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Death is but a Dream 6 Level 11

Death is but a Dream 6 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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Page 1: Death is but a Dream 6 11-PDF

Death is but a Dream 6Level 11

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General Dungeon Walls Reinforced Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Cool

Illumination Shadowy (witchlight every 20 ft.)

WanderingMonsters

1 8 x Gray Render Zombie, actively patrolling their territory

2 7 x Ghast (ghoul) and 11 x Ghoul, scavenging for food and treasure

3 4 x Gray Render Zombie, actively patrolling their territory

4 4 x Ghast (ghoul) and 11 x Ghoul, wielding bizarre eldritch powers

5 9 x Gray Render Zombie, scavenging for food and treasure

6 11 x Minotaur Zombie, wandering aimlessly

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

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

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

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

Room Features A simple fireplace sits against the west wall, An overwhelming stench fills thecenter of the room

Room #2 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)

South Entry Archway

Room Features A tile mosaic of vile acts covers the floor, The scent of smoke fills the room

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

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

Empty

Room #4 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,20 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

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

South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

Monster 9 x Ghast (ghoul) and 9 x Ghoul

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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; Potion of Aid (300 gp); hoard total 1600 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 #5 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

South Entry #2 Trapped and Unlocked Iron Door (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.

Monster 1 x Devourer

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

Room #6 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2 Archway

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

Room Features Numerous pillars line the south wall, A pile of empty bottles lies in the north sideof the room

Monster 9 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 700 gp; Azurite (12 gp), Banded Agate (10 gp), Bloodstone (40 gp), BlueSapphire (1000 gp); hoard total 1762 gp

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Room #7 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

Empty

Room #8 North Entry Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

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

Room Features A large demonic idol sits in the south-west corner of the room, Several bent coppercoins are scattered throughout the room

Monster 5 x Greater Shadow

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

Room #9 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

West Entry Archway

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

Empty

Room #10 West Entry Archway

East Entry #1 Archway

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

Room Features A simple fireplace sits against the south wall, Unintelligible whispering can befaintly heard near the east wall

Monster 5 x Greater Shadow

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

Room #11 North Entry Archway

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

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

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

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

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

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

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

Room #12 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

Room #13 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); noreset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;Disable Device DC 16.

Room Features A foul odor fills the room, Several pieces of blood-soaked clothing are scatteredthroughout the room

Monster 10 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: Fiery Yellow Corundum (1000 gp), Fire Opal (900 gp); hoard total 1900gp

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

West Entry Archway

East Entry 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.

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Room Features The north and west walls are covered with mold, A torn backpack lies in the northside of the room

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

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

West Entry #2 Archway

East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

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

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

Room Features Numerous pillars line the walls, Spirals of black stones cover the floor

Room #16 East Entry Archway

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

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 #17 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

West Entry #2 Archway

East Entry Archway

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

South Entry #2 Trapped and Unlocked Stone Door (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.

Room Features A rope ascends to a balcony hanging from the west wall, The north and west wallsare covered with cracks

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 -, Wis

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

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

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

Empty

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

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

South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

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

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

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

Room Features A narrow ledge runs along the north and east walls, A tile mosaic of ghoulishcarnage covers the floor

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

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

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

Monster 7 x Gray Render Zombie

Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full

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Atk +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

Trap Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

Room #22 West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)(slides up, +2 to break DC)

Room Features A stream of quicksilver flows through the room, The ceiling is covered with cracks

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

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

East 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)

Room Features The south and east walls are covered with mold, A pile of corroded iron spikes liesin the east side of the room

Monster 3 x Young Adult Red Dragon Skeleton

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

Room #24 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 fountain of water sits against the south wall, The ceiling is covered with scorchmarks

Trap Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

Hidden Treasure Hidden (Search DC 20) Trapped and Locked Simple Wooden Chest (Open Lock DC20, break DC 15; hard 5, 10 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

2400 gp; Bolt of Brass Cloth (1400 gp), Bottle of Fine Wine (500 gp), Bronze Pinset with Freshwater Pearl (200 gp), Copper Chest (900 gp), Copper Ewer (1500 gp),Marble Puzzle Box (1200 gp); Divine Scroll (Shillelagh (25 gp), Cat's Grace (150gp)) (total 175 gp); hoard total 8275 gp

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Room #25 North Entry Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC 23; hard5, 20 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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

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

Room Features Part of the ceiling has collapsed into the room, Torch sconces line the north andeast walls

Monster 3 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: 200 gp; Wand of Summon Monster II (47 of 50 charges) (4230 gp);hoard total 4430 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 Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

Hidden Treasure Hidden (Search DC 25) Trapped and Locked Good Wooden Chest (Open Lock DC30, break DC 18; hard 5, 15 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.

2100 gp; Aquamarine (500 gp), Banded Agate (8 gp), Deep Blue Spinel (500 gp),Golden Yellow Topaz (500 gp), Iolite (60 gp), Lapis Lazuli (12 gp), Malachite (8gp), Zircon (50 gp); hoard total 3738 gp

Room #26 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

Room Features A simple fireplace sits against the south wall, The sound of chimes can be faintlyheard near the south wall

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 +7

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+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 #27 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Room Features A faded and torn tapestry hangs from the east wall, A fountain of water sits againstthe east wall

Monster 5 x Advanced Megaraptor Skeleton

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

Room #28 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Empty

Room #29 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

East Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

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

Empty

Room #30 North Entry Archway

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)

Room Features A faded and torn tapestry hangs from the south wall, A pile of shattered weaponslies in the center of the room

Room #31 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

South Entry Archway

Room Features A tile labyrinth covers the floor, Several pieces of rotten fruit are scatteredthroughout the room

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Room #32 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East 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

Empty

Room #33 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry 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

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.

