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Death is but a Dream 9 Level 11

Death is but a Dream 9 11-PDF

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

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Death is but a Dream 9Level 11

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General Dungeon Walls Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Warm

Illumination Shadowy (witchlight every 20 ft.)

WanderingMonsters

1 1 x Devourer, wandering aimlessly

2 1 x Devourer, consumed by disease and madness

3 11 x Chimera Skeleton, actively patrolling their territory

4 6 x Ettin Skeleton, wielding bizarre eldritch powers

5 1 x Devourer, consumed by disease and madness

6 8 x Advanced Megaraptor Skeleton, lost and desperate

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

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

Monster 7 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

Trap 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.

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

2000 gp; Blue Diamond (3000 gp), Bright Green Emerald (5000 gp), Peridot (60gp); hoard total 10060 gp

Room #2 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

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

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

Empty

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

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

Room Features A stair ascends to a wooden platform in the south-east corner of the room, The

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north and west walls have been engraved with incoherent spirals

Monster 11 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1500 gp; Golden Yellow Topaz (700 gp), Onyx (40 gp); hoard total 2240gp

Room #4 North Entry Archway

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

Room Features A stone stair ascends towards the east wall, A pile of rotten rope lies in the westside of the room

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

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,10 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 #3 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1to break DC)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 Features Lit candles are scattered across the floor, An overwhelming stench fills the south-east corner of the room

Room #6 North Entry #1 Archway

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

Room Features A tile mosaic of geometric patterns covers the floor, Skeletons hang from chainsand manacles against the east wall

Room #7 North Entry Archway

West Entry Archway

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

East Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target

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each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

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

Empty

Room #8 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

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

Monster 1 x Dread Wraith

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

Room #9 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)

Room Features A crater has been blasted into the floor in the north side of the room, Spirals ofgray stones cover the floor

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

Empty

Room #11 North Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10to break DC)

Room Features A circle of tall stones stands in the west side of the room, Several pieces of tornpaper are scattered throughout the room

Monster 2 x Mohrg

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

Trap Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6

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rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

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

1100 gp; Arcane Scroll (Hypnotism (25 gp), Hold Person (375 gp)) (total 400 gp);hoard total 1500 gp

Room #12 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #13 North Entry Archway

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

Room Features Several square holes are cut into the ceiling and floor, A pile of bent copper coinslies in the south-west corner of the room

Room #14 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

South Entry Archway

Monster 10 x Owlbear Skeleton

Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2;Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort+1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #15 East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 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.

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

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

Room #16 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #1 Archway

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

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

Room Features Iron chains hang from the ceiling in the west side of the room, Several pieces ofrotting wood are scattered throughout the room

Monster 9 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp

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+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: Black Pearl (800 gp), Onyx (30 gp); Arcane Scroll (Magic Missile (25gp), Darkvision (150 gp)) (total 175 gp), Wand of Darkness (43 of 50 charges)(3870 gp); hoard total 4875 gp

Room #17 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features Several headless statues are scattered throughout the room, A pile of iron spikeslies in the west side of the room

Room #18 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)

Room Features A fountain of water sits against the north wall, A metallic odor fills the room

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

Room #19 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

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

Room Features A tile mosaic of vile acts covers the floor, A pile of broken arrows lies in the northside of the room

Room #20 West Entry #1 Archway

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

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

Room Features Patches of mushrooms grow in the north side of the room, A dull dagger lies in thesouth side of the room

Room #21 North 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, 1d6

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poison, 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 #1 Secret (Search DC 25) 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) (slides up, +2 to breakDC)

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

Empty

Room #22 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

Room Features A faded and torn tapestry hangs from the west wall, A stone dais and throne sits inthe south-east corner of the room

Monster 1 x Devourer

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

Room #23 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

West Entry #3 Archway

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

South Entry Archway

Room Features A fountain of water sits against the north wall, A pile of sundered shields lies inthe east side of the room

Room #24 North Entry Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)

West Entry Archway

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

Monster 12 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; Amethyst (80 gp), Iolite (50 gp); Divine Scroll (Obscuring Mist

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Treasure: 200 pp; Amethyst (80 gp), Iolite (50 gp); Divine Scroll (Obscuring Mist(25 gp), Obscuring Mist (25 gp)) (total 50 gp), Marvelous Pigments (4000 gp)(Inscription provides clue to function); hoard total 6180 gp

Room #25 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

South Entry #2 Archway

Room Features A shallow pit lies in the south-east corner of the room, A large kiln and coal bin sitin the north side of the room

Room #26 North Entry #1 Archway

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

East Entry #1 Archway

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

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 #27 East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

South Entry Archway

Room Features The north and east walls have been engraved with glowing runes, The sound ofchimes can be heard in the center of 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 #28 South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #29 East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;

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

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

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)

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open Lock DC30, break DC 18; hard 5, 15 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.

2100 gp; Red-brown Spinel (90 gp); Rod of Wonder (12000 gp); hoard total14190 gp

Room #30 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A fountain of water sits against the east wall, A splashing noise fills the room

Room #31 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to breakDC)Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Empty

Room #32 North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

South Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; 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 #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

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

Room Features The ceiling is covered with stalactites, A pile of shattered weapons lies in thesouth side of the room

Room #33 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) (slides to one side, +1 tobreak DC)

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Monster 7 x Ghast (ghoul) and 12 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: Deep Blue Spinel (200 gp), Eye Agate (11 gp), Jade (130 gp), Red-brownSpinel (100 gp); hoard total 441 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 #34 North Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

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

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

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

Monster 13 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 #35 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

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

South Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

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

Empty

Room #36 North Entry Archway

West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); noreset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;Disable Device DC 16.

