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Death is but a Dream 7 Level 11

Death is but a Dream 7 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 7 11-PDF

Death is but a Dream 7Level 11

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General Dungeon Walls Masonry (Climb DC 20)

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

Temperature Cool

Illumination Shadowy (witchlight every 20 ft.)

WanderingMonsters

1 5 x Ghast (ghoul) and 10 x Ghoul, scavenging for food and treasure

2 4 x Advanced Megaraptor Skeleton, wielding bizarre eldritch powers

3 7 x Advanced Megaraptor Skeleton, tracking the party

4 8 x Advanced Megaraptor Skeleton, bloodied and fleeing a more powerful enemy

5 8 x Ghast (ghoul) and 15 x Ghoul, scavenging for food and treasure

6 5 x Spectre, searching for an object stolen from their lair

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

East Entry Archway

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

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

South Entry #3 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 hp)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

Room Features A narrow ledge runs along the north and west walls, A stone dais and throne sits inthe south side of the room

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

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

Room Features A fountain of water sits against the east wall, A pile of empty flasks lies in thesouth-east corner of the room

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

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

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

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save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

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

Room Features The room has a high domed ceiling, A fountain of water sits against the north wall

Monster 2 x Bodak

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

Room #4 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

West Entry #2 Archway

East Entry 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)

Room Features A tapestry of a legendary battle hangs from the south wall, The ceiling is coveredwith bloodstains

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 #5 North Entry Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

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

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

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

Monster 14 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

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+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: 310 pp; Black Pearl (600 gp), Carnelian (70 gp), Carnelian (80 gp),Chrysoprase (60 gp), Deep Blue Spinel (500 gp), Freshwater Pearl (12 gp),Malachite (8 gp), Star Rose Quartz (50 gp), White Pearl (80 gp); Divine Scroll(Glyph of Warding (575 gp), Remove Curse (375 gp), Cure Critical Wounds (700gp), Animal Growth (1125 gp)) (total 2775 gp); hoard total 7335 gp

Room #6 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 tobreak DC)

West Entry Archway

East Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

South Entry #1 Archway

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

Room Features A stone dais lies in the center of the room, A large kiln and coal bin sit in thenorth-west corner of the room

Monster 1 x Devourer

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

Room #7 North Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

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

Empty

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

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

East Entry #3 Trapped and Unlocked Iron Door (hard 10, 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.

Room Features A crater has been blasted into the floor in the north-west corner of the room,Spirals of green stones cover the floor

Room #9 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

Room Features The sound of dripping water can be faintly heard near the north wall, Several barrel

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Room Features The sound of dripping water can be faintly heard near the north wall, Several barrelstaves are scattered throughout the room

Room #10 North Entry Secret (Search DC 25) Trapped and Stuck Simple Wooden Door (break DC 13; hard5, 10 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 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #11 North Entry Archway

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

Room Features Several square holes are cut into the west wall, The walls are covered with swordcuts

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

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

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

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

Room Features A faded and torn tapestry hangs from the east wall, The scent of ozone fills theroom

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

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

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

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

South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

Room Features The south and east walls have been engraved with geometric patterns, Varioustorture devices are scattered throughout the room

Room #14 East Entry Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)

Empty

Room #15

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Room #15 West Entry #1 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

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

Empty

Room #16 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

East Entry #2 Archway

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

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

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 #17 West Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

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

Room Features Spirals of black stones cover the floor, The ceiling is covered with cobwebs

Room #18 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

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

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

Empty

Room #19 North Entry Archway

East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

Monster 15 x Vampire Spawn

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Monster 15 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1900 gp; Alexandrite (500 gp), Azurite (5 gp), Banded Agate (13 gp),Black Pearl (200 gp), Brown-green Garnet (90 gp), Eye Agate (11 gp), GoldenYellow Topaz (500 gp); Ring of Evasion (25000 gp) (Inscription provides clue tofunction); hoard total 28219 gp

Room #20 West Entry Archway

East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features Several square holes are cut into the north and south walls, A large demonic idolsits in the center of the room

Monster 14 x Minotaur Zombie

Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; BaseAtk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; 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 Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 24; Disable Device DC 20.

Room #21 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)

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

Empty

Room #22 North Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry 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 wooden platform hangs over a deep pit in the north-west corner of the room, Apile of spoiled meat lies in the 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, Wis

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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 #23 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 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 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Room Features A simple fireplace sits against the east wall, Ghostly wailing can be heard in thesouth side of the room

Monster 5 x Mohrg

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

Room #24 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Monster 17 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: Coral (130 gp), Deep Blue Spinel (400 gp), Lapis Lazuli (11 gp), WhitePearl (80 gp), Zircon (80 gp); Arcane Scroll (Grease (25 gp)) (total 25 gp), ArcaneScroll (Protection from Chaos/Evil/Good/Law (25 gp), Hold Person (375 gp))(total 400 gp), Horseshoes of Speed (3000 gp), Potion of Magic Fang (50 gp);hoard total 4176 gp

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.

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

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

Empty

Room #26 East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

South Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp) (slides up, +2 to break DC)

Empty

Room #27 West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A ladder ascends to a balcony hanging from the south wall, Several iron spikes 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

Trap 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.

Room #28 West Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

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

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

Empty

Room #29 South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features Part of the south wall has collapsed into the room, A spinning wheel and severalbarrels sit in the south side of the room

Monster 12 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 1000 gp; Black Pearl (700 gp), Blue Quartz (10 gp), Iolite (60 gp),Moonstone (60 gp), Obsidian (10 gp), Smoky Quartz (50 gp); hoard total 1890 gp

Room #30 South Entry Archway

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Room #30 South Entry Archway

Room Features A sloped pit lined with iron spikes lies in the north-east corner of the room, Asuphurous odor fills the room

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

Empty

Room #32 West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

West Entry #2 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.

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

East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)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 #3 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

Empty

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

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

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

Room Features A stone ramp ascends towards the south wall, Several pieces of rotten rope arescattered throughout the room

Trap 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.

