Kollmut's Labrynth

Level 6

A toppled statue lies across the corridorA toppled statue lies across the corridorA toppled statue lies across the corridorA chute descends from the corridor into a natural cavern belowA chute descends from the corridor into a natural cavern belowA chute descends from the corridor into a natural cavern belowAn unexplained breeze can be felt hereAn unexplained breeze can be felt hereAn unexplained breeze can be felt hereFire TrapFire TrapFire TrapLightning Bolt TrapLightning Bolt TrapLightning Bolt TrapCamouflaged Pit TrapCamouflaged Pit TrapCamouflaged Pit TrapA group of demonic faces have been carved into the wallsA group of demonic faces have been carved into the wallsAn overwhelming stench fills the corridorAn overwhelming stench fills the corridorInsanity Mist Vapor TrapInsanity Mist Vapor TrapFalling BlockFalling BlockA chute falls into the corridor from aboveA chute falls into the corridor from aboveBurning torches in iron sconces line the corridorBurning torches in iron sconces line the corridorA large demonic idol with ruby eyes sits in an alcove hereA large demonic idol with ruby eyes sits in an alcove hereComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 2 x GrickComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 5 x Phantom Fungus, Rune of Paralyzation, Hidden TreasureComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, 8 x Medium Monstrous SpiderComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, 6 x Medium Monstrous SpiderComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, Black Tentacles Trap, Hidden TreasureComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, 5 x KrensharComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 3 x Ethereal MarauderComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 1 x DigesterComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, 3 x EttercapComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, 1 x XornComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 4 x CockatriceComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, 5 x Ethereal FilcherComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, 10 x StirgeComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 4 x HowlerComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 3 x Ethereal FilcherComplex, 2 x Rust MonsterComplex, 2 x Rust MonsterComplex, 2 x Rust MonsterComplex, 2 x Rust MonsterComplex, 2 x Rust MonsterComplex, 2 x Rust MonsterComplex, 2 x Rust MonsterComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 3 x HowlerComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 2 x Owlbear, Poison Wall SpikesComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, 10 x KrensharComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, 4 x KrensharComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 4 x Large Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, 1 x Gargantuan Monstrous CentipedeComplex, Symbol of HypnosisComplex, Symbol of HypnosisComplex, Symbol of HypnosisComplex, Symbol of HypnosisComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, Hidden TreasureComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, 8 x Small Monstrous SpiderComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 8 x Large Monstrous CentipedeComplex, 8 x Large Monstrous CentipedeComplex, 8 x Large Monstrous CentipedeComplex, 8 x Large Monstrous CentipedeComplex, 8 x Large Monstrous CentipedeComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, 1 x Will-o'-WispComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 4 x EttercapComplex, 5 x GrickComplex, 5 x GrickComplex, 5 x GrickComplex, 5 x GrickComplex, 5 x GrickComplex, 5 x GrickComplex, 5 x GrickComplex, 5 x GrickComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, EmptyComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharComplex, 6 x KrensharUnlocked Good Wooden Door (hard 5, 15 hp)Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Unlocked Stone Door (hard 8, 60 hp)Stuck Iron Door (break DC 28; hard 10, 60 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)ArchwayArchwayTrapped and Unlocked Stone Door (hard 8, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)ArchwayStuck Good Wooden Door (break DC 18; hard 5, 15 hp)Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)ArchwaySecret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)ArchwayLocked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)ArchwayLocked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)ArchwayStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Trapped and Unlocked Iron Door (hard 10, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)Unlocked Simple Wooden Door (hard 5, 10 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)ArchwayTrapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)Trapped and Unlocked Stone Door (hard 8, 60 hp)Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)ArchwayStuck Stone Door (break DC 28; hard 8, 60 hp)ArchwayUnlocked Simple Wooden Door (hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayTrapped and Unlocked Stone Door (hard 8, 60 hp)ArchwayUnlocked Simple Wooden Door (hard 5, 10 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)ArchwayStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)ArchwayStuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)ArchwayWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)ArchwayTrapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)ArchwayTrapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Unlocked Iron Door (hard 10, 60 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Trapped and Unlocked Stone Door (hard 8, 60 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayLocked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)Trapped and Unlocked Iron Door (hard 10, 60 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)ArchwayTrapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayTrapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)ArchwayTrapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)ArchwayIron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Trapped and Unlocked Stone Door (hard 8, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)ArchwayUnlocked Simple Wooden Door (hard 5, 10 hp)Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)Stuck Stone Door (break DC 28; hard 8, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)Unlocked Good Wooden Door (hard 5, 15 hp)ArchwayTrapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)Stuck Iron Door (break DC 28; hard 10, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayArchwayStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
General
Dungeon Walls Superior Masonry (Climb DC 25)
Dungeon Floor Smooth Stone
Temperature Cool
Illumination Dark (individual creatures may carry lights)
Corridors
a A toppled statue lies across the corridor
c A chute descends from the corridor into a natural cavern below
e An unexplained breeze can be felt here
i Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device DC 29
m Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28
n Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17
r A group of demonic faces have been carved into the walls
s An overwhelming stench fills the corridor
u Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; poison gas (insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]); never miss; onset delay (1 round); multiple targets (all targets in a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC 20
v Falling Block: CR 5; mechanical; location trigger; no reset; Atk +14 melee (6d6); multiple targets (all targets in a 10 ft. square area); Search DC 22; Disable Device DC 20
w A chute falls into the corridor from above
x Burning torches in iron sconces line the corridor
z A large demonic idol with ruby eyes sits in an alcove here
Wandering
Monsters
1 1 x Will-o'-Wisp, searching for an object stolen from their lair
2 1 x Drider, trying to lure the party into an ambush
3 2 x Phantom Fungus, wandering senselessly
4 3 x Gelatinous Cube (ooze), wielding bizarre eldritch powers
5 3 x Howler, consumed by disease and madness
6 4 x Phantom Fungus, returning to their lair with plunder
Room #1
North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