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

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Room Features A tile mosaic of ghoulish carnage covers the floor, A chirping noise can be heardin the south-west corner of the room

Room #37 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to breakDC)

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

East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

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

Empty

Room #38 North Entry #1 Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

North Entry #2 Trapped Iron Portcullis (lift DC 25, 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.

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

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

Room Features A sloped pit lined with iron spikes lies in the north-west corner of the room, Theceiling is covered with cracks

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 #39 West Entry Archway

East Entry Archway

Empty

Room #40 North Entry #1 Archway

North Entry #2 Archway

West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 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 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 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.

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Will save, depending on effect); Search DC 32; Disable Device DC 32.

Empty

Room #41 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

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

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

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

South Entry Archway

Empty

Room #42 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1 Archway

East Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

South Entry Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

Room Features A large kiln and coal bin sit in the north-west corner of the room, Several pieces oftorn paper are scattered throughout the room

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

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

Room Features The south and east walls have been engraved with incoherent spirals, A pile ofrotten fruit lies in the south-west corner of the room

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

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

Room Features A stream of blood flows through the room, Several rotten apples are scatteredthroughout the room

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Room #45 North Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 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 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A ladder ascends to a wooden platform in the south-west corner of the room, Thenorth and east walls are covered with mold

Monster 14 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

Room #46 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude saveresists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

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

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

Room Features Numerous pillars line the south and east walls, The floor is covered withbloodstains

Room #47 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,15 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

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

South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.

Room Features A tile labyrinth covers the floor, Several headless statues are scattered throughoutthe room

Room #48 North Entry Archway

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

West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

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Room Features A tile labyrinth covers the floor, A simple fireplace sits against the west 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 #49 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

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

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

Monster 1 x Devourer

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

Room #50 North 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.

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

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

Room Features Skeletons hang from chains and manacles against the south wall, A charred booklies in the north side of the room

Room #51 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Empty

Room #52 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Room Features A faded and torn tapestry hangs from the north wall, A rotting odor fills the centerof the room

Monster 4 x Young Adult Red Dragon Skeleton

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

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

Room #53 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,10 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 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 Unlocked Stone Door (hard 8, 60 hp)

Room Features Sporadic knocking can be faintly heard near the east wall, Several pieces of rottingwood are scattered throughout the room

Room #54 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

Room Features A well lies in the west side of the room, A mural of a legendary battle covers theceiling

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

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

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

Monster 9 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: 1300 gp; Brass Coffer (800 gp), Fox Fur Ribbon set with Lapis Lazuli(200 gp), Fox Fur Sash (500 gp), Small Vial of Perfume (80 gp); Divine Scroll(Pass without Trace (25 gp)) (total 25 gp), Potion of Darkvision (300 gp), Potionof Eagle's Splendor (300 gp); hoard total 3505 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

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Room #56 West 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.

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

East Entry Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC 23; hard5, 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.

Room Features A large kiln and coal bin sit in the south side of the room, Ghostly wailing fills 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 #57 East Entry Archway

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

Room Features A tile mosaic of a legendary battle covers the floor, The sound of chimes can befaintly heard near the south wall

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

Room #58 West Entry #1 Archway

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

East Entry Archway

Monster 6 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 #59

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Room #59 North Entry #1 Trapped and Unlocked Good Wooden Door (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.

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

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

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

Room Features A well lies in the west side of the room, A mural of legendary monsters covers theceiling

Room #60 North Entry Trapped and Stuck Stone Door (break DC 28; 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.

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

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

Room Features A tile labyrinth covers the floor, A chirping noise fills 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 #61 West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

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

Empty

Room #62 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2 Archway

Room Features The north and east walls have been engraved with a row of arcane runes, The flooris covered with mold

Monster 15 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: 8000 sp; Ermine Mask (600 gp), Ermine Pennant (5000 gp), Gold FullPlate wreathed in Silver Continual Flame (3000 gp), Red Spinel Miniature (of anOwl) (300 gp), Small Bag of Incense (160 gp); hoard total 9860 gp

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

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

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

Room Features A wooden platform hangs over a deep pit in the south-west corner of the room, Astone dais and throne sits in the south side of the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitutiondrain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,Con -, Int 17, Wis 18, Cha 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 #64 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

Room Features A tapestry of vile acts hangs from the west wall, A toppled statue lies in the centerof the room

Room #65 North Entry Trapped and Stuck Stone Door (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.

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

Monster 1 x Dread Wraith

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

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Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #66 East Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

Empty

Room #67 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

South Entry #2 Archway

Room Features Skeletons hang from chains and manacles against the west wall, A suphurous odorfills the room

Room #68 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A tile mosaic of ghoulish carnage covers the floor, A simple fireplace sits againstthe east wall

Monster 7 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 #69 North Entry Archway

East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to breakDC)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.

Monster 7 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 #70 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 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.

