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The Catacombs of Unearthly Nightmares Level 10

The Catacombs of Unearthly Nightmares of Bozwak 10

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RPG Pathfinder Level 10 Dungeon Random

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Page 1: The Catacombs of Unearthly Nightmares of Bozwak 10

The Catacombs of Unearthly Nightmares

Level 10

Page 2: The Catacombs of Unearthly Nightmares of Bozwak 10
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General Dungeon Walls Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Cold (unprotected creatures must succeed on a Fortitude saving throwevery hour (DC 15, +1 per previous check) or take 1d6 points of non-lethaldamage; a creature that takes any non-lethal damage from cold exposuresuffers from hypothermia and is fatigued)

Illumination Average (shadowy in corridors, lamps or torches in most rooms)

Corridors a A tile labyrinth covers the floor

c A shallow pool of quicksilver covers the floor

e A swarm of crawling insects covers the floor

i Burning torches in iron sconces line the corridor

m A tile labyrinth covers the floor

n Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,15d6 cold damage, DC 17 Reflex save for half damage); multiple targets(all targets in a 60 ft. cone)

r Symbol of Petrification: CR 11; magic; Perception DC 26; Disable DeviceDC 24; Trigger proximity (alarm); Reset none; Effect petrification (petrified,DC 18 Fort save negates); multiple targets (all targets in a 10 ft. radiusburst)

s Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable DeviceDC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20 ranged(6d6); multiple targets (all targets in a 20 ft. line)

u Several alcoves are cut into the walls here

v An iron chandelier hangs from the ceiling here

w Ghostly wailing fills the corridor

x Ghostly music fills the corridor

z Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,15d6 cold damage, DC 17 Reflex save for half damage); multiple targets(all targets in a 60 ft. cone)

WanderingMonsters

1 11 x Violet Fungus, searching for an object stolen from their lair

2 7 x Wraith, trying to lure the party into an ambush

3 11 x Cloaker, trying to lure the party into an ambush

4 4 x Aboleth, bloodied and fleeing a more powerful enemy

5 7 x Rust Monster, bloodied and fleeing a more powerful enemy

6 8 x Derro, tracking the party

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

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

Room Features The floor is covered in square tiles, alternating white and black, Someonehas scrawled "The Bridge of Blades shall be restored when death becomes

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has scrawled "The Bridge of Blades shall be restored when death becomeslife" on the east wall

Monster 3 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Sensesdarkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort+6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undeadtraits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Meleeincorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA createspawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,Combat Reflexes, Improved Initiative

Room #2 East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Ⓢ The door is concealed within a horrific torture device

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

→ Leads to room #7

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

Ⓣ Arrow Trap: CR 9; mechanical; Perception DC 26; Disable Device DC24; Trigger location; Reset manual; Effect Atk +13 ranged (7d6/x3)

South Entry #3 Archway

Room Features A faded and torn tapestry hangs from the north wall, A rusted iron box liesin the south-east corner of the room

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

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

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

→ Leads to room #27

Monster 2 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

Trap Large Electrified Floortile: CR 9; magic; Perception DC 22; Disable DeviceDC 24; Trigger location; Reset none; Effect electric shock (9d6 electricitydamage, DC 12 Reflex save for half damage); multiple targets (all targets ina 20 ft. sqare)

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

30 pp, 490 gp, 651 sp, 3060 cp; Bloodstone (45 gp), Bloodstone (55 gp),Carnelian (45 gp), Deep Blue Spinel (100 gp), Ivory (40 gp), Jade (100 gp),Lapis Lazuli (9 gp), 2 x Lapis Lazuli (11 gp), Opal (550 gp), Pyrite (13 gp),Sardonyx (55 gp), Tigereye (8 gp), Topaz (500 gp), Turquoise (10 gp);Carved stone idol (30 gp), Copper and glass decanter (25 gp); Potion ofReduce Person (cr, 50 gp), 2 x Scroll of Barkskin (cr, 150 gp), Scroll ofGrease (cr, 25 gp), Scroll of Web (cr, 150 gp), Wand of Alarm (cr, 750 gp),

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Grease (cr, 25 gp), Scroll of Web (cr, 150 gp), Wand of Alarm (cr, 750 gp),Wand of Create Water (cr, 375 gp), Wand of Cure Light Wounds (cr, 750gp), Wand of Lullaby (cr, 375 gp); hoard total 5267 gp 7 sp

Room #4 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

Ⓣ Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

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

Ⓣ Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 30; Trigger proximity (alarm); Reset none; Effect spell effect (coneof cold, 15d6 cold damage, DC 17 Reflex save for half damage);multiple targets (all targets in a 60 ft. cone)

Monster 14 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws+8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13,Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change shape (alterself), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),Diplomacy +4, Disguise +9 (+29 while using change shape ability),Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 18 pp, 266 gp, 30 sp; Green Spinel (55 gp), Jade (110 gp), Onyx(45 gp), Topaz (400 gp); Full Plate (+1 armor) (2650 gp), Gauntlet (+1weapon) (sheds light) (2302 gp), Potion of Cure Light Wounds (cr, 50 gp);hoard total 6061 gp

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

Trap Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable DeviceDC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20 ranged(6d6); multiple targets (all targets in a 20 ft. line)

Room #6 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)

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

Empty

Room #7 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

→ Leads to room #2

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

Ⓣ Acid Spray: CR 11; magic; Perception DC 26; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect acid spray (12d6 aciddamage, DC 14 Reflex save for half damage)

