General | Dungeon Walls | Masonry (Climb DC 20) | Dungeon Floor | Uneven Flagstone (Balance DC 10 to charge or run) | Temperature | Cool | Illumination | Dark (individual creatures may carry lights) |
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Corridors | a | Stone Blocks from Ceiling: CR 3; mechanical;
location trigger; repair reset;
Atk +10 melee (4d6, stone blocks);
Search DC 25; Disable Device DC 20 | c | Water drips from the ceiling | e | A group of demonic faces have been carved into the walls | i | A narrow shaft descends from the corridor into a midden chamber below | m | A narrow shaft falls into the corridor from above | n | A narrow shaft descends from the corridor into a natural cavern below | r | A foul odor fills the corridor | s | Javelin Trap: CR 2; mechanical;
location trigger; manual reset;
Atk +16 ranged (1d6+4, javelin);
Search DC 20; Disable Device DC 18 | u | The walls here have been engraved with incoherent labyrinths | v | Burning torches in iron sconces line the corridor | w | A large demonic idol with ruby eyes sits in an alcove here | x | Numerous pillars line the corridor | z | The walls here have been engraved with glowing symbols |
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Wandering Monsters | 1 | 1 x Grick, scouting from another part of the dungeon | 2 | 1 x Phantom Fungus, returning to their lair with plunder | 3 | 3 x Darkmantle, tracking the party | 4 | 1 x Derro, investigating a strange noise | 5 | 1 x Phantom Fungus, returning to their lair with plunder | 6 | 1 x Ogre Zombie, wielding bizarre eldritch powers |
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Room #1 | North Entry | Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) | South Entry | Stuck Stone Door (break DC 28; hard 8, 60 hp) | | Room Features | A stack of rotting wooden crates stands against the north wall, A sour odor fills the south-west corner of the room | Monster | 1 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 |
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Room #2 | North Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #6 | 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 armored warrior, and opened by moving his sword | East Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) → Leads to room #22 | South Entry | Archway | | Room Features | Someone 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 |
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Room #3 | North Entry | Trapped 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 Entry | Trapped 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 Entry | Unlocked Strong Wooden Door (hard 5, 20 hp) | | Room Features | Spirals of red stones cover the floor, A wooden ladder rests against the south wall | Monster | 1 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 |
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Room #4 | East Entry #1 | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) | East Entry #2 | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | East Entry #3 | Trapped 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 Features | A wooden platform hangs over a deep pit in the north-west corner of the room, A wooden ladder rests against the north wall |
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Room #5 | West Entry | Trapped 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 Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | South Entry | Archway | | Trap | Javelin Trap: CR 2; mechanical;
location trigger; manual reset;
Atk +16 ranged (1d6+4, javelin);
Search DC 20; Disable Device DC 18 |
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Room #6 | North Entry | Secret (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 Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #15 | South Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #2 | | Room Features | A set of demonic war masks hangs on the north wall, A stack of barrels filled with sand stands against the south wall |
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Room #7 | North Entry #1 | 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) Ⓢ 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 #2 | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) | East Entry | Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) | | Room Features | Several alcoves are cut into the walls, A mural of geometric patterns covers the ceiling | Monster | 1 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 |
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Room #8 | West Entry | Secret (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 Entry | Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC) | | Monster | 1 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 |
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Room #9 | North Entry | Unlocked Strong Wooden Door (hard 5, 20 hp) | East Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | South Entry | Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) | | Room Features | A mural of vile acts covers the ceiling, Someone has scrawled "nine, three, seven, six, nine" on the north wall | Monster | 1 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 |
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Room #10 | North Entry | Archway → Leads to room #18, inhabited by 1 x Ethereal Marauder | East Entry | Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) | South Entry | Trapped 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 Features | A rope ascends to a wooden platform in the north-east corner of the room, A tile mosaic of ghoulish carnage covers the floor |
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Room #11 | West Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | East Entry | Secret (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 Features | A 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 |
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Room #12 | North Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | West Entry | Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) | East Entry | Secret (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 #1 | Trapped 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 #2 | Unlocked Strong Wooden Door (hard 5, 20 hp) | | Empty | |
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Room #13 | West Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) | East Entry #1 | Secret (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 #2 | Archway | | Monster | 7 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 |
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Room #14 | West Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC) | East Entry | Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) | | Monster | 10 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 |
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Room #15 | North Entry #1 | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | North Entry #2 | Archway | East Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #6 | South Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #16, inhabited by 1 x Doppelganger | | Empty | |
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Room #16 | North Entry #1 | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) | North Entry #2 | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #15 | West Entry | Secret (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 Entry | Trapped 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 Features | The floor is covered in square tiles, alternating white and black, A rustling noise can be faintly heard near the east wall | Monster | 1 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 |
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Room #17 | East Entry #1 | Archway | East Entry #2 | Unlocked Good Wooden Door (hard 5, 15 hp) | East Entry #3 | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | East Entry #4 | Trapped 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 Features | An altar of evil sits in the north side of the room, A pair of boots lies in the south-east corner of the room | Monster | 9 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 |
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Room #18 | East Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | South Entry | Archway → Leads to room #10 | | Monster | 1 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 | Trap | Poisoned 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 |
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Room #19 | South Entry | Trapped 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 | |
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Room #20 | North Entry | Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) | West Entry #1 | Trapped 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 #2 | Secret (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 Entry | Unlocked Simple Wooden Door (hard 5, 10 hp) | | Room Features | A faded and torn tapestry hangs from the north wall, Someone has scrawled "right, straight, left, door, door, right" on the east wall |
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Room #21 | North Entry | Trapped 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 Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | | Monster | 1 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 |
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Room #22 | West Entry #1 | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) → Leads to room #2 | West Entry #2 | Trapped 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 Entry | 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) Ⓢ 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 | |
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