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The Secret Crypts of Shazzabi the Arcane 01

Level 1
General Walls Masonry (Athletics DC 15 to climb)
Floor Uneven Flagstone (Acrobatics DC 10 to charge or
run)
Temperature Warm

Illumination Shadowy (phosphorescent fungus or candles every


20 ft.)

Corridor Features a A narrow shaft falls into the corridor from above

c Someone has scrawled "Praise Lord Greywulf" here


e Blood drips from the ceiling
i A fountain of water sits in an alcove here
m Thunder Blaster (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Close blast 9, Attack
+4 vs. Fortitude, Damage 3d6+3 thunder and the
target is dazed until the end of its next turn, 25 xp)

n Electrified Floortile (Perception DC 15 to find,


Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 lightning,
25 xp)

r A group of demonic faces have been carved into the


walls
s Thunder Blaster (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Close blast 8, Attack
+4 vs. Fortitude, Damage 3d6+3 thunder and the
target is dazed until the end of its next turn, 25 xp)

u Several alcoves are cut into the walls here


v Bolter Turret (Perception DC 15 to find, Thievery DC
15 to disable, Init +2, Target 1 creature within 10
squares, Attack +6 vs. AC, Damage 1d10+3, 100 xp)
w An iron chandelier hangs from the ceiling here
x A mouldy odor fills the corridor
z A large demonic idol with ruby eyes sits in an alcove
here

Wandering Monsters 1 2 x Fell Taint Lasher (mm2 104, 100 xp), returning to
their lair with plunder
2 2 x Goblin Warrior (mm 137, 100 xp) and 8 x Goblin
Cutter (mm 136, 25 xp), scavenging for food and
treasure
3 6 x Stonefist Defender (mm2 143, 125 xp),
scavenging for food and treasure
4 4 x Goblin Acolyte of Maglubiyet (mm2 131, 100 xp),
gathered around an evil shrine

5 2 x Kobold Skirmisher (mm 167, 100 xp) and 5 x


Kobold Minion (mm 167, 25 xp), actively patrolling
their territory

6 6 x Xivort Slasher (mm3 208, 100 xp), scavenging


for food and treasure
Room #1 North Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
→ Leads to room #3
West Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)
(slides down, +1 to break DC)
→ Leads to room #5
Room Features Chaos wind (pushed 1d6 squares in a random
direction at end of turn), Grasping tendrils (Strength
DC 5 to move more than 2 squares)

Room #2 North Entry Locked Stone Door (Thievery DC 15 to unlock,


Strength DC 25 to break, 40 hp)
→ Leads to room #60
West Entry #1 Secret (Perception DC 20 to find) Trapped and Stuck
Simple Wooden Door (Strength DC 12 to break, 20
hp) (slides down, +1 to break DC)
Ⓢ The door is concealed behind a statue of an
ancient lich, and opened by pressing runes on his
staff
Ⓣ Arrow Trap (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
West Entry #2 Archway

East Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)


→ Leads to room #3
Room Features Psychic resonance (+2 to attacks vs. Will), Wooden
barricades (provides cover, Strength DC 15 to
break)

Room #3 West Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)


→ Leads to room #2
East Entry #1 Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp) (slides up, +2 to break DC)
→ Leads to room #42
East Entry #2 Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
South Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
→ Leads to room #1
Room Features The sound of chimes can be heard in the east side
of the room, and a pile of trash lies in the south-east
corner of the room
Trap 7 x Guillotine Blade (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
Room #4 North Entry Secret (Perception DC 15 to find) Unlocked Strong
Wooden Door (Strength DC 15 to break, 40 hp)
Ⓢ The door is concealed behind a statue of a
demonic sorceress, and opened by moving her hand
→ Leads to room #65, inhabited by 4 x Goblin
Blackblade
South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
→ Leads to room #5
Room Features Scaffolding (Acrobatics or Athletics DC 10 to climb),
Someone has scrawled "Trespassers will be flayed
alive" in blood on the north wall

Monster 4 x Goblin Warrior (mm 137, 100 xp)

Treasure: 3 x Small Hematite (37 gp each), 2 x Uncut


Lapis Lazuli (35 gp each); 5 x Common Art Object;
+1 Challenge-Seeking Weapon (av2 17, 360 gp)
Quarterstaff (phb 218), Headband of Perception (av
142, 360 gp), 9 x Martial Practice (Master Artisan
(mp2 150, 50 gp)); hoard total 1351 gp

Room #5 North Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #4, inhabited by 4 x Goblin
Warrior

East Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)


(slides down, +1 to break DC)
→ Leads to room #1

South Entry Trapped and Unlocked Simple Wooden Door


(Strength DC 10 to break, 20 hp) (slides up, +2 to
break DC)
Ⓣ Fire Blaster (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Close blast 1, Attack
+4 vs. Reflex, Damage 3d6+3 fire, 25 xp)
→ Leads to room #66
Empty