Room Features A balcony hangs from the north wall, A faded and torn tapestry hangs fromthe east wall

Room #8 West Entry #1 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp) (slides up, +2 to break DC)

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hp) (slides up, +2 to break DC)

Ⓢ The door is concealed within an upright sarcophagus

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

→ Leads to room #28, inhabited by 3 x Wraith

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

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

Room Features Someone has scrawled "The Blade of Fortitude is reforged" on the westwall, A ring of keys lies in the north side of the room

Room #9 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

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

East Entry #3 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

→ Leads to room #11

Room Features A stone dais sits in the north-east corner of the room, Someone hasscrawled "Look to the left" on the north wall

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

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

Monster 12 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws+8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13,Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change shape (alterself), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),Diplomacy +4, Disguise +9 (+29 while using change shape ability),Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 48 pp, 574 gp, 170 sp, 700 cp; Carnelian (60 gp), Deep BlueSpinel (110 gp), Milky Quartz (35 gp), Obsidian (9 gp), Opal (550 gp),Peridot (50 gp), Rose Quartz (45 gp), Sard (45 gp), Smoky Quartz (50 gp),Topaz (500 gp), Tourmaline (80 gp), Turquoise (8 gp); Carved jade idol (80gp), 2 x Carved stone idol (30 gp), Crystal skull (80 gp), Gold candelabrawith holy symbol (200 gp), Gold cauldron with alchemical symbols (750gp), Gold holy symbol (100 gp), 2 x Ivory bowl with animal carvings (40gp), Ivory drinking horn with silver ends (110 gp), Platinum holy symbol(500 gp), Silver hand mirror (75 gp); Masterwork Composite Longbow (+1 Strbonus) (500 gp), Masterwork Light Crossbow (335 gp), MasterworkLongspear (305 gp); Oil of Arcane Mark (cr, 25 gp), Scroll of Owl's Wisdom(cr, 150 gp); hoard total 5970 gp

Room #11 West Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

→ Leads to room #9

West Entry #2 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slidesup, +2 to break DC)

Ⓢ The door is concealed behind a statue of a demonic sorceress, andopened by moving her hand

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opened by moving her hand

West Entry #3 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ A bookcase and concealed door pivots smoothly

Room Features A group of monstrous faces have been carved into the east wall, Ironchains hang from the ceiling in the north side of the room

Room #12 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Room Features A narrow pit covered by iron bars lies in the north-east corner of the room,A pair of boots lies in the north side of the room

Monster 9 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable tofire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23

Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,Skill Focus (Perception), Weapon Focus (slam)

Treasure: 30 gp; Masterwork Heavy Wooden Shield (157 gp); Scroll ofFalse Life (cr, 150 gp), Shortbow (+2 weapon) (design provides clue tofunction) (8330 gp), Wand of Magic Missile (cr, 750 gp) (design providesclue to function); hoard total 9417 gp

Room #13 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Fire Spray: CR 10; magic; Perception DC 24; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect fire spray (12d6 firedamage, DC 18 Reflex save for half damage)

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

→ Leads to room #56

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

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

Monster 1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init +5;Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed 21; (+1Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8, Will +12;Immune acid, cold, paralysis, sleep; Weak vulnerability to fire; Speed 40ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee bite +16(2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13 (1d8+7); Space10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC 18,6d8 cold), paralyzing breath, spell-like abilities CL 11th; Spells CL 1st; Str21, Dex 12, Con 17, Int 16, Wis 17, Cha 16; Base Atk +11, CMB +17, CMD28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, PowerAttack, Weapon Focus (bite)

Treasure: 309 pp, 2411 gp, 1730 sp, 9000 cp; Amber (80 gp), Amethyst (110gp), Deep Blue Spinel (100 gp), Green Spinel (50 gp), Jade (100 gp), Jet (80gp), Opal (600 gp), Peridot (45 gp), Tourmaline (110 gp); Carved jade idol(80 gp), Engraved jade scarab (85 gp), Gold holy symbol (100 gp), Ivorydrinking horn with silver ends (110 gp), Marble idol (300 gp), 2 x Silver

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drinking horn with silver ends (110 gp), Marble idol (300 gp), 2 x Silverchess set (50 gp), Silver hand mirror (75 gp); Masterwork Light Flail (308gp); Full Plate (+1 armor) (2650 gp), Potion of Invisibility (cr, 300 gp), Ringof Jumping (2500 gp) (inscription provides clue to function), Scroll ofDeeper Darkness (cr, 375 gp), Wand of Burning Hands (cr, 750 gp), Wandof Disguise Self (cr, 750 gp) (inscription provides clue to function); hoardtotal 15522 gp

Room #14 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

→ Leads to room #55

Monster 12 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 60 gp; Black Pearl (550 gp), Garnet (70 gp), Onyx (50 gp), Peridot(50 gp); Masterwork Breastplate (350 gp), Masterwork Greataxe (320 gp);Handaxe (+1 weapon) (sheds light) (2306 gp), Light Steel Shield (+1 shield)(1159 gp); hoard total 4915 gp

Room #15 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

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

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

Empty

Room #16 North Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Rune of Dread: CR 9; magic; Perception DC 22; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4rounds, DC 14 Will save negates); multiple targets (all targets in a 10ft. radius burst)

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

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

→ Leads to room #34

South Entry #1 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)

