The Dark Lair of Horror

Level 3

Stone Blocks from CeilingStone Blocks from CeilingWater drips from the ceilingWater drips from the ceilingA group of demonic faces have been carved into the wallsA group of demonic faces have been carved into the wallsA narrow shaft descends from the corridor into a midden chamber belowA narrow shaft descends from the corridor into a midden chamber belowA narrow shaft falls into the corridor from aboveA narrow shaft descends from the corridor into a natural cavern belowA foul odor fills the corridorJavelin TrapThe walls here have been engraved with incoherent labyrinthsBurning torches in iron sconces line the corridorA large demonic idol with ruby eyes sits in an alcove hereNumerous pillars line the corridorThe walls here have been engraved with glowing symbols90' x 50', 1 x Rust Monster90' x 90', Empty70' x 30', 1 x Ethereal Marauder30' x 90', Empty30' x 110', Javelin Trap30' x 50', Empty50' x 70', 1 x Ogre90' x 30', 1 x Ogre Zombie50' x 110', 1 x Phantom Fungus110' x 30', Empty70' x 90', Empty110' x 50', Empty30' x 110', 7 x 1st Level Warrior Goblin70' x 30', 10 x 1st Level Warrior Goblin110' x 50', Empty50' x 70', 1 x Doppelganger30' x 110', 9 x Dire Rat110' x 50', 1 x Ethereal Marauder, Poisoned Dart Trap70' x 30', Empty50' x 50', Empty90' x 30', 1 x Ghast50' x 30', EmptyLocked 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 Good Wooden Door (break DC 18; hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)ArchwaySecret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayTrapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)ArchwayTrapped and Unlocked Good Wooden Door (hard 5, 15 hp)Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Secret (Search DC 30) Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)ArchwaySecret (Search DC 25) Trapped and Unlocked Iron Door (hard 10, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)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, +2 to lift DC)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayStuck Good Wooden Door (break DC 18; hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Trapped and Unlocked Stone Door (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)Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)ArchwayStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)ArchwayTrapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)Trapped and Unlocked Stone Door (hard 8, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
General
Dungeon WallsMasonry (Climb DC 20)
Dungeon FloorUneven Flagstone (Balance DC 10 to charge or run)
TemperatureCool
IlluminationDark (individual creatures may carry lights)
Corridors
aStone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20
cWater drips from the ceiling
eA group of demonic faces have been carved into the walls
iA narrow shaft descends from the corridor into a midden chamber below
mA narrow shaft falls into the corridor from above
nA narrow shaft descends from the corridor into a natural cavern below
rA foul odor fills the corridor
sJavelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18
uThe walls here have been engraved with incoherent labyrinths
vBurning torches in iron sconces line the corridor
wA large demonic idol with ruby eyes sits in an alcove here
xNumerous pillars line the corridor
zThe walls here have been engraved with glowing symbols
Wandering
Monsters
11 x Grick, scouting from another part of the dungeon
21 x Phantom Fungus, returning to their lair with plunder
33 x Darkmantle, tracking the party
41 x Derro, investigating a strange noise
51 x Phantom Fungus, returning to their lair with plunder
61 x Ogre Zombie, wielding bizarre eldritch powers
Room #1
North EntryLocked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
South EntryStuck Stone Door (break DC 28; hard 8, 60 hp)
Room FeaturesA stack of rotting wooden crates stands against the north wall, A sour odor fills the south-west corner of the room
Monster1 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 #2
North EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #6

West EntrySecret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓢ   The door is concealed behind a statue of an armored warrior, and opened by moving his sword

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

→   Leads to room #22

South EntryArchway
Room FeaturesSomeone has scrawled "Endent stands here, slain by a basilisk" in goblin runes on the east wall, A broken spear lies in the center of the room
Room #3
North EntryTrapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ   Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27

→   Leads to room #10

East EntryTrapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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

South EntryUnlocked Strong Wooden Door (hard 5, 20 hp)
Room FeaturesSpirals of red stones cover the floor, A wooden ladder rests against the south wall
Monster1 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 #4
East Entry #1Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #2Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #3Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Ⓣ   Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20

Room FeaturesA wooden platform hangs over a deep pit in the north-west corner of the room, A wooden ladder rests against the north wall
Room #5
West EntryTrapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ   Burning Hands Trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26

East EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South EntryArchway
TrapJavelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18
Room #6
North EntrySecret (Search DC 25) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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

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

→   Leads to room #15

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

→   Leads to room #2

Room FeaturesA set of demonic war masks hangs on the north wall, A stack of barrels filled with sand stands against the south wall
Room #7
North Entry #1Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)

Ⓢ   A bookcase and section of wall pivots smoothly

Ⓣ   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

→   Leads to room #22

North Entry #2Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East EntryLocked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Room FeaturesSeveral alcoves are cut into the walls, A mural of geometric patterns covers the ceiling
Monster1 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)