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

2200 gp; Black Pearl (500 gp), Black Pearl (600 gp), Eye Agate (13 gp), LapisLazuli (7 gp), Obsidian (9 gp), Onyx (70 gp), Red-brown Spinel (110 gp); hoardtotal 3509 gp

Room #34 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

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

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

Room Features A hole has been blasted into the west wall, A tile labyrinth covers the floor

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

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

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

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

Empty

Room #36 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;

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Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Room Features A stone sarcophagus sits in the west side of the room, A pile of wax blobs lies inthe north side of 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 #37 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 tobreak 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.

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

South Entry Archway

Room Features Oil drips from the ceiling in the south-west corner of the room, A pile of emptyflasks lies in the north-west corner of the room

Room #38 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2 Archway

East Entry 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 A mural of ancient mythology covers the ceiling, Various torture devices arescattered throughout the room

Monster 5 x Advanced Megaraptor Skeleton

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

Room #39 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Monster 7 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15

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+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: 1900 gp; Alexandrite (500 gp), 2 x Aquamarine (400 gp), Aquamarine(500 gp), Malachite (8 gp), Silver Pearl (130 gp), Violet Garnet (500 gp); DivineScroll (Obscuring Mist (25 gp)) (total 25 gp), Pearl of Power (1st level) (1000 gp),Potion of Magic Fang (50 gp), Potion of Owl's Wisdom (300 gp); hoard total 5713gp

Room #40 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

Monster 7 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 #41 East Entry Archway

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

Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, Spiralsof red stones cover the floor

Room #42 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Empty

Room #43 East Entry #1 Trapped and Locked Stone Door (Open Lock DC 40, 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.

East Entry #2 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Monster 5 x Bodak

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

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Room #44 North Entry #1 Archway

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

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

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

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

Room Features A suphurous odor fills the east side of the room, A shattered club lies in the westside of the room

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

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

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

Monster 1 x Dread Wraith

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

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

Room #46 West Entry Archway

South Entry #1 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 30, break DC15; hard 5, 10 hp)

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

Empty

Room #47 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features Several alcoves are cut into the east wall, A pile of shattered weapons lies in thenorth side of the room

Room #48 East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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 #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 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 #2 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A stone statue stands in the south-west corner of the room, Several broken arrowsare scattered throughout the room

Room #49 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Archway

South Entry #1 Secret (Search DC 30) Trapped and Locked Simple Wooden Door (Open Lock DC40, break DC 15; hard 5, 10 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

South Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

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 #50 East Entry Archway

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

Monster 7 x Ghast (ghoul) and 14 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: 900 gp; Alexandrite (200 gp), Black Pearl (400 gp), Hematite (12 gp),Obsidian (10 gp), Tourmaline (90 gp); hoard total 1612 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 #51 East Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

East Entry #2 Trapped and Unlocked Good Wooden Door (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.

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(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

East Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,20 hp) (slides down, +1 to break DC)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

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

Room Features A mural of ghoulish carnage covers the ceiling, An altar of evil sits in the south-east corner of the room

Room #53 East Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)(slides to one side, +1 to break DC)

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

Empty

Room #54 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

Room Features A workbench and iron gong sit in the north-east corner of the room, A corrodedchain lies in the north side of the room

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

Room Features A narrow ledge runs along the north and west walls, A buzzing noise can be heardin 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 #56 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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Empty

Room #57 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A hole has been blasted into the south wall, Several broken arrows are scatteredthroughout the room

Room #58 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

Room Features Part of the west wall has collapsed into the room, A simple fireplace sits againstthe east wall

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 #59 East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 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.

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)

Trap 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.

Hidden Treasure Hidden (Search DC 20) Unlocked Simple Wooden Chest (hard 5, 10 hp)

1900 gp; Aquamarine (400 gp), Carnelian (50 gp), Deep Green Spinel (130 gp), Jet(120 gp), Onyx (50 gp); Arcane Scroll (Color Spray (25 gp), Expeditious Retreat(25 gp), Summon Monster I (25 gp)) (total 75 gp), Arcane Scroll (Misdirection(150 gp), Web (150 gp)) (total 300 gp), Eyes of the Eagle (2500 gp), Potion of

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(150 gp), Web (150 gp)) (total 300 gp), Eyes of the Eagle (2500 gp), Potion ofRemove Fear (50 gp); hoard total 5575 gp

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

Empty

Room #61 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Entry #2 Archway

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

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

South Entry #1 Archway

South Entry #2 Archway

Room Features The north and east walls have been engraved with glowing runes, The north andwest walls are covered with slime

Monster 11 x Ghast (ghoul)

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1000 gp; Brown-green Garnet (130 gp), Fire Opal (1200 gp), GoldenYellow Topaz (400 gp), Jasper (40 gp), Moonstone (70 gp), Pink Pearl (50 gp),Rhodochrosite (12 gp), Turquoise (7 gp); Arcane Scroll (Detect Undead (25 gp),Disguise Self (150 gp), Hypnotic Pattern (150 gp)) (total 325 gp), Arcane Scroll(Magic Missile (25 gp), Animal Messenger (200 gp), Eagle's Splendor (150 gp))(total 375 gp); hoard total 3609 gp

Room #62 North Entry Archway

West 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.

