House Of Stone Rooms
 

Room 001

"This room is brightly lit by a sconce with 2 light rocks covered with a layer of dust coloring the light faintly brown. There is a circular bar and a table with 8 chairs around it. There is a place setting on the round table that consists of a wine glass and a Beer stein with a gold lid worth 140gp each.  Everything in this room is covered with dust."

Officers Staff Room
The beauty of the glass ware will only be revealed if someone takes one and brushes it off. They are legally carved with the 4 arrow Normad sigil. The glasses are all made of cloudy quartz and all of them match. Each is . All together they weigh 1 lb.


Room 002 - Entrance

"From 30' away you can see a light source shining through the dense fog. As you approach you can see the light comes from a partially open double doors. A tree blocks the doorway and keeps the door open".
The double doors on the W. wall of this room stand ajar with a small tree standing in the middle of the opening. Obviously the tree knocked the door in and now blocks the entry. Anyone entering will need to crawl through a tiny space on the S. side of the tree, climb through the remaining dried out branches or hack through the tree to remove it.
To remove the tree, you will need to cut through the trunk and pull the remaining pieces out; the tree is too wedged in to take it out whole. The trunk is AC 5, hardness 3, HP 40. The instant the tree is pulled from between the doors, they slam closed and the house begins to remove it. It will never appear again.
"Looking around the bare branches of the dead tree you can see that the room is lit on the E. wall with 2 flickering sconses and a faintly glowing crystal chandaleer. There are 4 tables with chairs around them and skeletal bodies can be seen. The statue of a lordly looking man is in the NW corner".
The room was used as a conference room and a casual dining area.
A, B, C, D - There are 4 tables and 8 hairs each. There are 9 chain mailed skeletons that are slumped over the tables. The tables only 2 brass candlabras and a pitcher on each.
E - The base of the statue is made of granite and the statue is made from copper. A plaque below the painting reads "Duvinar Normad".It is only ornamental. The man is clothed in ornate plate armor with a long sword at his side. The visor is up and a noble face with a huge mustache can be seen inside.
There are two pictures on the S. wall. The one on the E. is a painting of the same noble looking man depicted in the statue.   If the painting is touched a magic mouth spell is triggered saying "In battle, there is great honor". The one on the W. is a dowager looking woman with white hair and rich clothes. When touched this one says "Waiting is hard but a good man is worthy of it".
Crystal Stein 100gp Crystal Wine 250gp
The S wall is a jousting tourney and a scene of 2 naked gladiator.s with only bucklers and S. Swords with lots of cuts.
The pitchers each contain a "Jumping Jelly". The skeletal bodies of their prey are scattered about the floor. They have become Small Animal Undead. There are 4 rabbits, 3 squirrles and a small fox. When a living body approaches within 10' they will animate and attack. They may appear anywhere the DM desires. Hidden under chairs and table legs are good spots.
If anyone touches any skeleton or the table or anything on the table, the skeleton nearest the disturbance begins screaming. Instantly, the other skeletons begin to rise from the table and attack the players. Parts of their armor begins falling off as they rise leaving them only partialy armored. Their swords are rusted and pitted.
9 Skeletons with Chain Mail (+2 to listed AC)