Room #6 South Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
→ Leads to room #7
Room Features Explosive fumes (explosion deals 3d8+3 fire
damage), Wooden barricades (provides cover,
Strength DC 15 to break)
Trap Bolter Turret (Perception DC 10 to find, Thievery DC
10 to disable, Init +2, Target 1 creature within 10
squares, Attack +6 vs. AC, Damage 1d10+3, 100 xp)
Room #7 North Entry Unlocked Strong Wooden Door (Strength DC 15 to
break, 40 hp)
→ Leads to room #6

East Entry Archway

South Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)

Empty

Room #8 West Entry #1 Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp) (slides up, +2 to break DC)
→ Leads to room #66
West Entry #2 Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
East Entry Locked Strong Wooden Door (Thievery DC 10 to
unlock, Strength DC 20 to break, 40 hp)
→ Leads to room #9
Room Features Dimensional lock (cannot teleport), Chaos wind
(pushed 1d6 squares in a random direction at end of
turn)

Hidden Treasure Hidden (Perception DC 30 to find) Locked Iron Chest


(Thievery DC 15 to unlock, Strength DC 30 to break,
60 hp)

None

Room #9 West Entry Locked Strong Wooden Door (Thievery DC 10 to


unlock, Strength DC 20 to break, 40 hp)
→ Leads to room #8

East Entry #1 Archway

East Entry #2 Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
Empty

Room #10 West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides down, +1 to break DC)
→ Leads to room #42
Hidden Treasure Hidden (Perception DC 20 to find) Locked Simple
Wooden Chest (Thievery DC 20 to unlock, Strength
DC 15 to break, 20 hp)

1224 sp; 5 x Common Art Object; Ioun's Parchment


(av2 76, 360 gp), 3 x Martial Practice (Temporary Fix
(mp2 152, 50 gp)), 2 x Potion of Cure Light Wounds
(mme 96, 20 gp); hoard total 672 gp 4 sp
Room #11 North Entry Locked Good Wooden Door (Thievery DC 30 to
unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #37

West Entry Secret (Perception DC 30 to find) Stuck Stone Door


(Strength DC 22 to break, 40 hp)
Ⓢ The door is opened by twisting an iron sconce
→ Leads to room #48
Empty

Room #12 North Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)

West Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
→ Leads to room #57, inhabited by 6 x Xivort Darter

South Entry Locked Iron Door (Thievery DC 15 to unlock,


Strength DC 30 to break, 60 hp)
→ Leads to room #63, inhabited by 3 x Kobold
Slinger
Empty

Room #13 North Entry #1 Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
North Entry #2 Unlocked Iron Door (Strength DC 25 to break, 60 hp)

South Entry Secret (Perception DC 30 to find) Trapped and


Locked Stone Door (Thievery DC 20 to unlock,
Strength DC 25 to break, 40 hp)
Ⓢ A section of wall makes a loud grinding noise as
it pivots open
Ⓣ Guillotine Blade (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
→ Leads to room #51, inhabited by 7 x Fire Beetle

Room Features Arcane engine, Grasping tendrils (Strength DC 5 to


move more than 2 squares)
Trap 5 x Falling Net (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Close burst 1, Attack
+4 vs. Reflex, the target is restrained (Acrobatics or
Athletics DC 10 to escape), 25 xp)

Room #14 North Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #29

South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #24, inhabited by 5 x Xivort Net
Caster

Monster 2 x Stirge (mm 248, 100 xp)

Treasure: None
Room #15 West Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
South Entry Archway
Room Features Shadowfell gloom (non-magical light sources provide
only dim light), A forge and anvil sit in the north-east
corner of the room

Room #16 West Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
→ Leads to room #58
South Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
Room Features Someone has scrawled "Has anyone seen my
invisible cloak?" on the east wall, and a mouldy odor
fills the room

Hidden Treasure Hidden (Perception DC 30 to find) Locked Strong


Wooden Chest (Thievery DC 20 to unlock, Strength
DC 20 to break, 40 hp)

140 gp; 2 x Small Rhodochrosite (35 gp each), 2 x


Small Turquoise (44 gp each), 3 x Uncut Lapis Lazuli
(29 gp each), 2 x Uncut Obsidian (32 gp each);
Common Art Object; 6 x Alchemical Formula
(Clearwater Solution (av 27, 100 gp)), 9 x
Alchemist's Frost (av 25, 20 gp), Belt of Resilience
(av 164, 360 gp); hoard total 1589 gp

Room #17 West Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
→ Leads to room #62, inhabited by 5 x Goblin
Warrior and 7 x Goblin Cutter
South Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp) (slides to one side, +1 to break DC)
Hidden Treasure Hidden (Perception DC 15 to find) Locked Iron Chest
(Thievery DC 30 to unlock, Strength DC 30 to break,
60 hp)

