Professional Documents
Culture Documents
Level 1
South Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC
15; hard 5, 10 hp)
Ⓣ Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device
DC 20
→ Leads to room #6, inhabited by 1 x Large Monstrous Centipede
South Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC
20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 18; Disable Device DC 15
→ Leads to room #7, inhabited by 1 x Darkmantle
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled
"The Helm of Treachery shall be lost until the hound betrays the master" on
the west wall
Room #2 East Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #3, inhabited by 15 x Tiny Monstrous Centipede
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #7, inhabited by 1 x Darkmantle
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10
to break DC)
→ Leads to room #8
Empty
Room #3 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #2
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-
footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #4 South Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset;
Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20
→ Leads to room #5, inhabited by 6 x Rat
Empty
Room #5 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset;
Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20
→ Leads to room #4
East Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
→ Leads to room #6, inhabited by 1 x Large Monstrous Centipede
South Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a tapestry of ancient mythology
→ Leads to room #11, inhabited by 1 x Ghoul
Room Features A wooden platform hangs over a deep pit in the south-west corner of the
room, and a pair of boots lies in the west side of the room
Monster 6 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),
climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4,
bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV
Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,
Swim +10; Weapon Finesse
Room #6 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC
15; hard 5, 10 hp)
Ⓣ Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device
DC 20
→ Leads to room #1, inhabited by 5 x 1st Level Warrior Goblin
West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
→ Leads to room #5, inhabited by 6 x Rat
Room #7 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC
20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 18; Disable Device DC 15
→ Leads to room #1, inhabited by 5 x 1st Level Warrior Goblin
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #2
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #12
Room Features A narrow pit covered by iron bars lies in the west side of the room, and
someone has scrawled "Abandon all hope" in goblin runes on the north wall
Monster 1 x Darkmantle
Room #8 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10
to break DC)
→ Leads to room #2
East Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); Search DC 24; Disable Device
DC 19
→ Leads to room #9, inhabited by 1 x 1st Level Warrior Duergar
South Entry Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #13, inhabited by 4 x Dire Rat
Room Features The room has a high domed ceiling, and numerous humanoid skulls are
scattered throughout the room
Trap Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27;
Disable Device DC 27
Room #9 North Entry Archway
West Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); Search DC 24; Disable Device
DC 19
→ Leads to room #8
Room #10 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #6, inhabited by 1 x Large Monstrous Centipede
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical; location trigger; automatic
reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20
→ Leads to room #14, inhabited by 3 x Human Commoner Zombie
Empty
Room #11 North Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a tapestry of ancient mythology
→ Leads to room #5, inhabited by 6 x Rat
South Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #18, inhabited by 1 x Troglodyte
Room Features A magical statue in the south side of the room answers questions with
insults, and the floor is covered with mould
Monster 1 x Ghoul
Trap Chain Flail: CR 3; mechanical; location trigger; repair reset; Atk +10 melee
(2d6); multiple targets (all targets in a 5 ft. radius burst); Search DC 22;
Disable Device DC 22
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
300 sp; Masterwork Greatsword (Small) (350 gp); hoard total 380 gp
Room #12 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #7, inhabited by 1 x Darkmantle
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #13, inhabited by 4 x Dire Rat
Room #13 North Entry Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #8
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #12
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); Search DC 24; Disable Device
DC 19
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Thunderstone Mine: CR 1; magic device; location trigger; no reset;
thunder blast (3d6 sonic damage, DC 10 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 22; Disable
Device DC 20
→ Leads to room #17
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled
"The walls listen" on the south wall
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-
footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease;
SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse
Room #14 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical; location trigger; automatic
reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20
→ Leads to room #10
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #19
East Entry Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard 5,
15 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Falling Block: CR 1; mechanical; location trigger; no reset; Atk +12
melee (2d6); multiple targets (all targets in a 10 ft. square area); Search DC
20; Disable Device DC 20
→ Leads to room #16
Room Features Several square holes are cut into the north and south walls, and a set of
demonic war masks hangs on the west wall