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

330 pp; Arcane Scroll (See Invisibility (150 gp)) (total 150 gp), Divine Scroll(Calm Emotions (150 gp), Hold Person (150 gp), Zone of Truth (150 gp)) (total450 gp), Potion of Hide from Animals (50 gp); hoard total 3950 gp

Room #34 North Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

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

North Entry #3 Trapped and Unlocked Iron Door (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.

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West Entry Archway

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

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

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

South Entry Archway

Empty

Room #35 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

West Entry #3 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

Room Features An altar of evil sits in the north-west corner of the room, A putrid odor 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)

Trap 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.

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

1600 gp; Bolt of Bronze Cloth (1000 gp), Ceramic Rod (80 gp), Fine Leatherbound Book (blank) (800 gp), Fine Steel Statue (of a Female Gnome) (2000 gp),Large Tapestry threaded with Silver (4000 gp); Periapt of Wisdom (+2) (4000 gp),Wand of Hold Person (36 of 50 charges) (3240 gp); hoard total 16720 gp

Room #36 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Monster 14 x Vampire Spawn

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

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+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1500 gp; hoard total 1500 gp

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

240 pp; Full Plate (Small) (+3 armor, Silent Moves) (14400 gp); hoard total 16800gp

Room #37 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

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

Room Features A balcony hangs from the east wall, A mural of a legendary battle covers theceiling

Trap 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.

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

1500 gp; Aquamarine (700 gp), Blue Quartz (10 gp), Moonstone (40 gp), WhiteOpal (600 gp), Zircon (30 gp); Arcane Scroll (Message (12 gp 5 sp), Protectionfrom Chaos/Evil/Good/Law (25 gp)) (total 37 gp 5 sp), Necklace of Fireballs (I)(1650 gp) (Inscription provides clue to function), Ring of Jumping (2500 gp)(Design provides clue to function); hoard total 7067 gp 5 sp

Room #38 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

Empty

Room #39 West Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

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

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

Monster 10 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 #40 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry Archway

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

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Monster 10 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 2100 gp; Bolt of Rare Cloth (200 gp), Bronze Statuette (of a Shark)(1400 gp), Carved Wooden Vase (30 gp), Electrum Pendant (300 gp), Fine SteelStele set with Violet Garnet (4000 gp), Pewter Skull (70 gp); Divine Scroll (BlessWater (50 gp), Fog Cloud (150 gp), Summon Swarm (150 gp)) (total 350 gp),Divine Scroll (Lesser Restoration (150 gp), Summon Nature's Ally II (150 gp),Cure Serious Wounds (375 gp)) (total 675 gp), Potion of Bear's Endurance (300gp), Potion of Darkvision (300 gp); hoard total 9725 gp

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

East Entry Archway

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

South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.

South Entry #3 Archway

Empty

Room #42 South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

Room Features A narrow shaft falls into the room from above, Several rotten apples are scatteredthroughout 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 #43 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)(slides up, +2 to break DC)

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

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

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

Empty

Room #44 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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Room #44 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) (slides to one side, +1 tobreak DC)

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

Room Features A stone dais lies in the center of the room, Skeletons hang from chains andmanacles against the east and west walls

Monster 10 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 160 pp; Blue Quartz (9 gp), Hematite (8 gp), Silver Pearl (80 gp),Turquoise (13 gp), White Pearl (150 gp); Potion of Protection from Law (50 gp),Ring of Swimming (2500 gp) (Inscription provides clue to function); hoard total4410 gp

Room #45 West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

Room Features Numerous pillars line the north and south walls, Several pieces of broken glass arescattered throughout the room

Monster 4 x Greater Shadow

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

Room #46 West 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)

Room Features A stair ascends to a balcony hanging from the south wall, A stone sarcophagus sitsin the south-west corner of the room

Monster 1 x Devourer

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

Page 16: Death is but a Dream 7 11-PDF

Initiative, Weapon Focus (claw)

Room #47 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

Room Features A sour odor fills the center of the room, A sundered shield lies in the south-westcorner of the room

Monster 5 x Ghast (ghoul) and 9 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 900 gp; hoard total 900 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 #48 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #49 North Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC15; hard 5, 10 hp) (slides up, +2 to break DC)

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

East Entry #1 Archway

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

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

Room Features A circle of tall stones stands in the center of the room, A fountain of water sitsagainst the north wall

Monster 6 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

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Room #50 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #51 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

Empty

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

Empty

Room #53 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

North Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, orWill save, depending on effect); Search DC 32; Disable Device DC 32.

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

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

Room Features A corpse lies in front of an open chest in the west side of the room, A pile ofcorroded iron spikes lies in the west side of the room

Room #54 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

North Entry #3 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West 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 Unintelligible whispering fills the room, A pile of iron spikes lies in the north-east corner of the room

Room #55 North Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

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

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

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

Empty

Page 18: Death is but a Dream 7 11-PDF

Room #56 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)

North Entry #2 Archway

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

Monster 10 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 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.

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

1500 gp; Fox Fur Coinpurse set with Jasper (1100 gp), Marble Ring set withTurquoise (100 gp), Ornate Silver Mirror (300 gp), Pewter Bracelet (130 gp), SmallCarpet threaded with Gold (1000 gp), Small Silver Mirror (90 gp); Greatsword(Small) (+1 weapon) (Sheds light) (2350 gp); hoard total 6570 gp

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

North Entry #2 Trapped and Unlocked Iron Door (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.

West Entry #1 Archway

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

West Entry #3 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

South Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

South Entry #2 Archway

Room Features A narrow shaft falls into the room from above, The ceiling is covered withbloodstains

Monster 6 x Advanced Megaraptor Skeleton

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

Room #58 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)

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

East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

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

Room Features A hole has been blasted into the north wall, Spirals of gray stones cover the floor

Room #59 North Entry Archway

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

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

Room Features A chute descends from the room into a midden chamber below, The south and eastwalls have been engraved with a row of arcane runes

Room #60 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Archway

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

Room Features A wooden ladder rests against the south wall, A blood-soaked blanket lies in thecenter of the room

Monster 1 x Devourer

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

Room #61 West Entry #1 Archway

West Entry #2 Archway

West Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

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

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+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 10000 sp; Ermine Vest wreathed in Continual Flame (4000 gp), LeatherTalisman (10 gp); hoard total 5010 gp

Room #62 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hiddenlock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 pluspoison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);Search DC 20; Disable Device DC 20.