4 x Common Art Object; +1 Magic Wand (phb 242,


360 gp); hoard total 360 gp

Room #18 South Entry Trapped and Stuck Simple Wooden Door (Strength
DC 12 to break, 20 hp)
Ⓣ Acidic Burster (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Close burst
4, Attack +4 vs. Reflex, Damage 3d6+3 acid, 25 xp)
Empty
Room #19 West Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp)
Ⓣ Concealed Pit (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

East Entry Secret (Perception DC 30 to find) Trapped and


Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp) (magically reinforced, +5 to break DC)
Ⓢ The door is concealed by an illusion
Ⓣ Guillotine Blade (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
→ Leads to room #37

Monster 5 x Fell Taint Lasher (mm2 104, 100 xp)

Treasure: None

Room #20 West Entry Locked Iron Door (Thievery DC 15 to unlock,


Strength DC 30 to break, 60 hp)
South Entry Locked Simple Wooden Door (Thievery DC 20 to
unlock, Strength DC 15 to break, 20 hp)
Room Features A tapestry of arcane patterns hangs from the south
wall, and someone has scrawled "We've run out of
arrows" on the north wall

Monster 4 x Fire Beetle (mm 30, 100 xp)

Treasure: 18 gp, 1122 sp, 24 cp; 3 x Small Banded


Agate (44 gp each); Common Art Object; +1 Magic
Armor (phb 230, 360 gp) Leather Armor (phb 214),
+1 Magic Tome (ap 151, 360 gp); hoard total 982 gp
4 sp 4 cp

Room #21 West Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #49
South Entry Secret (Perception DC 30 to find) Stuck Good
Wooden Door (Strength DC 15 to break, 30 hp)
(slides down, +1 to break DC)
Ⓢ The door is concealed within a mosaic of
legendary monsters
Monster 4 x Kobold Skirmisher (mm 167, 100 xp) and 6 x
Kobold Minion (mm 167, 25 xp)

Treasure: 42 gp, 54 sp, 30 cp; Uncut Blue Quartz (30


gp each), 2 x Uncut Malachite (27 gp each); hoard
total 131 gp 7 sp
Trap 7 x Falling Net (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Close burst 1, Attack
+4 vs. Reflex, the target is restrained (Acrobatics or
Athletics DC 10 to escape), 25 xp)
Room #22 North Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp)
Ⓣ Concealed Pit (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)
→ Leads to room #36, inhabited by 5 x Dire Rat
South Entry Archway
Room Features The south and east walls are covered with claw
marks, and a pile of empty flasks lies in the south-
east corner of the room

Trap 6 x Falling Block (Perception DC 10 to find, Thievery


DC 10 to disable, Single-shot, Melee 1, Attack +4 vs.
Reflex, Damage 3d8+3, 25 xp)

Room #23 North Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
→ Leads to room #24, inhabited by 5 x Xivort Net
Caster
East Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
→ Leads to room #51, inhabited by 7 x Fire Beetle
South Entry #1 Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
→ Leads to room #38, inhabited by 4 x Xivort Darter
South Entry #2 Stuck Stone Door (Strength DC 22 to break, 40 hp)

Empty

Room #24 North Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #14, inhabited by 2 x Stirge

East Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
→ Leads to room #51, inhabited by 7 x Fire Beetle
South Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
→ Leads to room #23
Monster 5 x Xivort Net Caster (mm3 209, 100 xp)

Treasure: None

Room #25 West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
South Entry Archway
Room Features A stack of barrels filled with rotting fruit stands
against the west wall, and the floor is covered with
sand
Hidden Treasure Hidden (Perception DC 30 to find) Locked Good
Wooden Chest (Thievery DC 15 to unlock, Strength
DC 18 to break, 30 hp)

1704 sp, 1728 cp; Small Eye Agate (34 gp each);


Common Art Object; +1 Magic Tome (ap 151, 360
gp), +1 Magic Weapon (phb 235, 360 gp) Hand
Crossbow (phb 219); hoard total 941 gp 6 sp 8 cp
Room #26 North Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #27, inhabited by 4 x Dire Rat and
5 x Giant Rat

West Entry Locked Simple Wooden Door (Thievery DC 30 to


unlock, Strength DC 15 to break, 20 hp)
→ Leads to room #33

East Entry Stuck Good Wooden Door (Strength DC 15 to break,


30 hp)
South Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #59
Trap Pendulum Scythes (Perception DC 10 to find,
Thievery DC 10 to disable, Init +2, Target all
creatures in a row of squares, Attack +6 vs. AC,
Damage 1d10+3, 100 xp)

Room #27 North Entry Archway


→ Leads to room #55, inhabited by 4 x Dire Rat

East Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
→ Leads to room #58

South Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
→ Leads to room #26
Monster 4 x Dire Rat (mm 219, 100 xp) and 5 x Giant Rat
(mm 219, 25 xp)

Treasure: None
Trap 3 x Arrow Trap (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
Room #28 North Entry Archway
South Entry #1 Secret (Perception DC 20 to find) Locked Simple
Wooden Door (Thievery DC 10 to unlock, Strength
DC 15 to break, 20 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of fungus