Ⓢ The door is concealed behind a tapestry of a legendary battle

→ Leads to room #21, inhabited by 10 x Cloaker

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

→ Leads to room #51

Room Features A stair ascends to a catwalk hanging between the north and south walls, Apile of shattered weapons lies in the north-east corner of the room

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Room #17 West Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ The door is located above a small stone dais and concealed behind atapestry of a legendary battle

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slidesdown, +1 to break DC)

Ⓣ Contact Poison: CR 8; mechanical; Perception DC 26; Disable DeviceDC 22; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

Room Features Lit candles are scattered across the floor, A pile of iron blobs lies in thenorth-east corner of the room

Trap Rune of Paralyzation: CR 10; magic; Perception DC 24; Disable Device DC24; Trigger proximity (alarm); Reset none; Effect paralyzation (paralyzed for1d4 rounds, DC 16 Fort save negates); multiple targets (all targets in a 10ft. radius burst)

Room #18 North Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

→ Leads to room #27

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

→ Leads to room #22

Room Features Part of the ceiling has collapsed into the room, A rusted chisel lies in thenorth-west corner of the room

Room #19 South Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

Ⓢ The door is concealed behind a statue of a demonic sorceress, andopened by moving her hand

Room Features A stair ascends to a catwalk hanging between the east and west walls,Someone has scrawled "The dwarf will betray you" on the west wall

Monster 5 x Aboleth

Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Sensesdarkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20, touch9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48); Fort +8,Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles +10 (1d6+5plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities CL 16th; Str20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6, CMB +13, CMD24 (can't be tripped)

Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron Will,Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 23 pp, 536 gp, 61 sp, 140 cp; Alabaster (7 gp), Aquamarine (500gp), Chrysoberyl (130 gp), Coral (80 gp), Freshwater Pearl (8 gp), Garnet(80 gp), Jasper (50 gp), Jasper (55 gp), Jasper (65 gp), Opal (550 gp), Peridot(60 gp), Pyrite (9 gp), Sardonyx (50 gp), Topaz (500 gp), Zircon (55 gp);Masterwork Light Mace (305 gp), Masterwork Longbow (375 gp); Caster'sShield (3153 gp), Scroll of Endure Elements (cr, 25 gp), Scroll of Shield (cr,25 gp), Wand of Detect Magic (cr, 375 gp), Wand of Remove Fear (cr, 750gp), Warhammer (+2 weapon) (8312 gp); hoard total 16292 gp 5 sp

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

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

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

Monster 1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1; Senseslow-light vision; Perception +14; AC 24, touch 8, flat-footed 24 (+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref +4, Will +9; DArock catching; Immune fire; Weak vulnerability to cold; Speed 40 ft. (30 ft.in armor); Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10);Ranged rock +10 (1d8+15 plus 1d6 fire); Space 10 ft.; Reach 10 ft.; SAheated rock, rock throwing (120 ft.); Str 31, Dex 9, Con 21, Int 10, Wis 14,Cha 10; Base Atk +11, CMB +22, CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11, Perception+14; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will,Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus(greatsword)

Treasure: 202 gp, 420 sp; Aquamarine (500 gp), Black Pearl (450 gp),Carnelian (35 gp), Carnelian (55 gp), Chrysoprase (55 gp), Chrysoprase (60gp), Citrine (65 gp), Coral (120 gp), Jet (90 gp), Pyrite (11 gp), Red Spinel(45 gp), 2 x Rhodochrosite (7 gp), Rhodochrosite (10 gp), Sardonyx (50 gp),Tigereye (9 gp), Tigereye (10 gp); Masterwork Greatsword (350 gp),Masterwork Rapier (320 gp), Masterwork Scale Mail (200 gp); Oil of BlessWeapon (cr, 50 gp), Oil of Magic Weapon (cr, 50 gp), Oil of Purify Foodand Drink (cr, 25 gp), Potion of Hide from Undead (cr, 50 gp), Potion ofPass without Trace (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll ofCat's Grace (cr, 150 gp), Scroll of Cause Fear (cr, 25 gp), Scroll of FaerieFire (cr, 25 gp), Scroll of Invisibility Sphere (cr, 375 gp), Scroll ofProtection from Evil (cr, 25 gp), Scroll of Protection from Law (cr, 25 gp),Scroll of Shield of Faith (cr, 25 gp), Wand of Bleed (cr, 375 gp), Wand ofFlare (cr, 375 gp), Wand of Purify Food and Drink (cr, 375 gp) (designprovides clue to function); hoard total 4718 gp

Room #21 North Entry #1 Archway

→ Leads to room #34

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

Ⓢ The door is concealed behind a tapestry of a legendary battle

→ Leads to room #16

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

Room Features A sloped pit lined with iron spikes lies in the west side of the room,Sporadic knocking can be heard in the south-east corner of the room

Monster 10 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10ft., fly 40 ft. (average); Melee bite +8 (1d6+5), tail slap +3 (1d8+2); Space10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con19, Int 14, Wis 15, Cha 14; Base Atk +4, CMB +10, CMD 23 (can't betripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion)+11, Perception +14, Sense Motive +8, Stealth +8; Combat Reflexes,Improved Initiative, Skill Focus (Perception)

Treasure: 21 pp, 230 gp; Masterwork Dwarven Waraxe (330 gp); Shortsword(+1 weapon, Defending) (8310 gp); hoard total 9080 gp

Room #22 North Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

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

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hp)