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

Room Features A narrow shaft falls into the room from above, A fountain of water sits against theeast wall

Room #63 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features Sporadic knocking can be faintly heard near the west wall, A pile of rotten fruit liesin the north-west corner of the room

Room #64 North Entry Archway

West Entry Archway

East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,10 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);

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+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

East Entry #2 Archway

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

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

Empty

Room #66 South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

Monster 9 x Spectre

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

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

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

Monster 9 x Gray Render Zombie

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

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

North Entry #2 Archway

East Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

East Entry #2 Archway

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

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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.

Empty

Room #69 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

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

South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

Room Features The south and west walls have been engraved with numerous arcane symbols, Apile of empty flasks lies in the north-west corner of the room

Monster 5 x Bodak

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

Room #70 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides up, +2to break DC)

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

Empty

Room #71 West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

Room #72 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

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

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

Monster 8 x Minotaur Zombie

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

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AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #73 South Entry Archway

Room Features Several alcoves are cut into the north and west walls, A tile labyrinth covers thefloor

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

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

Empty

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

East Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC25; hard 5, 20 hp)

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

Empty

Room #76 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides up, +2 to break DC)

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

East Entry Archway

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

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 #77 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

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West Entry Archway

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

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

Monster 5 x Young Adult Red Dragon Skeleton

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

Room #78 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)

West Entry #2 Archway

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

Room Features The north and east walls have been engraved with glowing runes, Various torturedevices 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

Room #79 East Entry Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 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 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

Empty

Room #80 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)

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

Room Features A chute falls into the room from above, Sporadic knocking can be heard in the westside of the room

Room #81 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A narrow ledge runs along the south and west walls, A pile of rotten apples lies inthe east side of the room

Monster 12 x Ghast (ghoul) and 6 x Ghoul

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Monster 12 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: 1300 gp; Divine Scroll (Bane (25 gp), Command (25 gp), Obscuring Mist(25 gp)) (total 75 gp), Masterwork Cold Iron Longsword (330 gp) (Small), Oil ofLevitate (300 gp), Wand of Magic Missile (3rd) (15 of 50 charges) (Inscriptionprovides clue to function) (675 gp); hoard total 2680 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 #82 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

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

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

Monster 1 x Dread Wraith

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

Room #83 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

West Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides down,+1 to break DC)

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

Empty

Room #84 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

Room Features A circle of tall stones stands in the west side of the room, A chirping noise fills theroom

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room

Trap 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.

Room #85 North Entry Archway

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

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

South Entry #2 Archway

Room Features Torch sconces line the south and east walls, Several pieces of torn paper arescattered throughout the room

Room #86 North Entry #1 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.

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

South Entry 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

Room #87 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

East Entry #2 Archway

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

Room Features A ladder ascends to a balcony hanging from the east wall, A sour odor fills theroom

Room #88 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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

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

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

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

Room Features A tile mosaic of legendary monsters covers the floor, Mournful weeping fills the

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Room Features A tile mosaic of legendary monsters covers the floor, Mournful weeping fills theroom

Monster 4 x Greater Shadow

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

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.

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28; hard10, 60 hp)

1800 gp; Banded Agate (10 gp), Eye Agate (10 gp), Golden Yellow Topaz (400 gp),Onyx (60 gp), Rich Purple Corundum (1200 gp); Arcane Scroll (Calm Emotions(200 gp)) (total 200 gp), Divine Scroll (Endure Elements (25 gp), Hold Person (150gp)) (total 175 gp), Potion of Cat's Grace (300 gp), Wand of Summon Monster I (41of 50 charges) (615 gp); hoard total 4770 gp

Room #89 North Entry Archway

East Entry Archway

Room Features A wooden ladder rests against the west wall, A pile of trash lies in the north-eastcorner of the room

Room #90 West Entry Archway

East Entry #1 Archway

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

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

South Entry #2 Archway

Empty

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

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

East Entry #2 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude saveresists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 25; Disable Device DC 20.

South Entry Archway

Room Features Spirals of blue stones cover the floor, A pile of rotten bread lies in the south-westcorner of the room

Room #92 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;

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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 Archway

Room Features Burning torches in iron sconces line the north and south walls, A sundered shieldlies in the north side of the room

Room #93 North Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

Room Features A forge and anvil sit in the center of the room, A torn backpack lies in the west sideof the room

Room #94 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #1 Trapped and Stuck Stone Door (break DC 28; 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.

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

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

Empty

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

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

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

Room Features Numerous pillars line the north wall, The sound of horns can be faintly heard nearthe south wall

Room #96 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7rounds); Search DC 27; Disable Device DC 27.