South Entry #2 Stuck Good Wooden Door (Strength DC 15 to break,


30 hp)
Room Features Grasping tendrils (Strength DC 5 to move more than
2 squares), Part of the south wall has collapsed into
the room
Monster 6 x Kobold Slinger (mm 168, 100 xp)

Treasure: 6 gp, 486 sp, 66 cp; Small Eye Agate (31


gp each); 2 x Common Art Object; +1 Magic Armor
(phb 230, 360 gp) Leather Armor (phb 214), 3 x Holy
Water (mme 132, 20 gp), Impenetrable Barding (av
123, 360 gp), 4 x Potion of Cure Light Wounds (mme
96, 20 gp); hoard total 946 gp 2 sp 6 cp
Trap Spinning Blades (Perception DC 15 to find, Thievery
DC 10 to disable, Init +2, Close burst 1, Attack +6
vs. AC, Damage 1d10+3, 100 xp)

Room #29 North Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
East Entry #1 Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
East Entry #2 Locked Stone Door (Thievery DC 20 to unlock,
Strength DC 25 to break, 40 hp)

South Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #14, inhabited by 2 x Stirge
Hidden Treasure Hidden (Perception DC 20 to find) Unlocked Good
Wooden Chest (Strength DC 12 to break, 30 hp)

None
Room #30 East Entry Secret (Perception DC 15 to find) Trapped and Stuck
Stone Door (Strength DC 22 to break, 40 hp)
Ⓢ A stone column and section of wall makes a
loud grinding noise as it pivots open
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
6, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)
→ Leads to room #57, inhabited by 6 x Xivort Darter
Room Features A tapestry of vile acts hangs from the west wall, and
someone has scrawled "four, seven, three, six" on
the north wall
Trap Lightning Turret (Perception DC 10 to find, Thievery
DC 15 to disable, Init +2, Target 1 creature within 10
squares, Attack +4 vs. Reflex, Damage 1d10+3
lightning, 100 xp)
Hidden Treasure Hidden (Perception DC 30 to find) Locked Simple
Wooden Chest (Thievery DC 30 to unlock, Strength
DC 15 to break, 20 hp)

None

Room #31 South Entry Locked Strong Wooden Door (Thievery DC 20 to


unlock, Strength DC 20 to break, 40 hp)
Room Features Sloped floor (add 1 square to any movement towards
the north side of the room), A rope ascends to a
wooden platform in the north-east corner of the room

Room #32 South Entry Unlocked Good Wooden Door (Strength DC 12 to


break, 30 hp)
Empty

Room #33 North Entry Locked Stone Door (Thievery DC 10 to unlock,


Strength DC 25 to break, 40 hp)
East Entry Locked Simple Wooden Door (Thievery DC 30 to
unlock, Strength DC 15 to break, 20 hp)
→ Leads to room #26

South Entry #1 Wooden Portcullis (Strength DC 15 to open, 20 hp)


South Entry #2 Archway
Room Features Lit candles are scattered across the floor, and
someone has scrawled "Lightning comes before
thunder" on the east wall
Trap 4 x Swinging Block (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Target all
creatures in a row of squares, Attack +4 vs. Reflex,
Damage 2d10+3, 25 xp)

Room #34 North Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)

Trap Bolter Turret (Perception DC 10 to find, Thievery DC


15 to disable, Init +2, Target 1 creature within 10
squares, Attack +6 vs. AC, Damage 1d10+3, 100 xp)
Room #35 West Entry Secret (Perception DC 15 to find) Stuck Simple
Wooden Door (Strength DC 12 to break, 20 hp)
Ⓢ The door is concealed by an illusion
East Entry Unlocked Strong Wooden Door (Strength DC 15 to
break, 40 hp)
→ Leads to room #48

Room Features A stone dais sits in the north-west corner of the


room, and a fountain decorated with three gargoyles
sits in the south side of the room
Monster 5 x Kobold Skirmisher (mm 167, 100 xp)

Treasure: 2 x Small Hematite (46 gp each), 2 x Uncut


Lapis Lazuli (38 gp each); 3 x Common Art Object;
+1 Magic Weapon (phb 235, 360 gp) Triple-headed
Flail (av 9), 10 x Martial Practice (Temporary Fix
(mp2 152, 50 gp)), 7 x Primal Ritual Scroll (Create
Campsite (phb2 214, 50 gp)), 5 x Primal Ritual Scroll
(Portend Weather (pri 157, 50 gp)); hoard total 1628
gp
Trap 8 x Lightning Rod (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Target 1
creature within 10 squares, Attack +4 vs. Reflex,
Damage 2d10+3 lightning, 25 xp)