Treasure: 200 gp; Bloodstone (20 gp), Rhodochrosite (11 gp); hoard total 231 gp

Room #8
West EntrySecret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)

Ⓢ   The door is concealed behind a tapestry of arcane patterns

South EntryLocked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Monster1 x Ogre Zombie

Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8 squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

Room #9
North EntryUnlocked Strong Wooden Door (hard 5, 20 hp)
East EntryStuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South EntryLocked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Room FeaturesA mural of vile acts covers the ceiling, Someone has scrawled "nine, three, seven, six, nine" on the north wall
Monster1 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

Room #10
North EntryArchway

→   Leads to room #18, inhabited by 1 x Ethereal Marauder

East EntryLocked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South EntryTrapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ   Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27

→   Leads to room #3, inhabited by 1 x Ethereal Marauder

Room FeaturesA rope ascends to a wooden platform in the north-east corner of the room, A tile mosaic of ghoulish carnage covers the floor
Room #11
West EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East EntrySecret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓢ   The door is concealed behind a statue of a medusa, and opened by opening her eyes

Room FeaturesA magical pool in the north-east corner of the room restores youth to whomever drinks from it (but only once), Someone has scrawled "The Legion of the Sapphire Dagger killed a black dragon here" on the west wall
Room #12
North EntryStuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West EntryLocked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
East EntrySecret (Search DC 30) Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Ⓢ   The door is located several feet above the floor and concealed behind an area of mold

Ⓣ   Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot [injury, Fort DC 12, 0/1d4 Con + 1d3 Wis]); Search DC 20; Disable Device DC 18

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

Ⓣ   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

South Entry #2Unlocked Strong Wooden Door (hard 5, 20 hp)
Empty 
Room #13
West EntryStuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #1Secret (Search DC 25) Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓢ   The door is concealed behind a statue of a fearsome dragon, and opened by reaching into its mouth

Ⓣ   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

East Entry #2Archway
Monster7 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness

Treasure: 200 gp; Deep Green Spinel (110 gp), Golden Pearl (90 gp), Iolite (40 gp); Potion of Protection from Arrows (10/magic) (300 gp); hoard total 740 gp

Room #14
West EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
East EntryLocked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Monster10 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness

Treasure: 20 pp; Freshwater Pearl (9 gp), Precious Stone (500 gp), Precious Stone (600 gp); hoard total 1309 gp

Room #15
North Entry #1Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North Entry #2Archway
East EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #6

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

→   Leads to room #16, inhabited by 1 x Doppelganger

Empty 
Room #16
North Entry #1Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North Entry #2Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #15

West EntrySecret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)

Ⓢ   A bookcase and section of wall pivots smoothly

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

Ⓣ   Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5 ft. squares); Search DC 14; Disable Device DC 20

Room FeaturesThe floor is covered in square tiles, alternating white and black, A rustling noise can be faintly heard near the east wall
Monster1 x Doppelganger

Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13

Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude

Treasure: 3800 sp; Full Plate (Small) (1500 gp), Masterwork Artisan's Tools (55 gp), Masterwork Short Sword (Medium) (310 gp); hoard total 2245 gp

Room #17
East Entry #1Archway
East Entry #2Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #3Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #4Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ   Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20

→   Leads to room #20

Room FeaturesAn altar of evil sits in the north side of the room, A pair of boots lies in the south-east corner of the room
Monster9 x Dire Rat

Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse

Room #18
East EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South EntryArchway

→   Leads to room #10

Monster1 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

TrapPoisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart); poison (small centipede poison [injury, Fort DC 11, 1d2 Dex/1d2 Dex]); multiple targets (1 dart per target in a 10 ft. by 10 ft. area); Search DC 21; Disable Device DC 22
Room #19
South EntryTrapped and Stuck Iron Door (break DC 28; hard 10, 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

Empty 
Room #20
North EntryLocked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry #1Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ   Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20

→   Leads to room #17, inhabited by 9 x Dire Rat

West Entry #2Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

Ⓢ   The door is located several feet above the floor and concealed by an illusion

South EntryUnlocked Simple Wooden Door (hard 5, 10 hp)
Room FeaturesA faded and torn tapestry hangs from the north wall, Someone has scrawled "right, straight, left, door, door, right" on the east wall
Room #21
North EntryTrapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ   Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]); Search DC 22; Disable Device DC 17

West EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster1 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 sp; hoard total 150 gp

Room #22
West Entry #1Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→   Leads to room #2

West Entry #2Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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

South EntrySecret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)

Ⓢ   A bookcase and section of wall pivots smoothly

Ⓣ   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

→   Leads to room #7, inhabited by 1 x Ogre

Empty 

The Dark Lair of Horror
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