Empty

Room #63 North Entry Archway

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

West Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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

Empty

Room #64 South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disable Device DC 25.

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

Room #65 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features Several square holes are cut into the east and west walls, A tapestry of geometricpatterns hangs from the north wall

Room #66 North Entry #1 Archway

North Entry #2 Archway

West Entry Archway

Room Features A stone dais lies in the north-east corner of the room, A broken door lies in thesouth-west corner of 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,

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+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 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.

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

140 pp; Aquamarine (400 gp), Aquamarine (700 gp), Black Star Sapphire (1100gp), Blue Sapphire (1200 gp), Chalcedony (50 gp), Chalcedony (70 gp),Chrysoberyl (90 gp), Hematite (11 gp), Obsidian (11 gp), Peridot (60 gp); ArcaneScroll (Lesser Confusion (50 gp)) (total 50 gp), Potion of Shield of Faith (+2) (50gp), Ring of Protection (+1) (2000 gp), Ring of the Ram (28 of 50 charges) (4816gp); hoard total 12008 gp

Room #67 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features The walls have been engraved with evil symbols, A fountain of water sits againstthe south wall

Room #68 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

East Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides up, +2 to break DC)

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

Room Features A stone sarcophagus sits in the center of the room, A pile of broken arrows lies inthe center of the room

Monster 16 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: 4000 gp; Aquamarine (500 gp), Emerald (900 gp), Jade (120 gp), Jet (90gp), Lapis Lazuli (10 gp), Malachite (7 gp), Moonstone (30 gp), Rock Crystal (30gp), Sardonyx (50 gp), Violet Garnet (500 gp); hoard total 6237 gp

Room #69 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

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Room Features A hole has been blasted into the east wall, A tile mosaic of arcane patterns coversthe floor

Monster 10 x Minotaur Zombie

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

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

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

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

Room Features A tile mosaic of ancient mythology covers the floor, An unidentifiable odor fillsthe room

Room #71 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced,+10 to break DC)

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

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

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

Empty

Room #72 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

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

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

Empty

Room #73 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Several square holes are cut into the north wall, A tile labyrinth covers the floor

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

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200 pp; Azurite (9 gp), Azurite (13 gp), Deep Blue Spinel (600 gp), Golden YellowTopaz (400 gp), Moonstone (60 gp), Red Spinel (100 gp), Rich Purple Corundum(800 gp), Silver Pearl (100 gp); Iron Bands of Binding (26000 gp) (Designprovides clue to function); hoard total 30082 gp

Room #74 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features Several monstrous corpses are scattered throughout the room, A pile of rottenleather lies in the north side of the room

Room #75 North Entry Secret (Search DC 25) Unlocked Strong Wooden Door (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.

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

South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each oftwo adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Empty

Room #76 North Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

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

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

Empty

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

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

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

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

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

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

24000 sp; Iron Belt (30 gp), Polished Stone Ring (90 gp), Small Carpet (800 gp),Zircon Dice (pair) set with Moonstone (900 gp); Divine Scroll (Bear's Endurance(150 gp), Lesser Restoration (150 gp)) (total 300 gp); hoard total 4520 gp

Room #78 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Archway

Room Features A crater has been blasted into the floor in the south side of the room, The north andeast walls have been engraved with geometric patterns

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

Page 24: Death is but a Dream 7 11-PDF

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

1600 gp; Bloodstone (80 gp), Brown-green Garnet (120 gp), Coral (120 gp);Arcane Scroll (Endure Elements (25 gp), Summon Swarm (150 gp), Web (150 gp))(total 325 gp); hoard total 2245 gp

Room #79 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry Secret (Search DC 20) 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 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 Part of the ceiling has collapsed into the room, A pile of spoiled meat lies in thesouth-east corner of the room

Room #80 North Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

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

West Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

East Entry #1 Archway

East Entry #2 Archway

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

Room Features A crater has been blasted into the floor in the south-east corner of the room, Thesouth and east walls are covered with claw marks

Room #81 North Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

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

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

Room Features A large kiln and coal bin sit in the east side of the room, A creaking sound fills theroom

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

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Room #82 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,+10 to break DC)

East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

Empty

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

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

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

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

Room Features A tapestry of vile acts hangs from the south wall, A pile of rotting wood lies in thewest side of the room

Monster 7 x Cloud Giant Skeleton

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

Room #84 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry Archway

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

Empty

Room #85 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry Archway

Room Features A tile mosaic of a legendary battle covers the floor, A broken chest lies in the eastside of the room

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

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

Room Features A tile labyrinth covers the floor, Torch sconces line the east wall

Monster 12 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage 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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21, Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Trap Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multipletargets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3 rounds);water; Search DC 20; Disable Device DC 25.

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

1300 gp; Ceramic Medallion (20 gp), Copper Medallion inlaid with Silver (1300gp), Ermine Pouch (700 gp), Gold Mask (500 gp), Tooled Leather Pennant wreathedin Continual Flame (4000 gp); hoard total 7820 gp

Room #87 North Entry Trapped and Unlocked Good Wooden Door (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.