→   Leads to room #22, inhabited by 1 x Gargantuan Monstrous Centipede

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

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

Ⓣ   Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28

→   Leads to room #59

Room Features Various torture devices are scattered throughout the room, A sundered shield lies in the south side of the room
Room #2
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #62

South Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

→   Leads to room #12

Room Features The south and east walls have been engraved with endless spirals, A toppled statue lies in the north-west corner of the room
Monster 2 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20 ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track

Treasure: 10 gp; Peridot (40 gp); hoard total 50 gp

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

Ⓢ   The door is located several feet above the floor and concealed behind a tapestry of geometric patterns

Ⓣ   Thunderstone Mine: CR 7; magic device; location trigger; no reset; thunder blast (9d6 sonic damage, DC 12 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst); Search DC 22; Disable Device DC 22

→   Leads to room #10, inhabited by 5 x Ethereal Filcher

West Entry Unlocked Stone Door (hard 8, 60 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

→   Leads to room #58, inhabited by 8 x Large Monstrous Centipede

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

→   Leads to room #64, inhabited by 5 x Grick

Monster 5 x Phantom Fungus

Phantom fungus: CR 3; Medium plant; HD 2d8+6; hp 15; Init +0; Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, plant traits, greater invisibility; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

Skills and Feats: Listen +4, Move Silently +6, Spot +4; Alertness

Trap Rune of Paralyzation: CR 8; magic device; proximity trigger (alarm); no reset; paralyzation (paralyzed for 1d4 rounds, DC 14 Fort save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 22; Disable Device DC 26
Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp)

300 gp; Darkwood Buckler (Medium) (175 gp), 2 x Good Lock (80 gp), Masterwork Bastard Sword (Medium) (335 gp); hoard total 970 gp

Room #4
North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

→   Leads to room #53

North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #47, inhabited by 4 x Krenshar

East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ   Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); poison (small centipede poison [injury, Fort DC 11, 1d2 Dex/1d2 Dex]); multiple targets (closest target in each of two adjacent 5 ft. squares); Search DC 17; Disable Device DC 21

Room Features An acrid odor fills the room, A pile of rotting wood lies in the north-east corner of the room
Monster 1 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -2, Spot +4; -

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

Ⓣ   Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 19; Disable Device DC 25

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

→   Leads to room #24, inhabited by 1 x Xorn

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

→   Leads to room #46

Monster 4 x Cockatrice

Cockatrice: CR 3; Small magical beast; HD 5d10; hp 27; Init +3; Spd 20 ft. (4 squares), fly 60 ft. (poor); AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +5; Grp -1; Atk +9 melee (1d4-2 plus petrification, bite); Full Atk +9 melee (1d4-2 plus petrification, bite); Space/Reach 5 ft./5 ft.; SA Petrification; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +4, Ref +7, Will +2; Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9

