Professional Documents
Culture Documents
Level 17
General
Dungeon Walls
Dungeon Floor
Temperature
Cool
Illumination
Corridors
Wandering
Monsters
Room #1
East Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)
South Entry
Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
A section of wall makes a loud grinding noise as it pivots open
One-way Door: CR 18; mechanical; Perception DC 28; Disable Device
DC 32
Monster
of slow gas or 120 ft. line of acid 22d4, DC 34), crush 4d6+18 (DC 34),
frightful presence (DC 33), tail sweep 2d6+18 (DC 34); SQ Blindsense 60
ft., damage reduction 20/magic, darkvision 120 ft., immunity to acid,
immunity to sleep and paralysis, keen senses, spell resistance 29, spells
(caster level 17th), spider climb, stone shape, transmute rock to mud/mud
to rock, wall of stone; AL CG; SV Fort +26, Ref +19, Will +25; Str 35, Dex
10, Con 25, Int 22, Wis 23, Cha 22
Skills and Feats: Bluff +36, Concentration +37, Diplomacy +36, Escape
Artist +30, Hide +18, Intimidate +36, Jump +42, Knowledge (any 2) +44,
Listen +46, Search +44, Sense Motive +36, Spot +46, Use Magic Device
+36; Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved
Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite),
Weapon Focus (claw), Wingover
Treasure: 27 gp, 150 sp, 800 cp; Silver noble family seal (60 gp); hoard
total 110 gp
Trap
Hidden Treasure
Room #2
West Entry
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Fire Spray: CR 17; magic; Perception DC 30; Disable Device DC 28;
Trigger visual (arcane eye); Reset none; Effect fire spray (18d6 fire
damage, DC 20 Reflex save for half damage)
East Entry
Monster
Hematite (11 gp); Bronze statuette of a warrior (15 gp); hoard total 146 gp
Trap
Hidden Treasure
Room #3
North Entry
West Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Acid Spray: CR 19; magic; Perception DC 32; Disable Device DC 30;
Trigger proximity (alarm); Reset none; Effect acid spray (20d6 acid
damage, DC 20 Reflex save for half damage)
Leads to room #51, inhabited by 7 x Roper
Room Features
Monster
Someone has scrawled "Run away!" on the east wall, A pile of iron blobs
lies in the west side of the room
1 x Old Red Dragon
Old Red Dragon: CR 17, XP 102400; CE Gargantuan Dragon (fire); Init +3;
Senses dragon senses, smoke vision; Perception +28; Aura fire (10 ft., 1d6
fire), frightful presence (240 ft., DC 24); AC 32, touch 5, flat-footed 32 (-1
Dex, +27 natural, -4 size); hp 283 (21d12+147); Fort +19, Ref +11, Will
+18; DR 10/magic; Immune fire, paralysis, sleep; SR 28; Weak vulnerability
to cold; Speed 40 ft., fly 250 ft. (clumsy); Melee bite +29 (4d6+18/19-20), 2
claws +29 (2d8+12), 2 wings +27 (2d6+6), tail slap +27 (2d8+18); Space 20
ft.; Reach 15 ft. (20 ft. with bite); SA breath weapon (60-ft. cone, DC 27,
16d10 fire), crush (Medium creatures, DC 27, 4d6+18), manipulate flames,
tail sweep (Small Creatures, DC 27, 2d6+18), spell-like abilities CL 21st;
Spells CL 11th; Str 35, Dex 8, Con 25, Int 18, Wis 19, Cha 18; Base Atk
+21, CMB +37, CMD 46 (50 vs. trip)
Skills and Feats: Appraise +28, Bluff +28, Diplomacy +28, Fly +9,
Intimidate +28, Knowledge (arcana) +28, Perception +28, Sense Motive
+28, Spellcraft +28, Stealth +11; Cleave, Critical Focus, Greater Vital
Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will,
Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Treasure: 517 pp, 2680 gp, 2690 sp, 11600 cp; Carnelian (55 gp), 2 x
Chrysoberyl (90 gp), Chrysoprase (50 gp), Citrine (35 gp), Coral (80 gp),
Deep Blue Spinel (110 gp), 2 x Garnet (100 gp), Jade (70 gp), Jade (100 gp),
Small Ruby (1000 gp), Topaz (500 gp); Gold mask (450 gp); Masterwork
Longbow (375 gp); Boots of the Cat (1000 gp), Dust Bolt (1730 gp), Eel Hide
Leather Armor (1210 gp), Oil of Arcane Mark (cr, 25 gp), Oil of Magic
Vestment (cr, 750 gp), Potion of Burrow (um, 750 gp), Potion of Fly (cr, 750
gp), 2 x Potion of Rage (cr, 750 gp), Ring of Energy Shroud (19500 gp),
Scroll of Magic Weapon (cr, 25 gp), Scroll of Mass Fly (apg, 2275 gp),
Scythe (+1 weapon, Ghost Touch) (sheds light) (8318 gp), Staff of Size
Alteration (26150 gp), Wand of Floating Disk (cr, 750 gp) (design provides
clue to function), Wand of Ghost Wolf (arg, 21000 gp), Wand of Silent
Image (cr, 750 gp) (design provides clue to function); hoard total 97923 gp
Room #4
Room #4
West Entry
East Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp) (slides up, +2 to break DC)
Rune of Dread: CR 17; magic; Perception DC 30; Disable Device DC
32; Trigger proximity (alarm); Reset none; Effect fear (frightened for
1d4 rounds, DC 20 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Leads to room #52, inhabited by 1 x Old Silver Dragon
South Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Empty
Room #5
North Entry
East Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Trapped and Unlocked Stone Door (hard 8, 60 hp)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
Leads to room #19
South Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
South Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry #3
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within an upright sarcophagus
Empty
Room #6
West Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Electrified Lock: CR 17; magic; Perception DC 30; Disable Device DC
28; Trigger touch; Reset none; Effect electric shock (16d6 electricity
damage, DC 20 Reflex save for half damage)
Leads to room #20, inhabited by 1 x Ancient Copper Dragon
West Entry #2
East Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides up, +2 to break DC)
Falling Block: CR 15; mechanical; Perception DC 28; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (14d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #25
Empty
Room #7
West Entry
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
The door is located above a small stone dais and concealed behind a
pile of broken stone
East Entry #1
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
East Entry #1
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
East Entry #2
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
A bookcase and section of wall pivots smoothly
Leads to room #17, inhabited by 1 x Ancient Green Dragon
Monster
9 x Clay Golem
Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses darkvision
60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-footed 24 (-1
Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref +3, Will +4; DR
10/adamantine and bludgeoning; Immune construct traits, magic; Speed 20
ft.; Melee 2 slams +19 (2d10+7 plus cursed wound); Space 10 ft.; Reach 10
ft.; SA berserk, haste; Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk