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

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

South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

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

Room #71 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 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 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

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

Empty

Room #72 North Entry #1 Archway

North Entry #2 Archway

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

Room Features A stone stair ascends towards the north wall, A small table and crude idol sit in thesouth side of the room

Room #73 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A circle of tall stones stands in the east side of the room, A bent key lies in thesouth-west corner of the room

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

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

South Entry Archway

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South Entry Archway

Room Features A tile labyrinth covers the floor, Howling fills the room

Monster 5 x Mohrg

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

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

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

South Entry #2 Archway

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

1400 gp; Carved Wooden Staff studded with Silver (1200 gp), Ceramic Miniature(of a Female Dwarf) (80 gp), Marble Goblet (600 gp), Silk Hunter's Cap (500 gp);hoard total 3780 gp

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

Room Features Various torture devices are scattered throughout the room, A shattered club lies inthe south-west corner of the room

Room #77 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Trapped and Unlocked Strong Wooden Door (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.

South Entry #1 Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,+1 to break DC)

South Entry #2 Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features A rope ascends to a wooden platform in the north side of the room, The ceiling iscovered with cobwebs

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 Water-Filled Room: CR 4; mechanical; location trigger; automatic reset; multipletargets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (5 rounds);liquid; Search DC 17; Disable Device DC 23.

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Room #78 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1to 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.

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

Room Features A hole has been blasted into the north wall, A stone sarcophagus sits in the northside of the room

Monster 2 x Mohrg

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

Room #79 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Trapped and Unlocked Iron Door (hard 10, 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 #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features Several alcoves are cut into the south wall, Spirals of green stones cover the floor

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

Trap 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.

Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28; hard10, 60 hp)

2200 gp; Brown-green Garnet (100 gp), Carnelian (30 gp), Fiery Yellow Corundum(700 gp), Hematite (12 gp), Jasper (20 gp), Jasper (60 gp), Rose Quartz (30 gp),White Pearl (110 gp), Zircon (30 gp); hoard total 3292 gp

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

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

West Entry Trapped and Unlocked Iron Door (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.

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

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

Room Features A wooden platform hangs over a deep pit in the center of the room, Patches ofmushrooms grow in the north side of the room

Monster 7 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 900 gp; Blue Quartz (6 gp), Golden Yellow Topaz (600 gp), Malachite (9gp), Rhodochrosite (11 gp), Violet Garnet (500 gp), White Pearl (110 gp); DivineScroll (Deathwatch (25 gp), Deathwatch (25 gp)) (total 50 gp); hoard total 2186 gp

Room #81 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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 #82 East Entry Trapped and Unlocked Strong Wooden Door (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.

Room Features A circle of tall stones stands in the south-west corner of the room, A wooden ladderrests against the west wall

Room #83 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features A rattling noise fills the room, Several barrel staves are scattered throughout 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 12

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

Room #84 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A narrow shaft descends from the room into a magical cyst below, An altar of evilsits in the north side of the room

Room #85 South Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

Monster 15 x Ghast (ghoul) and 10 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1200 gp; Banded Agate (8 gp), Black Star Sapphire (1100 gp), Eye Agate(11 gp), Lapis Lazuli (7 gp), Pink Pearl (90 gp), Tourmaline (100 gp); hoard total2516 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 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 #86 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude saveresists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

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

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

Room Features A tapestry of geometric patterns hangs from the west wall, Several iron cages arescattered throughout the room

Room #87 East Entry #1 Archway

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

South Entry Archway

Empty

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

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

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

South Entry Archway

Room Features The floor is covered with bloodstains, A pile of corroded iron spikes lies in thenorth-east corner of the room

Monster 15 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 #89 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 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 #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

Empty

Room #90 North Entry Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)

West Entry Archway

South Entry Archway

Empty

Room #91 West Entry Archway

East Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp) (slides up, +2 to break DC)

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

Room Features The north and west walls have been engraved with evil symbols, A toppled statuelies in the south side of the room

Room #92 North Entry #1 Secret (Search DC 25) 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)

East Entry Archway

Room Features A mural of arcane patterns covers the ceiling, Howling can be faintly heard near thesouth wall

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.,

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ft./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 #93 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

South Entry #2 Archway

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

Room Features A simple fireplace sits against the west wall, The floor is covered with dust

Room #94 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

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

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

South Entry #3 Archway

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

Monster 5 x Cloud Giant Skeleton

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

Room #95 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

Room Features An overwhelming stench fills the room, A pair of dice lies in the north-east cornerof the room

Room #96 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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.,

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ft.; 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 #97 West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

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

Monster 7 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 #98 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room #99 North Entry #1 Archway

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

South Entry Archway

Empty

Room #100 North Entry #1 Archway

North Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

South Entry Archway

Empty

Room #101 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

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

Room Features A stone sarcophagus sits in the south-east corner of the room, The ceiling iscovered with bloodstains

Monster 13 x Allip

Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SABabble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,Int 11, Wis 11, Cha 18Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0(+2 following tracks); Improved Initiative, Lightning Reflexes

Room #102 East Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

South Entry Archway

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

Room Features A balcony hangs from the west wall, A tile labyrinth covers the floor

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

Room Features A faded and torn tapestry hangs from the south wall, A pile of iron spikes lies inthe north-east corner of the room

Room #105 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Empty

Room #106 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1 Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)

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

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

Trap 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.