Room 003 - Entrance

Temple to the Goddess of Death
"When either door to this room is opened, a low moaning sound is heard. Over this sound a spectral voice says in a scary voice "Only those who have no fear of death will enter the temple of it's goddess Gloomera". "
The room is totally dark, so a light source is required to see anything inside.
A line of 6 statues stands about 2' away from the S. wall.
In the center of the room is a 14' high statue of a beautifully wicked woman dressed in regal but enticing clothes.
On either side of her are 10' high statues of men. One is an executioner and the other is the grim reaper.
The N. wall of this room is covered with a blood red alter. Behind the alter is a tapestry depicting a beautiful black skinned woman with black hair and black clothes that walks through a series of scenes of mass death.
Each of the statues along the S. wall are life size depictions of dead people carved out of Wax Stone with a large number of brown colored veins running through it. The cause of death in each case is obvious. 1-Cut throat, 2-Spike in the heart, 3-Eviscerated, 4-Hanged, 5-Heart cut out, 6-Head is backwards. Being made of Wax Stone any attempt to damage them will be an attack on the house.
The statue in the center of the room is of Gloomera the goddess of Death in her human guise. It is made of pure, black marble. There is a raven on her shoulder covered with gems. In one hand she holds a tiny poniard and a severed head in the other. The expression on her face is one of rabid hunger and menace. It stands in the middle of a 5 sided mosaic made from semi-precious stones like lapis, agate, jasper and feldstone. Small bits of Rainbow diamond are also used. The mosaic forms many magical runes. When a human sacrifice is made on the alter in the N. the statue will smile wickedly and point at the basins on either side of the sacrifice and they will fill with unholy water on the E. and poison on the W.
Anyone touching the statue who is of Evil alignment will receive 1d8+4 points of healing. A Good person will take the same amount of damage unless a Will save DC 24 is made. Anyone of Neutral alignment who touches it will be Confused for 1d12 minutes unless a will save at DC 24 is made.
The alter is hardness 15 and a +2 magiical item for magic resistance of most energy types.
The statues on either side of her look like they are made of silver. Anyone molesting the statues will be sorry as both will come alive as Silver Guardians. Hardness of 10The Headsman sports a hood and a huge double bladed ax across its chest. The other is the robed figure of Grim Death with skeletal face and hands holding a scythe.
On the W. is a picture of her striding through the dead of a mighty battle. In the middle is a picture of a fine dinner where all the guests have died horribly by poison and she is shown smiling with a small black bottle. The E. shows her smiling down from a balcony and below are piles of bodies dead from the black plague with buboes oozing.
The red alter is made of huge blocks of painted wood with a top made of red veined jasper (a gigantic piece!).  The top has 3 depressions. Two small ones on the E. and W. and a large oblong one with 3 chain lengths with locks to hold the sacrifice.
The Statues made of house stone will also attack if the silver guardians are damaged.
Each of them can grow 4 arms and has Att +4, Dam. 2d6+3
In the alter are bags of leather containing:
1,500 gold coins (1,500 gp)
sapphire pendant on gold chain (2,100 gp)
eyepatch with mock eye of sapphire and moonstone (1,000 gp)
emroidered and bejeweled glove (3,000 gp)
an anklet made of 12 tiny plates of gold linked with gilded wire and fastened by a hook and eye, from each wire loop save the fastening depends a wire-mounted gem, 11 in all, as follows: 4 white pearls, 6 violet garnets, 1 deep blue spinel (4,000 gp)
gemstone - bloodstone (40 gp), gemstone - chalcedony (80 gp), gemstone - chysoprase (70 gp), gemstone - carnelian (80 gp), gemstone - sard (70 gp), gemstone - carnelian (50 gp), gemstone - black pearl (600 gp)
The stairways off of the secret door in the E. groans as they are walked on. It sounds like people are being walked on when each step is trodden on.


Room 004 - Entrance

This is a room that was most often used as a storage spot for the coats and clocks of the guests. It is easy to see it is mostly empty as there are two large light rock sconces on the S wall. On the northern wall are 2 tapestrys.
A-This is a picture of 3 horses galloping across a snowy meadow. It is very detailed and of very high quality. If the tapestry it touched, it triggers an animated illusion of the  same horses in motion.
B-This tapestry depicts a room full of noble people at a formal dress ball. If it is touched, the figures will appear to come to live and begin dancing around the center of the room. They become 18 shadows.
They weigh 70lbs and are worth 5000gp for B and A is priceless (what it brings at auction)
If they are removed from the wall, they are still valuable but the illusion spells are negated. They weigh 40dlb each and are very unwieldy. They can only be carried a short distance at a time.
The secret door on the E. wall can only be opened from the inside. The trigger is a small square button of white stone in the ceiling. It requires someone to either levitate up or hit the spot with a projectile (AC 16). This is a Perception DC 20 to spot the door and a Disable Device of 24 to find the button, then the button must be pressed.
5 animated hat racks will approach anyone entering  with a m. mouth saying "Check your hat or cloak? in different pitched voices.
The door is locked with a bar and chains with a huge lock.