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

Room Features Burning torches in iron sconces line the north and south walls, A pile of shatteredweapons lies in the south side of the room

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

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

East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to breakDC)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 Archway

Room Features A stone ramp ascends towards the east wall, Spirals of red stones cover the floor

Monster 12 x Chimera Skeleton

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

Room #98 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

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

Room Features Various torture devices are scattered throughout the room, A hissing noise 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 #99 North Entry Archway

West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 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 #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable DeviceDC 29.

East Entry #1 Archway

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

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South Entry Unlocked Strong Wooden Door (hard 5, 20 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 #100 North Entry Archway

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

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

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

Empty

Room #101 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

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

Room Features A splashing noise can be heard in the north-east corner of the room, Several rottenapples are scattered throughout the room

Room #102 North Entry #1 Archway

North Entry #2 Archway

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

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

Monster 14 x Minotaur Zombie

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

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.

Room #103 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

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West Entry #2 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

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

South Entry #2 Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

Room Features A circle of tall stones stands in the east side of the room, A shattered club lies inthe west side of the room

Room #104 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

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

Room Features Several alcoves are cut into the south and east walls, A stone sarcophagus sits inthe north-east corner of the room

Monster 2 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 #105 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 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 #106 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

Room Features Spirals of yellow stones cover the floor, A large table and several barrels sit in thenorth-east corner of the room

Room #107 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

Monster 14 x Wyvern Zombie

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

Room #108 West Entry 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)

Empty

Room #109 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Archway

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

Room Features A stone statue stands in the west side of the room, Several torches are scatteredthroughout 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 #110 North Entry #1 Archway

North 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.

Room Features A circle of tall stones stands in the east side of the room, A metallic odor fills thewest side of the room

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west side of the room

Monster 3 x Mohrg

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

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

Chrysoberyl (110 gp); Potion of Cure Light Wounds (50 gp), Wand of DetectSecret Doors (13 of 50 charges) (195 gp); hoard total 355 gp

Room #111 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

Room Features Several iron cages are scattered throughout the room, The ceiling is covered withcobwebs

Monster 5 x Greater Shadow

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

Room #112 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Empty

Room #113 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #114 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Monster 5 x Young Adult Red Dragon Skeleton

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

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Room #115 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Monster 8 x Minotaur Zombie

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

Room #116 North Entry #1 Archway

North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

West Entry Archway

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

Room Features Spirals of green stones cover the floor, Several sundered shields are scatteredthroughout the room

Room #117 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

Monster 8 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (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: 1400 gp; Blue Quartz (11 gp), Chrysoprase (40 gp), Eye Agate (15 gp),White Opal (800 gp); Arcane Scroll (Mirror Image (150 gp), Greater Magic Weapon(375 gp)) (total 525 gp), Divine Scroll (Bear's Endurance (150 gp), Hold Person(150 gp)) (total 300 gp), Siangham (Medium) (+2 weapon) (Sheds light) (8303gp); hoard total 11394 gp

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.

Room #118 West Entry #1 Trapped and Stuck Good Wooden Door (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.

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

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

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South Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 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.

Room Features A rattling noise fills the room, A pile of barrel staves lies in the south-east cornerof the room

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

East Entry #1 Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)

East Entry #2 Archway

South Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

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 #120 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

Monster 11 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 #121 North Entry Archway

West Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

West Entry #2 Archway

West Entry #3 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Empty

Room #122 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

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

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

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

Room Features The room has a high domed ceiling, Several broken arrows are scatteredthroughout the room

Monster 7 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 #123 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 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 tobreak DC)

Room Features The south and east walls have been engraved with incoherent spirals, A clickingnoise can be heard in the center of the room

Monster 8 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 #124 West Entry Archway

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

Room Features A stone statue stands in the north-east corner of the room, A broken door lies inthe west side of the room

Room #125 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

South Entry Archway

Room Features A stair ascends to a balcony hanging from the south wall, Skeletons hang fromchains and manacles against the north wall

Room #126 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

West Entry Archway

South Entry Secret (Search DC 20) Trapped and Locked Simple Wooden Door (Open Lock DC40, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)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.

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Monster 4 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 #127 North Entry #1 Archway

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

West Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC25; hard 5, 20 hp)

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

Room Features A stone dais and throne sits in the north-west corner of the room, Laughter can beheard in the south-west corner of the room

Monster 4 x Advanced Megaraptor Skeleton

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

Room #128 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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

South Entry #2 Archway

Room Features A stone stair ascends towards the east wall, A dagger hilt lies in the east side of theroom

Room #129 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A circle of tall stones stands in the north-west corner of the room, Skeletons hangfrom chains and manacles against the north and east walls

Room #130 West Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Room Features A large kiln and coal bin sit in the south side of the room, The sound of horns fillsthe room

Room #131 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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hard 5, 15 hp)

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

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

South Entry #2 Archway

South Entry #3 Archway

Room Features Various torture devices are scattered throughout the room, A suphurous odor fillsthe north-west corner of 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 #132 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

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

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

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

Room Features A stone dais lies in the north-west corner of the room, A mural of geometricpatterns covers the ceiling

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

Trap Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

Hidden Treasure Hidden (Search DC 20) Unlocked Simple Wooden Chest (hard 5, 10 hp)

300 pp; Leather Belt with Electrum Buckle (500 gp); Staff of Earth and Stone (28of 50 charges) (45080 gp); hoard total 48580 gp

Room #133 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 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.