Skills and Feats: Listen +7, Spot +7; Alertness, Dodge, Weapon Finesse

Room #6
West Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Ⓣ   Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28

→   Leads to room #65

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

→   Leads to room #19, inhabited by 3 x Howler

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A narrow shaft descends from the room into a natural cavern below, Someone has scrawled "Death is the only exit" on the south wall
Monster 3 x Ettercap

Ettercap: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +3; Grp +5; Atk +5 melee (1d8+2 plus poison, bite) or +3 melee (1d3+1, 2 claws); Full Atk ; Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Low-light vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Skills and Feats: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8; Great Fortitude, Multiattack

Treasure: 600 gp; Rhodochrosite (12 gp); hoard total 612 gp

Room #7
North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
West Entry Archway

→   Leads to room #52

East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ   Ice Dart Trap: CR 8; magic device; proximity trigger (alarm); no reset; Atk +15 ranged (8d6 cold); Search DC 24; Disable Device DC 22

→   Leads to room #23, inhabited by 3 x Ethereal Marauder

Empty  
Room #8
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

→   Leads to room #17, inhabited by 6 x Medium Monstrous Spider

East Entry Archway

→   Leads to room #44

South Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ   Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; poison gas (insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]); never miss; onset delay (1 round); multiple targets (all targets in a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC 20

South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features The floor is covered in perfect hexagonal tiles, A stone sarcophagus sits in the east side of the room
Monster 4 x Howler

Howler: CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee (1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

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

→   Leads to room #50, inhabited by 4 x Large Monstrous Centipede

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

Ⓣ   Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); poison (small centipede poison [injury, Fort DC 11, 1d2 Dex/1d2 Dex]); multiple targets (closest target in each of two adjacent 5 ft. squares); Search DC 17; Disable Device DC 21

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

→   Leads to room #49

South Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)

Ⓣ   Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus poison, dagger); poison (purple worm poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); multiple targets (one target in each of three preselected 5 ft. squares); Search DC 20; Disable Device DC 20

Room Features A magical statue in the north-east corner of the room answers simple questions about the dungeon (points directions), The sound of chimes fills the room
Room #10
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Archway
South Entry #2 Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓢ   The door is located several feet above the floor and concealed behind a tapestry of geometric patterns

Ⓣ   Thunderstone Mine: CR 7; magic device; location trigger; no reset; thunder blast (9d6 sonic damage, DC 12 Fort save for half damage); multiple targets (all targets in a 10 ft. radius burst); Search DC 22; Disable Device DC 22

→   Leads to room #3, inhabited by 5 x Phantom Fungus

Room Features A carved stone statue stands in the center of the room, A briny odor fills the south-west corner of the room
Monster 5 x Ethereal Filcher

Ethereal filcher: CR 3; Medium aberration; HD 5d8; hp 22; Init +8; Spd 40 ft. (8 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +3; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., detect magic, ethereal jaunt; AL N; SV Fort +1, Ref +5, Will +5; Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

Skills and Feats: Listen +9, Sleight of Hand +12, Spot +9; Dodge, Improved Initiative

Treasure: -; Divine Scroll (Protection from Chaos/Evil/Good/Law (25 gp)) (total 25 gp); hoard total 25 gp

Room #11
North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #40, inhabited by 3 x Howler

North Entry #2 Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

Ⓢ   The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck

Ⓣ   Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus poison, dagger); poison (purple worm poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); multiple targets (one target in each of three preselected 5 ft. squares); Search DC 20; Disable Device DC 20

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

→   Leads to room #13

Room Features Several headless statues are scattered throughout the room, Someone has scrawled "The walls listen" on the south wall
Room #12
North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

→   Leads to room #2, inhabited by 2 x Grick

West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

Ⓣ   Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18

East Entry Archway
Room Features Several square holes are cut into the walls, Someone has scrawled "The Circle of the Thorn and Crown looted this place" on the north wall
Room #13
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

→   Leads to room #11

East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Empty  
Room #14
North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→   Leads to room #25, inhabited by 1 x Digester

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

→   Leads to room #56

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

→   Leads to room #64, inhabited by 5 x Grick

East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A narrow shaft descends from the room into the next dungeon level down, Lit candles are scattered across the floor
Monster 8 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse

Treasure: 70 gp; hoard total 70 gp

Room #15
East Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East Entry #2 Archway
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Empty  
Room #16
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #62

East Entry Archway
Monster 1 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -2, Spot +4; -

Room #17
West Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ   Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset; spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32; Disable Device DC 32