+13, CMB +21, CMD 30
Room #8
North Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
West Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
to one side, +1 to break DC)
West Entry #2
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)
Guillotine Blade: CR 16; mechanical; Perception DC 30; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +16 melee
(16d6/19-20)
Leads to room #18
East Entry #1
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #26
East Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Guillotine Blade: CR 19; mechanical; Perception DC 34; Disable
Device DC 32; Trigger location; Reset manual; Effect Atk +15 melee
(20d6/19-20)
South Entry
Room Features
Monster
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
A balcony hangs from the west wall, A ruined chain shirt lies in the southwest corner of the room
1 x Wyrm Green Dragon
Wyrm Green Dragon: CR 18, XP 153600; LE Gargantuan Dragon (air); Init
+2; Senses dragon senses; Perception +37; Aura frightful presence (330 ft.,
DC 27); AC 38, touch 4, flat-footed 38 (-2 Dex, +34 natural, -4 size); hp
337 (25d12+175); Fort +21, Ref +12, Will +21; DR 20/magic; Immune acid,
paralysis, sleep; SR 29; Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.;
Melee bite +34 (4d6+19/19-20), 2 claws +34 (2d8+13/19-20), 2 wings +32
(2d6+6), tail slap +32 (2d8+19); Space 20 ft.; Reach 15 ft. (20 ft. with bite);
SA breath weapon (60-ft. cone, DC 29, 22d6 acid), crush (Medium
creatures, DC 29, 4d6+19), miasma, tail sweep (Small creatures, DC 29,
2d6+19), spell-like abilities CL 25th; Spells CL 15th; Str 37, Dex 6, Con 25,
Int 20, Wis 21, Cha 20; Base Atk +25, CMB +42 (+44 sunder), CMD 50 (52
vs. sunder, 54 vs. trip); SQ camouflage, trackless step, water breathing,
woodland stride
Skills and Feats: Fly +12, Knowledge (arcane) +33, Knowledge (local) +33,
Knowledge (nature) +33, Knowledge (planes) +33, Perception +37,
Spellcraft +33, Stealth +14, Survival +33, Swim +49, Use Magic Device
+33; Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack,
Room #9
North Entry
Hidden Treasure
Room #10
North Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Leads to room #41, inhabited by 1 x Old Red Dragon
South Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Magic Missle Trap: CR 18; magic; Perception DC 32; Disable Device
DC 32; Trigger proximity (alarm); Reset none; Effect magic missile
(15d6 force damage); never miss
Room #11
South Entry #2
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Room Features
Someone has scrawled "You cannot kill it with wizardry" on the east wall,
An iron chain hangs from the ceiling in the south-west corner of the room
West Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
West Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
South Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #44, inhabited by 1 x Old Red Dragon
Monster
Trap
Hidden Treasure
Room #12
North Entry
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
West Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Deadly Spear Trap: CR 18; mechanical; Perception DC 30; Disable
Device DC 30; Trigger sight (true seeing); Reset manual; Effect Atk +20
ranged (1d8+6 plus black lotus extract [contact, Fort DC 20, onset 1
min., 1/rd. for 6 rds., 1d6 Con, 2 saves])
South Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
Leads to room #27
Trap
Hidden Treasure
Room #13
North Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed by an illusion
West Entry
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is located near the ceiling and concealed behind a pile of
broken stone
Leads to room #36
South Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp) (slides down, +1 to break DC)
Rune of Confusion: CR 18; magic; Perception DC 30; Disable Device
DC 32; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 22 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Room Features
Room #14
East Entry
A narrow pit covered by iron bars lies in the east side of the room, A tile
mosaic of ancient mythology covers the floor
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #36
South Entry
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed by an illusion
Room Features
Room #15
Someone has scrawled "The next life you save will be the one that ends
yours" on the east wall, Several wax blobs are scattered throughout the
room
Room #15
West Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Earthmaw Trap: CR 16; magic; Perception DC 28; Disable Device DC
28; Trigger location; Reset none; Effect earthmaw (16d6 damage, DC
18 Reflex save for half damage)
South Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Leads to room #26
South Entry #2
Monster
7 x Stone Golem
Stone Golem: CR 11, XP 12800; N Large Construct; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +0; AC 26, touch 8, flatfooted 26 (-1 Dex, +18 natural, -1 size); hp 107 (14d10+30); Fort +4, Ref +3,
Will +4; DR 10/adamantine; Immune construct traits, magic; Speed 20 ft.;
Melee 2 slams +22 (2d10+9); Space 10 ft.; Reach 10 ft.; SA slow; Str 28,
Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +14, CMB +24, CMD 33
Room #16
North Entry
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 25,
break DC 25; hard 5, 20 hp)
The door is concealed by an illusion
West Entry #1
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Symbol of Hypnosis: CR 19; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed
for 1d4 rounds, DC 22 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)
West Entry #2
South Entry
Monster
Treasure: 9763 pp, 19570 gp, 1960 sp, 11100 cp; Amber (80 gp), Amber
(100 gp), Bloodstone (60 gp), Chrysoberyl (130 gp), Citrine (50 gp), Garnet
(80 gp), Garnet (90 gp), Jade (80 gp), Jet (80 gp), Jet (90 gp), Onyx (45 gp),
Onyx (50 gp), Opal (500 gp), Saltwater Pearl (70 gp), Small Ruby (1000 gp),
Smoky Quartz (45 gp), Topaz (500 gp); 2 x Copper scepter with gold inlay
(50 gp), 2 x Decorated gold plate (700 gp), Elaborate silver wind chimes
(60 gp), Electrum censer with silver filigree (70 gp), Engraved gold scarab
(75 gp), Engraved platinum scarab (700 gp), Gilded demon skull (300 gp),
Gold and platinum statuette of a deity (750 gp), 2 x Gold candelabra with
holy symbol (200 gp), Gold chalice with griffon carvings (600 gp), Gold
statue of a dragon (110 gp), Helm carved from a pit fiend skull (5000 gp),
Ivory bowl with animal carvings (40 gp), Platinum bowl with arcane
engravings (800 gp), Set of six ivory dice (30 gp), Silver and glass decanter
(75 gp), Silver candelabra with holy symbol (75 gp), 3 x Silver statue of a