South Entry Unlocked Simple Wooden Door (hard 5, 10 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, darkvision

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

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

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

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

Room Features The scent of ozone fills the room, Several pieces of blood-soaked clothing arescattered throughout the room

Monster 11 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 Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

Room #135 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

West Entry Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 Torch sconces line the south wall, Several pieces of spoiled meat are scatteredthroughout the room

Monster 9 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: 12000 sp; Azurite (12 gp); Potion of Cure Light Wounds (50 gp); hoardtotal 1262 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 12

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+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 #136 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Empty

Room #137 East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

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

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

Empty

Room #138 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

East Entry #1 Archway

East Entry #2 Archway

South Entry Archway

Room Features Several iron cages are scattered throughout the room, The sound of horns fills theroom

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

Obsidian (13 gp); hoard total 13 gp

Room #139 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #140 North Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2 Archway

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

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

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

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

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

Room Features An altar of evil sits in the south side of the room, A suphurous odor fills the room

Room #141 West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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 Unlocked Good Wooden Door (hard 5, 15 hp)

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

Room Features A tile mosaic of a legendary battle covers the floor, A fountain of water sits againstthe east wall

Monster 9 x Gray Render Zombie

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

Room #142 South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Monster 9 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: 1400 gp; Alexandrite (500 gp), Brown-green Garnet (90 gp), Chalcedony(60 gp), Eye Agate (14 gp); hoard total 2064 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 #143 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp) (slides down, +1 to break DC)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

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

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

West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6Con); Search DC 25; Disable Device DC 19.

East Entry Archway

Empty

Room #145 West Entry Archway

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

Empty

Room #146 North Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 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 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features The sound of horns can be heard in the north side of the room, Several pieces ofspoiled meat are scattered throughout the room

Monster 12 x Ghast (ghoul)

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1600 gp; Ring of Force Shield (8500 gp); hoard total 10100 gp

Room #147 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10 to breakDC)

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

Empty

Room #148 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1to break DC)Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

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

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

Room Features Numerous pillars line the north and south walls, Mysterious levers andmechanisms cover the north and south walls

Room #149 North Entry Archway

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

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

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

Empty

Room #151 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; 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.

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

South Entry Secret (Search DC 25) 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.

Room Features A large demonic idol sits in the north-west corner of the room, A pile of rottenbread lies in the north-east corner of the room

Monster 13 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 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: 110 pp; Aquamarine (500 gp), Banded Agate (10 gp), Chrysoberyl (70gp), Citrine (50 gp), Malachite (12 gp), Pink Pearl (150 gp), Red-brown Spinel(100 gp), Rhodochrosite (14 gp), Rose Quartz (60 gp), Zircon (60 gp); hoard total2126 gp

Room #152 West Entry Archway

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

Room Features A tapestry of ghoulish carnage hangs from the west wall, A pile of rotten appleslies in the south-west corner of the room

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Room #153 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #1 Archway

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

East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable DeviceDC 29.

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 #154 South Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 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 Spirals of blue stones cover the floor, A stone statue stands in the west side of theroom

Room #155 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry Archway

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

Room Features A tile labyrinth covers the floor, The sound of horns fills the room

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 #156 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp) (slides to one side, +1 to break DC)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

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

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

Room Features A tapestry of ghoulish carnage hangs from the north wall, A sundered shield lies inthe south-east corner of the room

Monster 10 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14

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Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1400 gp; Arcane Scroll (True Strike (25 gp), Darkness (150 gp), ResistEnergy (150 gp)) (total 325 gp), Necklace of Fireballs (IV) (5400 gp), Potion ofShield of Faith (+2) (50 gp); hoard total 7175 gp

Room #157 South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

Empty

Room #158 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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

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

South Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A stone dais lies in the east side of the room, The south and east walls have beenengraved with evil symbols

Trap Compacting Room: CR 6; mechanical; timed trigger; automatic reset; hiddenswitch bypass (Search DC 25); walls move together (12d6, crush); multiple targets(all targets in a 10 ft. by 10 ft. room); never miss; onset delay (4 rounds); SearchDC 20; Disable Device DC 22.

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

1800 gp; Smoky Quartz (30 gp); Potion of Cure Serious Wounds (750 gp); hoardtotal 2580 gp

Room #159 East Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

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

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

Empty

Room #160 North Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

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

West Entry #1 Archway

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

South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)(magically reinforced, +10 to break DC)

Room Features A stone ramp ascends towards the south wall, A stone statue stands in the east sideof the room

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 13

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Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #161 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

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

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

South Entry Archway

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

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC15; hard 5, 10 hp)

170 pp; Alexandrite (500 gp), Aquamarine (800 gp), Black Opal (1100 gp); ArcaneScroll (Obscure Object (150 gp), Owl's Wisdom (150 gp)) (total 300 gp), Dust ofDisappearance (3500 gp), Potion of Cure Light Wounds (50 gp); hoard total 7950gp

Room #162 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Room Features A metallic odor fills the south-west corner of the room, Several pieces of rottenbread are scattered throughout the room

Monster 8 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1300 gp; Oil of Shillelagh (50 gp), Potion of Blur (300 gp), Potion ofCat's Grace (300 gp), Potion of Fox's Cunning (300 gp); hoard total 2250 gp

Room #163 North Entry Trapped and Stuck Good Wooden Door (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.