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard10, 60 hp)

1500 gp; Carnelian (30 gp), Carnelian (60 gp), Deep Blue Spinel (700 gp), Iolite(40 gp), Red Spinel (90 gp), Turquoise (10 gp), Zircon (60 gp); Bastard Sword(Medium) (+2 weapon) (8335 gp), Potion of Resist Energy (10) (300 gp), Wand ofBear's Endurance (42 of 50 charges) (Inscription provides clue to function) (3780gp), Wand of Cat's Grace (25 of 50 charges) (Inscription provides clue to function)(2250 gp); hoard total 17155 gp

Room #107 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1 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.

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

Monster 13 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 #108 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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 #109 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 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 Archway

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

Monster 2 x Mohrg

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

Room #110 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,10 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 40, break DC 15; hard 5, 10 hp)

Empty

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

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

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

Empty

Room #112 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 25, break DC28; 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.

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

Room Features A stair ascends to a catwalk hanging between the east and west walls, A pile ofrotten apples lies in the south-west corner of the room

Room #113 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

Room Features A chute descends from the room into a plundered tomb below, Spirals of whitestones cover the floor

Room #114 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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

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

Empty

Room #115 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slidesdown, +1 to break DC)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude saveresists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 25; Disable Device DC 20.

Room Features A balcony hangs from the south wall, A torn backpack lies in the north-west cornerof the room

Trap Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

Room #116 North Entry #1 Archway

North Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,20 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 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Trapped and Unlocked Iron Door (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.

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

Room Features A stone stair ascends towards the east wall, An unidentifiable 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 #117 West Entry Secret (Search DC 20) Stuck Iron Door (break DC 28; 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.

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

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

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

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

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

Room Features A chute falls into the room from above, A large demonic idol sits in the north sideof the room

Monster 6 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

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 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)

240 pp; Black Pearl (200 gp), Carnelian (40 gp), Freshwater Pearl (13 gp), Obsidian(11 gp), Rock Crystal (50 gp); hoard total 2714 gp

Room #119 West Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save halfdamage); Search DC 31; Disable Device DC 31.

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

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

Empty

Room #120 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

North Entry #3 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

East Entry #1 Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save

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

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

Room Features Several square holes are cut into the north and south walls, A circle of tall stonesstands in the south side of the room

Room #121 North Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

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

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

Monster 4 x Young Adult Red Dragon Skeleton

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

Room #122 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

South Entry #2 Archway

Room Features A chute descends from the room into a natural cavern below, A pair of boots lies inthe west side of the room

Monster 4 x Advanced Megaraptor Skeleton

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

Room #123 West Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); noreset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;Disable Device DC 16.

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

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

South Entry #3 Archway

Empty

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Room #124 North Entry Archway

Room Features A mural of ancient mythology covers the ceiling, Several wax blobs are scatteredthroughout the room

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

Room Features An iron chandelier hangs from the ceiling in the west side of the room, A shatteredsword lies in the north-east corner of the room

Room #126 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features A tile labyrinth covers the floor, Several pieces of broken glass are scatteredthroughout the room

Room #127 North Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

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

Room Features A simple fireplace sits against the west wall, A pile of barrel staves lies in thesouth-east corner of the room

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 60

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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 #129 West Entry Archway

Monster 6 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: 20000 cp; Alexandrite (400 gp), Jasper (60 gp), Malachite (14 gp); hoardtotal 674 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 #130 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2 Unlocked Good Wooden Door (hard 5, 15 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 #131 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

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

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; 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.

Empty

Room #132 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1to break DC)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Room Features A well lies in the west side of the room, A charred book lies in the center of theroom

Room #133 South Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude saveresists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

Room Features A circle of tall stones stands in the south side of the room, Torch sconces line thewalls

Room #134 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Monster 16 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 #135 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1 Archway

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

South Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

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

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Room Features A crater has been blasted into the floor in the north-west corner of the room, Afaded and torn tapestry hangs from the south wall

Room #136 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Monster 12 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: 240 pp; Rock Crystal (50 gp); Dust of Appearance (1800 gp), Potion ofCure Moderate Wounds (300 gp), Potion of Mage Armor (50 gp), Potion ofRemove Fear (50 gp); hoard total 4650 gp

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.

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

9000 sp; Bronze Bracers (700 gp), Brown-green Garnet Ewer (1200 gp), LeatherBelt set with Carnelian (500 gp); hoard total 3300 gp

Room #137 West Entry Archway

South Entry Archway

Empty

Room #138 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Empty

Room #139 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #140 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

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

North Entry #3 Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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North Entry #4 Archway

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

Monster 11 x Minotaur Zombie

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

Room #141 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Monster 11 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 #142 West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

Room Features Numerous pillars line the north and east walls, A circle of tall stones stands in thenorth-west corner of the room

Monster 13 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

Room #143 North Entry #1 Archway

North Entry #2 Archway

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

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

South Entry #2 Archway

Room Features Several square holes are cut into the north and south walls, A circle of tall stonesstands in the center 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., undead

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Improved 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 #144 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

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

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

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

Room #145 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

East Entry Archway

Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, Arusted gauntlet lies in the north-west corner of the room

Monster 1 x Dread Wraith

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

Room #146 North Entry Trapped and Stuck Stone Door (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.