→ Leads to room #18

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

Ⓣ Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikesper target for 1d6+5 damage each); DC 20 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

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

Ⓣ Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

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

Ⓢ The door is concealed behind a statue of a troll archer, and opened bypulling an arrow in its quiver

Empty

Room #23 North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Ice Dart Trap: CR 11; magic; Perception DC 26; Disable Device DC 28;Trigger visual (arcane eye); Reset none; Effect Atk +12 ranged (11d6cold)

North Entry #2 Archway

Room Features Burning torches in iron sconces line the north and east walls, Someone hasscrawled "This is not a secret door" on the west wall

Room #24 West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to liftDC)

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

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

→ Leads to room #30, inhabited by 5 x Cloaker

Monster 3 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

Treasure: 15 pp, 72 gp, 110 sp, 900 cp; Porcelain mask (40 gp); MasterworkHeavy Flail (315 gp); Potion of Burrow (um, 750 gp), Ring of Protection +1(2000 gp), Scroll of Dispel Magic (cr, 375 gp), Wand of Mage Armor (cr,750 gp); hoard total 4472 gp

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

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

Page 12: The Catacombs of Unearthly Nightmares of Bozwak 10

Monster 4 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 400 pp, 2200 gp, 167 sp, 80 cp; Alabaster (11 gp), Bloodstone (60gp), Garnet (90 gp), Malachite (11 gp), Milky Quartz (60 gp), Moonstone(55 gp), Opal (650 gp), Shell (10 gp); Masterwork Lance (310 gp); Scroll ofSanctuary (cr, 25 gp), Scroll of Scent Trail (apg, 150 gp), Wand of ReadMagic (cr, 375 gp); hoard total 8024 gp 5 sp

Room #26 North Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ The door is concealed within a mosaic of geometric patterns

→ Leads to room #47, inhabited by 5 x Flesh Golem

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

Trap Poisoned Guillotine Blade: CR 9; mechanical; Perception DC 24; DisableDevice DC 24; Trigger location; Reset manual; Effect Atk +11 melee(7d6/19-20 plus shadow essence [injury, Fort DC 17, 1/rd. for 6 rds., 1 Strdrain/1d2 Str, 1 save])

Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 30,break DC 15; hard 5, 10 hp)

126 pp, 1155 gp, 560 sp, 3440 cp; Black Pearl (450 gp), Chrysoberyl (80gp), Chrysoprase (45 gp), Jasper (55 gp), Lapis Lazuli (11 gp), Lapis Lazuli(12 gp), Pyrite (10 gp), Rose Quartz (45 gp), Saltwater Pearl (90 gp), Sard(35 gp), Shell (9 gp), Topaz (450 gp), 2 x Turquoise (10 gp), Zircon (55 gp);Bronze statuette of a warrior (15 gp), Carved stone idol (30 gp), Goldchalice with griffon carvings (600 gp), Ivory drinking horn with silver ends(110 gp), Polished darkwood chalice (50 gp), Silver cup with royal crest(100 gp), Silver statue of a dragon (65 gp); Potion of Guidance (cr, 25 gp),Scroll of Disguise Self (cr, 25 gp), Scroll of Magic Aura (cr, 25 gp), Wandof Protection from Good (cr, 750 gp) (inscription provides clue to function);hoard total 5667 gp 4 sp

Room #27 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Contact Poison: CR 10; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

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

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

Ⓢ The door is concealed within an upright sarcophagus

West Entry #3 Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓢ The door is located near the ceiling and designed to make noise whenopened

Ⓣ Arrow Trap: CR 11; mechanical; Perception DC 24; Disable Device DC26; Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)

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

Page 13: The Catacombs of Unearthly Nightmares of Bozwak 10

→ Leads to room #3, inhabited by 2 x Dracolisk

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

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

→ Leads to room #18

Room Features Someone has scrawled "Stay left" in goblin runes on the east wall, Patchesof mushrooms grow in the south-east corner of the room

Room #28 North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

North Entry #2 Archway

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

→ Leads to room #8

Room Features A tapestry of geometric patterns hangs from the north wall, Several ironcages are scattered throughout the room

Monster 3 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Sensesdarkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort+6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undeadtraits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Meleeincorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA createspawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,Combat Reflexes, Improved Initiative

Room #29 North Entry Archway

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

Monster 5 x Troll

Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses darkvision60 ft., low-light vision, scent; Perception +8; AC 16, touch 11, flat-footed14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration 5 (acid orfire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8 (1d8+5), 2claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2 claws, 1d6+7); Str21, Dex 14, Con 23, Int 6, Wis 9, Cha 6; Base Atk +4, CMB +10, CMD 22

Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, IronWill, Skill Focus (Perception)

Treasure: 43 pp, 574 gp, 266 sp, 2070 cp; Aquamarine (500 gp), Bloodstone(60 gp), Carnelian (55 gp), Jade (80 gp), Jet (130 gp), Opal (600 gp), RoseQuartz (50 gp), Sardonyx (45 gp); Masterwork Falchion (375 gp),Masterwork Hide (165 gp); Potion of Ant Haul (apg, 50 gp), Potion ofEndure Elements (cr, 50 gp), Potion of Feather Step (apg, 50 gp), Potion ofProtection from Evil (cr, 50 gp), Potion of Reduce Person (cr, 50 gp), Scrollof Shadow Weapon (um, 25 gp), Wand of Guidance (cr, 375 gp); hoard total3761 gp 3 sp