Room 005 - Entrance

Passage of the Portraits
The entrance to this room is off a long corridor lined with doors on the E. side and archways in the W. wall to the N. and S. There is a lot of light coming from 3 sconces each with 2 light rocks in each. The light from this room creates pools of light on the long corridor. There is a large pool of water in the center of the W. wall of Rm 5. That wall is covered with portraits. There are 27 of them ranging in size from miniatures of Normad family members from long ago to very much larger portraits as large as 6'x8'. If the players examine then closely they will get a perception roll at a DC 20 to see that appearance of the people depicted gets increasingly less attractive and more "evil" looking.
While the party is examining the portraits, there are 3 that have a magical effect.
  1. The most distinctive is also the largest. It is a portrait of a woman about 30 years old sitting on a throne with a regal bearing and beautiful face.  If someone pauses in front of this painting they see something different depending on the sex of the viewer. Women see her rise to her feet and look at them with disdain and superiority. Men will see her shift on the throne and assuming a position that allows her dress to open up her thighs and smile invitingly. 
  2. The next magical picture is a small one of 2'x3'. It is of a family of 5; husband, wife, 2 sons and a daughter aged 12, 8 and 3 respectivly. They are shown standing overlooking the town. The only magical effect is that the people and animals in the town move!
  3. Gnome with an enormous nose - like a huge sauage like penis. He has been trapped in the painting but will be released when someone kisses his picture. Naplinsakin. (This has been destroyed by DV8s)
  4. The last one is only 18" square and pictures an old man with a very long mustache. If this one is examined, they viewer will see the mustache writhe and fling itself off the painting toward them and change into a large snake with teeth dripping venom. Unless a will save at a DC 12 is made the user will move back against the wall behind them involuntarily from a fear like effect.
  5. A picture of the graveyard
  6. A picture of the Ruin
  7. A picture of the interior of the Crypt with the alter area scratched out
  8. A picture of the Norman Castle as it used to be with a May day kind of celebration going on.\

Senior Servants Wing

Room 006

Head Butler
The Head Butler is confined to this room as the door is locked. When the door is opened, the party will see an ornately furnished room with a display case on the E. wall, a bed on the N. wall and a table with 2 chairs in the center. A black clothed form can be seen sitting at the table its head hanging down so only gray hair is visible. In the next instant the Cadaver Lord will rise from its chair facing the door and lunge toward the door.
The bed is a 4 poster with wool curtains that would enclose the bed entirely. The matress is in vary bad shape but looks like cotton batting inside.  There is a chest hidden under the bed. It is locked, trapped and almost empty. The only thing inside is a formal suit coat of highest quality black velvet with silver piping and wide silk collar. This is a Coat of Persuasion. It grants the wearer a +2 enhancement bonus to their Bluff and Diplomacy skills. It works once per day and requires the activation phrase "Make me persuasive" to begin its effect and lasts 1 hour.
The shelves hold inexpensive looking nic-nacks, books (all romance novels) and 3 small boxes. In
one is 34gp and 12pp. In the second is full of tea. This is Dreamtime tea. The last holds a lock of blond hair.

Room 007

Married Upstairs Caretakers
There is a bed along the E. wall with a chest at the end.
There are 2 headless skeletons kneeling in the center of the room. There are 2 disembodied heads bobbing in mid-air. The female head is a Screaming Severed head and the male one is a Belching Severed head.
The chest is locked (DC 20 to open) and contains several changes of clothes for the couple, a small miniature portrait of an attractive young loving man and womans wedding and a purse containing 46gp and 101sp. 6 CP on both headless bodies.