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

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

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

East Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC15; hard 5, 10 hp)

East Entry #2 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 shallow pool of blood lies in the south-east corner of the room, Several waxblobs are scattered throughout the room

Room #89 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

East Entry #1 Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect

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Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

Room Features Spirals of gray stones cover the floor, The floor is covered with slime

Monster 10 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 #90 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features Several headless statues are scattered throughout the room, A pile of rotten leatherlies in the north-west corner of the room

Room #91 North 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 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

Room Features Several square holes are cut into the ceiling and floor, An unidentifiable odor fillsthe room

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

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

East Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

Empty

Room #93 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 #94 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

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

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Room Features The scent of urine fills the west side of the room, A pile of barrel staves lies in thecenter 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 #95 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

Room Features Part of the ceiling has collapsed into the room, A putrid odor fills the east side ofthe room

Room #96 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

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

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 #97 East Entry Trapped and Locked Stone Door (Open Lock DC 25, 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) Trapped and Locked Stone Door (Open Lock DC 20, breakDC 28; hard 8, 60 hp)Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

Room Features Sporadic knocking can be faintly heard near the west wall, A ruined gauntlet lies inthe north side of the room

Monster 1 x Devourer

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

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+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 #98 North Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

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

Room Features A faded and torn tapestry hangs from the east wall, Several bent copper coins arescattered throughout the room

Room #99 East Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

South Entry Archway

Room Features A large demonic idol sits in the south-east corner of the room, The sound of hornscan be heard in the west side 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 #100 West Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

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

Monster 1 x Dread Wraith

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

Room #101 East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 tobreak DC)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude saveresists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 25; Disable Device DC 20.

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South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 #102 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,20 hp) (slides to one side, +1 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 #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #2 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 mural of geometric patterns covers the ceiling, A foul odor fills the center of theroom

Room #103 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10to break DC)

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

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

Room Features A simple fireplace sits against the west wall, The scent of urine fills the east side ofthe room

Room #104 North Entry Archway

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

Empty

Room #105 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 Spirals of white stones cover the floor, A forge and anvil sit in the south-eastcorner of the room

Monster 2 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-

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

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

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 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 #107 North Entry Archway

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

South Entry #1 Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC25; hard 5, 20 hp)

South Entry #2 Archway

South Entry #3 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,10 hp)Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude saveresists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

Room Features The south and east walls have been engraved with evil symbols, A blood-soakedblanket lies in the west 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 #108 East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; 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 Reflex

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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 tile labyrinth covers the floor, A pile of broken glass lies in the center of theroom

Room #109 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry Archway

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

Room Features Numerous pillars line the east and west walls, Several headless statues are scatteredthroughout the room

Monster 4 x Young Adult Red Dragon Skeleton

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

Room #110 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2 Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5,15 hp)Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 14; Disable Device DC 16.

East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,20 hp) (slides to one side, +1 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 Archway

Room Features A rotting odor fills the room, Several iron blobs are scattered throughout the room

Room #111 West Entry Archway

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

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

Monster 7 x Wyvern Zombie

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

Room #112 South Entry Archway

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Room #112 South Entry Archway

Empty

Room #113 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

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

Empty

Room #114 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

East Entry #2 Archway

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

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

Room Features The north and west walls are covered with sword cuts, A corroded mace lies in thesouth side of the room

Room #115 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

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

East Entry Archway

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

Empty

Room #116 South Entry Archway

Monster 9 x Minotaur Zombie

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

Room #117 North Entry #1 Archway

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

Room Features A well lies in the west side of the room, A pile of bent copper coins lies in thenorth side of the room

Room #118 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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Room #118 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

Room Features A simple fireplace sits against the west wall, A ruined gauntlet lies in the north-east corner of the room

Monster 1 x Devourer

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

Room #119 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

Room Features An unidentifiable odor fills the room, Several shattered weapons are scatteredthroughout the room

Room #120 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #1 Archway

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

Room Features A faded and torn tapestry hangs from the south wall, A chirping noise can be heardin the south-west corner of the room

Room #121 North Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 hp)Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude saveresists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);Search DC 25; Disable Device DC 20.

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

Room Features A mural of ancient mythology covers the ceiling, A torn backpack lies in the eastside of the room

Room #122 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

West Entry #2 Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC25; hard 5, 20 hp)

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

South 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)

Room Features Several square holes are cut into the ceiling and floor, A clanking sound can beheard in the south-west corner of the room

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

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

Empty

Room #124 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

East Entry Archway

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

Monster 11 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1400 gp; Alexandrite (400 gp), Black Star Sapphire (1100 gp), BlueSapphire (1100 gp), Chalcedony (30 gp), Deep Blue Spinel (600 gp); FeatherToken (whip) (500 gp) (Design provides clue to function), Heavy Steel Shield(Medium) (+2 shield) (4170 gp), Potion of Cure Moderate Wounds (300 gp), Ringof the Ram (14 of 50 charges) (2408 gp); hoard total 12008 gp

Room #125 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

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

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

Room Features A hole has been blasted into the north wall, A forge and anvil sit in the west side ofthe 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

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Room #126 East Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

South Entry Archway

Monster 14 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1500 gp; Blue Star Sapphire (900 gp), Deep Green Spinel (90 gp), Onyx(50 gp), Rock Crystal (70 gp), Turquoise (11 gp), Zircon (60 gp); Divine Scroll(Detect Snares and Pits (25 gp), Snare (150 gp)) (total 175 gp), Divine Scroll(Detect Undead (25 gp), Cat's Grace (150 gp)) (total 175 gp), Efficient Quiver(1800 gp); hoard total 4831 gp

Room #127 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A narrow shaft falls into the room from above, An altar of evil sits in the west sideof 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 #128 West Entry Archway

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

Room Features A narrow shaft falls into the room from above, An altar of evil sits in the west sideof the room

Monster 2 x Young Adult Red Dragon Skeleton

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

Room #129 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

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

Monster 8 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 #130 North Entry Archway

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

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

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

Monster 2 x Greater Shadow

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

Room #131 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

East Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hiddenlock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 pluspoison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);Search DC 20; Disable Device DC 20.

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

Room Features A hole has been blasted into the east wall, A tapestry of vile acts hangs from thesouth wall

Monster 4 x Mohrg

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

Trap Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6Con); Search DC 21; Disable Device DC 21.

Hidden Treasure Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)

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Hidden Treasure Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)

Dragonscale Coat (3000 gp), Leather Shoes (50 gp); hoard total 3050 gp

Room #132 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)

Monster 3 x Wraith

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

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

Sable Mask set with Jade (1800 gp); Potion of Eagle's Splendor (300 gp); hoardtotal 2100 gp

Room #133 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hiddenlock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 pluspoison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);Search DC 20; Disable Device DC 20.

East Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.area); Search DC 26; Disable Device DC 20.

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

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: 1500 gp; Arcane Scroll (Magic Weapon (25 gp), Blur (150 gp), Gust ofWind (150 gp)) (total 325 gp), Potion of Barkskin (+2) (300 gp), Potion of EndureElements (50 gp), Potion of Spider Climb (300 gp); hoard total 2475 gp

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

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

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

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

Room Features The north and west walls have been engraved with a row of arcane runes, The northand west walls are covered with cracks

Room #135 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

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

South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 #136 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features Spirals of blue stones cover the floor, A torn backpack lies in the west side of theroom

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

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

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

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

Room Features A briny odor fills the south side of the room, A dull dagger lies in the south sideof the room

Room #138 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features The north and west walls are covered with cracks, Several pieces of torn paper arescattered throughout the room

Room #139 East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

South Entry Stuck 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)

Monster 7 x Ghast (ghoul) and 10 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1200 gp; Mithral Shirt (1100 gp) (Medium); hoard total 2300 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 #140 West Entry Archway

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

Monster 8 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 #141 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, orWill save, depending on effect); Search DC 32; Disable Device DC 32.

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

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

Room Features The north and west walls are covered with mold, A broken chest lies in the north-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 #142 North 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.

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DC 28; Disable Device DC 28.

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

Room Features A tapestry of a legendary battle hangs from the north wall, A large demonic idolsits in the north-east corner of the room

Room #143 North Entry #1 Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

North Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

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

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

Empty

Room #144 West Entry Archway

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

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

Room Features A hole has been blasted into the south wall, A large kiln and coal bin sit in thesouth side of the room

Room #145 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

Monster 12 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 160 pp; Brass Pectoral (600 gp), Moss Agate Ring set with FreshwaterPearl (300 gp), Rare Book (The Grimoire of the Underdark) (500 gp); Periapt ofHealth (7400 gp), Potion of Blur (300 gp); hoard total 10700 gp

Room #146 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

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

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

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Room Features Part of the south wall has collapsed into the room, The north and west walls havebeen engraved with evil symbols

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

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

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

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

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

South Entry #3 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

Room Features A narrow shaft falls into the room from above, Torch sconces line the east and westwalls

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

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

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

Room Features A putrid odor fills the room, A torn backpack lies in the north-west corner of theroom

Room #149 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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Monster 12 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 2000 gp; 2 x Alexandrite (300 gp), Banded Agate (11 gp), Black Pearl(600 gp), Fiery Yellow Corundum (1000 gp), Rose Quartz (30 gp), Sardonyx (40gp), Silver Pearl (110 gp); Arcane Scroll (Identify (125 gp), UndetectableAlignment (50 gp), Scorching Ray (150 gp)) (total 325 gp), Longsword (Medium)(+1 weapon) (2315 gp), Potion of Blur (300 gp), Wand of Magic Missile (1st) (6 of50 charges) (90 gp); hoard total 7421 gp

Room #150 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

Room Features A stone dais lies in the south side of the room, A tile mosaic of ancient mythologycovers the floor

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 #151 West Entry Stuck Iron Door (break DC 28; hard 10, 60 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

Trap 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 #152 North Entry Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard 5, 15 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.

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

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DC 31.

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Room #153 South Entry Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 20, break DC15; hard 5, 10 hp)

Room Features A shallow pit lies in the south side of the room, A tile mosaic of a legendary battlecovers the floor

Room #154 West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

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

East Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

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

Monster 2 x Bodak

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

Room #155 South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

Room Features A narrow ledge runs along the north and east walls, A faded and torn tapestryhangs from the west wall

Room #156 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

South Entry Secret (Search DC 25) Unlocked Strong Wooden Door (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.

Room Features A rustling noise fills the room, A broken spear lies in the south-west corner of theroom

Room #157 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

Room Features A chute descends from the room into the next dungeon level down, A tile mosaicof ancient mythology covers the floor

Room #158

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Room #158 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry Archway

Room Features A stone statue stands in the north-west corner of the room, A hissing noise can befaintly heard near the east wall

Monster 10 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 #159 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster 3 x Gray Render Zombie

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

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

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

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Room #161 South Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2 Archway

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 #162 West Entry Archway

Room Features An iron chandelier hangs from the ceiling in the west side of the room, A pair ofboots lies in the south-west corner of the room

Monster 14 x Vampire Spawn

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Monster 14 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1200 gp; Bag of Holding (II) (5000 gp), Nunchaku (Small) (+1 weapon)(Sheds light) (2302 gp), Potion of Spider Climb (300 gp); hoard total 8802 gp

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

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

Room Features A tile mosaic of ancient mythology covers the floor, Mournful weeping fills theroom

Monster 2 x Young Adult Red Dragon Skeleton

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

Room #164 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features Lit candles are scattered across the floor, Screaming can be faintly heard near theeast 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 #165 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

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

Room Features A mural of arcane patterns covers the ceiling, A scratching sound can be heard inthe south-west corner of the room

Room #166 West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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Room #166 West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

Room Features A simple fireplace sits against the north wall, Several pieces of rotten fruit 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 #167 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Room Features Torch sconces line the north and south walls, Several broken arrows are scatteredthroughout 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 #168 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

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

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

Room Features A chute descends from the room into the next dungeon level down, A large tableand weapon rack sit in the south side of the room

Monster 11 x Gray Render Zombie

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

Room #169 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

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

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Room #170 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC31; Disable Device DC 31.

