total 900 gp

Room #187 North Entry #1 Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break DC)

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

West Entry Archway

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

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

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

Room Features A stream of water flows through the room, A circle of tall stones stands in the northside of the room

Monster 5 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: 90000 cp; Red-brown Spinel (110 gp); hoard total 1010 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 #189 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry Secret (Search DC 20) Trapped and Unlocked Simple Wooden Door (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 Device

Page 55: Death is but a Dream 5 11-PDF

spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

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

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

Empty

Room #190 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Room Features A well lies in the south side of the room, Floating motes of light fill the north sideof the room

Room #191 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Room Features A mural of ancient mythology covers the ceiling, Several headless statues arescattered throughout the room

Monster 8 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 #192 West Entry Archway

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

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

Room Features A tile labyrinth covers the floor, A buzzing noise can be heard in the north side ofthe room

Monster 10 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 #193 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Page 56: Death is but a Dream 5 11-PDF

East Entry Archway

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

Room Features Various torture devices are scattered throughout the room, Several bent coppercoins are scattered throughout the room

Room #194 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

Room Features A tile labyrinth covers the floor, Several shattered weapons are scatteredthroughout the room

Room #195 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Room Features A circle of tall stones stands in the north-west corner of the room, The scent ofozone fills the room

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 #196 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.

Empty

Room #197 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

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

Room Features A circle of tall stones stands in the south-west corner of the room, Several pieces oftorn paper are scattered throughout the room

Monster 12 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11;Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee(1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strengthdamage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits;AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #198 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Page 57: Death is but a Dream 5 11-PDF

Room #198 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A chute falls into the room from above, Lit candles are scattered across the floor

Room #199 North Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.

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

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

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

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

Empty

Room #200 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)

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

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

East Entry #2 Archway

Monster 11 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 #201 North Entry Secret (Search DC 25) 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.

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

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

Monster 12 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 #202 North Entry #1 Trapped and Unlocked Simple Wooden Door (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 Fortitude

Page 58: Death is but a Dream 5 11-PDF

adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

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

East Entry Archway

South Entry Archway

Room Features Spirals of green stones cover the floor, A pile of sundered shields lies in the south-east corner of the room

Monster 11 x Ghast (ghoul) and 7 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; Amber (120 gp), Aquamarine (600 gp), Chalcedony (60 gp),Deep Blue Spinel (700 gp), Hematite (11 gp), Lapis Lazuli (8 gp), Violet Garnet(500 gp), Zircon (50 gp); hoard total 3649 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 North Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

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

Empty

Room #204 West Entry #1 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.

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

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

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

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

Page 59: Death is but a Dream 5 11-PDF

Skills and Feats: -; Toughness

Room #205 South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 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.

Empty

Room #206 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

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

South Entry Archway

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

East Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

Room Features A faded and torn tapestry hangs from the east wall, A broken door lies in the centerof the room

Room #208 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

West Entry #3 Archway

East Entry #1 Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Empty

Room #209 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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

Page 60: Death is but a Dream 5 11-PDF

Room Features A hissing noise can be faintly heard near the north wall, A pile of spoiled meat liesin the north side of the room

Room #210 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

East Entry #2 Archway

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

Room #211 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

Room Features A balcony hangs from the west wall, Mournful weeping can be faintly heard nearthe north wall

Monster 2 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 #212 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features A tapestry of ancient mythology hangs from the east wall, Various torture devicesare scattered throughout the room

Room #213 West Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,10 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 Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A tile mosaic of ancient mythology covers the floor, A jingling sound can befaintly heard near the west wall

Monster 8 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, Toughness

Page 61: Death is but a Dream 5 11-PDF

+8; Multiattack, ToughnessTreasure: 9000 sp; Amber (110 gp), Eye Agate (8 gp), Eye Agate (10 gp), SmokyQuartz (40 gp); hoard total 1068 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 #214 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 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.

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

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

Monster 11 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 #215 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, 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.

South Entry Archway

Room Features A narrow ledge runs along the north and west walls, The sound of horns fills theroom

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 #216 North Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 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.