Monster 1 x Troglodyte Zombie
Room #16 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #12
West Entry Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard 5,
15 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Falling Block: CR 1; mechanical; location trigger; no reset; Atk +12
melee (2d6); multiple targets (all targets in a 10 ft. square area); Search DC
20; Disable Device DC 20
→ Leads to room #15, inhabited by 1 x Troglodyte Zombie
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #17
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #21
Empty
Room #17 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Thunderstone Mine: CR 1; magic device; location trigger; no reset;
thunder blast (3d6 sonic damage, DC 10 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 22; Disable
Device DC 20
→ Leads to room #13, inhabited by 4 x Dire Rat
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #16
Empty
Room #18 North Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #11, inhabited by 1 x Ghoul
South Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #23
Room Features A large kiln and coal bin sit in the south-west corner of the room, and
numerous monstrous skulls lie within niches in the north wall
Monster 1 x Troglodyte
Room Features Dancing motes of shadow fill the center of the room, and a pile of barrel
staves lies in the north side of the room
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC
28; hard 10, 60 hp)
80 gp; Divine Scroll (Divine Favor (25 gp), Endure Elements (25 gp),
Obscuring Mist (25 gp)) (total 75 gp); hoard total 155 gp
Room #20 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #19
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #28, inhabited by 1 x 1st Level Warrior
Svirfneblin
Empty
Room #21 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #16
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break
DC)
→ Leads to room #22, inhabited by 1 x Grimlock
Empty
Room #22 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
→ Leads to room #21
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #30, inhabited by 1 x Darkmantle
Room Features A briny odor fills the room, and several pieces of trash are scattered
throughout the room
Monster 1 x Grimlock
Room #23 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #18, inhabited by 1 x Troglodyte
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #28, inhabited by 1 x 1st Level Warrior Svirfneblin
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
→ Leads to room #36, inhabited by 1 x 1st Level Warrior Duergar
Empty
Room #25 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #24
East Entry Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #26
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device
DC 20
→ Leads to room #44, inhabited by 9 x Tiny Monstrous Centipede
Room Features Part of the south wall has collapsed into the room, and a tile labyrinth
covers the floor
Room #26 West Entry Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #25
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to
break DC)
→ Leads to room #27, inhabited by 1 x 1st Level Warrior Drow
South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #45, inhabited by 5 x Dire Rat
Empty
Room #27 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to
break DC)
→ Leads to room #26
East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Room Features A tapestry of arcane patterns hangs from the south wall, and a fountain of
water sits against the south wall
Monster 1 x 1st Level Warrior Drow (elf)
1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD 1d8; hp
4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt, +1 light
shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow); Full Atk +3
melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow);
Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ Drow traits, spell
resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con 10,
Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon Focus
(rapier)
Treasure: 2000 cp; hoard total 20 gp
Room #28 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #20
West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #23
West Entry #2 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind an
area of fungus
→ Leads to room #37, inhabited by 2 x 1st Level Warrior Goblin
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #46
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-
footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #30 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #22, inhabited by 1 x Grimlock
South Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
South Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
Room Features A stream of acid flows along a channel in the floor, and a metallic odor fills
the north-east corner of the room
Monster 1 x Darkmantle
Room #31 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #32
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #38, inhabited by 1 x Spider Swarm
Room Features Spirals of gray stones cover the floor, and the ceiling is covered with
cobwebs
Room #32 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #31
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1
to break DC)
→ Leads to room #33
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
→ Leads to room #39
Empty
Room #33 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1
to break DC)
→ Leads to room #32
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
→ Leads to room #34, inhabited by 1 x Bugbear Zombie
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #39
South Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
→ Leads to room #40, inhabited by 1 x Bugbear
Empty
Room #34 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
→ Leads to room #33
East Entry Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5,
15 hp) (slides to one side, +1 to break DC)
Ⓢ The door is located near the ceiling and concealed behind an area of
fungus
Ⓣ Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12
ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those in its path.
