The Secret Delve of Terror 14
The Secret Delve of Terror 14
The Secret Delve of Terror 14
Level 14
General
Dungeon Walls
Dungeon Floor
Temperature
Illumination
Corridors
Wandering
Monsters
Room #1
Warm
Shadowy (witchlight every 20 ft.)
Acid Turret: CR 16; magic device; visual trigger (true seeing); duration 6
rounds; no reset; acid spray (15d6 acid damage for 1d4 rounds, DC 18
Reflex save for half damage); Search DC 32; Disable Device DC 32
Someone has scrawled "When the Black Arrow is broken, the Nightmare
Cathedral shall be restored" here
North Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Electrified Lock: CR 16; magic device; touch trigger; no reset; electric
shock (18d6 electricity damage, DC 18 Reflex save for half damage);
Search DC 30; Disable Device DC 32
West Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to
break DC)
West Entry #2
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Arrow Trap: CR 15; mechanical; location trigger; manual reset; Atk +17
ranged (14d6/x3); Search DC 26; Disable Device DC 30
Empty
Room #2
North Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
South Entry #1
South Entry #2
Archway
Empty
Room #3
South Entry
Archway
Empty
Room #4
North Entry
West Entry
South Entry
Room #5
Room Features
East Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to
break DC)
South Entry
Monster
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 3000 gp; Banded Agate (14 gp), Black Pearl (500 gp), Iolite (60
gp), Moonstone (50 gp), Rose Quartz (70 gp); Rod of Metal and Mineral
Detection (10500 gp); hoard total 14194 gp
Room #6
North Entry
West Entry
Archway
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Arrow Trap: CR 16; mechanical; location trigger; manual reset; Atk +14
ranged (16d6/x3); Search DC 30; Disable Device DC 30
East Entry #1
East Entry #2
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features
Spirals of green stones cover the floor, A pile of rotten rope lies in the
Room Features
Monster
Spirals of green stones cover the floor, A pile of rotten rope lies in the
north-west corner of the room
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)
Room #7
North Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Earthmaw Trap: CR 15; magic device; location trigger; no reset;
earthmaw (13d6 damage, DC 16 Reflex save for half damage); Search
DC 30; Disable Device DC 28
South Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 14; magic device; proximity trigger (alarm); no reset;
Atk +13 ranged (13d6 cold); Search DC 26; Disable Device DC 28
Leads to room #11
Trap
Hidden Treasure
Room #8
North Entry
West Entry
East Entry #1
Secret (Search DC 25) Trapped and Unlocked Simple Wooden Door (hard 5,
10 hp) (slides up, +2 to break DC)
A bookcase and concealed door pivots smoothly
Guillotine Blade: CR 12; mechanical; location trigger; manual reset;
Atk +12 melee (10d6/19-20); Search DC 24; Disable Device DC 28
East Entry #2
South Entry #1
South Entry #2
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp) (slides up, +2 to break DC)
Room Features
A magical mural on the south wall can be used as a portal to any known
Room Features
Monster
A magical mural on the south wall can be used as a portal to any known
location within the dungeon, A set of demonic war masks hangs on the
north wall
10 x Cloud Giant Skeleton
Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd
50 ft. (10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed
11; Base Atk +8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar)
or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13
melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or
+8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage
reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize
weapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #9
North Entry #1
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
North Entry #2
West Entry
Room Features
Monster
Archway
A large demonic idol with ruby eyes sits in the west side of the room, A
sundered shield lies in the east side of the room
8 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6
squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7;
Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue);
Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue);
Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn;
SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str
21, Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot
+15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes,
Mobility
Room #10
North Entry
Room Features
Monster
gp)) (total 325 gp), Divine Scroll (Inflict Light Wounds (25 gp), Hold
Animal (150 gp), Dispel Magic (375 gp)) (total 550 gp), Oil of Magic Stone
(50 gp), Wand of Web (50 of 50 charges) (4500 gp); hoard total 18965 gp
Trap
Room #11
North Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 14; magic device; proximity trigger (alarm); no reset;
Atk +13 ranged (13d6 cold); Search DC 26; Disable Device DC 28
Leads to room #7
South Entry
Room Features
Room #12
West Entry #1
A tile mosaic of ghoulish carnage covers the floor, A rusted axe lies in the
north side of the room
West Entry #2
East Entry #1
Archway
East Entry #2
East Entry #3
Room Features
Monster
Several iron cages are scattered throughout the room, Several candles are
scattered throughout the room
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 4000 gp; Alexandrite (500 gp), Amethyst (110 gp), Black Pearl
(300 gp), Blue Quartz (12 gp), Carnelian (40 gp), Chrysoprase (50 gp),
Golden Yellow Topaz (200 gp), Lapis Lazuli (11 gp), Rose Quartz (80 gp),
Sardonyx (50 gp), Turquoise (11 gp), Violet Garnet (300 gp), Violet Garnet
(800 gp); Potion of Lesser Restoration (300 gp); hoard total 6764 gp
Room #13
West Entry #1
Archway
West Entry #2
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Contact Poison: CR 13; mechanical; touch trigger, no reset; contact
poison (terinav root [contact, Fort DC 16, 1d6 Dex/2d6 Dex]); Search
DC 26; Disable Device DC 26
Room Features
A magical mirror on the east wall speaks riddles and cryptic prophecies, A
Room Features
Monster
A magical mirror on the east wall speaks riddles and cryptic prophecies, A
ladder ascends to a wooden platform in the north side of the room