Room #36 North Entry Unlocked Good Wooden Door (Strength DC 12 to


break, 30 hp) (slides up, +2 to break DC)
South Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp)
Ⓣ Concealed Pit (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)
→ Leads to room #22
Room Features Entropic altar (healing is only half as effective), A pile
of blood-soaked clothing lies in the north-west corner
of the room

Monster 5 x Dire Rat (mm 219, 100 xp)

Treasure: None
Room #37 West Entry Secret (Perception DC 30 to find) Trapped and
Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp) (magically reinforced, +5 to break DC)
Ⓢ The door is concealed by an illusion
Ⓣ Guillotine Blade (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
→ Leads to room #19, inhabited by 5 x Fell Taint
Lasher
South Entry #1 Locked Good Wooden Door (Thievery DC 30 to
unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #11
South Entry #2 Secret (Perception DC 15 to find) Trapped and
Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
Ⓢ The door is concealed behind a statue of a
terrified maiden, and opened by breaking her neck
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Close blast
10, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)
Room Features Shadowfell gloom (non-magical light sources provide
only dim light), Zone of zero gravity (Acrobatics DC
20 to move)

Room #38 North Entry Unlocked Good Wooden Door (Strength DC 12 to


break, 30 hp)
→ Leads to room #23
West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
→ Leads to room #50, inhabited by 5 x Goblin
Acolyte of Maglubiyet
Monster 4 x Xivort Darter (mm3 208, 100 xp)

Treasure: 3 x Common Art Object; +1 Distance


Weapon (av 68, 360 gp) Sling (phb 219), +1 Magic
Armor (phb 230, 360 gp) Chainmail (phb 214), +1
Magic Armor (phb 230, 360 gp) Scale Armor (phb
214), +1 Magic Weapon (phb 235, 360 gp) Mace
(phb 218), 8 x Antivenom (av 25, 20 gp), Floating
Shield (av 117, 360 gp), Headband of Perception (av
142, 360 gp), 5 x Potion of Cure Light Wounds (mme
96, 20 gp); hoard total 2420 gp

Trap Acidbomb Turret (Perception DC 10 to find, Thievery


DC 15 to disable, Init +2, Area burst 3 within 10
squares, Attack +4 vs. Reflex, Damage 1d6+3 acid,
100 xp)
Room #39 West Entry Secret (Perception DC 20 to find) Locked Stone
Door (Thievery DC 15 to unlock, Strength DC 25 to
break, 40 hp)
Ⓢ A trap door in the floor leads to a short tunnel
beneath the wall
Room Features Entropic altar (healing is only half as effective),
Partition walls (Strength DC 15 to break)
Trap 5 x Guillotine Blade (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)

Room #40 East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


(magically reinforced, +5 to open DC)
→ Leads to room #46, inhabited by 5 x Fire Beetle
South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
Room Features Chanting fills the room, and a ruined gauntlet lies in
the south side of the room
Monster 8 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 6 gp, 944 sp, 228 cp; Small Banded Agate


(33 gp each), Small Obsidian (34 gp each), Uncut
Moss Agate (35 gp each); 2 x Common Art Object; 5
x Alchemist's Acid (av 24, 20 gp); hoard total 304 gp
6 sp 8 cp
Trap Psychic Blaster (Perception DC 15 to find, Thievery
DC 15 to disable, Init +2, Target 1 creature within 10
squares, Attack +4 vs. Will, Damage 1d10+3
psychic, 100 xp)

Room #41 North Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
West Entry Trapped and Unlocked Simple Wooden Door
(Strength DC 10 to break, 20 hp)
Ⓣ Concealed Pit (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

Room Features Crude ballista (Strength DC 15 to arm, Dex attack


vs. AC, deals 3d8+3 damage, single use), The north
and east walls have been engraved with incoherent
labyrinths

Trap 2 x Swinging Block (Perception DC 10 to find,


Thievery DC 15 to disable, Single-shot, Target all
creatures in a row of squares, Attack +4 vs. Reflex,
Damage 2d10+3, 25 xp)
Room #42 North Entry Trapped Wooden Portcullis (Strength DC 15 to open,
20 hp) (stuck, +2 to open DC)
Ⓣ Fire Blaster (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Close blast 2, Attack
+4 vs. Reflex, Damage 3d6+3 fire, 25 xp)
West Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp) (slides up, +2 to break DC)
→ Leads to room #3
East Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides down, +1 to break DC)
→ Leads to room #10

Room Features Lightning generator (deals 1d10+3 lightning


damage), Tar slicks (targets of forced movement
must save or be slowed until the end of their next
turn)
Trap 3 x Concealed Pit (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

Room #43 North Entry Archway


→ Leads to room #48

West Entry Trapped and Stuck Stone Door (Strength DC 22 to


break, 40 hp)
Ⓣ Guillotine Blade (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
East Entry Archway
Room Features Sloped floor (add 1 square to any movement towards
the south side of the room), A chute falls into the
room from above
Monster 5 x Goblin Warrior (mm 137, 100 xp)