dragon (65 gp); Masterwork Composite Shortbow (+2 Str bonus) (525 gp);
Battleaxe (+2 weapon) (8310 gp), Bracers of Armor +1 (1000 gp), Heavy
Steel Shield (+1 shield) (1170 gp), Light Mace (+1 weapon) (2305 gp), Oil
of Shrink Item (cr, 750 gp), Oil of Stone Shape (cr, 750 gp), Potion of Good
Hope (cr, 750 gp), Potion of Invigorate (apg, 50 gp), Potion of Protection
from Arrows (cr, 300 gp), Potion of Protection from Electricity (5th) (cr, 750
gp), Scroll of Detect Secret Doors (cr, 25 gp), Scroll of Temporal Stasis (cr,
8000 gp), Staff of Rigor (20800 gp), Superior Ring of Revelation (24000 gp),
Wand of Chill Metal (cr, 4500 gp), Wand of Fire Shield (cr, 21000 gp),
Wand of Protection from Evil (cr, 750 gp); hoard total 227072 gp
Hidden Treasure
Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20
hp)
930 pp, 6160 gp, 100 sp; Alabaster (9 gp), Alabaster (13 gp), Amber (100
gp), Amethyst (120 gp), Aquamarine (550 gp), Aquamarine (650 gp), Azurite
(11 gp), Chrysoberyl (100 gp), Chrysoprase (45 gp), Deep Blue Spinel (120
gp), Green Spinel (40 gp), Green Spinel (50 gp), Lapis Lazuli (9 gp),
Malachite (13 gp), Onyx (40 gp), Onyx (55 gp), Opal (450 gp), Opal (500
gp), Opal (550 gp), Peridot (55 gp), Red Spinel (45 gp), Red Spinel (50 gp),
Rock Quartz (10 gp), Rose Quartz (45 gp), Sard (40 gp), Sard (45 gp),
Sardonyx (60 gp), Smoky Quartz (55 gp), Tourmaline (70 gp); Bronze
statuette of a warrior (15 gp), Carved stone idol (30 gp), Elaborate silver
wind chimes (60 gp), 2 x Engraved jade scarab (85 gp), Engraved mithral
scarab (400 gp), Helm carved from a pit fiend skull (5000 gp), 3 x Marble
idol (300 gp), Ornate silver flute (80 gp), Platinum flagon with religious
markings (1100 gp), Platinum statuette of a deity (1300 gp), 2 x Set of six
ivory dice (30 gp), Silver chalice with dragon carvings (150 gp), Silver
chess set (50 gp), Silver egg with dragon figurine (125 gp), 2 x Silver
flagon with religious markings (80 gp), Silver holy symbol (25 gp), Silver
mask (75 gp); Scroll of Cat's Grace (cr, 150 gp), Scroll of Detect Poison (cr,
12 gp 5 sp), Scroll of Make Whole (cr, 150 gp), Wand of Alarm (cr, 750 gp),
Wand of Hide from Animals (cr, 750 gp) (inscription provides clue to
function), Wand of Mage Armor (cr, 750 gp); hoard total 31632 gp 5 sp
Room #17
West Entry
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
A bookcase and section of wall pivots smoothly
Leads to room #7, inhabited by 9 x Clay Golem
East Entry
South Entry
Room Features
Monster
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
A magical mural on the south wall depicts the betrayal of whomever views
it, A dagger hilt lies in the north-west corner of the room
1 x Ancient Green Dragon
Ancient Green Dragon: CR 17, XP 102400; LE Gargantuan Dragon (air); Init
-1; Senses dragon senses; Perception +35; Aura frightful presence (300 ft.,
DC 26); AC 36, touch 5, flat-footed 36 (-1 Dex, +31 natural, -4 size); hp
310 (23d12+161); Fort +20, Ref +12, Will +20; DR 15/magic; Immune acid,
paralysis, sleep; SR 28; Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.;
Melee bite +31 (4d6+18/19-20), 2 claws +31 (2d8+12/19-20), 2 wings +29
(2d6+6), tail slap +29 (2d8+18); Space 20 ft.; Reach 15 ft. (20 ft. with bite);
(2d6+6), tail slap +29 (2d8+18); Space 20 ft.; Reach 15 ft. (20 ft. with bite);
SA breath weapon (60-ft. cone, DC 28, 20d6 acid), crush (Medium
creatures, DC 28, 4d6+18), miasma, tail sweep, spell-like abilities CL 23rd;
Spells CL 13th; Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20; Base Atk
+23, CMB +39, CMD 48 (52 vs. trip); SQ camouflage, trackless step, water
breathing, woodland stride
Skills and Feats: Fly +9, Knowledge (arcane) +31, Knowledge (local) +31,
Knowledge (nature) +31, Knowledge (planes) +31, Perception +35,
Spellcraft +31, Stealth +13, Survival +31, Swim +46, Use Magic Device
+31; Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack,
Great Cleave, Improved Critical (bite, claws), Improved Sunder, Iron Will,
Multiattack, Power Attack
Treasure: 388 pp, 3200 gp, 2000 sp, 6000 cp; Chrysoberyl (100 gp), Deep
Blue Spinel (100 gp), Garnet (70 gp), Saltwater Pearl (100 gp), Small Ruby
(800 gp), Tourmaline (130 gp); Bronze flagon with warrior images (50 gp),
Decorated silver plate (60 gp), Engraved mithral scarab (400 gp), Gold
chalice with griffon carvings (600 gp), Gold decanter with grape vine
patterns (850 gp), Ivory drinking horn with copper ends (60 gp), Marble idol
(300 gp), Painting of a beloved queen by a master (5000 gp), Platinum
flagon with religious markings (1100 gp), Set of six silver dice (75 gp),
Silver cauldron with animal symbols (120 gp); Mithral Shirt (1100 gp),
Potion of Acute Senses (um, 300 gp), Potion of Cure Serious Wounds (cr,
750 gp), Potion of Fly (cr, 750 gp), Ring of Spell Knowledge IV (24000 gp),
Scroll of Scintillating Pattern (cr, 3000 gp), Staff of Feast and Famine
(20800 gp), Trident (+1 weapon, Huntsman) (8315 gp), Wand of Order's
Wrath (cr, 21000 gp), Wand of Protection from Good (cr, 750 gp); hoard
total 98020 gp
Trap
Hidden Treasure
Room #18
West Entry
East Entry
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)
Guillotine Blade: CR 16; mechanical; Perception DC 30; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +16 melee
(16d6/19-20)
Leads to room #8, inhabited by 1 x Wyrm Green Dragon
South Entry
Room Features
Room #19
West Entry
A stone dais and throne sits in the north-east corner of the room, Several
corroded iron spikes are scattered throughout the room
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
Room #20
Room Features
The north and west walls have been engraved with alien glyphs, A forge
and anvil sit in the north-east corner of the room
North Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp) (slides to one side, +1 to break DC)
West Entry
East Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Electrified Lock: CR 17; magic; Perception DC 30; Disable Device DC
28; Trigger touch; Reset none; Effect electric shock (16d6 electricity
damage, DC 20 Reflex save for half damage)
Leads to room #6
Room Features
Monster
A magical mosaic on the south wall can be used as a portal to any known
location within the dungeon, Several iron cages are scattered throughout
the room
1 x Ancient Copper Dragon
Ancient Copper Dragon: CR 17, XP 102400; CG Huge Dragon (earth); Init
+4; Senses dragon senses; Perception +32; Aura frightful presence (300 ft.,
DC 27), slow; AC 39, touch 8, flat-footed 39 (+31 natural, -2 size); hp 310
(23d12+161); Fort +20, Ref +13, Will +19; DA uncanny dodge; DR
15/magic; Immune acid, paralysis, sleep; SR 28; Speed 40 ft., fly 200 ft.