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

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

Room Features Spirals of green stones cover the floor, A wooden ladder rests against the west wall

Room #147 North Entry Archway

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North Entry Archway

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

Room Features An iron chandelier hangs from the ceiling in the east side of the room, A sour odorfills the room

Room #148 East Entry Archway

South Entry Archway

Room Features Part of the north wall has collapsed into the room, A tile mosaic of geometricpatterns covers the floor

Room #149 West Entry Trapped and Unlocked Strong Wooden Door (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.

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

South Entry Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC 18; hard 5,15 hp) (slides up, +2 to break DC)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 stair ascends to a wooden platform in the south-east corner of the room, Thefloor is covered with stone rubble

Room #150 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)(slides up, +2 to break DC)

South Entry Archway

Room Features Several iron cages are scattered throughout the room, Several iron blobs arescattered throughout the room

Monster 7 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

Trap 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 #151 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Empty

Room #152 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slidesdown, +1 to break DC)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.

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Search DC 14; Disable Device DC 16.

South Entry Trapped and Unlocked Iron Door (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 A stone ramp ascends towards the south wall, Several rotten apples are scatteredthroughout 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 #153 South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

Empty

Room #154 North Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable DeviceDC 29.

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

Monster 4 x Mohrg

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

Room #155 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 tobreak DC)

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

West Entry #2 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) (slides to oneside, +1 to break DC)

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

Room Features A shallow pit lies in the center of the room, A tile mosaic of legendary monsterscovers the floor

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.,

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

North Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Skeletons hang from chains and manacles against the south and west walls,Chanting can be heard in the center of the room

Room #157 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Room Features A narrow shaft descends from the room into a midden chamber below, Skeletonshang from chains and manacles against the south wall

Monster 7 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 #158 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides up, +2 to break DC)

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

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

Room #159 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A tile labyrinth covers the floor, Skeletons hang from chains and manacles againstthe south and east walls

Room #160 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

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

East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10to break DC)

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Room Features Several square holes are cut into the south and west walls, Burning torches in ironsconces line the east and west walls

Monster 7 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 #161 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

East Entry Archway

Empty

Room #162 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

Room Features A well lies in the south-west corner of the room, A pair of dice lies in the north sideof the room

Monster 5 x Ghast (ghoul) and 8 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1200 gp; Leopard Fur Coat (900 gp); Cloak of Elvenkind (2500 gp)(Inscription provides clue to function), Divine Scroll (Pass without Trace (25 gp),Death Knell (150 gp), Summon Swarm (150 gp)) (total 325 gp), Heavy Steel Shield(Medium) (+1 shield) (1170 gp); hoard total 6095 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 #163 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Room Features A tile labyrinth covers the floor, A pile of candles lies in the south-east corner ofthe room

Room #164 West Entry Archway

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

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

Empty

Room #165 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Room Features An altar of evil sits in the south side of the room, Jagged steel blades project fromcracks in the south and west walls

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 #166 North Entry Archway

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

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

West Entry #3 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Room Features Part of the ceiling has collapsed into the room, A stone dais and throne sits in theeast side of the room

Monster 2 x Greater Shadow

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

Room #167 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magicallyreinforced, +10 to break DC)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.

East Entry #2 Archway

Monster 1 x Devourer

Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);

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+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 #168 West Entry Trapped and Locked Iron Door (Open Lock DC 40, 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.

East Entry #1 Archway

East Entry #2 Archway

Monster 10 x Ghast (ghoul) and 4 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: 1100 gp; Brass Medallion (400 gp), Carved Wooden Miniature (of aMale Gnome) (100 gp), Lacquered Wooden Statue (of a God of Trickery) (1400 gp),Silver Framed Masterpiece Painting (8000 gp); Potion of Magic Fang (50 gp);hoard total 11050 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 #169 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Archway

Room Features Torch sconces line the east wall, Several pieces of blood-soaked clothing arescattered throughout the room

Monster 1 x Devourer

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

Room #170 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

West Entry #3 Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18;hard 5, 15 hp)

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hard 5, 15 hp)

South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

Room Features A shallow pit lies in the south-west corner of the room, The south and west wallshave been engraved with evil symbols

Room #171 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry Archway

Room Features Several square holes are cut into the south and west walls, A metallic odor fills theroom

Room #172 South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A faded and torn tapestry hangs from the west wall, Sporadic knocking can befaintly heard near the south wall

Monster 4 x Mohrg

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

Room #173 East Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

South Entry #1 Archway

South Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)(slides down, +1 to break DC)

Room Features An altar of evil sits in the north-west corner of the room, A clicking noise fills theroom

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

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

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

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South Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 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.

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

Room Features A rotting odor fills the north side of the room, A pile of rotten bread lies in thenorth side of the room

Room #175 West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

Room Features A circle of tall stones stands in the north-east corner of the room, Several pieces ofrotten bread are scattered throughout the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 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 #176 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

Room Features A circle of tall stones stands in the south side of the room, Various torture devicesare scattered throughout the room

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

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

Room Features An iron chandelier hangs from the ceiling in the south-west corner of the room, Athumping sound can be heard in the south-east corner of 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,

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

Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Good Wooden Chest (hard 5, 15 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.