West Entry Archway

Room Features A toppled statue lies in the north-west corner of the room, Laughter can be heard inthe east side of the room

Room #171 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

East Entry Archway

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

Room Features Acid drips from the ceiling in the north-east corner of the room, A torn backpacklies in the north-west corner of the room

Monster 1 x Devourer

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

Hidden Treasure Hidden (Search DC 20) Trapped and Locked Simple Wooden Chest (Open Lock DC25, break DC 15; hard 5, 10 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

1200 gp; Copper Breastplate wreathed in Continual Flame (4000 gp), Fine SteelDice (pair) set with Rhodochrosite (200 gp), Leather Belt with Silver Buckle (100gp), Porcelain Urn (700 gp), Sable Boots inlaid with Platinum (1700 gp); hoardtotal 7900 gp

Room #172 North Entry Trapped and Locked Stone Door (Open Lock DC 40, 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.

West Entry #1 Archway

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

East Entry Archway

Room Features A well lies in the north-east corner of the room, Spirals of red stones cover thefloor

Monster 13 x Troll Skeleton

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

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5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort+2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

Room #173 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A stone stair ascends towards the east wall, A faded and torn tapestry hangs fromthe east wall

Room #174 South Entry Archway

Room Features Several iron cages are scattered throughout the room, Several monstrous corpsesare scattered throughout the room

Room #175 North Entry #1 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

South Entry Trapped and Locked Stone Door (Open Lock DC 40, 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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Room #176 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

South Entry Archway

Room Features A tapestry of ghoulish carnage hangs from the east wall, A mouldy odor fills theeast side 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 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; Polished Stone Scroll Case (70 gp); hoard total 1470 gp

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

South Entry Archway

Monster 1 x Dread Wraith

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

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

East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

Room Features A mural of ancient mythology covers the ceiling, An unidentifiable odor fills theroom

Room #179 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slidesto one side, +1 to break DC)

East Entry Archway

Room Features A tile mosaic of a legendary battle covers the floor, Several headless statues arescattered throughout the room

Room #180 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

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

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

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

Empty

Room #181 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Monster 1 x Devourer

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

Room #182 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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Room #182 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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

Room Features A simple wooden table and several barrels sit in the north-east corner of the room,The ceiling is covered with cracks

Room #183 North Entry Archway

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

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

Room Features A ladder ascends to a wooden platform in the north side of the room, A pile of tornpaper lies in the north-east corner of the room

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

Room #184 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Empty

Room #185 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to breakDC)

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

South Entry #1 Archway

South Entry #2 Archway

South Entry #3 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

Room Features A balcony hangs from the north wall, A scratching sound fills the room

Monster 1 x Dread Wraith

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

Room #186 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

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

Room Features A circle of tall stones stands in the north-west corner of the room, A creakingsound can be heard in the south-east corner of the room

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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 #187 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,20 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

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

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

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

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

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

Monster 2 x Young Adult Red Dragon Skeleton

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

Room #189 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Monster 2 x Bodak

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

Room #190 North Entry 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)

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East Entry Archway

Monster 12 x Ghast (ghoul) and 9 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1600 gp; Blue Star Sapphire (1100 gp), Golden Yellow Topaz (400 gp),Rose Quartz (60 gp); hoard total 3160 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 Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

Room #191 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)

South Entry #1 Archway

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

Monster 8 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energydrain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int11, Wis 13, Cha 15Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #192 West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

Room Features A shallow pool of oil lies in the south-east corner of the room, Several pieces ofrotting wood are scattered throughout the room

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

180 pp; Ring of Improved Climbing (10000 gp); hoard total 11800 gp

Room #193 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC 18; hard 5,15 hp) (slides down, +1 to break DC)

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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.

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

East Entry #2 Trapped Iron Portcullis (lift DC 25, 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 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 #194 West Entry Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC15; hard 5, 10 hp)

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

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

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

Monster 11 x Ghast (ghoul) and 10 x Ghoul

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1200 gp; Blue Star Sapphire (1100 gp), Chrysoprase (50 gp), Coral (90gp), Moss Agate (11 gp), Obsidian (12 gp), Rose Quartz (70 gp); Divine Scroll(Magic Fang (25 gp), Flame Blade (150 gp)) (total 175 gp), Potion of Fox'sCunning (300 gp); hoard total 3008 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 #195 North Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40, break DC 18;hard 5, 15 hp) (slides to one side, +1 to break DC)

Room Features A tapestry of arcane patterns hangs from the east wall, A putrid odor fills the room

Room #196 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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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South Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

Empty

Room #197 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced,+10 to break DC)

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

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

Room Features A simple fireplace sits against the south wall, The ceiling is covered withbloodstains

Monster 17 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

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

2000 gp; Oil of Invisibility (300 gp); hoard total 2300 gp

Room #198 East Entry Archway

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

Empty

Room #199 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features The room has a high domed ceiling, A pile of blood-soaked clothing lies in theeast 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 #200 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

East Entry #1 Archway

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

Empty

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Empty

Room #201 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to breakDC)Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

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

East Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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.

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

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

Monster 5 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

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

200 pp; Chrysoprase (40 gp), Citrine (50 gp); Arcane Scroll (Charm Person (25gp), Shield (25 gp), Unseen Servant (25 gp)) (total 75 gp), Kama (Medium) (+1weapon) (2302 gp), Longsword (Small) (+1 weapon) (2315 gp); hoard total 6782gp

Room #202 West Entry Archway

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

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

Room Features Part of the ceiling has collapsed into the room, A stone dais and throne sits in thesouth-east corner of the room

Room #203 West Entry Archway

Room Features The north and east walls have been engraved with glowing runes, Torch sconcesline the north and west walls

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 Flooding Room Trap: CR 5; mechanical; proximity trigger; automatic reset; noattack roll necessary (see note below); Search DC 20; Disable Device DC 25. Note:

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attack roll necessary (see note below); Search DC 20; Disable Device DC 25. Note:Room floods in 4 rounds.