Room 008

Head Maids Room
This room has a comfortable looking curtained 4 poster bed. When the door opens they see there are 2 men and one woman in the bed with 2 women and one man on the floor all are inflagrante delecto.
This room is empty except for an Animated Chair what will always move toward the first person to enter the room. It is not aggressive and it's behavior is benign. It may be removed from the house and retain its magical effect.
Much of the servants in this part of the house took shelter in these rooms and died. This room has 6 Vengeful Zombies.
There is a total of 21 Gp in mixed coins in all the bodies

Room 009


12 Wraiths will rush out of this room when the door is opened or when the door to Rm. 11 is opened. There is a trapped chest 2'3'X1.5'in the back of the room. It is an fire trap. DC 26 to find and DC 28 to disarm. If it goes off it does 2d12 to all in 5', 1d12 to all in 10'. The chest is empty

Room 010

This room was once a nursery and rotted child toys are strewn about the floor. A dismembered skeleton is scattered about the room. Each limb is in a different corner of the room with the skull facing the door and the torso on the bed along the E. wall. The soul of this body has become an Attic Whisperer.
This thing resembles a gray, emaciated child, with cobwebs and dust for clothes and a fox skull for a head.
Attic Whisperer     CR 4
XP 1,200
NE Small undead
Init +8; Senses darkvision 60 ft.; Perception +12
Aura sobs (10 ft.)
DEFENSE
AC 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1 size)
hp 45 (6d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed 20 ft.
Melee bite +9 (1d4–1 plus steal breath), touch +4 (steal voice)
STATISTICS
Str 9, Dex 19, Con --, Int 14, Wis 16, Cha 17
Base Atk +4; CMB +2; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Bluff +9, Climb +8, Knowledge (history) +8, Knowledge (local) +8, Perception +12, Stealth +17
Languages Common (plus any 2d4 from victims)
SPECIAL ABILITIES
Aura of Sobs (Su)
All of the voices that an attic whisperer steals linger around it in an invisible but audible aura of unnerving childlike whimpers, songs, and sobs. Any living creature that enters this area loses the benefit of all bardic performances affecting it and takes a –1 penalty on all attack rolls, damage rolls, and Will saving throws. The attic whisperer can suppress or reactivate its aura as a free action. This aura is a sonic, mind-affecting effect.
Steal Breath (Su)
A creature bit by an attic whisperer must make a DC 16 Will save or become fatigued for 1 hour. A fatigued creature that is bitten is instead exhausted for 1 hour, and an exhausted creature falls asleep for 1 hour if bitten. The sleeper can only be roused by killing the attic whisperer or by using dispel magic, remove curse, or similar effects. The save DC is Charisma-based.
Steal Voice (Su)
Any creature hit by an attic whisperer’s touch must make a DC 16 Will save or lose its ability to speak for 1 hour. During that time, the creature cannot talk, cast spells with verbal components, use auditory bardic performances, or use any other ability that requires speech. Once an attic whisperer has stolen a creature’s voice, it can perfectly mimic that voice at any time, even after its victim’s voice has returned, and while using that voice can speak any languages the victim knew. Those familiar with an individual’s voice can make a Sense Motive check opposed by the attic whisperer’s Bluff check to realize a mimicked voice is inauthentic. The save DC is Charisma-based.
   
Variants
    Variant Attic Whisperer
ECOLOGY
Environment any urban or ruins
Organization solitary, pair, or chorus (3–8)
Treasure incidental
An attic whisperer spawns as the result of a lonely or neglected child’s death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child’s neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors’ prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull—this does not impact the creature’s abilities in any way, but it usually seeks out a small animal’s skull as a form of decoration soon after it manifests.
An attic whisperers haunts shadowy, forgotten places like old buildings and dilapidated institutions, places that were once homes to both young children and subtle evils. Hiding in drafty attics and moldy basements, an attic whisperer might lie dormant for decades while the quick go about their lives—often a scant f loor away. The coming of a new child, though, rekindles some hope in the creature, its animating spirits motivated by loneliness, and ever seeking comfort and companionship. Once an attic whisperer finds a potential playmate, it does all it can to ensure it will never be lonely again by attempting to lure its friend to it, singing nursery rhymes, leaving trails of old toys, or calling out in the stolen voices of other children.
Destroying an attic whisperer reduces it to its component parts, usually consisting of dusty junk left to molder in the attics of old houses, though a few items, such as china dolls, small lockets, music boxes, precious marbles, fine teacups, sculpted metal soldiers, or the like, may have some value.