(poor); climb stone; Melee bite +32 (2d8+16/19-20), 2 claws +32
(2d6+11/19-20), 2 wings +27 (1d8+5), tail slap +27 (2d6+16); Space 15 ft.;
Reach 10 ft. (15 ft. with bite); SA breath weapon (100-ft. line, DC 28, 20d6
acid), crush, mass laughter, slow breath, spell-like abilities CL 23rd; Spells
CL 15th; Str 33, Dex 10, Con 25, Int 22, Wis 23, Cha 22; Base Atk +23,
CMB +36, CMD 46 (50 vs. trip); SQ trap master
Skills and Feats: Bluff +32, Craft (traps) +42, Diplomacy +32, Fly +18,
Knowledge (geography) +32, Knowledge (history) +32, Perception +32,
Perform (comedy) +29, Sense Motive +32, Spellcraft +32, Stealth +18, Use
Magic Device +32; Combat Expertise, Greater Trip, Imp. Critical (bite,
claw), Improved Disarm, Imp. Initiative, Imp. Trip, Improved Vital Strike,
Power Attack, Quicken Spell, Spell Focus (illusion), Vital Strike
Treasure: 834 pp, 4680 gp, 170 sp, 1100 cp; Black Pearl (500 gp), Deep
Blue Spinel (110 gp), Green Spinel (50 gp), Ivory (45 gp), 2 x Ivory (50 gp),
Opal (500 gp), Rose Quartz (50 gp), Sapphire (900 gp), Tourmaline (110 gp);
Book of lost songs by a famous bard (3000 gp), Gold flute (1000 gp), Marble
idol (300 gp), Platinum chalice with angel carvings (1250 gp); Masterwork
Sai (301 gp); Greataxe (+2 weapon) (8320 gp), Oil of Fire Trap (cr, 775 gp),
Potion of Countless Eyes (um, 750 gp), Potion of Remove Disease (cr, 750
gp), Potion of Virtue (cr, 25 gp), Ring of Invisibility (20000 gp), Scroll of
Power Word Stun (cr, 3000 gp), Scroll of Prestidigitation (cr, 12 gp 5 gp),
Staff of Rigor (20800 gp), Wand of Solid Fog (cr, 21000 gp) (design provides
Staff of Rigor (20800 gp), Wand of Solid Fog (cr, 21000 gp) (design provides
clue to function); hoard total 96696 gp
Room #21
North Entry
South Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #30
Empty
Room #22
West Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Guillotine Blade: CR 17; mechanical; Perception DC 32; Disable
Device DC 30; Trigger location; Reset manual; Effect Atk +14 melee
(16d6/19-20)
East Entry
Room #23
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Room Features
A chute descends from the room into a natural cavern below, Someone has
scrawled "When sea becomes sky and the Seal of Thunder fails, the Ring of
Quests shall be lost" on the east wall
North Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Earthmaw Trap: CR 15; magic; Perception DC 30; Disable Device DC
30; Trigger location; Reset none; Effect earthmaw (15d6 damage, DC
18 Reflex save for half damage)
Leads to room #28, inhabited by 1 x Very Old Copper Dragon
West Entry
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
East Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #2
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Guillotine Blade: CR 17; mechanical; Perception DC 32; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +14 melee
(17d6/19-20)
Empty
Room #24
North Entry #1
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8,
60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
Earthmaw Trap: CR 17; magic; Perception DC 32; Disable Device DC
32; Trigger location; Reset none; Effect earthmaw (17d6 damage, DC
18 Reflex save for half damage)
North Entry #2
South Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
South Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #45
Room Features
Monster
A rope ascends to a balcony hanging from the west wall, A circle of tall
stones stands in the center of the room
8 x Iron Golem
Iron Golem: CR 13, XP 25600; N Large Construct; Init -1; Senses darkvision
60 ft., low-light vision; Perception +0; AC 28, touch 8, flat-footed 28 (-1
Dex, +20 natural, -1 size); hp 129 (18d10+30); Fort +6, Ref +5, Will +6; DR
15/adamantine; Immune construct traits, magic; Speed 20 ft.; Melee 2
slams +28 (2d10+16/19-20); Space 10 ft.; Reach 10 ft.; SA breath weapon,
powerful blows; Str 32, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +18,
CMB +30, CMD 39
Room #25
North Entry
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break
DC)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
West Entry #1
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides up, +2 to break DC)
Falling Block: CR 15; mechanical; Perception DC 28; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (14d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #6
West Entry #2
East Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Rune of Confusion: CR 17; magic; Perception DC 32; Disable Device
DC 32; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 20 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Room #26
Room Features
Howling can be heard in the south-east corner of the room, A charred club
lies in the south-east corner of the room
Trap
North Entry #1
North Entry #2
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Leads to room #15, inhabited by 7 x Stone Golem
West Entry
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #8, inhabited by 1 x Wyrm Green Dragon
Empty
Room #27
North Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
Leads to room #12
North Entry #2
Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
A bookcase and section of wall pivots smoothly
North Entry #3
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Leads to room #37
South Entry
Room Features
Mournful weeping fills the room, A charred wooden shield lies in the northwest corner of the room
Trap
Hidden Treasure
Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
337 pp, 2252 gp, 480 sp, 1300 cp; Azurite (8 gp), Azurite (10 gp),
Bloodstone (40 gp), Bloodstone (50 gp), Carnelian (65 gp), Chrysoberyl (80
gp), Jade (100 gp), Jet (90 gp), Milky Quartz (50 gp), Milky Quartz (55 gp),
Opal (500 gp), Peridot (50 gp), Sard (55 gp), Smoky Quartz (50 gp),
Tigereye (10 gp), Topaz (550 gp), Topaz (600 gp), Turquoise (9 gp);
Engraved jade scarab (85 gp), Gold cup with royal crest (550 gp), Holy text
penned by a saint (5000 gp), Platinum chalice with angel carvings (1250
gp), Platinum mask (900 gp), Silver statue of a dragon (65 gp); Potion of