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

900 gp; Azurite (7 gp), Fiery Yellow Corundum (1300 gp), Golden Yellow Topaz(200 gp), Tourmaline (80 gp); Ring of Minor Energy Resistance (12000 gp)(Inscription provides clue to function) (Opposite effect or target curse); hoardtotal 14487 gp

Room #204 East Entry Archway

Monster 1 x Devourer

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

Room #205 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Archway

Room Features A mural of ghoulish carnage covers the ceiling, Groaning can be faintly heard nearthe south wall

Monster 10 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 1500 gp; Black Pearl (200 gp), Black Pearl (400 gp), Black Pearl (600gp), Carnelian (70 gp), Golden Yellow Topaz (600 gp), Jasper (30 gp), SmokyQuartz (40 gp); hoard total 3440 gp

Room #206 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Archway

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

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

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

Room Features Groaning can be heard in the south-east corner of the room, Several iron blobs arescattered throughout the room

Room #207 North Entry Archway

West Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

Room Features An iron chandelier hangs from the ceiling in the south side of the room, Athumping sound fills the room

Room #208 West Entry Archway

Empty

Room #209 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflexsave half damage); Search DC 28; Disable Device DC 28.

East Entry Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, orWill save, depending on effect); Search DC 32; Disable Device DC 32.

Room Features A stone statue stands in the north side of the room, Several pieces of rotten ropeare scattered throughout the room

Monster 10 x Wraith

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

Room #210 West Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)

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

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

Monster 13 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: 2000 gp; Black Pearl (600 gp), Coral (120 gp), Emerald (1200 gp),Hematite (12 gp), Lapis Lazuli (16 gp), Malachite (7 gp), Rich Purple Corundum(1000 gp); Arcane Scroll (Magic Aura (25 gp)) (total 25 gp); hoard total 4980 gp

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

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Trap Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

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

1300 gp; Amethyst (120 gp), Sardonyx (20 gp), White Opal (1200 gp); ArcaneScroll (Unseen Servant (25 gp)) (total 25 gp), Divine Scroll (Flare (12 gp 5 sp))(total 12 gp 5 sp), Divine Scroll (Bless Weapon (100 gp), Longstrider (25 gp),Magic Fang (25 gp)) (total 150 gp), Oil of Bless Weapon (100 gp); hoard total2927 gp 5 sp

Room #211 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Empty

Room #212 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

East Entry #1 Archway

East Entry #2 Archway

Empty

Room #213 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry Archway

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

Empty

Room #214 North 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 Trapped 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.

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

South Entry #1 Archway

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

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Room Features Screaming can be faintly heard near the north wall, Several pieces of rotting woodare scattered throughout the room

Monster 4 x Mohrg

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

Room #216 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Empty

Room #217 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to breakDC)

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

Room Features Numerous pillars line the north wall, An iron chandelier hangs from the ceiling inthe north side of the room

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

1400 gp; Leather Boots with Platinum Buckles (100 gp), Painted Glass Sundial(160 gp), Porcelain Medallion (100 gp), Silk Bracers (1700 gp), Silver Chest (1500gp); hoard total 4960 gp

Room #218 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

East Entry #2 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, 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 #219 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

South Entry #2 Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

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Room Features A circle of tall stones stands in the north-west corner of the room, An acrid odorfills the room

Room #220 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

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

Room Features A wooden ladder rests against the west wall, A pile of torn paper lies in the south-west corner of the room

Monster 6 x Wyvern Zombie

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

Room #221 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Spirals of black stones cover the floor, An acrid odor fills the room

Room #222 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A large demonic idol sits in the south-west corner of the room, A pile of bentcopper coins lies in the south side of the room

Monster 3 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 #223 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

South Entry #2 Archway

Empty

Room #224 West Entry Archway

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

Room Features A fountain of water sits against the north wall, Groaning can be faintly heard nearthe east wall

Room #225 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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Room #225 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #226 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry Trapped and Locked Stone Door (Open Lock DC 25, 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.

East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 tolift DC)Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

Room Features Various torture devices are scattered throughout the room, An acrid odor fills theroom

Monster 5 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

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

2000 gp; hoard total 2000 gp

Room #227 North Entry Archway

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

East Entry Archway

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

Room #228 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

Room Features A fountain of water sits against the south wall, Groaning can be heard in the northside 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

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Room #229 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Monster 1 x Devourer

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

Room #230 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

East Entry #1 Archway

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

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

Monster 3 x Spectre

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

Room #231 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

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

Room Features A crater has been blasted into the floor in the center of the room, Skeletons hangfrom chains and manacles against the north and south walls

Monster 5 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: 130 pp; Efficient Quiver (1800 gp) (Inscription provides clue tofunction), Kama (Small) (+1 weapon) (2302 gp), Wand of Cure Light Wounds (24of 50 charges) (Inscription provides clue to function) (360 gp); hoard total 5762gp

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Room #232 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features A simple fireplace sits against the north wall, A jingling sound can be faintlyheard near the east wall

Room #233 West Entry Secret (Search DC 30) Trapped and Locked Good Wooden Door (Open Lock DC 30,break DC 18; 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 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

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

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

Room #234 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)

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

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

Trap Collapsing Column: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

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

1900 gp; Alexandrite (600 gp), Chalcedony (70 gp), Deep Blue Spinel (300 gp),Golden Yellow Topaz (400 gp), Iolite (40 gp), Iolite (60 gp), Pink Pearl (80 gp), 2 xSardonyx (40 gp), Zircon (50 gp); Light Wooden Shield (Medium) (+2 shield, AcidResistance) (22153 gp); hoard total 25733 gp

Room #235 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,15 hp)Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

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

South Entry #1 Archway

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

Empty

Room #236 North Entry Unlocked Stone Door (hard 8, 60 hp)

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

Monster 3 x Greater Shadow

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

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

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

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

Room Features A stone ramp ascends towards the south wall, The south and east walls have beenengraved with numerous arcane symbols

Room #238 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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

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

East Entry #2 Archway

East Entry #3 Archway

Monster 12 x Minotaur Zombie

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

Room #240 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); noreset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;Disable Device DC 16.

Empty

Room #241 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

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DC 31.

Room Features A stream of blood flows through the room, A pile of barrel staves lies in the north-east corner of the room

Monster 9 x Minotaur Zombie

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

Room #242 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features The ceiling is covered with stalactites, A pile of wax blobs lies in the north side ofthe 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 #243 North Entry Archway

East Entry Archway

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

Room Features Several iron cages are scattered throughout the room, A rustling noise can befaintly heard near the east wall

Room #244 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC18.