Room 011

6 Ghouls will rush out of this room when the door is opened or when the door to Rm. 10 is opened. The bodies of 3 adventurers are here.
There are scattered bones that add up to 3 or maybe 5 people. They are knawed and broken. They are a party of foolish adventurers that arrived here and died soon after. They carried.
2 rusty swords 4 daggers, rotten shield

Coins 300 pp, 400 gp
Objects
  1. Gold Pendant set with Moonstone (1000 gp)
  2. Leather Belt with Electrum Bullseye Buckle (10 lbs)
  3. Antique design Ornate Silver Mirror (400 gp)
  4. Potion of Neutralize Poison (15th level)

Room 012

Everything in this room has been broken up. The bed has been cut into pieces and the shelf on the S. wall has been reduced to kindling.

Room 013

This room has been ransacked and has nothing of value. The small bed on the E. wall has been ripped open and the cabinet on the S. wall has been emptied.

End of Servants Quarters.

Room 014

Main Ballroom
This is a large room. It is one of the few rooms in the House of Stone that has a wooden floor over the stone. As such, it is a "safe zone" in that the house can not detect their footsteps here.l Unless the walls or fixtures are attacked here, the House will not know where they are.
In the center of the room is an enormous chandelier with 6 tiers of tiny light rocks interspersed with crystals that create a rainbow pattern on the floor. If removed  it would be worth 1200gp. However molesting the fixtures is a good way to get the house to strike back.
On the N. wall in the center is a statue of a majestic looking man twice life size. It it Namik Normad the one who built this wing of the house. On the S. Wall is a stage with a 1/2 circle "prompter" cupola in front. There is a table in the center of the stage that is covered by a red purple butterfly embroidered velvet table cloth worth 250gp. There are 2 statues on either side of it. They are 10' tall and are bloated squat humanoids made out of bricks.  These Amaimon Devils that will be summoned to the N. wall area if the 500gp sapphire gems are pried out of the eyes of the statue.

Room 015

There are 3 marble statues in this room.
13 Spectres
She is wearing a pearl necklace of 3 strands. It is worth 400gp. She has a gold ring with a diamond worth 200 gp.

Room 016

This room is guarded by the Demon in room 020. There is a fortune hidden in the pedestals of the statues of this room! But each is guarded by the statue on top. The statues will come to life if they are touched in any way. The only way to open the containers hidden in the base is to move the statue off and defeat it.
A-Fossil Golum - This statue looks to be made of white stone. It has the form of a large Raptor dinosaur. It is about 12' tall  The stone looks fragile and dust covered. Not all of the bones look like they are attached correctly in that the backbone isn't straight, but is curved and the hip bone is strangely tilted to the left.
B-Alchemical Golem - This does not look like a statue at all. It looks like an experiment in chemistry by a mad man. The lower legs are made out of spring-like tubing with feet made of round steel plates about 18" across. The torso is made of a bronze tub upended with the open part facing to the front. Inside the tub are bits of tubing, vials of colored fluids, glowing stones and barbed wire. The arms are made of 2' lengths of steel tubing that can extend to 10' (giving it a 10' reach) by telescoping suddenly to deliver punishing blows. The head is attached to the body with a tangle of copper wire. The head is a large glass globe filled with dark red smoke and a pale green liquid the is continually bubbling out the red smoke.
C-Glass Golum - This statue is made out of crystal in the form of a Gnoll with extra big hands. The dazzling light will only appear if the creature is touched. At that time, a brilliant light appears in the center of the monsters chest.
D-Bone Golumn - This statue looks like it's made of yellowed ivory. It is larger than man size and could have been the remains of a small 10' high giant. The odd thing is that the rib cage has been stuffed with the arms and legs of humans.