Countless Eyes (um, 750 gp), Potion of Protection from Cold (5th) (cr, 750
gp), Scroll of Darkness (cr, 150 gp), Scroll of Implosion (cr, 3825 gp), Scroll
of Magic Fang (cr, 25 gp), Scroll of Mass Bull's Strength (cr, 1650 gp),
Scroll of Obscuring Mist (cr, 25 gp), Scroll of Storm of Vengeance (cr, 3825
gp), Scroll of Ventriloquism (cr, 25 gp), Wand of Magic Missile (cr, 750 gp)
(design provides clue to function), Wand of Spider Climb (cr, 4500 gp);
hoard total 32180 gp
Room #28
North Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
West Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West Entry #2
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Earthmaw Trap: CR 15; magic; Perception DC 30; Disable Device DC
30; Trigger location; Reset none; Effect earthmaw (15d6 damage, DC
18 Reflex save for half damage)
Leads to room #23
Monster
Room #29
East Entry
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides up, +2 to break DC)
The door is concealed within a horrific torture device
South Entry #1
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
(slides to one side, +1 to break DC)
The door is located near the ceiling and concealed behind an area of
fungus
South Entry #2
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Leads to room #39
Room Features
Room #30
North Entry
Part of the ceiling has collapsed into the room, The ceiling is covered with
cobwebs
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #21
East Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Arrow Trap: CR 17; mechanical; Perception DC 32; Disable Device DC
32; Trigger location; Reset manual; Effect Atk +18 ranged (17d6/x3)
South Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Teleporter Crystal: CR 18; magic; Perception DC 32; Disable Device
DC 30; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 22 Will save negates)
Leads to room #40
Room Features
Several iron cages are scattered throughout the room, The floor is covered
with bones
with bones
Room #31
North Entry #1
North Entry #2
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Thunderstone Mine: CR 16; magic; Perception DC 30; Disable Device
DC 28; Trigger location; Reset none; Effect thunder blast (17d6 sonic
damage, DC 20 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)
Monster
Room #32
South Entry
Room Features
Room #33
A stack of oil-filled barrels stands against the south wall, Several pieces of
rotten leather are scattered throughout the room
North Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
South Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Room Features
An iron chandelier hangs from the ceiling in the south-east corner of the
Room Features
Hidden Treasure
An iron chandelier hangs from the ceiling in the south-east corner of the
room, A pile of candles lies in the south side of the room
Locked Simple Wooden Chest (Open Lock DC 20, break DC 15; hard 5, 10
hp)
1049 pp, 4345 gp, 510 sp, 2500 cp; Amethyst (100 gp), Carnelian (50 gp),
Hematite (10 gp), Ivory (50 gp), Rhodochrosite (8 gp), Rhodochrosite (9 gp),
Rose Quartz (50 gp), Topaz (450 gp), Turquoise (10 gp), Zircon (65 gp);
Crystal skull (80 gp), Crystallized dragon heart (7500 gp), Decorated gold
plate (700 gp), Gold decanter with grape vine patterns (850 gp), Gold flute
(1000 gp), Ornate silver flute (80 gp); Oil of Light (cr, 25 gp), Oil of Purify
Food and Drink (cr, 25 gp), Scroll of Groundswell (arg, 150 gp), Scroll of
Interposing Hand (cr, 1125 gp), Wand of Faerie Fire (cr, 750 gp), Wand of
Resist Energy (cr, 4500 gp); hoard total 32498 gp
Room #34
East Entry #1
East Entry #2
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
The door is concealed behind a tapestry of ghoulish carnage
Room Features
Monster
The room has a high domed ceiling, A fountain and statue of a God of
Trickery sits in the north-east corner of the room
1 x Old Red Dragon
Old Red Dragon: CR 17, XP 102400; CE Gargantuan Dragon (fire); Init +3;
Senses dragon senses, smoke vision; Perception +28; Aura fire (10 ft., 1d6
fire), frightful presence (240 ft., DC 24); AC 32, touch 5, flat-footed 32 (-1
Dex, +27 natural, -4 size); hp 283 (21d12+147); Fort +19, Ref +11, Will
+18; DR 10/magic; Immune fire, paralysis, sleep; SR 28; Weak vulnerability
to cold; Speed 40 ft., fly 250 ft. (clumsy); Melee bite +29 (4d6+18/19-20), 2
claws +29 (2d8+12), 2 wings +27 (2d6+6), tail slap +27 (2d8+18); Space 20
ft.; Reach 15 ft. (20 ft. with bite); SA breath weapon (60-ft. cone, DC 27,
16d10 fire), crush (Medium creatures, DC 27, 4d6+18), manipulate flames,
tail sweep (Small Creatures, DC 27, 2d6+18), spell-like abilities CL 21st;
Spells CL 11th; Str 35, Dex 8, Con 25, Int 18, Wis 19, Cha 18; Base Atk
+21, CMB +37, CMD 46 (50 vs. trip)
Skills and Feats: Appraise +28, Bluff +28, Diplomacy +28, Fly +9,
Intimidate +28, Knowledge (arcana) +28, Perception +28, Sense Motive
+28, Spellcraft +28, Stealth +11; Cleave, Critical Focus, Greater Vital
Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will,
Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Treasure: 157 pp, 1340 gp, 2600 sp, 13000 cp; Amber (100 gp), Amber (110
gp), Aquamarine (600 gp), Bloodstone (50 gp), Chrysoberyl (80 gp), Coral
(80 gp), Coral (90 gp), Peridot (35 gp), Saltwater Pearl (80 gp), 2 x
Saltwater Pearl (100 gp), Sapphire (1300 gp); Carved saint's femur (6000
gp), Engraved platinum scarab (700 gp), Gold and mithral chess set (1000
gp), 2 x Platinum holy symbol (500 gp), Polished darkwood chalice (50 gp);
Composite Longbow (+1 weapon) (sheds light) (2400 gp), Dead Man's
Headband (3600 gp), Oil of Remove Curse (cr, 750 gp), Potion of Burrow
(um, 750 gp), Potion of Reduce Animal (cr, 300 gp), Potion of Water
Breathing (cr, 750 gp), Potion of Water Walk (cr, 750 gp), Ring of
Protection +3 (18000 gp) (inscription provides clue to function), Scale Mail
(+1 armor) (1200 gp), Scroll of Summon Monster VII (cr, 2275 gp), Sleep
Arrow (132 gp) (sheds light), Staff of Courage (19200 gp), Wand of Entropic
Shield (cr, 750 gp), Wand of Hydraulic Torrent (apg, 11250 gp), Wand of
Protection from Good (cr, 750 gp); hoard total 77632 gp