Treasure: None
Trap 7 x Chain Flail (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Close burst 1, Attack
+6 vs. AC, Damage 3d6+3 and the target is knocked
prone, 25 xp)
Room #44 West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
→ Leads to room #61
Monster 3 x Dire Rat (mm 219, 100 xp) and 4 x Giant Rat
(mm 219, 25 xp)

Treasure: 63 gp; 6 x Alchemist's Essence (mme 130,


20 gp); hoard total 183 gp
Trap 5 x Lightning Rod (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature within 10 squares, Attack +4 vs. Reflex,
Damage 2d10+3 lightning, 25 xp)
Hidden Treasure Hidden (Perception DC 15 to find) Trapped and
Locked Good Wooden Chest (Thievery DC 15 to
unlock, Strength DC 18 to break, 30 hp)
Poison Needle (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Melee 1, Attack +4 vs.
Fortitude, Damage 2d10+3 poison, 25 xp)

78 gp, 84 sp, 108 cp; Small Eye Agate (35 gp each),


Small Obsidian (31 gp each), Small Obsidian (44 gp
each), 3 x Uncut Obsidian (29 gp each); Common
Art Object; 2 x +1 Magic Armor (phb 230, 360 gp)
Scale Armor (phb 214), +1 Magic Totem (phb2 208,
360 gp), +1 Magic Weapon (phb 235, 360 gp)
Spiked Gauntlet (av 9), +1 Magic Weapon (phb 235,
360 gp) War Pick (phb 218), 9 x Potion of Cure Light
Wounds (mme 96, 20 gp), 4 x Sweet Water (mme
134, 20 gp); hoard total 2344 gp 4 sp 8 cp

Room #45 West Entry Secret (Perception DC 30 to find) Locked Good


Wooden Door (Thievery DC 20 to unlock, Strength
DC 18 to break, 30 hp)
Ⓢ The door is located several feet above the floor
and concealed behind a tapestry of ancient
mythology
South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
Room Features Mercurial Altar (creatures may shift their speed as a
move action), A narrow shaft falls into the room from
above

Monster 5 x Goblin Warrior (mm 137, 100 xp)

Treasure: 832 sp, 704 cp; 2 x Uncut Lapis Lazuli (41


gp each); Common Art Object; +1 Challenge-
Seeking Weapon (av2 17, 360 gp) Glaive (phb 218),
+1 Distance Weapon (av 68, 360 gp) Handaxe (phb
218); hoard total 892 gp 2 sp 4 cp
Room #46 West Entry #1 Locked Simple Wooden Door (Thievery DC 30 to
unlock, Strength DC 15 to break, 20 hp)
West Entry #2 Wooden Portcullis (Strength DC 15 to open, 20 hp)
(magically reinforced, +5 to open DC)
→ Leads to room #40, inhabited by 8 x Fell Taint
Pulsar
Room Features Tenebrous veils (deals 1d6 necrotic damage per
move action), Fire pit (deals 1d10+3 fire damage)
Monster 5 x Fire Beetle (mm 30, 100 xp)

Treasure: None
Trap 4 x Falling Block (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Melee 1, Attack +4 vs.
Reflex, Damage 3d8+3, 25 xp)

Room #47 North Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
South Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)
Empty

Room #48 West Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
→ Leads to room #35, inhabited by 5 x Kobold
Skirmisher
East Entry Secret (Perception DC 30 to find) Stuck Stone Door
(Strength DC 22 to break, 40 hp)
Ⓢ The door is opened by twisting an iron sconce
→ Leads to room #11
South Entry Archway
→ Leads to room #43, inhabited by 5 x Goblin
Warrior
Room Features Stone columns (provides cover), The walls are
covered with cracks

Room #49 North Entry Archway


East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
→ Leads to room #21, inhabited by 4 x Kobold
Skirmisher and 6 x Kobold Minion
South Entry Archway
Room Features Intermittent obstructions (provides cover), Mercurial
Altar (creatures may shift their speed as a move
action)
Room #50 North Entry Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
→ Leads to room #38, inhabited by 4 x Xivort Darter
South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
Room Features An unexplained breeze can be felt in the center of
the room, and a bent chisel lies in the center of the
room

Monster 5 x Goblin Acolyte of Maglubiyet (mm2 131, 100 xp)

Treasure: None

Room #51 North Entry Secret (Perception DC 30 to find) Trapped and


Locked Stone Door (Thievery DC 20 to unlock,
Strength DC 25 to break, 40 hp)
Ⓢ A section of wall makes a loud grinding noise as
it pivots open
Ⓣ Guillotine Blade (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
→ Leads to room #13
West Entry #1 Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #24, inhabited by 5 x Xivort Net
Caster
West Entry #2 Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
→ Leads to room #23

Room Features Psychic resonance (+2 to attacks vs. Will), A narrow


shaft descends from the room into a natural cavern
below
Monster 7 x Fire Beetle (mm 30, 100 xp)