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

Page 62: Death is but a Dream 5 11-PDF

Room Features Part of the east wall has collapsed into the room, An overwhelming stench fills thenorth-west corner of the room

Room #217 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Room Features A shallow pool of oil lies in the north side of the room, A fountain of water sitsagainst the east wall

Monster 16 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 #218 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features Several square holes are cut into the ceiling and floor, A tapestry of arcane patternshangs from the west wall

Room #219 East Entry #1 Archway

East Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 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 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 #220 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Room Features A stone sarcophagus sits in the west side of the room, The north and east walls arecovered with slime

Monster 9 x Gray Render Zombie

Page 63: Death is but a Dream 5 11-PDF

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

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

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

Empty

Room #222 North Entry Archway

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

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

Monster 1 x Dread Wraith and 5 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 #223 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features An iron chandelier hangs from the ceiling in the north-east corner of the room, Anunidentifiable odor fills the west side of the room

Room #224 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features Several iron cages are scattered throughout the room, Several pieces of rotten breadare scattered throughout the room

Page 64: Death is but a Dream 5 11-PDF

Room #225 North Entry Archway

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

South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 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 #226 South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

Empty

Room #227 South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Room Features A narrow ledge runs along the north and east walls, Several pieces of rotting woodare scattered throughout the room

Room #228 East Entry Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break DC)

Room Features Burning torches in iron sconces line the south and east walls, The floor is coveredwith dead insects

Room #229 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, Afountain of water sits against the east wall

Monster 16 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

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.

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

1800 gp; Carved Wooden Staff (80 gp); Ring of Blinking (27000 gp); hoard total

Page 65: Death is but a Dream 5 11-PDF

1800 gp; Carved Wooden Staff (80 gp); Ring of Blinking (27000 gp); hoard total28880 gp

Room #230 West Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 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 #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

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

Room Features A narrow shaft falls into the room from above, Several empty flasks are scatteredthroughout the room

Room #231 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

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

Room Features A stone ramp ascends towards the north wall, Several shattered weapons arescattered throughout the room

Room #232 West Entry 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.

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

Room Features A round table and large table sit in the south-east corner of the room, A pair of dicelies in the north-east corner of the room

Room #233 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

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

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

Room Features A tile labyrinth covers the floor, The scent of urine fills the south 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 #234 North Entry Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC 23; hard5, 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.

West Entry Archway

Page 66: Death is but a Dream 5 11-PDF

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

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

Room Features A stone statue stands in the center of the room, A pile of torches lies in the north-east corner of the room

Room #235 North Entry #1 Trapped and Unlocked Good Wooden Door (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 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.

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)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.

South Entry #1 Archway

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

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

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

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

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

South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 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 north and east walls have been engraved with numerous arcane symbols, Amouldy odor fills the center 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 #237 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Page 67: Death is but a Dream 5 11-PDF

Room #237 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.

Room Features A stone dais lies in the north-east corner of the room, A tile labyrinth covers thefloor

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)

Trap 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. room);Search DC 25; Disable Device DC 20.

Room #238 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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.

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

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

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

North Entry #2 Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; hard5, 10 hp) (slides up, +2 to break DC)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 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

Page 68: Death is but a Dream 5 11-PDF

Trap 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 #240 West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,10 hp) (slides to one side, +1 to break DC)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 Trapped and Unlocked Strong Wooden Door (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.

East Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 hp)Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

Empty

Room #241 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.

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 2 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 #242 West 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.

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

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

Room Features The room has a high domed ceiling, A suphurous odor fills the room

Room #243 East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features A narrow shaft descends from the room into the next dungeon level down, Varioustorture devices are scattered throughout the room

Trap 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.

Room #244

Page 69: Death is but a Dream 5 11-PDF

Room #244 North Entry Trapped and Unlocked Iron Door (hard 10, 60 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.

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

Room Features Several headless statues are scattered throughout the room, A mouldy odor fillsthe 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 #245 East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 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 tile labyrinth covers the floor, Various torture devices are scattered throughoutthe room

Room #246 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

South Entry Archway

Room Features A rope ascends to a wooden platform in the south-west corner of the room,Knocking can be heard in the north side of the room

Trap Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC25; hard 5, 20 hp)

1700 gp; Black Pearl (600 gp), Chrysoprase (60 gp), Deep Blue Spinel (500 gp),Onyx (40 gp), Silver Pearl (60 gp); Arcane Scroll (Charm Person (25 gp), MagicAura (25 gp), Remove Fear (50 gp)) (total 100 gp), Potion of Shield of Faith (+3)(300 gp), Wand of Cure Light Wounds (7 of 50 charges) (105 gp); hoard total 3465gp

Room #247 West Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides down, +1 to break DC)

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

Room Features A tile mosaic of legendary monsters covers the floor, Skeletons hang from chainsand manacles against the east and west walls

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

Page 70: Death is but a Dream 5 11-PDF

+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 #248 North Entry Archway

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

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

South Entry Archway

Room Features Various torture devices are scattered throughout the room, An acrid odor fills theroom

Room #249 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 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.