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

→ Leads to room #24, inhabited by 3 x Dracolisk

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

Page 14: The Catacombs of Unearthly Nightmares of Bozwak 10

East Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to breakDC)

Ⓣ Rune of Dread: CR 11; magic; Perception DC 28; Disable Device DC24; Trigger proximity (alarm); Reset none; Effect fear (frightened for1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a10 ft. radius burst)

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

Ⓣ Falling Block: CR 8; mechanical; Perception DC 26; Disable DeviceDC 24; Trigger location; Reset none; Effect Atk +13 melee (8d6);multiple targets (all targets in a 10 ft. square area)

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

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

Monster 5 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses darkvision 60ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA shadow shift; Speed 10ft., fly 40 ft. (average); Melee bite +8 (1d6+5), tail slap +3 (1d8+2); Space10 ft.; Reach 10 ft. (5 ft. with bite); SA engulf, moan; Str 21, Dex 16, Con19, Int 14, Wis 15, Cha 14; Base Atk +4, CMB +10, CMD 23 (can't betripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion)+11, Perception +14, Sense Motive +8, Stealth +8; Combat Reflexes,Improved Initiative, Skill Focus (Perception)

Treasure: Masterwork Padded Armor (155 gp); Heavy Wooden Shield (+1shield) (1157 gp), Shortbow (+1 weapon) (sheds light) (2330 gp); hoard total3642 gp

Trap Ice Spear Trap: CR 10; magic; Perception DC 28; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (12d6 cold)

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)

450 pp, 2247 gp, 238 sp, 680 cp; Agate (10 gp), Azurite (12 gp), FreshwaterPearl (9 gp), Freshwater Pearl (11 gp), Ivory (50 gp), Milky Quartz (60 gp),Moonstone (45 gp), Pyrite (8 gp), Pyrite (10 gp); Ivory drinking horn withcopper ends (60 gp), Silver candelabra with holy symbol (75 gp); Potion ofVirtue (cr, 25 gp); hoard total 7152 gp 6 sp

Room #31 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

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

Ⓣ Contact Poison: CR 12; mechanical; Perception DC 24; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Empty

Room #32 North Entry #1 Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)

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

Ⓢ The door is concealed behind an area of slime

South Entry Archway

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South Entry Archway

→ Leads to room #41

Room Features The floor is covered in square tiles, alternating white and black, A chirpingnoise fills the room

Monster 8 x Adamantine Cobra

Adamantine Cobra: CR 3, XP 600; N Small Construct; Init +2; Sensesdarkvision 60 ft., low-light vision; Perception +0; AC 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+10+5); Fort +0, Ref+2, Will +0; DR 10/-; Immune construct traits; SR 13; Speed 40 ft.; Meleebite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1;Base Atk +1, CMB +1, CMD 13 (can't be tripped); SQ find target

Skills: Stealth +12

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20,break DC 15; hard 5, 10 hp)

49 pp, 528 gp, 170 sp, 1000 cp; Aquamarine (550 gp), Black Pearl (400 gp),Bloodstone (45 gp), Garnet (100 gp), Ivory (40 gp), Jasper (50 gp),Tourmaline (80 gp), Zircon (50 gp); Bronze statuette of a warrior (15 gp),Crystal egg with silver stand (50 gp), Gold baby rattle (100 gp), Porcelaindoll with furs and jewelry (80 gp), Silver candelabra with holy symbol (75gp), Silver comb with ornate handle (75 gp), Silver cup with royal crest(100 gp), Silver statue of a dragon (65 gp); Potion of Protection from Chaos(cr, 50 gp), Scroll of Inflict Moderate Wounds (cr, 150 gp), Scroll ofNondetection (cr, 425 gp), Scroll of Web (cr, 150 gp), Wand of Bless (cr,750 gp), Wand of Cure Light Wounds (cr, 750 gp), Wand of Detect SecretDoors (cr, 750 gp) (design provides clue to function); hoard total 5945 gp

Room #33 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

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

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

→ Leads to room #57

South Entry Archway

Monster 4 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4 armor, -1Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2, Will +3; DArock catching; Speed 40 ft. (30 ft. in armor); Melee greatclub +14/+9(2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6 (1d8+10); Space 10 ft.;Reach 10 ft.; SA rock throwing (120 ft.); Str 25, Dex 8, Con 19, Int 6, Wis10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,Intimidating Prowess, Martial Weapon Proficiency (greatclub), PowerAttack, Weapon Focus (greatclub)

Treasure: 79 gp, 200 sp; Agate (10 gp), Alabaster (10 gp), Obsidian (12 gp),Pyrite (7 gp), Rock Quartz (13 gp), Sard (35 gp), 2 x Sardonyx (50 gp),Turquoise (13 gp); Masterwork Studded Leather Armor (175 gp); Greataxe(+1 weapon) (2320 gp), Griffon Mane Padded Armor (205 gp), Potion of CureLight Wounds (cr, 50 gp), Potion of Jump (cr, 50 gp), Potion of Protectionfrom Chaos (cr, 50 gp), Potion of Protection from Law (cr, 50 gp), Potion ofResistance (cr, 25 gp), Scroll of Bleed (cr, 12 gp 5 sp), Scroll of Cause Fear(cr, 25 gp), Scroll of Flaming Sphere (cr, 150 gp), Scroll of Mage Armor (cr,25 gp), Scroll of Obscuring Mist (cr, 25 gp), Wand of Detect Magic (cr, 375gp) (inscription provides clue to function), Wand of Inflict Light Wounds(cr, 750 gp), Wand of Message (cr, 375 gp); hoard total 4961 gp 5 sp

