The Dark Labyrinth of Death High Heroic

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The Dark Labyrinth of Death

High Heroic Tier


General Dungeon Walls Hewn Stone (Climb DC 25)

Dungeon Floor Hewn Stone (Balance DC 10 to charge or run)

Temperature Average

Illumination Shadowy (witchlight every 20 ft.)

Corridors a A shallow pool of quicksilver covers the floor

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

e Withered corpses are nailed to the corridor walls

i An iron chandelier hangs from the ceiling here

m An iron chandelier hangs from the ceiling here

n Burning torches in iron sconces line the corridor

r A stream of quicksilver cuts across the corridor

s Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex


save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20

u Rusting iron spikes line the walls

v Moaning fills the corridor

w Arrow Blaster: CR 8; mechanical; location trigger; manual reset; Atk +15


ranged (8d6/x3); multiple targets (up to three targets within 10 ft. of
trigger); Search DC 24; Disable Device DC 26

x A fountain of water sits in an alcove here

z Poisoned Net Trap: CR 8; mechanical; location trigger; manual reset; Atk


+13 ranged (grappled, Escape Artist DC 26 to escape, plus poison); contact
poison (sassone leaf residue [contact, Fort DC 16, 2d12 hp/1d6 Con]);
multiple targets (all targets in a 10 ft. square area); Search DC 24; Disable
Device DC 24

Wandering 1 2 x Ghast (ghoul), scouting from another part of the dungeon


Monsters
2 8 x Mummy, scouting from another part of the dungeon

3 8 x Shadow, scavenging for food and treasure

4 7 x Chimera Skeleton, investigating a strange noise

5 5 x Owlbear Skeleton, consumed by disease and madness

6 8 x Bugbear Zombie, bloodied and fleeing a more powerful enemy

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

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

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 #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 #2 Stuck Stone Door (break DC 28; hard 8, 60 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

Monster 11 x Bugbear Zombie

Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30


ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch
10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)
or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee
(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,
javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,
Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

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

Monster 2 x Minotaur Zombie

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)

South Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #19, inhabited by 1 x Advanced Megaraptor Skeleton

Monster 9 x Owlbear Skeleton

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 #6 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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)

South Entry Archway


→ Leads to room #12, inhabited by 10 x Wight

Room Features The room has a high domed ceiling, Someone has scrawled "Don't sleep" on
the west wall

Room #8 North Entry #1 Archway

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

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


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

South Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

South Entry #2 Archway

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

Room #10 North Entry Archway

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

East Entry #1 Archway

East Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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


→ Leads to room #23, inhabited by 4 x Chimera Skeleton

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

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4


squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 700 gp; Platinum Cloth Choker (300 gp), Silk Hunter's Cap
threaded with Silver (60 gp); hoard total 1060 gp

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)

East Entry Archway

South Entry #1 Archway

South Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Monster 2 x Troll Skeleton

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

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

West Entry #2 Unlocked Stone Door (hard 8, 60 hp)

East Entry #1 Archway

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

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6


squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #13 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #25

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

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

South Entry #1 Archway

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

Monster 5 x Wyvern Zombie

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20


ft. (4 squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural),
touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam)
or +11 melee (2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11
melee (2d6+5, talons); 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 +4, Will +9; Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

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 #2 Unlocked Simple Wooden Door (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

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 #15 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

South Entry #1 Archway

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)

East Entry Archway

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

Monster 9 x Ghast (ghoul)

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6


squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 1500 gp; Potion of Barkskin (+2) (300 gp); hoard total 1800 gp

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)

West Entry #2 Unlocked Good Wooden Door (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

East Entry #2 Archway


South Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
→ Leads to room #3, inhabited by 2 x Minotaur Zombie

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

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6


squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

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)

South Entry #2 Archway

Monster 1 x Advanced Megaraptor Skeleton

Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init


+7; Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11,
flat-footed 11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk
+9 melee (2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee
(2d6+2, bite); Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE;
SV Fort +4, Ref +7, Will +8; Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

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

South Entry Archway

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

Monster 8 x Ghast (ghoul)

Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6


squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 1600 gp; Arcane Scroll (Disguise Self (25 gp), Scorching Ray (150
gp)) (total 175 gp), Arcane Scroll (Misdirection (150 gp), Shatter (150 gp))
(total 300 gp), Ring of Jumping (2500 gp) (design provides clue to function),
Wand of Cure Moderate Wounds (45 of 50 charges) (4050 gp); hoard total
8625 gp

Room #21 North Entry Archway

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)

East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #3 Archway

South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #4, inhabited by 9 x Owlbear Skeleton

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

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)

West Entry Archway

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 #1 Archway

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

South Entry #1 Archway

South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Monster 4 x Chimera Skeleton

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)

East Entry Archway

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 #1 Unlocked Iron Door (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 #1 Unlocked Iron Door (hard 10, 60 hp)

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

Empty

The Dark Labyrinth of Death by drow


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