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

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

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

Empty

Room #164 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Room Features A hole has been blasted into the north wall, A pile of shattered weapons lies in the

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Room Features A hole has been blasted into the north wall, A pile of shattered weapons lies in thenorth side of the room

Room #165 West Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

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

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

Trap 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.

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

1600 gp; Brass Full Plate set with Black Pearl (3000 gp), Gold LongswordScabbard (4000 gp); Arcane Scroll (Jump (25 gp)) (total 25 gp), Potion of CureLight Wounds (50 gp), Potion of Owl's Wisdom (300 gp); hoard total 8975 gp

Room #166 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Room Features A shallow pit lies in the south side of the room, A large demonic idol sits in thewest side of the room

Room #167 South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features Several iron cages are scattered throughout the room, A ring of keys lies in thewest side of the room

Room #168 North Entry #1 Archway

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

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

Room Features A faded and torn tapestry hangs from the west wall, Torch sconces line the westwall

Monster 5 x Greater Shadow

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

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Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

Room #169 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

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

Room Features A stone statue stands in the south-east corner of the room, A sundered helm lies inthe north-west corner of 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 #170 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

South Entry #1 Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC15; hard 5, 10 hp)

South Entry #2 Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)

Empty

Room #171 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 tobreak DC)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 #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC15; hard 5, 10 hp)

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

South Entry #3 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of twoadjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

Trap 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.

Room #172 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8, 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.

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melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Room Features A stone stair ascends towards the west wall, A pile of sundered shields lies in thenorth-east 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 #173 East Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

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

Empty

Room #174 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)

Empty

Room #175 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A narrow pit covered by iron bars lies in the east side of the room, Burning torchesin iron sconces line the south and east walls

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 #176 West Entry 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.

South Entry Archway

Room Features A mural of a legendary battle covers the ceiling, Howling can be faintly heard nearthe north wall

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Room #177 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 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 #178 North Entry #1 Archway

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

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

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

Room Features A toppled statue lies in the south-west corner of the room, The scent of urine fillsthe room

Room #179 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

Room Features A tile mosaic of arcane patterns covers the floor, The north and west walls arecovered with claw marks

Monster 10 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: Gold Ring inlaid with Brass (900 gp), Leather Boots with Silver Buckles(50 gp), Silver Pendant (300 gp), Small Tapestry (900 gp); Arcane Scroll (Fly (375gp), Glibness (525 gp), Confusion (700 gp)) (total 1600 gp); hoard total 3750 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 #180 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

West Entry Secret (Search DC 25) Trapped and Locked Strong Wooden Door (Open Lock DC40, break DC 25; hard 5, 20 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14

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

Room Features A tile labyrinth covers the floor, A hissing noise fills the room

Monster 1 x Devourer

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

Room #181 East Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

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

Room Features A tapestry of legendary monsters hangs from the north wall, The ceiling is coveredwith bloodstains

Monster 8 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1600 gp; hoard total 1600 gp

Room #182 North Entry Secret (Search DC 20) Trapped and Locked Simple Wooden Door (Open Lock DC30, break DC 15; hard 5, 10 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

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

Room Features Several alcoves are cut into the south wall, Various torture devices are scatteredthroughout the room

Room #183 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A stone dais and throne sits in the center of the room, Knocking can be faintlyheard near the south wall

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Room #184 North Entry Unlocked Stone Door (hard 8, 60 hp)

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

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

Monster 5 x Bodak

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

Room #185 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A chute descends from the room into the next dungeon level down, A chirpingnoise fills the room

Room #186 West Entry Trapped and Stuck Stone Door (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.

East Entry Archway

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

Room Features Burning torches in iron sconces line the north and south walls, A sundered helmlies in the center of the room

Room #187 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

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

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

Room Features A sour odor fills the room, A broken door lies in the north-east corner of the room

Trap 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 #188 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Empty

Room #189 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

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

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

Room #190 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

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

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

Empty

Room #191 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 #192 East Entry Secret (Search DC 30) Trapped and Locked Strong Wooden Door (Open Lock DC25, break DC 25; hard 5, 20 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

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

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

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 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.

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Room #193 North Entry Unlocked Strong Wooden Door (hard 5, 20 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)

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

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

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

Empty

Room #194 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Empty

Room #195 North Entry Archway

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

Empty

Room #196 North Entry Secret (Search DC 25) 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 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 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 #1 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 #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features The walls have been engraved with numerous arcane symbols, Unintelligiblewhispering fills the room

Room #197 North Entry Archway

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

Monster 3 x Bodak

Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,immunity to electricity, acid resistance 10, fire resistance 10, undead traits,vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con-, Int 6, Wis 12, Cha 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 #198 West Entry #1 Archway

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

Room Features The south and west walls have been engraved with glowing runes, Sporadicknocking fills the room

Room #199 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Monster 6 x Gray Render Zombie

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

Room #200 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Empty

Room #201 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

North Entry #2 Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 30, breakDC 28; hard 8, 60 hp) (slides up, +2 to break DC)Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save halfdamage); Search DC 31; Disable Device DC 31.

West Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

East Entry #3 Archway

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

Empty

Room #202 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

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

Monster 7 x Ogre Zombie

Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8

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

Room #203 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

Room Features Torch sconces line the south and west walls, The scent of urine fills the south-eastcorner of the room

Monster 5 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: 500 gp; hoard total 500 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 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)

210 pp; Carved Wooden Ring (50 gp), Fine Steel Tiara (1200 gp), Fox Fur Capewreathed in Continual Flame (1000 gp), Ivory Statue (of a Falcon) (1600 gp),Silver Decanter (500 gp); hoard total 6450 gp

Room #204 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A briny odor fills the east side of the room, A pile of rotting wood lies in thenorth-east 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 #205

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Room #205 North Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

North Entry #3 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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

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

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

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

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

Monster 4 x Mohrg

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

Room #207 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

Room Features A mural of ancient mythology covers the ceiling, A mouldy odor fills the south-west corner of the room

Monster 7 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

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

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

East Entry #1 Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude saveresists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

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

Monster 2 x Young Adult Red Dragon Skeleton

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

Room #209 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Monster 6 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: 1100 gp; hoard total 1100 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 Reverse Gravity Trap: CR 8; magic device; proximity trigger (alarm, 10 ft. area);automatic reset; spell effect (Reverse Gravity, 13th level wizard, 6d6 fall [uponhitting the ceiling of the 60 ft. high room], then 6d6 fall [upon falling 60 ft. to thefloor when the spell ends], DC 20 Reflex save avoids damage); Search DC 32;Disable Device DC 32.

Room #210 North Entry Secret (Search DC 25) Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

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

East Entry #2 Trapped and Stuck Good Wooden Door (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.

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

Room Features A stone ramp ascends towards the east wall, The north and east walls have beenengraved with geometric patterns

Room #211 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1 Archway

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

Room Features A wooden ladder rests against the north wall, Laughter can be faintly heard near theeast wall

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

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

Room Features A wooden ladder rests against the north wall, The south and west walls are coveredwith claw marks

Room #213 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Empty

Room #214 East Entry Archway

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

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

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

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

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

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

Empty

Room #216 East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

Room Features A crater has been blasted into the floor in the center of the room, An altar of evilsits in the east side of the room

Room #217 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

South Entry #1 Trapped and Stuck Good Wooden Door (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.

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

Empty

Room #218 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

East Entry #1 Archway

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

Monster 1 x Devourer

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

Trap Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

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

240 pp; hoard total 2400 gp

Room #219 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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Monster 7 x Wraith

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

Room #220 North Entry Archway

West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to breakDC)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

Empty

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

West Entry Trapped and Stuck Stone Door (break DC 28; 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.

South Entry Unlocked Stone Door (hard 8, 60 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 #222 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features A buzzing noise can be heard in the north-west corner of the room, A pile of empty

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Room Features A buzzing noise can be heard in the north-west corner of the room, A pile of emptybottles lies in the center of the room

Monster 9 x Gray Render Zombie

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

Room #223 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #2 Secret (Search DC 25) 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)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

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

Room Features A tile labyrinth covers the floor, A large kiln and coal bin sit in the center of theroom

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

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

Room Features Several square holes are cut into the east and west walls, The south and east wallshave been engraved with incoherent spirals

Room #225 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2 Archway

Room Features A tile labyrinth covers the floor, The south and east walls are covered with swordcuts

Room #226 East Entry Archway

South Entry Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 30, breakDC 28; hard 8, 60 hp) (slides up, +2 to break DC)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.

Empty

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Empty

Room #227 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

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

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

Room Features Skeletons hang from chains and manacles against the north and south walls, Thescent of smoke fills the room

Room #228 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Room Features A narrow shaft falls into the room from above, A circle of tall stones stands in thesouth 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 #229 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save halfdamage); Search DC 31; Disable Device DC 31.

West Entry Archway

South Entry Archway

Room Features A tapestry of ghoulish carnage hangs from the south wall, Several iron blobs arescattered throughout 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 #230 North Entry #1 Unlocked Iron Door (hard 10, 60 hp)

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

West Entry #1 Archway

West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect

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(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

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

Room Features A tile labyrinth covers the floor, A pile of spoiled meat lies in the south-westcorner of the room

Room #231 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

East Entry Archway

Room Features A wooden ladder rests against the west wall, A foul odor fills the south-east cornerof the room

Room #232 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A stone dais lies in the south-west corner of the room, Several headless statues arescattered throughout the room

Room #233 North Entry 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)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

Room Features A tile mosaic of a legendary battle covers the floor, A pile of iron spikes lies in thenorth-west corner of the room

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 #234 West 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 Archway

Room Features Part of the ceiling has collapsed into the room, Torch sconces line the north andsouth walls

Monster 8 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14

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Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 160 pp; Electrum Totem (of a Totem Charge) set with Blue Sapphire(4000 gp), Tooled Leather Belt (600 gp); hoard total 6200 gp

Trap Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus poison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitudesave resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

Room #235 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A tapestry of ancient mythology hangs from the south wall, A fountain of watersits against the east wall

Monster 9 x Wyvern Zombie

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

Room #236 East Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

South Entry Archway

Room Features A tapestry of ancient mythology hangs from the north wall, Several candles arescattered 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 #237 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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 10

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

East Entry Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open Lock DC30, break DC 15; hard 5, 10 hp)Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