West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

→   Leads to room #8, inhabited by 4 x Howler

Room Features The ceiling is covered with cracks, A pile of torn paper lies in the west side of the room
Monster 6 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse

Treasure: 10 gp; Aquamarine (600 gp); hoard total 610 gp

Room #18
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #61, inhabited by 1 x Will-o'-Wisp

Trap Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5 ft. squares); Search DC 29; Disable Device DC 29
Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

300 gp; hoard total 300 gp

Room #19
North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ   Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2 Con]); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25

North Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→   Leads to room #6, inhabited by 3 x Ettercap

East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A well lies in the center of the room, The floor is covered in square tiles, alternating white and black
Monster 3 x Howler

Howler: CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee (1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

Room #20
West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A magical idol in the east side of the room grants the ability to conjure water (once per day) to whomever offers a prayer to a god of trickery (but only once), An altar of evil sits in the center of the room
Monster 5 x Krenshar

Krenshar: CR 1; Medium magical beast; HD 2d10; hp 11; Init +2; Spd 40 ft. (8 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track

Room #21
North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

→   Leads to room #66

East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Room Features A stone dais and throne sits in the south side of the room, A pile of barrel staves lies in the north-east corner of the room
Room #22
North Entry #1 Archway
North Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

→   Leads to room #26, inhabited by 3 x Ettercap

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

Ⓣ   Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 18

→   Leads to room #45, inhabited by 1 x Will-o'-Wisp

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

→   Leads to room #1

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

→   Leads to room #59

Room Features A stone dais and throne sits in the east side of the room, A pile of blood-soaked clothing lies in the center of the room
Monster 1 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -2, Spot +4; -

Room #23
North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ   Ice Dart Trap: CR 8; magic device; proximity trigger (alarm); no reset; Atk +15 ranged (8d6 cold); Search DC 24; Disable Device DC 22

→   Leads to room #7

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 3 x Ethereal Marauder

Ethereal marauder: CR 3; Medium magical beast (extraplanar); HD 2d10; hp 11; Init +5; Spd 40 ft. (8 squares); AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee (1d6+3, bite); Full Atk +4 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA ; SQ Darkvision 60 ft., ethereal jaunt; AL N; SV Fort +3, Ref +4, Will +1; Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

Skills and Feats: Listen +5, Move Silently +5, Spot +4; Improved Initiative

Room #24
North Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)

Ⓣ   Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison [injury, Fort DC 17, 2d6 Con/2d6 Con]); Search DC 20; Disable Device DC 16

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

→   Leads to room #38, inhabited by 3 x Ethereal Filcher

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

Ⓢ   A bookcase and concealed door pivots smoothly

→   Leads to room #36

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

Ⓣ   Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade [injury, Fort DC 20, 1d6 Con/2d6 Con]); Search DC 24; Disable Device DC 19

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

→   Leads to room #5, inhabited by 4 x Cockatrice

Room Features The floor is covered in square tiles, alternating white and black, A simple fireplace sits against the east wall
Monster 1 x Xorn

Xorn: CR 6; Medium outsider (extraplanar, earth); HD 7d8+17; hp 48; Init +0; Spd 20 ft. (4 squares), burrow 20 ft.; AC 24 (+14 natural), touch 10, flat-footed 24; Base Atk ; Atk +10 melee (4d6+3, bite); Full Atk +10 melee (4d6+3, bite) and +8 melee (1d4+1, 3 claws); Space/Reach 5 ft./5 ft.; SA -; SQ All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.; AL N; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground); Cleave, Multiattack, Power Attack, Toughness

Room #25
East Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓢ   The door is concealed behind a tapestry of ancient mythology

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

→   Leads to room #14, inhabited by 8 x Medium Monstrous Spider

Room Features A workbench and several chairs sit in the south-east corner of the room, Someone has scrawled "There is no way out" in goblin runes on the east wall
Monster 1 x Digester

Digester: CR 6; Medium magical beast; HD 8d10+24; hp 68; Init +6; Spd 60 ft. (12 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +8; Grp +11; Atk +11 melee (1d8+4, claw); Full Atk +11 melee (1d8+4, claw); Space/Reach 5 ft./5 ft.; SA Acid spray; SQ Darkvision 60 ft., immunity to acid, low-light vision, scent; AL N; SV Fort +9, Ref +10, Will +3; Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills and Feats: Hide +9, Listen +6, Jump +21, Spot +6; Alertness, Improved Initiative, Lightning Reflexes