Room #34 West Entry #1 Archway

Page 16: The Catacombs of Unearthly Nightmares of Bozwak 10

Room #34 West Entry #1 Archway

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

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

East Entry #1 Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)(slides up, +2 to break DC)

Ⓢ The door is only three feet high

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

→ Leads to room #16

South Entry Archway

→ Leads to room #21, inhabited by 10 x Cloaker

Room Features A stream of acid flows along a channel in the floor, The floor is coveredwith mud

Room #35 North Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

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

Ⓢ The door is concealed behind a pile of broken stone

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

→ Leads to room #46, inhabited by 9 x Rust Monster

Room Features Patches of mushrooms grow in the south side of the room, A pile of rottenleather lies in the center of the room

Room #36 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

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

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

Room Features A mural of geometric patterns covers the ceiling, The walls are coveredwith goblin graffiti

Room #37 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

→ Leads to room #42, inhabited by 3 x Ochre Jelly

Room Features The floor is covered in square tiles, alternating white and black, Someonehas scrawled "The Blade of Beauty is reforged" in dwarvish runes on theeast wall

Monster 9 x Adamantine Cobra

Adamantine Cobra: CR 3, XP 600; N Small Construct; Init +2; Sensesdarkvision 60 ft., low-light vision; Perception +0; AC 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+10+5); Fort +0, Ref+2, Will +0; DR 10/-; Immune construct traits; SR 13; Speed 40 ft.; Meleebite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1;Base Atk +1, CMB +1, CMD 13 (can't be tripped); SQ find target

Skills: Stealth +12

Room #38 West Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ The door is concealed within the mouth of a gargantuan skull carved

Page 17: The Catacombs of Unearthly Nightmares of Bozwak 10

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

East Entry Archway

Monster 2 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-lightvision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune cold,plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10 (1d8+7 plusspores); SA hallucination cloud, spores; Str 20, Dex 13, Con 16, Int -, Wis11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 60 gp; Black Pearl (650 gp), Carnelian (60 gp), Deep Blue Spinel(130 gp), Milky Quartz (55 gp); Masterwork Handaxe (306 gp); hoard total1261 gp

Room #39 West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

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

Ⓣ One-way Door: CR 9; mechanical; Perception DC 22; Disable DeviceDC 26

Room Features Someone has scrawled "Lyne's Thorns looted this place" on the south wall,A rotting odor fills the room

Monster 1 x Purple Worm

Purple Worm: CR 12, XP 19200; N Gargantuan Magical Beast; Init -2;Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18; AC 26, touch4, flat-footed 26 (-2 Dex, +22 natural, -4 size); hp 200 (16d10+112); Fort+17, Ref +8, Will +4; Speed 20 ft., burrow 20 ft., swim 10 ft.; Melee bite+25 (4d8+12/19-20 plus grab), sting +25 (2d8+12 plus poison); Space 20 ft.;Reach 15 ft.; SA swallow whole (4d8+18 bludgeoning damage, AC 21, 20hp); Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8; Base Atk +16, CMB +32(+36 grapple), CMD 40 (can't be tripped)

Skills and Feats: Perception +18, Swim +20; Awesome Blow, Critical Focus,Improved Bull Rush, Improved Critical (bite), Power Attack, StaggeringCritical, Weapon Focus (bite, sting)

Treasure: 196 gp, 20 sp; Aquamarine (400 gp), Bloodstone (50 gp), Garnet(100 gp), Hematite (11 gp), Ivory (60 gp), Opal (650 gp), Peridot (45 gp),Rhodochrosite (11 gp), Rose Quartz (60 gp), Sard (45 gp), Tourmaline (100gp); Masterwork Battleaxe (310 gp), Masterwork Longbow (375 gp),Masterwork Shortbow (330 gp), Masterwork Whip (301 gp); Scroll of Aspectof the Falcon (apg, 25 gp), Scroll of Rage (cr, 375 gp), Wand of BurningHands (cr, 750 gp) (inscription provides clue to function), Wand of Vanish(apg, 750 gp); hoard total 4946 gp

Room #40 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)

Ⓣ Acid Spray: CR 9; magic; Perception DC 26; Disable Device DC 24;Trigger visual (true seeing); Reset none; Effect acid spray (8d6 aciddamage, DC 12 Reflex save for half damage)

Monster 5 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk

Page 18: The Catacombs of Unearthly Nightmares of Bozwak 10

abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

Treasure: 9 gp, 60 sp; Azurite (11 gp), Lapis Lazuli (10 gp), Sard (50 gp);Decorated silver plate (60 gp), Gold holy symbol (100 gp), Gold mask (450gp), Ivory bowl with animal carvings (40 gp), Ivory drinking horn withcopper ends (60 gp), Porcelain mask (40 gp), Preserved beast head on aplaque (75 gp); Oil of Wood Shape (cr, 300 gp), Potion of Cat's Grace (cr,300 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of Ray of Enfeeblement(cr, 25 gp), Studded Leather Armor (+2 armor) (4175 gp), Tangle Bolt (226gp) (sheds light), Wand of Displacement (cr, 11250 gp); hoard total 17237gp

