Big Delve Level 4. Level 4. General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor. Flagstone. Temperature

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1 Big Delve Level 4 Level 4 General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor Temperature Flagstone Very Hot (creatures must succeed on a Fortitude saving throw each hour (DC 15, +1 per previous check) or take 1d4 points of non-lethal damage; creatures wearing heavy clothing or any type of armor take a -4 penalty on their saves; a creature that takes any non-lethal damage from heat exposure suffers from heatstroke and is fatigued)

2 exposure suffers from heatstroke and is fatigued) Illumination Dark (individual creatures may carry lights) Corridors a Burning torches in iron sconces line the corridor c e i Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves]) A sulphurous odor fills the corridor A large demonic idol with ruby eyes sits in an alcove here Wandering s 1 13 x Human Skeleton, scavenging for food and treasure 2 11 x Orc, bloodied and fleeing a more powerful enemy 3 1 x Wyrmling Green Dragon, hunting for food 4 4 x Spider Swarm, scavenging for food and treasure 5 12 x Human Zombie, searching for an object stolen from their lair 6 1 x Gray Ooze, scouting from another part of the dungeon Room #1 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 Contact Poison: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison (sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save]) Leads to room #25 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Effect Atk +20 melee (2d4+6/x4) 1 x Shadow Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4, CMD 17 Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Dodge, Skill Focus (Perception) Treasure: 26 gp; Scroll of Bull's Strength (cr, 150 gp), Wand of Acid Splash (cr, 375 gp); hoard total 551 gp Room #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Leads to room #17, inhabited by 8 x Human Zombie Trapped and Unlocked Iron Door (hard 10, 60 Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst)

3 Leads to room #25 Room #3 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 (magically reinforced, +10 to break DC) The door is concealed within an upright sarcophagus Leads to room #23, inhabited by 4 x Human Zombie Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 Guillotine Blade: CR 3; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +12 melee (3d6/19-20) A tapestry of a legendary battle hangs from the south wall, A pile of rotten rope lies in the south side of the room 9 x Human Zombie Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered Feats: Toughness Room #4 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 Leads to room #16 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 (slides up, +2 to break DC) The door is concealed behind a pile of broken stone Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Leads to room #18 2 x Ghoul Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14 Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse Treasure: 26 gp; Scroll of Web (cr, 150 gp), Wand of Divine Favor (cr, 750 gp); hoard total 926 gp Room #5 West Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 Leads to room #12, inhabited by 2 x Ghoul West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 Leads to room #15, inhabited by 4 x Ghoul

4 A magical idol in the north-east corner of the room heals all wounds of whomever offers a prayer to an aberrant goddess (but only once), Spirals of green stones cover the floor Room #6 Trapped and Unlocked Stone Door (hard 8, 60 Teleporter Crystal: CR 6; magic; Perception DC 24; Disable Device DC 22; Trigger touch; Reset none; Effect teleport (teleported one level down, DC 10 Will save negates) Leads to room #15, inhabited by 4 x Ghoul Room #7 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 West Entry Unlocked Good Wooden Door (hard 5, 15 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Unlocked Strong Wooden Door (hard 5, 20 A stone dais and throne sits in the center of the room, Someone has scrawled "It's a trap" on the north wall Room #8 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 #1 #2 Stuck Iron Door (break DC 28; hard 10, 60 1 x Mummy Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23 Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam) Treasure: 78 gp, 13 sp, 60 cp; Amber (90 gp), Aquamarine (600 gp), Sard (45 gp), Zircon (50 gp); Scroll of Darkness (cr, 150 gp), Wand of Magic Missile (cr, 750 gp) (inscription provides clue to function); hoard total 1764 gp 9 sp Room #9 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 North Entry #2 #1 #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst) Leads to room #22, inhabited by 8 x Human Skeleton Stuck Iron Door (break DC 28; hard 10, 60 Stuck Stone Door (break DC 28; hard 8, 60 Leads to room #18 A stone ramp ascends towards the south wall, A workbench and weapon

5 rack sit in the center of the room Room #10 Unlocked Simple Wooden Door (hard 5, 10 (slides up, +2 to break DC) Leads to room #11 Several alcoves are cut into the east and west walls, A tapestry of vile acts hangs from the west wall Room #11 North Entry Unlocked Simple Wooden Door (hard 5, 10 (slides up, +2 to break DC) Leads to room #10 Room #12 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 Leads to room #5 #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 A wooden platform hangs over a deep pit in the center of the room, Laughter fills the room 2 x Ghoul Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14 Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse Treasure: 19 gp; Scroll of Blur (cr, 150 gp), Wand of Acid Splash (cr, 375 gp) (design provides clue to function); hoard total 544 gp Room #13 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 Falling Block: CR 4; mechanical; Perception DC 24; Disable Device DC 22; Trigger location; Reset none; Effect Atk +12 melee (6d6); multiple targets (all targets in a 10 ft. square area) #1 Unlocked Simple Wooden Door (hard 5, 10 #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 Leads to room #16 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Leads to room #17, inhabited by 8 x Human Zombie Room #14 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10