Room #26
West Entry #1 Unlocked Iron Door (hard 10, 60 hp)

→   Leads to room #39, inhabited by 2 x Rust Monster

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

→   Leads to room #34

South Entry #1 Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

Ⓣ   Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28

→   Leads to room #45, inhabited by 1 x Will-o'-Wisp

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

→   Leads to room #22, inhabited by 1 x Gargantuan Monstrous Centipede

Room Features Ghostly wailing can be heard in the south-west corner of the room, Several empty bottles are scattered throughout the room
Monster 3 x Ettercap

Ettercap: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +3; Grp +5; Atk +5 melee (1d8+2 plus poison, bite) or +3 melee (1d3+1, 2 claws); Full Atk ; Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Low-light vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Skills and Feats: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8; Great Fortitude, Multiattack

Treasure: Black Pearl (500 gp), Deep Blue Spinel (200 gp), Obsidian (9 gp); Divine Scroll (Detect Magic (12 gp 5 sp), Remove Fear (25 gp), Calm Emotions (150 gp)) (total 187 gp 5 sp), Sovereign Glue (2400 gp) (inscription provides clue to function); hoard total 3296 gp 5 sp

Room #27
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ   Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2 Con]); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25

South Entry Archway
Room Features Someone has scrawled "The walls listen" in goblin runes on the east wall, A broken spear lies in the north-west corner of the room
Room #28
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1 Archway

→   Leads to room #46

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

→   Leads to room #55

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A ruined siege weapon sits in the north-west corner of the room, Someone has scrawled "The Nightmare Court shall be destroyed when light becomes shadow and the Darkwood Staff is lost" on the south wall
Room #29
East Entry Archway
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ   Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25

→   Leads to room #39, inhabited by 2 x Rust Monster

Monster 1 x Xorn

Xorn: CR 6; Medium outsider (extraplanar, earth); HD 7d8+17; hp 48; Init +0; Spd 20 ft. (4 squares), burrow 20 ft.; AC 24 (+14 natural), touch 10, flat-footed 24; Base Atk ; Atk +10 melee (4d6+3, bite); Full Atk +10 melee (4d6+3, bite) and +8 melee (1d4+1, 3 claws); Space/Reach 5 ft./5 ft.; SA -; SQ All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.; AL N; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground); Cleave, Multiattack, Power Attack, Toughness

Room #30
North Entry Archway
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Empty  
Room #31
North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

→   Leads to room #42, inhabited by 2 x Owlbear

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

Ⓣ   One-way Door: CR 5; mechanical; Search DC 20; Disable Device DC 20

Empty  
Room #32
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

→   Leads to room #46

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

Ⓣ   Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable Device DC 28

South Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Room Features A fountain of water sits against the west wall, A rusted breastplate lies in the north-east corner of the room
Monster 4 x Cockatrice

Cockatrice: CR 3; Small magical beast; HD 5d10; hp 27; Init +3; Spd 20 ft. (4 squares), fly 60 ft. (poor); AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +5; Grp -1; Atk +9 melee (1d4-2 plus petrification, bite); Full Atk +9 melee (1d4-2 plus petrification, bite); Space/Reach 5 ft./5 ft.; SA Petrification; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +4, Ref +7, Will +2; Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9

Skills and Feats: Listen +7, Spot +7; Alertness, Dodge, Weapon Finesse

Room #33
West Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ   The door is located above a small stone dais and concealed by an illusion

→   Leads to room #42, inhabited by 2 x Owlbear

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

Ⓣ   Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area); Search DC 14; Disable Device DC 16

→   Leads to room #63, inhabited by 4 x Ettercap

Monster 5 x Ethereal Filcher

Ethereal filcher: CR 3; Medium aberration; HD 5d8; hp 22; Init +8; Spd 40 ft. (8 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +3; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., detect magic, ethereal jaunt; AL N; SV Fort +1, Ref +5, Will +5; Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

Skills and Feats: Listen +9, Sleight of Hand +12, Spot +9; Dodge, Improved Initiative

Treasure: -; Heavy Steel Shield (Small) (+1 shield) (1170 gp), Oil of Magic Stone (50 gp); hoard total 1220 gp

Room #34
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #26, inhabited by 3 x Ettercap

East Entry #2 Archway
Room Features Someone has scrawled "The Covenant of the Orb killed a white dragon here" on the east wall, A briny odor fills the room
Room #35
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #2 Archway
Room Features Floating motes of light fill the south-west corner of the room, Several candles are scattered throughout the room
Monster 10 x Stirge