Room 017 - Murals

This walls of this room (there is no number on the map for this area) are completely covered with illusions. Sometimes there are portraits of the Norman family members (12 framed pictures). Other times there are murals of bucolic farmlands  on the north and a seascape on the other wall. Sometimes there are murals of a dark and scary forest complete with monsters (werewolves, trents and giant rats. The last illusion is of 2 lines of village people looking very frightened.

Room 018

2 Ghosts - They will protect the room by rising from the bed if anyone enters and then they attack.
Fanna Norman and Heubu Norman in their bedroom. They are angry about being killed in their sleep.
There is a small chest inside the brick round table with a wooden top 2" down from the brick lip
The right cabinet has some silver chains (3@40gp each)  in a wooden box the other has rotted food and 2 bottles of brandy still good worth 40gp each
The wooden "table" in the circular brick "tank" is a false top. Taking it off reveals a tub of rancid water. At the bottom of the water is a case with a Ceremonal Daggers and a L. Sword worth 300 each dagger and 500 for the sword. They are functional weapons but far more impressive in appearance.
There are 2 skeletons in the bed, but their clothing has disintegrated and become mixed with the bedclothes

Room 019

DOWN TO THE DUNGEON
This room is like 18 but has no valuables. There is a book that is in a box on a shelf that talks about the rainbow diamonds.
The trapdoor near the S wall of this room looks like part of the white stone of the House of Stone. It leads to the long stairway that leads to the dungeon. It is well hidden and can  only be found on a perception roll of DC 30. Once the trapdoor is located, a perception roll of 25 will reveal a hole that is covered with a permanent illusion. This is a hole for a lock. Inserting anything other than bone will trigger a spell that will trigger a magic missile spell that will destroy the object. Trying to pick the lock with bone tools is a DC30. The only effective way to open this lock and access the trap door is with the key in the chest in the Family Crypt located outside the House near the graveyard.
There is a chest under the water in the well that contains 2 potions Prot. F. Arrows.
4 Cadavers


Room 020

A room where a demon is held within a pentagram of blue energy. The whole room is lit by blue hot looking flames coming from inside the petagram. The pentagram binds in and if released it is a Vrock - a Taloned Demon.
The Secret door is found at DC 25 and opened at a DC 22. The E. wall is covered by a floor to ceiling set of tapistries covered with mystic symbols.A faint hiss sound comes from the pentagram. The tapestry is heavy cloth and goes to within 2" of the door and 6" from both ends. The teleport rune from castle Norman room #11 leads to here.