Treasure: Uncut Eye Agate (38 gp each); Common


Art Object; +1 Magic Rod (phb 239, 360 gp), 6 x
Divine Ritual Scroll (Gentle Repose (phb 305, 50
gp)), 3 x Potion of Cure Light Wounds (mme 96, 20
gp), 9 x Primal Ritual Scroll (Purify Water (ap 158,
50 gp)); hoard total 1208 gp

Room #52 North Entry Secret (Perception DC 20 to find) Unlocked Strong


Wooden Door (Strength DC 15 to break, 40 hp)
Ⓢ The door is concealed within an upright
sarcophagus
South Entry #1 Stuck Iron Door (Strength DC 28 to break, 60 hp)

South Entry #2 Archway


Room Features The floor is covered in perfect hexagonal tiles, and
the ceiling is covered with bloodstains
Monster 6 x Stirge (mm 248, 100 xp)

Treasure: 36 gp, 6 sp, 30 cp; Uncut Hematite (38 gp


each); Common Art Object; hoard total 74 gp 9 sp
Room #53 West Entry Locked Good Wooden Door (Thievery DC 15 to
unlock, Strength DC 18 to break, 30 hp)

East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


Room Features Tar slicks (targets of forced movement must save or
be slowed until the end of their next turn), Someone
has scrawled "Death comes on silent wings" in
draconic script on the south wall
Monster 2 x Stirge (mm 248, 100 xp)

Treasure: 3 x Uncut Blue Quartz (38 gp each);


Common Art Object; +1 Magic Holy Symbol (phb
236, 360 gp), 12 x Potion of Cure Light Wounds
(mme 96, 20 gp); hoard total 714 gp
Hidden Treasure Hidden (Perception DC 15 to find) Locked Good
Wooden Chest (Thievery DC 20 to unlock, Strength
DC 18 to break, 30 hp)

2304 sp; Small Hematite (35 gp each); 2 x Common


Art Object; +1 Magic Weapon (phb 235, 360 gp)
Short Sword (phb 218); hoard total 625 gp 4 sp

Room #54 South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides to one side, +1 to break DC)
Room Features Mercurial Altar (creatures may shift their speed as a
move action), A mural of a legendary battle covers
the ceiling
Monster 5 x Kobold Slinger (mm 168, 100 xp) and 8 x Kobold
Minion (mm 167, 25 xp)

Treasure: None
Room #55 North Entry Secret (Perception DC 30 to find) Unlocked Good
Wooden Door (Strength DC 12 to break, 30 hp)
Ⓢ The door is concealed within a horrific torture
device
West Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp) (slides up, +2 to break DC)
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
2, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)

South Entry #1 Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
South Entry #2 Archway
→ Leads to room #27, inhabited by 4 x Dire Rat and
5 x Giant Rat
Monster 4 x Dire Rat (mm 219, 100 xp)

Treasure: 3 x Uncut Moss Agate (36 gp each); +1


Challenge-Seeking Weapon (av2 17, 360 gp)
Greatspear (av 9); hoard total 468 gp
Trap 4 x Spinning Floortile (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, the target is knocked prone, 25
xp)

Room #56 North Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
West Entry Archway
→ Leads to room #63, inhabited by 3 x Kobold
Slinger
South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides to one side, +1 to break DC)

Room Features Magical fountain, Anchor Stone (move at least 2


squares per turn or become immobilized, save ends)
Room #57 North Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
West Entry Secret (Perception DC 15 to find) Trapped and Stuck
Stone Door (Strength DC 22 to break, 40 hp)
Ⓢ A stone column and section of wall makes a
loud grinding noise as it pivots open
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
6, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)
→ Leads to room #30
East Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #12
South Entry Unlocked Iron Door (Strength DC 25 to break, 60 hp)
Monster 6 x Xivort Darter (mm3 208, 100 xp)

Treasure: 77 gp; Small Lapis Lazuli (35 gp each),


Uncut Hematite (36 gp each); 8 x Sweet Water (mme
134, 20 gp); hoard total 308 gp

Hidden Treasure Trapped and Locked Good Wooden Chest (Thievery


DC 15 to unlock, Strength DC 18 to break, 30 hp)
Poison Needle (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Melee 1, Attack +4 vs.
Fortitude, Damage 2d10+3 poison, 25 xp)

None

Room #58 West Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
→ Leads to room #27, inhabited by 4 x Dire Rat and
5 x Giant Rat
East Entry #1 Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #16
East Entry #2 Archway
South Entry #1 Locked Simple Wooden Door (Thievery DC 10 to
unlock, Strength DC 15 to break, 20 hp)
South Entry #2 Locked Strong Wooden Door (Thievery DC 15 to
unlock, Strength DC 20 to break, 40 hp)
Trap Incendiary Blaster (Perception DC 15 to find,
Thievery DC 15 to disable, Init +2, Close blast 2,
Attack +4 vs. Reflex, Damage 1d6+3 fire, 100 xp)