Stirge: CR 1/2; Tiny magical beast; HD 1d10; hp 5; Init +4; Spd 10 ft (2 squares), fly 40 ft. (average); AC 16 (+2 size, +4 dex), touch 16, flat-footed 12; Base Atk +1; Grp -11 (+1 when attached); Atk +7 melee (attach, touch); Full Atk +7 melee (attach, touch); Space/Reach 2-1/2 ft./0 ft.; SA Attach, blood drain; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse

Room #36
North Entry Archway
West Entry #1 Archway
West Entry #2 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Ⓣ   Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 19; Disable Device DC 25

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

Ⓢ   A bookcase and concealed door pivots smoothly

→   Leads to room #24, inhabited by 1 x Xorn

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

Ⓣ   Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area); Search DC 14; Disable Device DC 16

→   Leads to room #66

Room Features Several square holes are cut into the east and west walls, The floor is covered in square tiles, alternating white and black
Room #37
North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓢ   The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame

Ⓣ   Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target 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 25

→   Leads to room #62

West Entry Archway

→   Leads to room #57

East Entry #1 Archway
East Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ   Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); poison (small centipede poison [injury, Fort DC 11, 1d2 Dex/1d2 Dex]); multiple targets (closest target in each of two adjacent 5 ft. squares); Search DC 17; Disable Device DC 21

Monster 4 x Howler

Howler: CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee (1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

Room #38
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #47, inhabited by 4 x Krenshar

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

→   Leads to room #24, inhabited by 1 x Xorn

Monster 3 x Ethereal Filcher

Ethereal filcher: CR 3; Medium aberration; HD 5d8; hp 22; Init +8; Spd 40 ft. (8 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +3; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., detect magic, ethereal jaunt; AL N; SV Fort +1, Ref +5, Will +5; Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

Skills and Feats: Listen +9, Sleight of Hand +12, Spot +9; Dodge, Improved Initiative

Treasure: -; hoard total

Room #39
North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ   Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25

→   Leads to room #29, inhabited by 1 x Xorn

East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Unlocked Iron Door (hard 10, 60 hp)

→   Leads to room #26, inhabited by 3 x Ettercap

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A sloped pit lined with iron spikes lies in the west side of the room, The floor is covered in perfect hexagonal tiles
Monster 2 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #40
North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #11

Room Features An iron brazier and spinning wheel sit in the south-east corner of the room, A bent dagger lies in the east side of the room
Monster 3 x Howler

Howler: CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee (1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

Room #41
North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)

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

→   Leads to room #53

Room Features A chute descends from the room into the next dungeon level down, A toppled statue lies in the center of the room
Monster 1 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -2, Spot +4; -

Room #42
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→   Leads to room #67

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

Ⓢ   The door is located above a small stone dais and concealed by an illusion

→   Leads to room #33, inhabited by 5 x Ethereal Filcher

South Entry #1 Archway
South Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

→   Leads to room #31

South Entry #3 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ   Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20

Room Features A faded and torn tapestry hangs from the east wall, Several iron cages are scattered throughout the room
Monster 2 x Owlbear

Owlbear: CR 4; Large magical beast; HD 5d10+25; hp 52; Init +1; Spd 30 ft. (6 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +5; Grp +14; Atk +9 melee (1d6+5, claw); Full Atk +9 melee (1d6+5, 2 claws) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10

Skills and Feats: Listen +8, Spot +8; Alertness, Track

Trap Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); poison (small centipede poison [injury, Fort DC 11, 1d2 Dex/1d2 Dex]); multiple targets (closest target in each of two adjacent 5 ft. squares); Search DC 17; Disable Device DC 21
Room #43
North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #1 Archway
West Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ   Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17

Monster 10 x Krenshar

Krenshar: CR 1; Medium magical beast; HD 2d10; hp 11; Init +2; Spd 40 ft. (8 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track

Room #44
West Entry Archway

→   Leads to room #8, inhabited by 4 x Howler

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

Ⓣ   Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger (attached); manual reset; contact poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 25; Disable Device DC 19

→   Leads to room #48

Room Features Various torture devices are scattered throughout the room, A rustling noise can be faintly heard near the east wall
Room #45
North Entry Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

Ⓣ   Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28

→   Leads to room #26, inhabited by 3 x Ettercap

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

Ⓣ   Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 18

→   Leads to room #22, inhabited by 1 x Gargantuan Monstrous Centipede

Room Features The sound of dripping water can be heard in the west side of the room, A dulled dagger lies in the south side of the room
Monster 1 x Will-o'-Wisp