Room #41 North Entry Archway

→ Leads to room #32, inhabited by 8 x Adamantine Cobra

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

Ⓣ Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device DC24; Trigger location; Reset manual; Effect Atk +16 ranged (11d6/x3)

South Entry #2 Archway

Empty

Room #42 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 tobreak DC)

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

Ⓣ Earthmaw Trap: CR 8; magic; Perception DC 24; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (9d6 damage, DC 14Reflex save for half damage)

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

→ Leads to room #37, inhabited by 9 x Adamantine Cobra

East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 tobreak DC)

Monster 3 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.;Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 63(6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; Speed 10 ft.,climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.;Reach 5 ft.; SA constrict (2d4+3 plus 1d4 acid); Str 14, Dex 1, Con 22, Int -,Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't betripped)

Skills: Climb +10

Room #43 South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

Empty

Room #44 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Page 19: The Catacombs of Unearthly Nightmares of Bozwak 10

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

Room Features Someone has scrawled "You cannot kill it with wizardry" on the north wall,A crushed helm lies in the north-east corner of the room

Room #45 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Ⓢ The door is concealed behind a pile of skulls

East Entry Archway

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

Room Features Someone has scrawled an arrow pointing right on the north wall, A mouldyodor fills the room

Trap Ice Spear Trap: CR 8; magic; Perception DC 22; Disable Device DC 22;Trigger visual (arcane eye); Reset none; Effect Atk +13 ranged (7d6 cold)

Room #46 North Entry #1 Archway

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

Ⓣ Contact Poison: CR 12; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

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

→ Leads to room #35

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

Monster 9 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Sensesdarkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will +5;Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch (rust); Str10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB +3, CMD 16(20 vs. trip)

Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill Focus(Perception), Weapon Finesse

Treasure: 25 pp, 328 gp, 220 sp, 800 cp; Agate (8 gp), Aquamarine (500gp), Chrysoberyl (130 gp), Citrine (65 gp), Ivory (60 gp), Jet (110 gp), Opal(400 gp), Sard (45 gp), Sardonyx (50 gp), Shell (7 gp), Tigereye (12 gp);hoard total 1995 gp

Room #47 West Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ A bookcase and concealed door pivots smoothly

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

Ⓢ The door is concealed within a mosaic of geometric patterns

→ Leads to room #26

Monster 5 x Flesh Golem

Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses darkvision60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-footed 20; (-1Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref +2, Will +3; DR5/adamantine; Immune construct traits, magic; Speed 30 ft.; Melee 2 slams+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,

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+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

Room #48 West Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

Ⓣ Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikesper target for 1d6+5 damage each); DC 20 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

Room Features A stone dais sits in the south-east corner of the room, A creaking sound fillsthe room

Monster 4 x Ogre

Ogre: CR 3, XP 800; CE Large Humanoid (giant); Init -1; Senses darkvision60 ft., low-light vision; Perception +5; AC 17, touch 8, flat-footed 17 (+4armor, -1 Dex, +5 natural, -1 size); hp 30 (4d8+12); Fort +6, Ref +0, Will+3; Speed 30 ft. (40 ft. base); Melee greatclub +7 (2d8+7); Ranged javelin+1 (1d8+5); Space 10 ft.; Reach 10 ft.; Str 21, Dex 8, Con 15, Int 6, Wis 10,Cha 7; Base Atk +3, CMB +9, CMD 18

Skills and Feats: Climb +7, Perception +5; Iron Will, Toughness

Treasure: 99 gp, 240 sp, 900 cp; Agate (12 gp), Citrine (55 gp), Deep BlueSpinel (90 gp), Ivory (55 gp), Jasper (50 gp), Lapis Lazuli (11 gp), Pyrite (10gp), Sard (55 gp), Topaz (650 gp), Turquoise (12 gp); Potion of Barkskin (cr,300 gp), Potion of Enlarge Person (cr, 50 gp), Potion of Stabilize (cr, 25 gp),Scroll of Shocking Grasp (cr, 25 gp), Scroll of Wrathful Mantle (apg, 375gp), Wand of Entropic Shield (cr, 750 gp) (design provides clue tofunction), Wand of Magic Missile (cr, 750 gp); hoard total 3407 gp

Room #49 West Entry Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC 28;hard 10, 60 hp)

Ⓢ The door is located near the ceiling and concealed behind a pile ofbroken stone

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

Ⓣ Earthmaw Trap: CR 9; magic; Perception DC 24; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (8d6 damage, DC 16Reflex save for half damage)

Room Features A tile mosaic of legendary monsters covers the floor, An altar of evil sits inthe south-east corner of the room

Monster 3 x Giant Slug

Giant Slug: CR 8, XP 4800; N Huge Vermin; Init -4; Senses blindsight 60 ft.;Perception +0; AC 20, touch 4, flat-footed 20; (-4 Dex, +16 natural, -2size); hp 102 (12d8+48); Fort +12, Ref +0, Will +4; DR 10/slashing orpiercing Immune acid, mind-affecting effects; Weak susceptible to salt;Speed 20 ft.; Melee tongue +15 (2d10+12 plus 2d8 acid); Ranged spit acid+3 (10d6 acid); Space 15 ft.; Reach 15 ft.; Str 27, Dex 2, Con 18, Int -, Wis10, Cha 1; Base Atk +9, CMB +19, CMD 25 (can't be tripped); SQ malleable