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)
Room #14
Room #15
East Entry #1
Archway
East Entry #2
Room Features
A chute falls into the room from above, An iron chandelier hangs from the
ceiling in the east side of the room
North Entry #1
Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
North Entry #2
Room Features
Monster
Room #16
North Entry
West Entry
East Entry
Room Features
Monster
Room #17
North Entry #1
Archway
North Entry #2
West Entry
South Entry
Room Features
Monster
Archway
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
A stone dais sits in the north side of the room, A set of demonic war masks
hangs on the east wall
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 1000 gp; Bolt of Silver Cloth set with Alexandrite (6000 gp),
Crystal Dice (pair) set with Hematite (200 gp), Electrum Pendant (500 gp),
Feathered Sash (110 gp), Silk Robe threaded with Brass (400 gp), Silver
Sundial set with Blue Sapphire (5000 gp); hoard total 13210 gp
Room #18
North Entry
East Entry
Room Features
Room #19
North Entry
West Entry #1
West Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Empty
Room #20
West Entry #1
West Entry #2
Archway
East Entry
South Entry
Room Features
Monster
A well lies in the north-east corner of the room, Skeletons hang from chains
and manacles against the north wall
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 300 pp; Aquamarine (500 gp), Aquamarine (800 gp), Banded Agate
(10 gp), Bloodstone (50 gp), Deep Green Spinel (140 gp), Lapis Lazuli (12
gp), Obsidian (6 gp), Smoky Quartz (70 gp), White Pearl (120 gp), Zircon
(40 gp), Zircon (50 gp), Zircon (80 gp); Arcane Scroll (Alarm (25 gp), Resist
Energy (150 gp), Displacement (375 gp)) (total 550 gp), Potion of Protection
from Arrows (10/magic) (300 gp); hoard total 5728 gp
Room #21
West Entry #1
West Entry #2
West Entry #3
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one
side, +1 to break DC)
Arrow Trap: CR 15; mechanical; location trigger; manual reset; Atk +17
ranged (14d6/x3); Search DC 30; Disable Device DC 28
East Entry
Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
The door is opened by standing on a small floor tile
Earthmaw Trap: CR 14; magic device; location trigger; no reset;
earthmaw (14d6 damage, DC 20 Reflex save for half damage); Search
DC 26; Disable Device DC 28
Monster
10 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative
Room #22
South Entry
Room Features
Archway
A chute descends from the room into a magical cyst below, A toppled
statue lies in the east side of the room
Hidden Treasure
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
1000 gp; Azurite (6 gp), Black Pearl (300 gp), Golden Yellow Topaz (700
gp), Malachite (11 gp), Rich Purple Corundum (900 gp), Rose Quartz (50
gp), Star Rose Quartz (80 gp), White Opal (1100 gp), White Opal (1200 gp);
hoard total 5347 gp
Room #23
North Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Fire Spray: CR 16; magic device; proximity trigger (alarm); no reset;
fire spray (16d6 fire damage, DC 22 Reflex save for half damage);
Search DC 30; Disable Device DC 30
East Entry
South Entry
Room Features
Monster
Room #24
West Entry
South Entry
Archway
Trapped and Unlocked Stone Door (hard 8, 60 hp)
Rune of Dread: CR 14; magic device; proximity trigger (alarm); no
reset; fear (frightened for 1d4 rounds, DC 20 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 28
Room Features
Monster
A narrow shaft descends from the room into the next dungeon level down, A
large kiln and coal bin sit in the south-west corner of the room
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)
Room #25
North Entry
Room Features
Hidden Treasure
Room #26
East Entry
Monster
Room #27
West Entry #1
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
West Entry #2
Monster
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)
Trap
Hidden Treasure
Room #28
North Entry
Room #28
North Entry
West Entry
East Entry
South Entry
Room Features
Monster
Room #29
North Entry #1
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
North Entry #2
East Entry
Monster
Room #30
North Entry
South Entry
Monster
10 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative
Room #31
North Entry
West Entry
Archway
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Rune of Dread: CR 15; magic device; proximity trigger (alarm); no
reset; fear (frightened for 1d4 rounds, DC 18 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 26
South Entry
Trap
Room #32
North Entry
South Entry
Archway
Empty
Room #33
East Entry
South Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp) (slides down, +1 to break DC)
Rune of Confusion: CR 13; magic device; proximity trigger (alarm); no
reset; confusion (confused for 1d4 rounds, DC 20 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 28
Room Features
Monster
A group of demonic faces have been carved into the north wall, The scent
of smoke fills the room
4 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)
Room #34
West Entry
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a statue of an elemental salamander, and
South Entry
Room Features
Monster
Archway
A tile labyrinth covers the floor, A circle of tall stones stands in the west
side of the room
15 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6
squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7;
Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue);
Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue);
Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn;
SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str
21, Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot
+15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes,
Mobility
Room #35
North Entry
West Entry #1
Room #36
West Entry #2
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Room Features
Someone has scrawled "They ate Fari" on the west wall, A pile of torches
lies in the center of the room
East Entry
Trap
Room #37
North Entry
West Entry
Archway
Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #12, inhabited by 1 x Nightwing
Empty
Room #38
North Entry #1
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
North Entry #2
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
A bookcase and concealed door pivots smoothly
North Entry #3
South Entry
Empty