Room #59 North Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
→ Leads to room #26
West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
Empty
Room #60 West Entry Unlocked Strong Wooden Door (Strength DC 15 to
break, 40 hp)
→ Leads to room #65, inhabited by 4 x Goblin
Blackblade
South Entry Locked Stone Door (Thievery DC 15 to unlock,
Strength DC 25 to break, 40 hp)
→ Leads to room #2
Empty

Room #61 North Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #44, inhabited by 3 x Dire Rat and
4 x Giant Rat
South Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)
Room Features The floor is covered in perfect hexagonal tiles, and a
metallic odor fills the east side of the room

Room #62 West Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
East Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #17

Monster 5 x Goblin Warrior (mm 137, 100 xp) and 7 x Goblin


Cutter (mm 136, 25 xp)

Treasure: 60 gp, 120 sp, 48 cp; 3 x Small Malachite


(39 gp each); Common Art Object; 9 x Martial
Practice (Master Artisan (mp2 150, 50 gp)); hoard
total 639 gp 4 sp 8 cp

Trap 4 x Swinging Block (Perception DC 15 to find,


Thievery DC 10 to disable, Single-shot, Target all
creatures in a row of squares, Attack +4 vs. Reflex,
Damage 2d10+3, 25 xp)

Room #63 North Entry Locked Iron Door (Thievery DC 15 to unlock,


Strength DC 30 to break, 60 hp)
→ Leads to room #12
West Entry Trapped and Unlocked Iron Door (Strength DC 25 to
break, 60 hp)
Ⓣ Arrow Trap (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
East Entry Archway
→ Leads to room #56
Room Features Font of blood (-2 to saving throws vs. ongoing
damage), Anchor Stone (move at least 2 squares
per turn or become immobilized, save ends)
Monster 3 x Kobold Slinger (mm 168, 100 xp)

Treasure: 2 x Common Art Object; 7 x Alchemist's


Essence (mme 130, 20 gp), 17 x Potion of Cure
Light Wounds (mme 96, 20 gp); hoard total 480 gp
Room #64 North Entry Archway

West Entry Locked Strong Wooden Door (Thievery DC 20 to


unlock, Strength DC 20 to break, 40 hp)

East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


(magically reinforced, +5 to open DC)

Monster 5 x Dire Rat (mm 219, 100 xp)

Treasure: 60 gp, 1872 sp; +1 Magic Armor (phb 230,


360 gp) Chainmail (phb 214), +1 Magic Holy Symbol
(phb 236, 360 gp), +1 Magic Rod (phb 239, 360 gp),
+1 Magic Totem (phb2 208, 360 gp), +1 Magic Wand
(phb 242, 360 gp), +1 Magic Weapon (phb 235, 360
gp) Quarterstaff (phb 218), 6 x Arcane Ritual Scroll
(Purify Water (ap 158, 50 gp)), 8 x Divine Ritual
Scroll (Create Holy Water (dp 156, 50 gp)); hoard
total 3107 gp 2 sp

Room #65 North Entry Trapped and Locked Simple Wooden Door (Thievery
DC 10 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Iceshard Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
4, Attack +4 vs. Reflex, Damage 3d6+3 cold, 25 xp)

East Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
→ Leads to room #60

South Entry Secret (Perception DC 15 to find) Unlocked Strong


Wooden Door (Strength DC 15 to break, 40 hp)
Ⓢ The door is concealed behind a statue of a
demonic sorceress, and opened by moving her hand
→ Leads to room #4, inhabited by 4 x Goblin
Warrior
Room Features Ladder to suspended walkway, Someone has
scrawled "In the reign of Fortitude, when the forests
are made spears, the Scepter of Orbs shall be
restored" on the south wall

Monster 4 x Goblin Blackblade (mm 136, 100 xp)

Treasure: 1152 sp, 512 cp; 4 x Common Art Object;


5 x Divine Ritual Scroll (Purify Water (ap 158, 50
gp)); hoard total 370 gp 3 sp 2 cp

Trap 6 x Chain Flail (Perception DC 10 to find, Thievery


DC 15 to disable, Single-shot, Close burst 4, Attack
+6 vs. AC, Damage 3d6+3 and the target is knocked
prone, 25 xp)
Room #66 North Entry Trapped and Unlocked Simple Wooden Door
(Strength DC 10 to break, 20 hp) (slides up, +2 to
break DC)
Ⓣ Fire Blaster (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Close blast 1, Attack
+4 vs. Reflex, Damage 3d6+3 fire, 25 xp)
→ Leads to room #5

East Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp) (slides up, +2 to break DC)
→ Leads to room #8
South Entry Archway

Room Features Shadowfell gloom (non-magical light sources provide


only dim light), A tapestry of vile acts hangs from the
east wall

Trap 2 x Guillotine Blade (Perception DC 15 to find,


Thievery DC 10 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)

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