6 A bookcase and concealed door pivots smoothly Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves]) Leads to room #22, inhabited by 8 x Human Skeleton Stuck Simple Wooden Door (break DC 13; hard 5, 10 Leads to room #20 Stuck Simple Wooden Door (break DC 13; hard 5, 10 A stone stair ascends towards the west wall, A sundered helm lies in the north side of the room 15 x Human Zombie Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered Feats: Toughness Room #15 North Entry Trapped and Unlocked Stone Door (hard 8, 60 Teleporter Crystal: CR 6; magic; Perception DC 24; Disable Device DC 22; Trigger touch; Reset none; Effect teleport (teleported one level down, DC 10 Will save negates) Leads to room #6 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 One-way Door: CR 5; mechanical; Perception DC 24; Disable Device DC 24 Stuck Strong Wooden Door (break DC 23; hard 5, 20 Leads to room #5 A mural of legendary monsters covers the ceiling, Various torture devices are scattered throughout the room 4 x Ghoul Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14 Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse Treasure: 43 gp, 20 sp; Azurite (10 gp), Jasper (45 gp), Jet (100 gp), Onyx (35 gp), Rose Quartz (65 gp), Shell (12 gp), Topaz (600 gp); Masterwork Light Mace (305 gp), Masterwork Spear (302 gp); hoard total 1519 gp Room #16 West Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 Leads to room #13 West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 Leads to room #17, inhabited by 8 x Human Zombie Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15

7 Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15 melee (6d6); multiple targets (all targets in a 10 ft. square area) Stuck Good Wooden Door (break DC 18; hard 5, 15 Leads to room #4, inhabited by 2 x Ghoul A mural of ghoulish carnage covers the ceiling, A pile of broken arrows lies in the south-east corner of the room Room #17 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Leads to room #13 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Leads to room #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 Leads to room #16 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 8 x Human Zombie Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered Feats: Toughness Room #18 North Entry Stuck Stone Door (break DC 28; hard 8, 60 Leads to room #9 West Entry #1 West Entry #2 West Entry #3 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Leads to room #4, inhabited by 2 x Ghoul Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 The door is concealed within an upright sarcophagus Secret (Search DC 30) Unlocked Stone Door (hard 8, 60 The door is opened by tracing a labyrinthine pattern Room #19 North Entry Unlocked Good Wooden Door (hard 5, 15 Leads to room #26 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 Contact Poison: CR 2; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison (malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save]) Leads to room #24, inhabited by 4 x Shadow Room #20 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 Leads to room #14, inhabited by 15 x Human Zombie

8 Leads to room #14, inhabited by 15 x Human Zombie #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 A set of demonic war masks hangs on the east wall, Someone has scrawled a drawing of a dragon on the east wall Room #21 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 A narrow shaft descends from the room into a natural cavern below, Someone has scrawled "two, one, four, three" in goblin runes on the north wall 1 x Gargoyle Gargoyle: CR 4, XP 1200; CE Medium Monstrous Humanoid (earth); Init +6; Senses darkvision 60 ft.; Perception +5; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural); hp 42 (5d10+15); Fort +4, Ref +6, Will +4; DR 10/magic; Speed 40 ft., fly 60 ft. (average); Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2); Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7; Base Atk +5, CMB +7, CMD 19; SQ freeze Skills and Feats: Fly +12, Perception +5, Stealth +11 (+17 in stony areas); Hover, Improved Initiative, Skill Focus (Fly) Treasure: 111 gp, 450 sp, 1600 cp; Agate (11 gp), Aquamarine (450 gp), Bloodstone (50 gp), Hematite (10 gp), Ivory (45 gp), Ivory (60 gp), Jet (110 gp), Milky Quartz (35 gp), Pyrite (9 gp), Rock Quartz (11 gp); Bronze flagon with warrior images (50 gp); Scroll of Remove Fear (cr, 25 gp); hoard total 1038 gp Room #22 West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst) #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst) Leads to room #9 #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 A bookcase and concealed door pivots smoothly Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves]) Leads to room #14, inhabited by 15 x Human Zombie Several alcoves are cut into the south and west walls, A large demonic idol with ruby eyes sits in the south-west corner of the room 8 x Human Skeleton Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;

9 +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0, CMB +2, CMD 14 Feats: Improved Initiative Room #23 West Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 (magically reinforced, +10 to break DC) The door is concealed within an upright sarcophagus Leads to room #3, inhabited by 9 x Human Zombie West Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds) West Entry #3 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable Device DC 20; Trigger touch; Reset none; Effect electricity arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30 ft. line) 4 x Human Zombie Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered Feats: Toughness Room #24 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 Leads to room #26 West Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 Contact Poison: CR 2; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison (malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1 save]) Leads to room #19 Stuck Good Wooden Door (break DC 18; hard 5, 15 Leads to room #25 A simple fireplace sits against the south wall, A charred blanket lies in the north side of the room 4 x Shadow Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4, CMD 17 Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Dodge, Skill Focus (Perception) Treasure: 180 gp, 480 sp, 1900 cp; Chrysoprase (50 gp), Coral (80 gp), Sard (40 gp), Topaz (550 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Magic Fang (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Detect Magic (cr, 12

10 Fang (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Detect Magic (cr, 12 gp 5 sp), Scroll of Magic Missile (cr, 25 gp), Scroll of True Strike (cr, 25 gp), Wand of Expeditious Retreat (cr, 750 gp), Wand of Ray of Sickening (um, 750 gp); hoard total 2629 gp 5 sp Room #25 North Entry Trapped and Unlocked Iron Door (hard 10, 60 Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst) Leads to room #2 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 Leads to room #24, inhabited by 4 x Shadow Trapped and Stuck Iron Door (break DC 28; hard 10, 60 Contact Poison: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect contact poison (sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1 Con, 1 save]) Leads to room #1, inhabited by 1 x Shadow Room #26 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 Arrow Trap: CR 6; mechanical; Perception DC 24; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14 ranged (4d6/x3) #1 #2 Unlocked Strong Wooden Door (hard 5, 20 Unlocked Simple Wooden Door (hard 5, 10 Leads to room #24, inhabited by 4 x Shadow Unlocked Good Wooden Door (hard 5, 15 Leads to room #19 A ladder ascends to a balcony hanging from the north wall, Several sundered shields are scattered throughout the room Big Delve Level 4 Some content used under the terms of the Open Gaming License

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