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

South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 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: 7000 sp; hoard total 700 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 #240 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1to break DC)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

South Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Room Features Several iron cages are scattered throughout the room, A briny 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; Base

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squares; 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 #241 South Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

Room Features A shallow pool of blood lies in the center of the room, The south and west wallshave been engraved with evil symbols

Monster 10 x Wyvern Zombie

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

Room #242 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 tobreak DC)

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

West Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

Room Features A narrow ledge runs along the south and west walls, A sundered helm lies in thesouth-east corner of 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 #243 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

Room Features Several headless statues are scattered throughout the room, The floor is coveredwith dead insects

Room #244 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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Room Features A narrow pit covered by iron bars lies in the center of the room, A stone statuestands in the south side of the room

Monster 7 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 #245 North Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

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

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

Monster 6 x Gray Render Zombie

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

Trap Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

Room #246 West Entry Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)

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

Room Features A wooden ladder rests against the north wall, A pile of spoiled meat lies in thesouth-east corner of the room

Room #247 West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

East Entry #2 Locked Stone Door (Open Lock DC 25, 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 tile mosaic of arcane patterns covers the floor, Several candles 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., 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 #249 North Entry Archway

East Entry Archway

Room Features A stone stair ascends towards the south wall, Several empty flasks are scatteredthroughout the room

Room #250 South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A shallow pool of oil lies in the north-west corner of the room, Several pieces oftorn paper are scattered throughout the room

Monster 8 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 #251 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

East Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down,+1 to break DC)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 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

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

East 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.

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

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Monster 9 x Spectre

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

Room #253 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

East Entry Trapped and Locked Stone Door (Open Lock DC 40, 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.

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

Room Features A toppled statue lies in the east side of the room, The scent of smoke fills the westside of the room

Monster 4 x Bodak

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

Room #254 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #1 Archway

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

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

Room Features A forge and anvil sit in the south-west corner of the room, A sundered shield liesin the south side of the room

Room #255 South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features Laughter can be heard in the center of the room, 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,

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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 #256 North Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)(slides to one side, +1 to break DC)

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

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

Monster 6 x Minotaur Zombie

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

Room #257 North Entry Archway

South Entry Stuck Stone Door (break DC 28; hard 8, 60 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 #258 East Entry Archway

South Entry 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.

Room Features A tapestry of geometric patterns hangs from the south wall, A stone statue standsin the south side of the room

Room #259 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Lit candles are scattered across the floor, A metallic odor fills the room

Monster 10 x Wyvern Zombie

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

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Skills and Feats: -; Toughness

Room #260 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2 Secret (Search DC 20) 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 Unlocked Stone Door (hard 8, 60 hp)

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

South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1to break DC)Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

Room Features The north and east walls have been engraved with glowing runes, Chanting can befaintly heard near the west wall

Room #261 East Entry Archway

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

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

Room Features Several alcoves are cut into the south and west walls, A rotting odor fills thesouth-east corner of the room

Room #262 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 stream of acid flows through the room, An overwhelming stench fills the room

Monster 1 x Devourer

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

Room #263 North Entry Archway

West Entry #1 Trapped and Locked Stone Door (Open Lock DC 40, 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.

West Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,

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spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,depending on terrain); Search DC 32; Disable Device DC 32.

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

East Entry #2 Archway

East Entry #3 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Monster 7 x Gray Render Zombie

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

Room #264 North Entry Archway

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

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

Empty

Room #265 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) (slides up, +2 to breakDC)

South Entry Archway

Room Features A simple fireplace sits against the east wall, An iron chain hangs from the ceilingin the south-west corner of the room

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: 1400 gp; hoard total 1400 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 #266 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

East Entry Archway

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East Entry Archway

Room Features Chanting fills the room, Several pieces of broken glass are scattered throughoutthe room

Room #267 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry Archway

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

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

Empty

Room #268 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry Trapped and Locked Stone Door (Open Lock DC 40, 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.

South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 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 narrow shaft falls into the room from above, Several iron spikes are scatteredthroughout the room

Monster 5 x Mohrg

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

Room #269 North Entry Archway

South Entry #1 Archway

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

Room Features A stream of blood flows through the room, Laughter fills the room

Room #270 North Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

Room Features The south and east walls have been engraved with incoherent spirals, A pile ofrotting wood lies in the north-east corner of the room

Room #271 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Empty

Room #272 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #273 North Entry Archway

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

Empty

Room #274 South Entry Archway

Room Features A faded and torn tapestry hangs from the east wall, A stone dais and throne sits inthe north-east 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 #275 North Entry 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 Archway

South Entry Archway

Empty

Room #276 North Entry Archway

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

Room Features Lit candles are scattered across the floor, Several rotten apples are scatteredthroughout the room

Room #277 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

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Room #277 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

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

Room Features A narrow pit covered by iron bars lies in the south-west corner of the room, A fadedand torn tapestry hangs from the west wall

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 #278 West Entry #1 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)

Empty

Room #279 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in eachof two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

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

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

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

Room Features The room has a high domed ceiling, An altar of evil sits in the south side of theroom

Room #280 West Entry Archway

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

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

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

North Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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North Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

Room Features A tile mosaic of geometric patterns covers the floor, Iron chains hang from theceiling in the east side of the room

Room #282 East Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Empty

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