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

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

Ⓢ The door is concealed within a mosaic of a legendary battle

Ⓣ Guillotine Blade: CR 11; mechanical; Perception DC 26; DisableDevice DC 24; Trigger location; Reset manual; Effect Atk +14 melee(11d6/19-20)

Monster 12 x Ogre

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Ogre: CR 3, XP 800; CE Large Humanoid (giant); Init -1; Senses darkvision60 ft., low-light vision; Perception +5; AC 17, touch 8, flat-footed 17 (+4armor, -1 Dex, +5 natural, -1 size); hp 30 (4d8+12); Fort +6, Ref +0, Will+3; Speed 30 ft. (40 ft. base); Melee greatclub +7 (2d8+7); Ranged javelin+1 (1d8+5); Space 10 ft.; Reach 10 ft.; Str 21, Dex 8, Con 15, Int 6, Wis 10,Cha 7; Base Atk +3, CMB +9, CMD 18

Skills and Feats: Climb +7, Perception +5; Iron Will, Toughness

Treasure: 2 pp, 134 gp, 73 sp; Agate (7 gp), Aquamarine (350 gp), Citrine(50 gp), Jet (120 gp), Rock Quartz (13 gp), Sard (50 gp); Masterwork Dagger(302 gp), Masterwork Heavy Crossbow (350 gp), Masterwork Hide (165 gp),Masterwork Longsword (315 gp), Masterwork Scale Mail (200 gp); Potion ofEnlarge Person (cr, 50 gp), Potion of Invisibility (cr, 300 gp), Potion ofProtection from Good (cr, 50 gp), Potion of Resistance (cr, 25 gp), 2 xPotion of Stabilize (cr, 25 gp), Potion of Undetectable Alignment (cr, 300gp), 2 x Potion of Virtue (cr, 25 gp), Scroll of Darkness (cr, 150 gp), Scrollof Magic Circle against Good (cr, 375 gp), Wand of Mage Armor (cr, 750gp) (design provides clue to function), Wand of Magic Stone (cr, 750 gp),Wand of Purify Food and Drink (cr, 375 gp) (design provides clue tofunction); hoard total 5308 gp 3 sp

Room #51 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→ Leads to room #16

East Entry #1 Archway

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

Empty

Room #52 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A well lies in the south-east corner of the room, A hissing noise can beheard in the west side of the room

Room #53 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features A stone dais and throne sits in the south-east corner of the room, The flooris covered with cracks

Room #54 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

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

Room Features A narrow pit covered by iron bars lies in the north-west corner of the room,A large kiln and coal bin sit in the east side of the room

Monster 11 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision 60 ft.;Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrectionvulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SAcreate spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 52 pp, 576 gp, 300 sp, 2100 cp; Aquamarine (500 gp), Black Pearl(450 gp), Carnelian (60 gp), Garnet (130 gp), Green Spinel (45 gp), Ivory(60 gp), Red Spinel (55 gp), Saltwater Pearl (130 gp); Masterwork Trident(315 gp), Masterwork Warhammer (312 gp); Scroll of Bull's Strength (cr, 150gp), Wand of Feather Fall (cr, 750 gp); hoard total 4104 gp

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Room #55 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→ Leads to room #14, inhabited by 12 x Shadow

North Entry #2 Archway

West Entry #1 Archway

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

South Entry Archway

Room Features A magical mirror on the east wall answers questions with insults, Someonehas scrawled "Warder's Covenant looted this place" on the west wall

Room #56 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

→ Leads to room #13, inhabited by 1 x Young Silver Dragon

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

Room Features A magical pool in the north-east corner of the room restores youth towhomever drinks from it (but only once), A narrow ledge runs along thesouth and east walls

Room #57 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

→ Leads to room #33, inhabited by 4 x Hill Giant

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

Ⓣ Magic Missle Trap: CR 12; magic; Perception DC 24; Disable DeviceDC 26; Trigger visual (true seeing); Reset none; Effect magic missile(8d6 force damage); never miss

Empty

Room #58 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

Ⓢ The door is concealed within an upright sarcophagus

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

Room Features A mural of ghoulish carnage covers the ceiling, A pile of broken arrows liesin the east side of the room

Trap Falling Block: CR 10; mechanical; Perception DC 26; Disable Device DC26; Trigger location; Reset none; Effect Atk +14 melee (11d6); multipletargets (all targets in a 10 ft. square area)

Hidden Treasure Hidden (Search DC 25) Unlocked Strong Wooden Chest (hard 5, 20 hp)

87 pp, 678 gp, 172 sp, 20 cp; Black Pearl (450 gp), Bloodstone (55 gp), 2 xJet (90 gp), Obsidian (10 gp), Opal (600 gp), Peridot (60 gp), Rock Quartz(10 gp), Sard (55 gp), Sardonyx (65 gp), Zircon (60 gp); Crystal skull (80gp), Electrum censer with silver filigree (70 gp), Gold chess set (500 gp),Set of six ivory dice (30 gp), Set of six silver dice (75 gp), Silver cauldronwith animal symbols (120 gp); Oil of Shillelagh (cr, 50 gp), Scroll ofDarkness (cr, 150 gp), Scroll of Magic Vestment (cr, 375 gp), Scroll ofUrban Grace (arg, 25 gp), Wand of Mage Armor (cr, 750 gp), Wand ofPurify Food and Drink (cr, 375 gp); hoard total 5710 gp 4 sp

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Purify Food and Drink (cr, 375 gp); hoard total 5710 gp 4 sp

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