Room #35
North Entry #1
North Entry #2
Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
Guillotine Blade: CR 19; mechanical; Perception DC 34; Disable
Device DC 34; Trigger location; Reset manual; Effect Atk +19 melee
(19d6/19-20)
Empty
Room #36
West Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #14
East Entry
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is located near the ceiling and concealed behind a pile of
broken stone
Leads to room #13
South Entry
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Empty
Room #37
East Entry
Secret (Search DC 30) Trapped and Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
The door is concealed within the mouth of a demonic face carved from
stone
Guillotine Blade: CR 18; mechanical; Perception DC 32; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +16 melee
(16d6/19-20)
South Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Leads to room #27
Room Features
Room #38
West Entry
Spirals of gray stones cover the floor, An iron chandelier hangs from the
ceiling in the center of the room
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within an upright sarcophagus
Room Features
Monster
A tile labyrinth covers the floor, A buzzing noise can be faintly heard near
the east wall
3 x Stone Golem
Stone Golem: CR 11, XP 12800; N Large Construct; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +0; AC 26, touch 8, flatfooted 26 (-1 Dex, +18 natural, -1 size); hp 107 (14d10+30); Fort +4, Ref +3,
Will +4; DR 10/adamantine; Immune construct traits, magic; Speed 20 ft.;
Melee 2 slams +22 (2d10+9); Space 10 ft.; Reach 10 ft.; SA slow; Str 28,
Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +14, CMB +24, CMD 33
Trap
Room #39
North Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Leads to room #29
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Empty
Room #40
North Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Teleporter Crystal: CR 18; magic; Perception DC 32; Disable Device
DC 30; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 22 Will save negates)
Leads to room #30
West Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Electrified Lock: CR 16; magic; Perception DC 32; Disable Device DC
32; Trigger touch; Reset none; Effect electric shock (18d6 electricity
damage, DC 20 Reflex save for half damage)
East Entry
Room #41
Room Features
An altar of evil sits in the north side of the room, An overwhelming stench
fills the north-west corner of the room
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
South Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Leads to room #10
Room Features
Monster
A group of monstrous faces have been carved into the south wall, Someone
has scrawled "The Covenant of the Veiled Bell killed a rust monster here"
on the east wall
1 x Old Red Dragon
Old Red Dragon: CR 17, XP 102400; CE Gargantuan Dragon (fire); Init +3;
Senses dragon senses, smoke vision; Perception +28; Aura fire (10 ft., 1d6
fire), frightful presence (240 ft., DC 24); AC 32, touch 5, flat-footed 32 (-1
Dex, +27 natural, -4 size); hp 283 (21d12+147); Fort +19, Ref +11, Will
+18; DR 10/magic; Immune fire, paralysis, sleep; SR 28; Weak vulnerability
to cold; Speed 40 ft., fly 250 ft. (clumsy); Melee bite +29 (4d6+18/19-20), 2
claws +29 (2d8+12), 2 wings +27 (2d6+6), tail slap +27 (2d8+18); Space 20
ft.; Reach 15 ft. (20 ft. with bite); SA breath weapon (60-ft. cone, DC 27,
16d10 fire), crush (Medium creatures, DC 27, 4d6+18), manipulate flames,
tail sweep (Small Creatures, DC 27, 2d6+18), spell-like abilities CL 21st;
Spells CL 11th; Str 35, Dex 8, Con 25, Int 18, Wis 19, Cha 18; Base Atk
+21, CMB +37, CMD 46 (50 vs. trip)
Skills and Feats: Appraise +28, Bluff +28, Diplomacy +28, Fly +9,
Intimidate +28, Knowledge (arcana) +28, Perception +28, Sense Motive
+28, Spellcraft +28, Stealth +11; Cleave, Critical Focus, Greater Vital
Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will,
Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Treasure: 4933 pp, 12435 gp, 1980 sp, 8000 cp; Alabaster (10 gp), Amber
(70 gp), 2 x Amber (110 gp), Amethyst (90 gp), Aquamarine (500 gp),
Azurite (11 gp), Carnelian (40 gp), Chrysoberyl (110 gp), Chrysoprase (40
gp), Coral (120 gp), Coral (130 gp), Garnet (100 gp), Jade (70 gp), Jade (100
gp), Jet (80 gp), Jet (110 gp), Lapis Lazuli (7 gp), Milky Quartz (45 gp),
Rhodochrosite (12 gp), Sard (40 gp), Topaz (500 gp), Tourmaline (80 gp),
Rhodochrosite (12 gp), Sard (40 gp), Topaz (500 gp), Tourmaline (80 gp),
Zircon (45 gp), Zircon (50 gp); Carved stone idol (30 gp), Copper brazier
with religious markings (50 gp), Decorated gold plate (700 gp), Engraved
jade scarab (85 gp), Gold censer with platinum inlay (400 gp), Gold censer
with silver filigree (90 gp), Gold flute (1000 gp), Jeweled egg with epic
sorcerer's blood (4500 gp), Mithral hourglass with diamond dust (4000 gp),
Painting of a queen by a master (1500 gp), Platinum bowl with arcane
engravings (800 gp), Platinum holy symbol (500 gp), Platinum scepter with
gold inlay (1200 gp), Silver chalice with dragon carvings (150 gp);
Masterwork darkwood lute (300 gp); Breastplate (+1 armor) (1350 gp),
Buffering Cap (2000 gp) (inscription provides clue to function), Engineer's
Workgloves (3000 gp), Greatsword (+1 weapon) (inscription provides clue
to function) (2350 gp), Knight's Pennon (honor) (2200 gp), Longsword (+1
weapon) (2315 gp), Oil of Dispel Magic (cr, 750 gp), Oil of Slipstream
(apg, 300 gp), Potion of Draconic Reservoir (apg, 750 gp), Potion of Eagle's
Splendor (cr, 300 gp), Potion of Resist Acid (3rd) (cr, 300 gp), Potion of
Status (cr, 300 gp), Shortsword (+1 weapon) (sheds light) (2310 gp), Wand
of Bane (cr, 750 gp), Wand of Bless Weapon (cr, 750 gp), Wand of
Blindness/Deafness (cr, 4500 gp) (inscription provides clue to function),
Wand of True Strike (cr, 750 gp); hoard total 104903 gp
Room #42
North Entry
West Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides down, +1 to break DC)
The door is located above a small stone dais and concealed behind a