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #40, inhabited by 1 x Bugbear
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #41, inhabited by 1 x Ghoul
Room Features A stone ramp ascends towards the south wall, and the floor is covered in
square tiles, alternating white and black
Room #35 West Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
→ Leads to room #29, inhabited by 10 x Tiny Monstrous Centipede
West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm);
automatic reset; Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level
wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #49
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
→ Leads to room #23
South Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Ⓢ The door is located several feet above the floor and concealed within a
mosaic of legendary monsters
→ Leads to room #54
East Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind an
area of fungus
→ Leads to room #28, inhabited by 1 x 1st Level Warrior Svirfneblin
South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk
+8 ranged (1 plus poison); poison (greenblood oil [injury, Fort DC 13, 1
Con/1d2 Con]); Search DC 22; Disable Device DC 20
→ Leads to room #55
Room Features A carved stone statue stands in the north side of the room, and someone
has scrawled "When the River of Strength runs red with blood, the line of
Wizardry shall end" on the south wall
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #51
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #39
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #57, inhabited by 1 x Shrieker
Room Features A narrow pit covered by iron bars lies in the north-east corner of the room,
and someone has scrawled "You cannot kill it with magic" in draconic script
on the north wall
Monster 1 x Spider Swarm
Room #39 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
→ Leads to room #32
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #33
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #38, inhabited by 1 x Spider Swarm
Empty
Room #40 North Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
→ Leads to room #33
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #34, inhabited by 1 x Bugbear Zombie
Room Features A forge and anvil sit in the south side of the room, and the sound of horns
fills the room
Monster 1 x Bugbear
Room Features A whistling noise can be heard in the east side of the room, and a warped
door lies in the north-east corner of the room
Monster 1 x Ghoul
Room #42 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset;
lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow);
poison (large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6 Str]); Search
DC 19; Disable Device DC 15
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #43, inhabited by 2 x Dire Rat
Room #43 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #42, inhabited by 1 x Troglodyte Zombie
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #44, inhabited by 9 x Tiny Monstrous Centipede
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
→ Leads to room #59, inhabited by 1 x Spider Swarm
Room Features A stone dais sits in the north-east corner of the room, and a pile of rotten
fruit lies in the west side of the room
Monster 2 x Dire Rat
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-
footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease;
SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse
Room #44 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device
DC 20
→ Leads to room #25
West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #43, inhabited by 2 x Dire Rat
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #45, inhabited by 5 x Dire Rat
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #60
Room Features A narrow shaft falls into the room from above, and iron chains hang from
the ceiling in the south side of the room
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-
footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #45 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #26
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #44, inhabited by 9 x Tiny Monstrous Centipede
East Entry #2 Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Ⓣ Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27;
Disable Device DC 27
→ Leads to room #50
Room Features A ladder ascends to a wooden platform in the center of the room, and a
rusted sword lies in the north side of the room
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-
footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease;
SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse
Room #46 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #28, inhabited by 1 x 1st Level Warrior
Svirfneblin
South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #55
Empty
Room #47 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);
automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC
11 Reflex save half damage); Search DC 26; Disable Device DC 26
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #63
Room Features A large demonic idol with ruby eyes sits in the south side of the room, and a
clicking noise fills the room
Room #48 East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Ⓣ Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk
+5 melee (see note); Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC 14
Reflex save.
→ Leads to room #56
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #63
Room Features A balcony hangs from the south wall, and someone has scrawled "This is
not a secret door" on the south wall
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),
climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4,
bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV
Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,
Swim +10; Weapon Finesse
Room #49 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #35, inhabited by 1 x Large Monstrous Centipede
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk
+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.
→ Leads to room #56
Empty
Room #50 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
West Entry Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Ⓣ Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27;
Disable Device DC 27
→ Leads to room #45, inhabited by 5 x Dire Rat
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
Ⓣ Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk
+10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in
two adjacent 5 ft. squares); Search DC 14; Disable Device DC 20
Room Features A stone sarcophagus sits in the north-east corner of the room, and
someone has scrawled "The last wards have fallen" on the west wall
Room #51 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #38, inhabited by 1 x Spider Swarm
Room Features A narrow pit covered by iron bars lies in the north-east corner of the room,
and someone has scrawled "golden, jade, iron, iron" on the north wall
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #65, inhabited by 1 x 1st Level Warrior Svirfneblin
Room Features The floor is covered in perfect hexagonal tiles, and a pile of rotten bread lies
in the south-east corner of the room
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
→ Leads to room #65, inhabited by 1 x 1st Level Warrior Svirfneblin
Room Features An iron chandelier hangs from the ceiling in the north-east corner of the
room, and a hissing noise fills the room
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to
break DC)
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #55
Room Features A narrow pit covered by iron bars lies in the north-east corner of the room,
and several iron cages are scattered throughout the room
Room #55 North Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk
+8 ranged (1 plus poison); poison (greenblood oil [injury, Fort DC 13, 1
Con/1d2 Con]); Search DC 22; Disable Device DC 20
→ Leads to room #37, inhabited by 2 x 1st Level Warrior Goblin
North Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #46
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #54
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #62
Room Features A toppled statue lies in the south-east corner of the room, and a pile of
empty bottles lies in the north-east corner of the room
Trap Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk
+15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27
Room #56 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk
+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.
→ Leads to room #49
West Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Ⓣ Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk
+5 melee (see note); Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC 14
Reflex save.