Will-o'-Wisp: CR 6; Small aberration (air); HD 9d8; hp 40; Init +13; Spd Fly 50 ft. (perfect) (10 squares); AC 29 (+1 size, +9 dex, +9 deflection), touch 29, flat-footed 20; Base Atk +6; Grp -3; Atk +16 melee (2d8 electricity, shock); Full Atk +16 melee (2d8 electricity, shock); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., immunity to magic, natural invisibility; AL CE; SV Fort +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks); Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse

Treasure: 7 pp; Moss Agate (12 gp), Peridot (60 gp), Pink Pearl (140 gp); Arcane Scroll (Cure Moderate Wounds (200 gp)) (total 200 gp), Divine Scroll (Curse Water (50 gp), Death Knell (150 gp), Heat Metal (150 gp)) (total 350 gp), Wand of Charm Person (11 of 50 charges) (165 gp); hoard total 997 gp

Room #46
North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

→   Leads to room #5, inhabited by 4 x Cockatrice

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

→   Leads to room #32, inhabited by 4 x Cockatrice

West Entry #2 Archway

→   Leads to room #28

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

→   Leads to room #56

Room Features Part of the east wall has collapsed into the room, A wooden ladder rests against the west wall
Room #47
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #38, inhabited by 3 x Ethereal Filcher

West Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #53

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

→   Leads to room #4, inhabited by 1 x Gargantuan Monstrous Centipede

Room Features A faded and torn tapestry hangs from the north wall, A pile of wax blobs lies in the center of the room
Monster 4 x Krenshar

Krenshar: CR 1; Medium magical beast; HD 2d10; hp 11; Init +2; Spd 40 ft. (8 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track

Room #48
North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

Ⓣ   Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger (attached); manual reset; contact poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 25; Disable Device DC 19

→   Leads to room #44

West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)

→   Leads to room #58, inhabited by 8 x Large Monstrous Centipede

Room Features Several alcoves are cut into the walls, A rusted chain shirt lies in the north-west corner of the room
Room #49
North Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)

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

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→   Leads to room #9

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

→   Leads to room #61, inhabited by 1 x Will-o'-Wisp

Empty  
Room #50
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

→   Leads to room #9

Room Features A tile labyrinth covers the floor, A stone dais and throne sits in the north-west corner of the room
Monster 4 x Large Monstrous Centipede (vermin)

Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

Room #51
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A sloped pit lined with iron spikes lies in the west side of the room, A pile of rotten leather lies in the south-west corner of the room
Monster 1 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -2, Spot +4; -

Room #52
East Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry #2 Archway

→   Leads to room #7

South Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A stone dais sits in the center of the room, Several pieces of rotten leather are scattered throughout the room
Trap Symbol of Hypnosis: CR 6; magic device; proximity trigger (alarm); no reset; hypnosis (dazed for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 20; Disable Device DC 22
Room #53
West Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
West Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #47, inhabited by 4 x Krenshar

East Entry #1 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)

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

→   Leads to room #41, inhabited by 1 x Gargantuan Monstrous Centipede

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

→   Leads to room #60

South Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ   Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17

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

→   Leads to room #4, inhabited by 1 x Gargantuan Monstrous Centipede

Room Features Someone has scrawled "black, sapphire, golden, black, jade" on the south wall, The ceiling is covered with bloodstains
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

400 gp; Banded Mail (Small) (250 gp), Darkwood Buckler (Medium) (175 gp), Masterwork Gauntlet (Medium) (302 gp), Tanglefoot Bags (2 bags, 50 gp each); hoard total 1227 gp

Room #54
North Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 8 x Small Monstrous Spider (vermin)

Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full Atk +4 melee (1d4-2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon Finesse

Room #55
North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

→   Leads to room #28

West Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)

Ⓢ   The door is concealed within a horrific torture device

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

→   Leads to room #56

East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break DC)
Room Features A narrow shaft falls into the room from above, The floor is covered in perfect hexagonal tiles
Room #56
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→   Leads to room #46

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

Ⓣ   Lock Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset; contact poison (Dragon Bile); Search DC 27; Disable Device DC 16

West Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)

→   Leads to room #55

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

→   Leads to room #14, inhabited by 8 x Medium Monstrous Spider

Room Features Someone has scrawled "Beneath the altar" on the west wall, A rusted breastplate lies in the south side of the room
Room #57
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
East Entry Archway