pile of skulls
South Entry
Room Features
Monster
Lit candles are scattered across the floor, Unintelligible whispering can be
heard in the north-west corner of the room
3 x Clay Golem
Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses darkvision
60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-footed 24 (-1
Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref +3, Will +4; DR
10/adamantine and bludgeoning; Immune construct traits, magic; Speed 20
ft.; Melee 2 slams +19 (2d10+7 plus cursed wound); Space 10 ft.; Reach 10
ft.; SA berserk, haste; Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk
+13, CMB +21, CMD 30
Room #43
East Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp) (slides up, +2 to break DC)
South Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Guillotine Blade: CR 18; mechanical; Perception DC 32; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +18 melee
(16d6/19-20)
Room Features
Monster
A narrow ledge runs along the north and west walls, A rusted breastplate
lies in the south side of the room
1 x Ancient Green Dragon
Ancient Green Dragon: CR 17, XP 102400; LE Gargantuan Dragon (air); Init
-1; Senses dragon senses; Perception +35; Aura frightful presence (300 ft.,
DC 26); AC 36, touch 5, flat-footed 36 (-1 Dex, +31 natural, -4 size); hp
310 (23d12+161); Fort +20, Ref +12, Will +20; DR 15/magic; Immune acid,
paralysis, sleep; SR 28; Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.;
Melee bite +31 (4d6+18/19-20), 2 claws +31 (2d8+12/19-20), 2 wings +29
Room #44
North Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #11, inhabited by 1 x Old Silver Dragon
West Entry
Room Features
Monster
Room #45
North Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #24, inhabited by 8 x Iron Golem
West Entry #1
West Entry #2
West Entry #3
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Trapped and Unlocked Stone Door (hard 8, 60 hp)
Deadly Spear Trap: CR 18; mechanical; Perception DC 30; Disable
Device DC 30; Trigger sight (true seeing); Reset manual; Effect Atk +20
ranged (1d8+6 plus black lotus extract [contact, Fort DC 20, onset 1
min., 1/rd. for 6 rds., 1d6 Con, 2 saves])
Empty
Room #46
East Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Falling Block: CR 17; mechanical; Perception DC 30; Disable Device
DC 30; Trigger location; Reset none; Effect Atk +16 melee (18d6);
multiple targets (all targets in a 10 ft. square area)
South Entry
Room Features
Monster
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
A narrow ledge runs along the north and west walls, A faded and torn
tapestry hangs from the west wall
1 x Old Silver Dragon
Old silver dragon: CR 20; Huge dragon (cold); HD 28d12+168; hp 350; Init
+4; Spd 40 ft., fly 150 ft. (poor); AC 35 (-2 size, +27 natural), touch 8, flatfooted 35; Base Atk +28; Grp +46; Atk +37 melee (2d8+10, bite); Full Atk
+37 melee (2d8+10, bite) and +37 melee (2d6+5, 2 claws) and +36 melee
(1d8+5, 2 wings) and +36 melee (2d6+15, tail slap); Space/Reach 15 ft./10
ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of paralyzing gas or 50
ft. cone of cold 16d8, DC 30), crush 2d8+15 (DC 30), frightful presence (DC
30); SQ Alternate form, blindsense 60 ft., cloudwalking, control winds,
damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud,
immunity to acid and cold, immunity to sleep and paralysis, keen senses,
spell resistance 26, spells (caster level 11th), vulnerability to fire; AL LG;
SV Fort +22, Ref +16, Will +22; Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha
22
Skills and Feats: Bluff +30, Concentration +31, Diplomacy +31, Disguise
+30, Escape Artist +24, Intimidate +31, Jump +34, Knowledge (any 2) +37,
Listen +39, Search +37, Sense Motive +31, Spot +39, Use Magic Device
+30; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative,
Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus
(claw), Wingover
Treasure: 34 gp, 230 sp, 700 cp; Malachite (8 gp), Rhodochrosite (10 gp),
Rose Quartz (50 gp); Bronze flagon with warrior images (50 gp), Decorated
silver plate (60 gp); hoard total 242 gp
Room #47
North Entry
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Earthmaw Trap: CR 17; magic; Perception DC 30; Disable Device DC
28; Trigger location; Reset none; Effect earthmaw (18d6 damage, DC
20 Reflex save for half damage)
West Entry #1
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
One-way Door: CR 15; mechanical; Perception DC 30; Disable Device
DC 26
West Entry #2
Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
The door is concealed within a mosaic of a legendary battle
One-way Door: CR 17; mechanical; Perception DC 30; Disable Device
DC 30
Room Features
Monster
A forge and anvil sit in the south-west corner of the room, Someone has
scrawled "Bride fell here" on the east wall
15 x Fire Giant
Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1; Senses
low-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; DA
rock 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.; SA
heated 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: 764 pp, 3546 gp, 260 sp, 1100 cp; Masterwork Light Steel Shield
(159 gp), Masterwork Nunchaku (302 gp); Alchemist's Bullet (330 gp), Light
Steel Shield (+1 shield) (1159 gp), 2 x Oil of Arcane Mark (cr, 25 gp),
Potion of Burrow (um, 750 gp), Potion of Disguise Other (um, 300 gp),
Potion of Greater Magic Fang (cr, 750 gp), Scale Mail (+1 armor) (1200 gp),
Scroll of Greater Spell Immunity (cr, 3000 gp), Scroll of Keen Senses (apg,
25 gp), Scroll of Shambler (cr, 3825 gp), Shortsword (+2 weapon) (8310 gp),
Wand of Detect Magic (cr, 375 gp) (inscription provides clue to function);
hoard total 31758 gp
Room #48
West Entry #1
West Entry #2
East Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Arrow Trap: CR 19; mechanical; Perception DC 34; Disable Device DC
30; Trigger location; Reset manual; Effect Atk +19 ranged (21d6/x3)
East Entry #2
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
The door is concealed behind an area of slime
Room #49
Room Features
A fountain of water sits against the south wall, Someone has scrawled a