1900 gp; Box of Perfumed Candles (90 gp), Box of Perfumed Candles (120 gp),Large Tapestry (1600 gp), Pewter Brooch (130 gp), Platinum Belt inlaid with Silver(6000 gp); hoard total 9840 gp

Room #178 South Entry Archway

Room Features A faded and torn tapestry hangs from the east wall, Burning torches in iron sconcesline the south and west walls

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

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

Empty

Room #180 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Trapped and Stuck Good Wooden Door (break DC 18; 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.

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

South Entry #2 Archway

Room Features A hole has been blasted into the north wall, A pile of rotten leather lies in the northside of the room

Room #181 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; 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.

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

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; 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.

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, 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.

Monster 17 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-

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squares; 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 #182 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A tapestry of arcane patterns hangs from the east wall, Several corroded iron spikesare scattered throughout the room

Monster 1 x Devourer

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

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

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

South Entry #2 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

Room Features A circle of tall stones stands in the west side of the room, A simple fireplace sitsagainst the south wall

Monster 5 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, Toughness

Room #184 North Entry Archway

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

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 -; SQ

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Single 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 #185 West Entry Archway

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

Empty

Room #186 East Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Room Features A narrow pit covered by iron bars lies in the center of the room, A mural of vile actscovers the ceiling

Room #187 North Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

Room Features A faded and torn tapestry hangs from the west wall, Burning torches in ironsconces line the south wall

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

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

Monster 6 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: 1000 gp; Arcane Scroll (Bull's Strength (150 gp), Delay Poison (200 gp),Detect Thoughts (150 gp)) (total 500 gp), Potion of Cure Light Wounds (50 gp),Restorative Ointment (4000 gp) (Completely different effect curse), Ring ofProtection (+1) (2000 gp); hoard total 7550 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 East Entry Archway

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

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Monster 13 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

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

Arcane Scroll (Cat's Grace (150 gp), Heroism (375 gp)) (total 525 gp), DivineScroll (Hold Person (150 gp), Sound Burst (150 gp)) (total 300 gp), Potion of Cat'sGrace (300 gp), Potion of Cure Moderate Wounds (300 gp); hoard total 1425 gp

Room #190 North Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

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

East Entry Archway

Room Features A crater has been blasted into the floor in the west side of the room, Several ironspikes are scattered throughout the room

Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 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 #191 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

West Entry #2 Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2to break DC)

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

Room Features A fountain of water sits against the north wall, An overwhelming stench fills theroom

Monster 12 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 reduction

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

West Entry Archway

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

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

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

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

Room Features A mural of a legendary battle covers the ceiling, A stone sarcophagus sits in thesouth-west corner of the room

Trap 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 #193 North Entry Trapped Iron Portcullis (lift DC 25, 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.

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

Room Features A wooden platform hangs over a deep pit in the south side of the room, An acridodor fills the room

Room #194 South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A narrow ledge runs along the north and east walls, A tile labyrinth covers thefloor

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

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

Empty

Room #196 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

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

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

Room Features Several square holes are cut into the walls, Several wax blobs are scattered

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Room Features Several square holes are cut into the walls, Several wax blobs are scatteredthroughout the room

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

Room Features A stone dais and throne sits in the south-west corner of the room, A pile of barrelstaves lies in the south side of the room

Monster 15 x Minotaur Zombie

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

Room #198 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry #1 Archway

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

Room Features A stone sarcophagus sits in the east side of the room, A splashing noise fills theroom

Room #199 North Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,20 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.

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

South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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 #200 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

West Entry #1 Archway

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

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

Room Features Moaning can be faintly heard near the west wall, A pile of rotten apples lies in thecenter of the room

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center of the room

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

Room #201 North Entry Unlocked Iron Door (hard 10, 60 hp)

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

West Entry #2 Trapped and Stuck Stone Door (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.

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

South Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

Room Features A shallow pit lies in the north-west corner of the room, The ceiling is covered withstalactites

Monster 4 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 #202 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

East Entry #3 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

Monster 11 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 16

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CE; 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: Black Pearl (500 gp), Eye Agate (12 gp), Eye Agate (13 gp), Fire Opal(1100 gp), Golden Yellow Topaz (500 gp), Jet (110 gp), Obsidian (11 gp), Peridot(70 gp); Arcane Scroll (Charm Person (25 gp)) (total 25 gp), Potion of Magic Fang(50 gp), Potion of Owl's Wisdom (300 gp); hoard total 2691 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 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A mural of arcane patterns covers the ceiling, The floor is covered with bloodstains

Room #204 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)

East Entry Archway

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

Empty

Room #205 North Entry #1 Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; hard5, 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.

North Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; 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 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

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 #206

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

West Entry #1 Archway

West Entry #2 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)

Empty

Room #207 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

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

Room Features A narrow ledge runs along the north and west walls, A simple cabinet and ironcauldron sit in the south-east corner of the room

Room #208 North Entry #1 Archway

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

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

Empty

Room #209 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

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

Trap Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7rounds); Search DC 27; Disable Device DC 27.