Room Features A stream of quicksilver flows through the room, A pile of broken glass lies in theeast side 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,

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Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,Improved Initiative, Weapon Focus (slam)

Room #245 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

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

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

Room Features A crater has been blasted into the floor in the north-west corner of the room, A pileof rotten bread lies in the south-west corner of the room

Monster 4 x Bodak

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

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

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

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

Empty

Room #247 South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

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

Room Features A simple fireplace sits against the south wall, A putrid odor fills the north-westcorner of the room

Room #248 North Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slides up, +2to break DC)

North Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyphof Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

West Entry Archway

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

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

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Room #249 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-east corner of the room, Several pieces ofrotten bread are scattered throughout the room

Monster 2 x Mohrg

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

Trap 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.

Room #250 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

Room Features A shallow pool of oil lies in the north-west corner of the room, A pile of rottenapples lies in the south side of the room

Monster 11 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 #251 East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

Room #252 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

Empty

Room #253 West Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

West Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,20 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

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

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Monster 4 x Young Adult Red Dragon Skeleton

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

Room #254 North Entry Archway

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

Room Features A narrow shaft descends from the room into the next dungeon level down, Afountain of water sits against the west 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 #255 West Entry #1 Trapped and Unlocked Iron Door (hard 10, 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.

West Entry #2 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)

Room Features A circle of tall stones stands in the north side of the room, The ceiling is coveredwith scorch marks

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

South Entry Archway

Room Features The ceiling is covered with scorch marks, A broken door lies in the south side ofthe room

Room #257

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Room #257 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry 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 stream of oil flows through the room, The north and east walls are covered withsword cuts

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

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

Room Features A narrow ledge runs along the north and west walls, A mural of a legendary battlecovers the ceiling

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

North Entry #2 Archway

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

South Entry Archway

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

Room #260 West Entry Archway

East Entry Archway

Empty

Room #261 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

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

Empty

Room #262 North Entry #1 Archway

North Entry #2 Archway

West Entry #1 Archway

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

East Entry Archway

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

South Entry #2 Archway

Room Features A tile mosaic of vile acts covers the floor, Several pieces of torn paper 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 #263 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

East Entry #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 wall, A tile labyrinth covers the floor

Room #264 North Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry 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 A faded and torn tapestry hangs from the north wall, A stone statue stands in thecenter of the room

Monster 9 x Ghast (ghoul) and 9 x Ghoul

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

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Treasure: 1200 gp; Fine Leather Ribbon set with Azurite (100 gp), Fox Fur Ribbonset with Moss Agate (400 gp); hoard total 1700 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 #265 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #2 Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)

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

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

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

Monster 6 x Spectre

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

Room #266 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

South Entry Trapped and Unlocked Iron Door (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 well lies in the east side of the room, Several empty flasks are scatteredthroughout the room

Room #267 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

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

Room Features A circle of tall stones stands in the west side of the room, A pile of empty flaskslies in the north side of the room

Room #268 North Entry #1 Archway

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

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North Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; 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.

West Entry Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 20, break DC28; hard 10, 60 hp)Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

Empty

Room #269 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Monster 12 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plusenergy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energydrain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fasthealing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,Wis 13, Cha 14Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus(selected Craft or Profession skill), ToughnessTreasure: Rose Quartz (30 gp), Star Rose Quartz (20 gp), Star Rose Quartz (30 gp);Immovable Rod (5000 gp); hoard total 5080 gp

Room #270 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slides down,+1 to break DC)

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

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

Room Features Several square holes are cut into the east wall, An altar of evil sits in the south sideof the room

Room #271 North Entry Archway

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

Room Features Lit candles are scattered across the floor, Unintelligible whispering can be heard inthe north side of the room

Room #272 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

Room Features Laughter can be faintly heard near the north wall, A corroded chain lies in thecenter of the room

Monster 3 x Young Adult Red Dragon Skeleton

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

North Entry #2 Trapped 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.

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

East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable DeviceDC 31.

South Entry Secret (Search DC 30) Unlocked Stone Door (hard 8, 60 hp)

Empty

Room #274 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; 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 wooden platform hangs over a deep pit in the south-east corner of the room, Acircle of tall stones stands in the west side of the room

Room #275 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Archway

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

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

South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,20 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

Room Features A tile labyrinth covers the floor, A charred book lies in the north side of the room

Room #276 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)

East Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automaticreset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable DeviceDC 32.

Room Features A circle of tall stones stands in the north side of the room, A wooden ladder restsagainst the west wall

Monster 3 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);

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

Room #277 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)(slides down, +1 to break DC)

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

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

East Entry #2 Archway

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

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

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

Room Features A tapestry of vile acts hangs from the east wall, A grinding noise can be heard inthe north-west corner of the room

Monster 14 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: 270 pp; Black Pearl (300 gp), Chrysoberyl (130 gp), Fiery YellowCorundum (800 gp), Lapis Lazuli (6 gp), Rose Quartz (40 gp); Wand of DelayPoison (48 of 50 charges) (4320 gp); hoard total 8296 gp

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Room #279 West Entry Archway

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

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

Empty

Room #280 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

South Entry #2 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.

Room Features A narrow ledge runs along the south and east walls, A tapestry of geometricpatterns hangs from the east wall

Monster 8 x Bugbear Zombie

Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30 ft. (6squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar) or +6 melee(1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+3,morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin);Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage reduction 5/slashing,darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +2, Will +5; Str 17, Dex 10,Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

Room #281 North Entry Archway

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

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

South Entry #2 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spelleffect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);Search DC 32; Disable Device DC 32.

Room Features A stair ascends to a balcony hanging from the south wall, Several iron spikes arescattered throughout the room

Monster 2 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 #282 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

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

Empty

Room #283 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.

West Entry Archway

Room Features A tapestry of ancient mythology hangs from the south wall, Lit candles arescattered across the floor

Monster 2 x Greater Shadow

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

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