→ Leads to room #48, inhabited by 14 x Rat
South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first
target in each of two adjacent squares); Search DC 24; Disable Device DC
18
→ Leads to room #67
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #68, inhabited by 4 x 1st Level Warrior Goblin
Empty
Room #57 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #38, inhabited by 1 x Spider Swarm
South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #69, inhabited by 13 x Tiny Monstrous Centipede
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk -;
Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL N;
SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -
Room #58 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #41, inhabited by 1 x Ghoul
South Entry Archway
→ Leads to room #70
Room Features Numerous pillars line the south and east walls, and a rotting odor fills the
center of the room
Room #59 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
→ Leads to room #43, inhabited by 2 x Dire Rat
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #71
Room Features A tile labyrinth covers the floor, and the ceiling is covered with cracks
Room #60 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #44, inhabited by 9 x Tiny Monstrous Centipede
West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #59, inhabited by 1 x Spider Swarm
West Entry #2 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20
→ Leads to room #71
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #61, inhabited by 1 x 1st Level Warrior Duergar
Empty
Room #61 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #45, inhabited by 5 x Dire Rat
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #60
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to
break DC)
→ Leads to room #72
South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #76
South Entry #2 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is located above a small stone dais and concealed behind an
area of slime
Room Features The floor is covered in perfect hexagonal tiles, and a toppled statue lies in
the south side of the room
Room #62 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #55
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
→ Leads to room #73
Room Features Someone has scrawled "Nerwenye stands here, slain by a basilisk" on the
south wall, and several bent copper coins are scattered throughout the
room
Room #63 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #47, inhabited by 1 x Troglodyte Zombie
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #48, inhabited by 14 x Rat
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break
DC)
→ Leads to room #78, inhabited by 1 x Ghoul
Room Features Several headless statues are scattered throughout the room, and the floor
is covered with slime
Room #64 North Entry Archway
→ Leads to room #52
East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk
+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.
→ Leads to room #65, inhabited by 1 x 1st Level Warrior Svirfneblin
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #74
Room Features An altar of evil sits in the east side of the room, and someone has scrawled
"Run away!" in blood on the west wall
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-
footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease;
SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse
Room #65 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #52
North Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
→ Leads to room #53, inhabited by 1 x Troglodyte Zombie
West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk
+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.
→ Leads to room #64, inhabited by 5 x Dire Rat
Room Features A rotting odor fills the room, and a ring of keys lies in the east side of the
room
Monster 1 x 1st Level Warrior Svirfneblin (gnome)
West Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
up, +2 to break DC)
East Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and
opened by setting it aflame
→ Leads to room #73
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #77, inhabited by 3 x 1st Level Warrior Goblin
Room Features A faded and torn tapestry hangs from the south wall, and several pieces of
spoiled meat are scattered throughout the room
Room #67 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first
target in each of two adjacent squares); Search DC 24; Disable Device DC
18
→ Leads to room #56
Empty
Room #68 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #56
North Entry #2 Archway
→ Leads to room #51
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #67
East Entry Archway
→ Leads to room #69, inhabited by 13 x Tiny Monstrous Centipede
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #82
Room #69 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #57, inhabited by 1 x Shrieker
West Entry Archway
→ Leads to room #68, inhabited by 4 x 1st Level Warrior Goblin
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #74
Room Features Spirals of blue stones cover the floor, and several empty bottles are
scattered throughout the room
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-
footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #70 North Entry Archway
→ Leads to room #58
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk
+12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5 ft.
squares); Search DC 20; Disable Device DC 20
→ Leads to room #80, inhabited by 1 x Spider Swarm
Empty
Room #71 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #59, inhabited by 1 x Spider Swarm
East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20
→ Leads to room #60
East Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #75
Room Features Someone has scrawled "Ran out of swords" in blood on the east wall, and
several pieces of rotten bread are scattered throughout the room
Room #72 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to
break DC)
→ Leads to room #61, inhabited by 1 x 1st Level Warrior Duergar
East Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed within a mosaic of a
goddess of healing
→ Leads to room #77, inhabited by 3 x 1st Level Warrior Goblin
Empty
Room #73 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
→ Leads to room #62
West Entry #1 Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and
opened by setting it aflame
→ Leads to room #66
West Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Ⓢ The door is concealed by an illusion
East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to
break DC)
→ Leads to room #78, inhabited by 1 x Ghoul
South Entry Unlocked Iron Door (hard 10, 60 hp)
Empty
Room #74 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #64, inhabited by 5 x Dire Rat
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #69, inhabited by 13 x Tiny Monstrous Centipede
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #79
Room #75 West Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #71
West Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #76
Empty
Room #76 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
→ Leads to room #61, inhabited by 1 x 1st Level Warrior Duergar
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #75
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #77 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #66
West Entry #1 Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed within a mosaic of a
goddess of healing
→ Leads to room #72
West Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Monster 3 x 1st Level Warrior Goblin
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A narrow pit covered by iron bars lies in the north-east corner of the room,
and a pile of torches lies in the south side of the room
Monster 1 x Ghoul
Room #79 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #74
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #80, inhabited by 1 x Spider Swarm
Empty
Room #80 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk
+12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5 ft.