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

1600 gp; Aquamarine (400 gp), Black Pearl (200 gp), Black Pearl (400 gp), BlackPearl (800 gp), Carnelian (70 gp), Obsidian (10 gp), Rock Crystal (70 gp), SilverPearl (70 gp); Arcane Scroll (Color Spray (25 gp), Knock (150 gp)) (total 175 gp),Arcane Scroll (Ray of Enfeeblement (25 gp), Phantom Trap (200 gp)) (total 225gp), Divine Scroll (Curse Water (50 gp), Find Traps (150 gp), Remove Paralysis(150 gp)) (total 350 gp), Potion of Levitate (300 gp); hoard total 4670 gp

Room #210 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

West Entry #3 Trapped and Unlocked Simple Wooden Door (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.

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

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

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: Fine Steel Goblet (400 gp), Platinum Signet Ring inlaid with Electrum(1700 gp), Silver Greatsword set with Star Ruby (7000 gp); Divine Scroll (CalmEmotions (150 gp), Lesser Restoration (150 gp)) (total 300 gp), Heavy Steel Shield(Medium) (+2 shield) (4170 gp); hoard total 13570 gp

Room #211 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features A tile mosaic of geometric patterns covers the floor, The ceiling is covered withcracks

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

Room Features Spirals of white stones cover the floor, An altar of evil sits in the center of theroom

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Monster 8 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

Room #213 South Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable DeviceDC 29.

Room Features A simple fireplace sits against the east wall, A pile of trash lies in the north side ofthe room

Monster 2 x Mohrg

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

Room #214 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; 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.

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

Room Features The floor is covered with slime, Several sundered shields are scattered throughoutthe room

Trap Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

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

250 pp; hoard total 2500 gp

Room #215 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1 Trapped and Unlocked Simple Wooden Door (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.

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

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

Room Features The sound of chimes fills the room, A pile of rotting wood lies in the south-eastcorner of the room

Monster 16 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4

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

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

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

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

Room Features An altar of evil sits in the north side of the room, A pile of empty flasks lies in thesouth-west corner of the room

Room #217 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A stone dais and throne sits in the west side of the room, A pile of torches lies inthe north side of the room

Room #218 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features A well lies in the south side of the room, The sound of dripping water fills theroom

Room #219 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry 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 #220 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

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

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Empty

Room #221 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, 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.

East Entry Archway

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

Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Iron Chest (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. room); 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.

280 pp; Banded Agate (14 gp), Blue Sapphire (1100 gp), Deep Blue Spinel (700gp), Red Spinel (110 gp); hoard total 4724 gp

Room #222 South Entry Archway

Empty

Room #223 East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2 Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features A tapestry of ghoulish carnage hangs from the west wall, Several empty bottles arescattered 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 #224 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Monster 1 x Dread Wraith

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

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Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #225 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A large kiln and coal bin sit in the center of the room, A metallic odor fills thenorth side of the room

Room #226 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry Archway

Empty

Room #227 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

Room Features An overwhelming stench fills the room, A broken spear lies in the east side of theroom

Room #228 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Empty

Room #229 North Entry Archway

East Entry Archway

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

Empty

Room #230 West Entry Trapped Iron Portcullis (lift DC 25, 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.

Empty

Room #231 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry Archway

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

Room Features Skeletons hang from chains and manacles against the east wall, The north and westwalls are covered with scorch 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; SV

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

Room #232 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

North Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Room Features An altar of evil sits in the north-west corner of the room, A mouldy odor fills theroom

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

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

900 gp; Bloodstone (40 gp), Chalcedony (60 gp), Deep Blue Spinel (700 gp),Emerald (1000 gp), Golden Pearl (110 gp), Golden Yellow Topaz (600 gp), Onyx(70 gp), Star Ruby (900 gp); hoard total 4380 gp

Room #233 West Entry Archway

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

Empty

Room #234 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

Room Features An altar of evil sits in the south-east corner of the room, A pile of broken glass liesin the west side 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

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Initiative, 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 #235 North Entry Archway

West Entry Archway

Empty

Room #236 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2 Archway

Room Features Spirals of yellow stones cover the floor, Several pieces of blood-soaked clothingare scattered throughout the room

Room #237 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save halfdamage); Search DC 31; Disable Device DC 31.

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

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

1500 gp; Deep Blue Spinel (300 gp); Bracers of Armor (+2) (4000 gp); hoard total5800 gp

Room #238 North Entry #1 Archway

North Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A circle of tall stones stands in the south-east corner of the room, A pile of torn

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Room Features A circle of tall stones stands in the south-east corner of the room, A pile of tornpaper lies in the south-west corner of the room

Room #239 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

Room Features The floor is covered with stone rubble, Several pieces of blood-soaked clothing arescattered throughout the room

Monster 4 x Bodak

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

Room #240 North Entry Archway

Monster 5 x Minotaur Zombie

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

Room #241 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)(slides down, +1 to break DC)

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

Room Features Moaning can be faintly heard near the west wall, A pile of candles lies in the north-west corner of the room

Room #242 North Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 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 Archway

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

East Entry #1 Secret (Search DC 20) Stuck Iron Door (break DC 28; 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.

East Entry #2 Trapped and Stuck Iron Door (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.