→   Leads to room #37, inhabited by 4 x Howler

South Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)

Ⓣ   Teleporter Crystal: CR 6; magic device; touch trigger; no reset; teleport (teleported one level down, DC 14 Will save negates); Search DC 20; Disable Device DC 20

Room Features A narrow shaft descends from the room into a magical cyst below, A fountain of water sits against the south wall
Room #58
North Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)

→   Leads to room #48

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

→   Leads to room #3, inhabited by 5 x Phantom Fungus

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓢ   The door is concealed by an illusion

Monster 8 x Large Monstrous Centipede (vermin)

Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

Room #59
North Entry #1 Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

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

Ⓣ   Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28

→   Leads to room #1

North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→   Leads to room #22, inhabited by 1 x Gargantuan Monstrous Centipede

West Entry #2 Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓢ   The door is located near the ceiling and concealed by an illusion

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A simple fireplace sits against the east wall, A corroded mace lies in the south-east corner of the room
Room #60
North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→   Leads to room #53

East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features A rattling noise can be heard in the north-east corner of the room, A pile of blood-soaked clothing lies in the south side of the room
Room #61
North Entry Archway
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #49

East Entry #1 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓢ   The door is concealed behind an area of mold

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

→   Leads to room #18

Room Features Spirals of blue stones cover the floor, A large kiln and coal bin sit in the north-west corner of the room
Monster 1 x Will-o'-Wisp

Will-o'-Wisp: CR 6; Small aberration (air); HD 9d8; hp 40; Init +13; Spd Fly 50 ft. (perfect) (10 squares); AC 29 (+1 size, +9 dex, +9 deflection), touch 29, flat-footed 20; Base Atk +6; Grp -3; Atk +16 melee (2d8 electricity, shock); Full Atk +16 melee (2d8 electricity, shock); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., immunity to magic, natural invisibility; AL CE; SV Fort +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks); Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse

Treasure: 80 gp; hoard total 80 gp

Room #62
West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #2, inhabited by 2 x Grick

West Entry #2 Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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

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

→   Leads to room #16, inhabited by 1 x Gargantuan Monstrous Centipede

South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓢ   The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame

Ⓣ   Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target 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 25

→   Leads to room #37, inhabited by 4 x Howler

Empty  
Room #63
North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Ⓣ   Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area); Search DC 14; Disable Device DC 16

→   Leads to room #33, inhabited by 5 x Ethereal Filcher

Monster 4 x Ettercap

Ettercap: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +3; Grp +5; Atk +5 melee (1d8+2 plus poison, bite) or +3 melee (1d3+1, 2 claws); Full Atk ; Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Low-light vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Skills and Feats: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8; Great Fortitude, Multiattack

Treasure: 600 gp; Brown-green Garnet (70 gp); hoard total 670 gp

Room #64
North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→   Leads to room #3, inhabited by 5 x Phantom Fungus

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

→   Leads to room #14, inhabited by 8 x Medium Monstrous Spider

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

→   Leads to room #67

Room Features The floor is covered in perfect hexagonal tiles, A charred blanket lies in the north side of the room
Monster 5 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20 ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track

Treasure: 3000 cp; hoard total 30 gp

Room #65
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Ⓣ   Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28

→   Leads to room #6, inhabited by 3 x Ettercap

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

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

Room Features A large demonic idol with ruby eyes sits in the south side of the room, Jagged steel blades project from cracks in the west wall
Room #66
North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ   Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area); Search DC 14; Disable Device DC 16

→   Leads to room #36

West Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ   The door is located near the ceiling and opened by standing on a small floor tile

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

Ⓣ   Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2 Con]); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25

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

→   Leads to room #21

Room Features Someone has scrawled "Rinarv died here, didn't see it coming" in orcish runes on the east wall, A rotting odor fills the north side of the room
Room #67
North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

→   Leads to room #64, inhabited by 5 x Grick

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

→   Leads to room #42, inhabited by 2 x Owlbear

Empty  
Room #68
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

Ⓣ   Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade [injury, Fort DC 20, 1d6 Con/2d6 Con]); Search DC 24; Disable Device DC 19

Room Features A large table and iron brazier sit in the center of the room, A foul odor fills the room
Monster 6 x Krenshar

Krenshar: CR 1; Medium magical beast; HD 2d10; hp 11; Init +2; Spd 40 ft. (8 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track

Kollmut's Labrynth
http://donjon.bin.sh/

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