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

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

Room Features Chanting can be heard in the north-west corner of the room, A pile of iron blobslies in the east side of the room

Monster 11 x Troll Skeleton

Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base Atk +3;Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ Damage reduction5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort+2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #250 North Entry Archway

West Entry Stuck Simple Wooden Door (break DC 13; 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

Trap 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.

Room #251 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Page 71: Death is but a Dream 5 11-PDF

Room #251 North Entry 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)

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

Room Features A mouldy odor fills the room, Several rotten apples are scattered throughout theroom

Monster 10 x Ghast (ghoul) and 18 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: 130 pp; Painted Glass Miniature (of a God of Good) (90 gp), PaintedGlass Necklace (60 gp); hoard total 1450 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 #252 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)

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

Room Features A mural of legendary monsters covers the ceiling, A rotting carpet and severalcrates sit in the south side of the room

Room #253 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #254 West Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A hole has been blasted into the north wall, A mural of a legendary battle coversthe ceiling

Room #255 West Entry Archway

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

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

Monster 16 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 60

Page 72: Death is but a Dream 5 11-PDF

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

Empty

Room #257 North Entry Archway

Room Features A stream of blood flows through the room, Several headless statues are scatteredthroughout the room

Room #258 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10 to breakDC)

North Entry #2 Archway

North Entry #3 Archway

East Entry Archway

South Entry Archway

Empty

Room #259 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry Archway

Monster 12 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 #260 North Entry Archway

West Entry Archway

East Entry #1 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A chute descends from the room into a natural cavern below, A circle of tall stonesstands in the south-west corner of the room

Room #261 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

East Entry #2 Archway

Page 73: Death is but a Dream 5 11-PDF

Monster 8 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: 1600 gp; Jasper (70 gp), Onyx (60 gp), Peridot (20 gp); hoard total 1750gp

Room #262 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)

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

Room Features A shallow pool of oil lies in the north-west corner of the room, A pile of rottenbread lies in the center of the room

Room #263 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

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

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

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, 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 A faded and torn tapestry hangs from the west wall, Howling can be heard in thenorth-west corner of the room

Room #265 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

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

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

Page 74: Death is but a Dream 5 11-PDF

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 A narrow shaft descends from the room into a plundered tomb below, The northand east walls have been engraved with incoherent spirals

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 #266 East Entry #1 Archway

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

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

Empty

Room #267 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features Laughter can be faintly heard near the west wall, Several pieces of spoiled meat arescattered throughout the room

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

West Entry Trapped and Unlocked Strong Wooden Door (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.

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

Trap 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.

Page 75: Death is but a Dream 5 11-PDF

spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Room #269 West Entry Archway

East Entry Archway

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

Empty

Room #270 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2 Trapped and Unlocked Simple Wooden Door (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.

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

Empty

Room #271 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

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

South Entry #1 Archway

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

Empty

Room #272 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

South Entry #2 Trapped and Stuck Iron Door (break DC 28; 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.

South Entry #3 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

Room Features A shallow pool of blood lies in the west side of the room, Burning torches in ironsconces line the west wall

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: 200 pp; Black Pearl (800 gp), Hematite (11 gp), Star Ruby (1300 gp),

Page 76: Death is but a Dream 5 11-PDF

Treasure: 200 pp; Black Pearl (800 gp), Hematite (11 gp), Star Ruby (1300 gp),White Pearl (80 gp); hoard total 4191 gp

Room #273 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A stone sarcophagus sits in the south-west corner of the room, Several candles arescattered throughout the room

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 #274 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

East Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)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 Strong Wooden Door (hard 5, 20 hp)

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

Room Features A stone dais lies in the south-east corner of the room, Various torture devices arescattered throughout the room

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

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

West Entry Trapped and Unlocked Stone Door (hard 8, 60 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 Trapped and Unlocked Stone Door (hard 8, 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 A forge and anvil sit in the center of the room, A pile of torn paper lies in thenorth-west corner of the room

Room #276 North Entry Archway

Page 77: Death is but a Dream 5 11-PDF

Empty

Room #277 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Entry #2 Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)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.

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

Room Features A tile labyrinth covers the floor, The scent of smoke fills the south-west corner ofthe room

Room #278 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to liftDC)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 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 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 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Empty

Room #279 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

Room Features A buzzing noise can be faintly heard near the east wall, Several iron spikes arescattered throughout the room

Room #280 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

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

South Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)(magically reinforced, +10 to break DC)

Room Features A tile mosaic of arcane patterns covers the floor, Several broken arrows arescattered throughout 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 #281 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

Page 78: Death is but a Dream 5 11-PDF

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

West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.

East Entry Archway

Trap 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.

Random Dungeon Generator by drow http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License