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

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

Monster 13 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: 1200 gp; Gold Mask (500 gp), Ivory Ring set with Moss Agate (100 gp);Wand of Cat's Grace (43 of 50 charges) (3870 gp); hoard total 5670 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 #243 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

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

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

South Entry #2 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

South Entry #3 Archway

Room Features Numerous pillars line the west wall, An iron chandelier hangs from the ceiling inthe north-east corner of the room

Monster 8 x Ghast (ghoul) and 6 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 7000 sp; Alexandrite (400 gp), Alexandrite (600 gp), Black Pearl (400gp), Citrine (50 gp), Freshwater Pearl (10 gp), Jasper (40 gp); hoard total 2200 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 #244 North Entry 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)

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

East Entry #2 Archway

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East Entry #3 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

Room Features A crater has been blasted into the floor in the south-west corner of the room, Awooden ladder rests against the north wall

Room #245 South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room #246 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Room Features Several headless statues are scattered throughout the room, Groaning can be heardin the north-west corner of the room

Room #247 East Entry Archway

South Entry Archway

Empty

Room #248 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Empty

Room #249 North Entry Archway

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

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

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

Room Features A stone dais lies in the center of the room, A pile of empty bottles lies in thesouth-east corner of the room

Room #250 North Entry Archway

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

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

Room Features An altar of evil sits in the east side of the room, A pile of rotten fruit lies in thenorth-east corner of the room

Monster 1 x Devourer

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

Room #251 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) (slides up, +2 to breakDC)

Empty

Room #252 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

Trap Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. room); 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.

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

Copper Pectoral set with Deep Green Spinel (1300 gp), Fine Leather Choker (800gp), Unframed Painting (100 gp); Tome of Understanding (+5) (137500 gp)(Unreliable curse); hoard total 139700 gp

Room #253 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to break DC)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

Room Features Burning torches in iron sconces line the north and south walls, The floor iscovered with humanoid bones

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.,

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ft./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 #254 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.

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

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

Monster 2 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: 40 pp; Potion of Resist Energy (10) (300 gp); hoard total 700 gp

Room #255 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,20 hp)Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.

West Entry Archway

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

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

Empty

Room #256 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

Room Features Spirals of green stones cover the floor, An iron chain hangs from the ceiling in thenorth-west corner of the room

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)

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Room #257 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A faded and torn tapestry hangs from the south wall, A pile of rotten leather lies inthe east side of the room

Room #258 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A rope ascends to a catwalk hanging between the east and west walls, The ceiling iscovered with cracks

Monster 15 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 #259 West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

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

Monster 12 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: 1700 gp; Bronze Helmet (1400 gp), Gilded Wooden Idol (of a War God)inlaid with Adamantine (5000 gp); Cloak of Elvenkind (2500 gp) (Inscriptionprovides clue to function), Dust of Illusion (1200 gp), Ring of Counterspells(4000 gp) (Design provides clue to function); hoard total 15800 gp

Room #260 North 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.

West Entry #1 Archway

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

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

Monster 13 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast

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drain; 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: 1700 gp; Alexandrite (700 gp), Blue Quartz (12 gp), Golden YellowTopaz (400 gp), Rock Crystal (50 gp), Star Ruby (1000 gp), Turquoise (9 gp),Violet Garnet (500 gp), Violet Garnet (600 gp), Zircon (40 gp); Potion of Barkskin(+2) (300 gp), Wand of Mirror Image (47 of 50 charges) (4230 gp); hoard total9541 gp

Room #261 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

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

Empty

Room #262 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

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 #263 North Entry Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (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.

East Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Room Features An acrid odor fills the room, Several empty flasks are scattered throughout 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)

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Room #264 North Entry Archway

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

Room Features The room has a high domed ceiling, Several monstrous corpses are scatteredthroughout the room

Monster 5 x Bodak

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

Room #265 North Entry Secret (Search DC 25) Trapped and Locked Good Wooden Door (Open Lock DC 30,break DC 18; hard 5, 15 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.

Empty

Room #266 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A chute descends from the room into the next dungeon level down, A pile of rottenbread lies in the south-west corner of the room

Monster 9 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 2000 gp; Alexandrite (600 gp), Aquamarine (600 gp), Black StarSapphire (700 gp), Blue Sapphire (600 gp), Deep Blue Spinel (500 gp), Onyx (50gp), Peridot (60 gp), Pink Diamond (5000 gp), Sardonyx (60 gp); Divine Scroll(Longstrider (25 gp)) (total 25 gp), Potion of Cure Light Wounds (50 gp); hoardtotal 10245 gp

Room #267 South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features A stone dais and throne sits in the north side of the room, A pile of broken glasslies in the east side of the room

Monster 2 x Greater Shadow

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

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12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #268 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

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

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

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

Room Features A stone stair ascends towards the north wall, Torch sconces line the north andsouth walls

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

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,10 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

Empty

Room #270 North Entry Archway

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

Empty

Room #271 North Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Room Features A stair ascends to a wooden platform in the west side of the room, Several pieces ofrotten bread are scattered throughout the room

Room #272 North Entry Trapped and Unlocked Strong Wooden Door (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.

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area); Search DC 26; Disable Device DC 20.

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

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

East Entry Archway

Monster 13 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: 1200 gp; Chain Shirt (Medium) (+3 armor, Electricity Resistance)(27250 gp); hoard total 28450 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 #273 East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, 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.

South Entry Archway

Monster 2 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 #274 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

East Entry #2 Archway

Empty

Room #275 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

Monster 5 x Mohrg

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

East Entry Archway

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

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