The Dark Labyrinth of Death High Heroic
The Dark Labyrinth of Death High Heroic
The Dark Labyrinth of Death High Heroic
Temperature Average
c Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level wizard); Search DC 32; Disable
Device DC 32
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10
to break DC)
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 2 x Spectre
Room #2 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
→ Leads to room #20, inhabited by 8 x Ghast (ghoul)
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #3 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp) (slides up, +2 to break DC)
Room Features Spirals of green stones cover the floor, A forge and anvil sit in the north
side of the room
Room #3 North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
→ Leads to room #18, inhabited by 3 x Ghoul
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #7
Room Features Someone has scrawled "The Covenant of the Eldritch Ring looted this place"
in goblin on the north wall, A sundered club lies in the east side of the
room
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft.
(6 squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-
footed 16; Base Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or
+10 melee (1d8+5, gore) or +10 melee (1d8+5, slam); Full Atk +10 melee
(3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5,
slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4,
Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #4 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #21
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.
(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;
Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee
(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;
SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int
-, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #5 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
East Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Monster 11 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-
footed 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Room Features Part of the ceiling has collapsed into the room, A simple fireplace sits
against the north wall
Room #7 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #3, inhabited by 2 x Minotaur Zombie
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Room Features The room has a high domed ceiling, Someone has scrawled "Don't sleep" on
the west wall
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Room Features A circle of tall stones stands in the south-west corner of the room, Someone
has scrawled "It's a trap" on the west wall
Room #9 South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Empty
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room Features Someone has scrawled "Beware the basilisk" on the south wall, A rotting
backpack lies in the south side of the room
Monster 1 x Mummy
Trap Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect
(Glyph of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save
half damage); multiple targets (all targets within 5 ft.); Search DC 28;
Disable Device DC 28
Room #11 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
South Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6
squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base
Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2
claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int
-, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #12 North Entry Archway
→ Leads to room #7
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Someone has scrawled a diagram of a mechanical trap on the south wall, A
warped holy symbol lies in the south-west corner of the room
Monster 10 x Wight
Room #13 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #25
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp) (slides up, +2 to break DC)
Room Features Skeletons hang from chains and manacles against the south and west walls,
Several pieces of spoiled meat are scattered throughout the room
Room #14 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #21
South Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
South Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
Monster 1 x Spectre
Room #15 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
South Entry #3 Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry #4 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A well lies in the north-west corner of the room, A carved stone statue
stands in the north-west corner of the room
Room #16 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Several alcoves are cut into the north and west walls, Spirals of gray
stones cover the floor
Room #17 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to
break DC)
Room Features A stone stair ascends towards the east wall, Burning torches in iron sconces
line the west wall
Room #18 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #23, inhabited by 4 x Chimera Skeleton
Room Features The ceiling is covered with pale stalactites, A ruined gauntlet lies in the
south-west corner of the room
Monster 3 x Ghoul
Trap Poisoned Net Trap: CR 12; mechanical; location trigger; manual reset; Atk
+12 ranged (grappled, Escape Artist DC 24 to escape, plus poison); contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); multiple targets (all
targets in a 10 ft. square area); Search DC 28; Disable Device DC 24
Room #19 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #4, inhabited by 9 x Owlbear Skeleton
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
South Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Room #20 West Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
→ Leads to room #2, inhabited by 11 x Bugbear Zombie
Room Features A stone dais sits in the south-east corner of the room, A ring of keys lies in
the north side of the room
West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #14, inhabited by 1 x Spectre
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #4, inhabited by 9 x Owlbear Skeleton
Room Features Several iron cages are scattered throughout the room, A bent key lies in the
south-east corner of the room
Room #22 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
North Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp) (slides down, +1 to break DC)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #23 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #10, inhabited by 1 x Mummy
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #3 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #18, inhabited by 3 x Ghoul
Room Features Mournful weeping can be heard in the south side of the room, A broken
spear lies in the east side of the room
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft.
(6 squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11;
Base Atk +4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee
(2d6+4, bite) and +7 melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2
melee (1d6+2, 2 claws); Space/Reach 10 ft./5 ft; SA -; SQ Damage
reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits;
AL NE; SV Fort +3, Ref +5, Will +6; Str 19, Dex 15, Con -, Int -, Wis 10,
Cha 1
Skills and Feats: ; Improved Initiative
Room #24 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A magical mural on the east wall depicts the hideous death of whomever
views it, A fountain of water sits against the east wall
Room #25 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #3 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #13, inhabited by 5 x Wyvern Zombie
Room Features A narrow ledge runs along the north and west walls, A briny odor fills the
room
Room #26 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
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