large X on the east wall
South Entry #1
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp) (slides up, +2 to break DC)
South Entry #2
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Meteor Swarm Trap: CR 19; magic; Perception DC 34; Disable Device
DC 34; Trigger sight (true seeing); Reset none; Effect spell effect
(meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6
plus 6d6 fire [-4 save on a hit], DC 23 Reflex save for half fire damage,
18d6 fire damage from other meteors, DC 23 Reflex save for half
damage); multiple targets (four targets, no two of which can be more
than 40 ft. apart)
Empty
Room #50
North Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Earthmaw Trap: CR 17; magic; Perception DC 30; Disable Device DC
32; Trigger location; Reset none; Effect earthmaw (17d6 damage, DC
20 Reflex save for half damage)
West Entry
South Entry
Room Features
Monster
A set of demonic war masks hangs on the west wall, A sour odor fills the
south side of the room
1 x Very Old Copper Dragon
Very old copper dragon: CR 20; Huge dragon (earth); HD 29d12+174; hp
362; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 36 (-2 size, +28 natural),
touch 8, flat-footed 36; Base Atk +29; Grp +47; Atk +38 melee (2d8+10,
bite); Full Atk +38 melee (2d8+10, bite) and +38 melee (2d6+5, 2 claws)
and +37 melee (1d8+5, 2 wings) and +37 melee (2d6+15, tail slap);
Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone
of slow gas or 100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30),
frightful presence (DC 29); SQ Blindsense 60 ft., damage reduction
15/magic, darkvision 120 ft., immunity to acid, immunity to sleep and
paralysis, keen senses, spell resistance 26, spells (caster level 13th),
spider climb, stone shape, transmute rock to mud/mud to rock; AL CG; SV
Fort +22, Ref +16, Will +21; Str 31, Dex 10, Con 23, Int 20, Wis 21, Cha 20
Skills and Feats: Bluff +27, Concentration +29, Diplomacy +27, Escape
Artist +22, Hide +14, Intimidate +28, Jump +32, Knowledge (any 2) +37,
Listen +39, Search +37, Sense Motive +28, Spot +39, Use Magic Device
+27; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative,
Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus
(claw), Wingover
Room #51
North Entry
East Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Acid Spray: CR 19; magic; Perception DC 32; Disable Device DC 30;
Trigger proximity (alarm); Reset none; Effect acid spray (20d6 acid
damage, DC 20 Reflex save for half damage)
Leads to room #3, inhabited by 1 x Old Red Dragon
Room Features
Monster
A narrow ledge runs along the north and west walls, Several pieces of
broken glass are scattered throughout the room
7 x Roper
Roper: CR 12, XP 19200; CE Large Aberration; Init +5; Senses darkvision 60
ft., low-light vision; Perception +24; AC 27, touch 10, flat-footed 26 (+1
Dex, +17 natural, -1 size); hp 162 (12d8+108); Fort +13, Ref +5, Will +13;
Immune electricity; Resist cold 10; SR 27; Weak vulnerability to fire; Speed
10 ft.; Melee bite +20 (4d8+18/19-20); Ranged 6 strands +10 touch (1d6
Strength); Space 10 ft.; Reach 10 ft.; SA pull (strand, 5 feet), strands; Str
34, Dex 13, Con 29, Int 13, Wis 16, Cha 12; Base Atk +9, CMB +22, CMD
33 (can't be tripped)
Skills and Feats: Climb +27, Knowledge (dungeoneering) +16, Knowledge
(religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas);
Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus
(Perception, Stealth), Weapon Focus (strand)
Treasure: 680 pp, 3040 gp, 250 sp, 1200 cp; Aquamarine (450 gp), Black
Pearl (650 gp), Carnelian (50 gp), Chrysoprase (65 gp), Citrine (40 gp),
Coral (70 gp), Garnet (100 gp), Garnet (110 gp), Jasper (45 gp), Moonstone
(35 gp), Onyx (35 gp), Onyx (40 gp), Opal (550 gp), Rhodochrosite (11 gp),
Rock Quartz (11 gp), Tigereye (7 gp), Tigereye (10 gp), Zircon (50 gp);
Masterwork Light Crossbow (335 gp), Masterwork Scythe (318 gp); Chain
Shirt (+1 armor) (1250 gp), Greataxe (+2 weapon) (8320 gp), Light Wooden
Shield (+2 shield) (4153 gp), Scroll of Forbid Action (um, 25 gp), Scroll of
Grace (apg, 150 gp), Sling (+1 weapon) (2300 gp), Wand of Alarm (cr, 750
gp); hoard total 29807 gp
Trap
Hidden Treasure
Room #52
West Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp) (slides up, +2 to break DC)
Rune of Dread: CR 17; magic; Perception DC 30; Disable Device DC
32; Trigger proximity (alarm); Reset none; Effect fear (frightened for
1d4 rounds, DC 20 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Leads to room #4
Leads to room #4
East Entry
South Entry
Room Features
Monster
Several alcoves are cut into the south wall, The ceiling is covered with
bloodstains
1 x Old Silver Dragon
Old silver dragon: CR 20; Huge dragon (cold); HD 28d12+168; hp 350; Init
+4; Spd 40 ft., fly 150 ft. (poor); AC 35 (-2 size, +27 natural), touch 8, flatfooted 35; Base Atk +28; Grp +46; Atk +37 melee (2d8+10, bite); Full Atk
+37 melee (2d8+10, bite) and +37 melee (2d6+5, 2 claws) and +36 melee
(1d8+5, 2 wings) and +36 melee (2d6+15, tail slap); Space/Reach 15 ft./10
ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of paralyzing gas or 50
ft. cone of cold 16d8, DC 30), crush 2d8+15 (DC 30), frightful presence (DC
30); SQ Alternate form, blindsense 60 ft., cloudwalking, control winds,
damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud,
immunity to acid and cold, immunity to sleep and paralysis, keen senses,
spell resistance 26, spells (caster level 11th), vulnerability to fire; AL LG;
SV Fort +22, Ref +16, Will +22; Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha
22
Skills and Feats: Bluff +30, Concentration +31, Diplomacy +31, Disguise
+30, Escape Artist +24, Intimidate +31, Jump +34, Knowledge (any 2) +37,
Listen +39, Search +37, Sense Motive +31, Spot +39, Use Magic Device
+30; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative,
Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus
(claw), Wingover
Treasure: 1 gp, 20 sp; Freshwater Pearl (11 gp), Ivory (40 gp), Pyrite (10
gp); Engraved jade scarab (85 gp); hoard total 149 gp