squares); Search DC 20; Disable Device DC 20
→ Leads to room #70
West Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #79
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20
→ Leads to room #82
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #87, inhabited by 1 x Grimlock
Room #82 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #68, inhabited by 4 x 1st Level Warrior Goblin
West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20
→ Leads to room #81, inhabited by 1 x Large Monstrous Centipede
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #87, inhabited by 1 x Grimlock
Room Features A faded and torn tapestry hangs from the south wall, and a bent dagger lies
in the north side of the room
Room #83 East Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #84, inhabited by 1 x Darkmantle
Room Features Several alcoves are cut into the north and south walls, and someone has
scrawled "I'd rather be at the Half-full Tankard" on the north wall
Room #84 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #83
East Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides to one side, +1 to break DC)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #86
Room #85 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
→ Leads to room #88, inhabited by 12 x Rat
Trap Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock
bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow);
poison (large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6 Str]); Search
DC 19; Disable Device DC 15
Room #86 West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides to one side, +1 to break DC)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #84, inhabited by 1 x Darkmantle
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #87, inhabited by 1 x Grimlock
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #90
Empty
Room #87 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #81, inhabited by 1 x Large Monstrous Centipede
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #82
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #86
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one
side, +1 to break DC)
→ Leads to room #91
Monster 1 x Grimlock
Room #88 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
→ Leads to room #85
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #89
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
→ Leads to room #92
Room Features The ceiling is covered with cracks, and several rotten apples are scattered
throughout the room
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),
climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4,
bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV
Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,
Swim +10; Weapon Finesse
Room #89 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #84, inhabited by 1 x Darkmantle
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #88, inhabited by 12 x Rat
East Entry #1 Archway
→ Leads to room #90
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #93, inhabited by 1 x Darkmantle
Empty
Room #90 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #86
West Entry Archway
→ Leads to room #89
Room #91 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one
side, +1 to break DC)
→ Leads to room #87, inhabited by 1 x Grimlock
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #90
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Symbol of Panic: CR 1; magic device; proximity trigger (alarm); no
reset; fear (panicked for 1d4 rounds, DC 10 Will save negates); multiple
targets (all targets in a 10 ft. radius burst); Search DC 20; Disable Device
DC 22
→ Leads to room #94, inhabited by 1 x 1st Level Warrior Duergar
Room Features Numerous monstrous skulls lie within niches in the south and east walls,
and a charred wooden shield lies in the north-east corner of the room
Room #92 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
→ Leads to room #88, inhabited by 12 x Rat
South Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #97
Room Features A tapestry of ghoulish carnage hangs from the west wall, and a fountain of
water sits against the east wall
Room #93 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #89
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #96
East Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
East Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #94, inhabited by 1 x 1st Level Warrior Duergar
Room Features A stack of barrels filled with rotting fruit stands against the east wall, and
someone has scrawled "sapphire, white, crimson, white" on the south wall
Monster 1 x Darkmantle
West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
→ Leads to room #93, inhabited by 1 x Darkmantle
Room #95 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Archway
→ Leads to room #94, inhabited by 1 x 1st Level Warrior Duergar
South Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #99
Empty
Room #96 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one
side, +1 to break DC)
Ⓣ Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock
bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison
(blue whinnis [injury, Fort DC 14, 1 Con/unconscious]); Search DC 22;
Disable Device DC 17
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #93, inhabited by 1 x Darkmantle
East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
→ Leads to room #98
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #102, inhabited by 1 x 1st Level Warrior Duergar
Room Features Spirals of white stones cover the floor, and someone has scrawled a crude
drawing of an orc on the east wall
Room #97 North Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #92
South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
→ Leads to room #101, inhabited by 1 x Spider Swarm
Empty
Room #98 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
→ Leads to room #96
South Entry #1 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #102, inhabited by 1 x 1st Level Warrior Duergar
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break
DC)
Room Features Jagged steel blades project from cracks in the north and south walls, and a
corroded holy symbol lies in the north-west corner of the room
Room #99 North Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #95
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Fire Spray: CR 3; magic device; visual trigger (arcane eye); no reset;
fire spray (3d6 fire damage, DC 10 Reflex save for half damage); Search
DC 22; Disable Device DC 22
→ Leads to room #100
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
Empty
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to
break DC)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); Search DC 24; Disable Device
DC 19
Empty
Room #101 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
→ Leads to room #97
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #102, inhabited by 1 x 1st Level Warrior Duergar
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A stone dais sits in the north side of the room, and someone has scrawled
"They ate Ausid" on the north wall
Monster 1 x Spider Swarm