Room 021 - Entrance

This room has 2 parts that are joined together with a large archway. Room 21B is has a door in the S. wall that leads outside. Room 21 is larger and has 2 tables.  Both rooms were used as the mess hall of those being billeted in the House.
Room 21 - 10 Barrow Wights
There are 5 located on the N. side of the table near the door in the W. The rest are on the N. side of the other table near the archway. They will attack anyone entering either part of room 21.
The tables in this room (B and F) are made from large planks of pine wood. They are covered in grafitti and crude carvings. The chairs are made of barrels with a notch cut out. The staves removed were then fitted to form the bottom of the chair.
The S. wall has 6 small Rainbow diamond windows.
A - This is an enormous mirror. It has no special effects other than making the room look gigantic and brightly reflecting the light from the chandelier.
The Huge Chandelier is made from 4 sets of Moose horns attached to a wooden frame that hangs from the ceiling.
C - Painting of a barbarian warrior standing at attention holding t2 oversized double bladed battle axes. His eyes are red and his teeth are bared in a grimace.
D -Painting of a Knight in shining armor riding a bay war house with it barding in the Normad colors (red and gold) and carrying a Normad shield with diagonal gold and black stripes with a Blood red diamond in the center. The visor is closed. He wears a broad swrod at his side and is carrying a horse lance on the left side.
E - This picture has been defaced with dozens of knife slashes that have left the canvas in small strips. There isn't enough canvas left to tell what it depicted, but the Normad colors can be seen.
G - This is a picture of a tough looking group of warriors. This isn't a very good likeness and is an amateurish attempt at portrait painting.
Room 21B - 4 Barrow Wights - These Wights are slumped over the table when this room is entered. They will attack anyone coming into either part of room 21. Two are sitting next to the door outside and the other 2 are near the archway to the other part of 21.
The table in this room is soft pine wood unlike most of the other tables in the House. It is made of large timbers and has been marked with carvings of generations of men who ate there.  The chairs around this table are cut from large barrels.
In the W. wall there is a magical mirror. It is a simple illusion spell that enhances the appearance of any who look in it. It was created to bolster the moral and ego of the soldiers. Those looking into the mirror will see a reflection that makes the person stronger and more war like. It doesn't affect what is worn, only the skin of the one reflected. It has no other effect.
There are two small ever burning lamps in the N. wall that shed a rather dim light in this room. The brighter light is coming through the archway to the other part of 21.
There are 4 of the Rainbow diamond windows in the S. wall.

Room 022 - Main Entrance

In the final days of the Normad family, this was the main entrance to the House. It was always used by guests and family members.
The room is enormous. The ceiling in this room is 2 stories high. The Rainbow Diamond windows in the N. wall are worth a fortune. Each of them is 18" wide and 4' high. This is full of the shades. Stroking Shadows.
The statues are Caryatid Column that awake with a door on the S. is opened.
A  A Beautiful women with arms welcoiming        B A slight young woman smiling at the door in the N.       C A Young man dressed like a gladoator w/S,Sword
The Pictures are of a couple standing together looking very regal purple tapistry and gold lamae curtains, Brigal Norman and Wife Older - Doanal Normad and Wife more recent
Purple Tapistries Gold painted furnicture and Strong chin, weak forehead. Black hair, High forhead and thick eyebrows.With a martial backrond with crossed swords etc. from room 21.
Front door is a work of art. Carved with dwarves in a mine. Upper left is entrance and the finely
Once The front doors are opened, the statues will animate and gesture with welcoming. Attacking them won't have any effect.
There is a lock on the door going to the E. which is on the wall and not on the door itself. Open on a DC 28.

Room 023

Haunts!
The secret passage along the W side of the room is 3.5' across and the full 15' high. There are S. doors along it. The are "pocket doors" that open on this side with a pull and from the other side (in Rm 23, they are 28 to detect andDC 20 to open by pushing and lifting the door in the bottom.
Fireplaces A, B, H, J - These are all basically the same as they are made of the Wax Stone, arre 5' deep and 20' across with a 15' opening to the flame. The flame is small magical wall of fire with a permanancy spell cast on it.If you go inside the opening and look up you can see up to the 2nd floor where a wall of fire with a perm. spell is also burning!
Couches B, F, I - These couches are of fine manufacture and all are of the same design. They are 2 sided couches sharing a back but facing in oposite diredtions (the fireplaces in this case). They are horse hair stuffed is  dust red velour fabric with small carved feet on the corners. IF they are searched there is 2sp and 5sp in the cushions. They are still in generally good condition with only some fading and a few rips in the covers.
Pictures:

D - SEDUCTION
Appearance: This is a series of three paintings, enamel on ceramic, each one foot in length and width. In the first image, a succubus transforms into a beautiful elven maiden wearing a thin dressing gown. The second image shows the succubus in elven form flirting shyly with a cleric of a god devoted to the destruction of demons and devils. The final image shows the cleric and the succubus embracing in a passionate kiss. One of the succubus’s hands has reverted to claw form and is poised near the cleric’s exposed neck. A perception roll of DC 15 reveals that the 3rd of the triptich has a crach and is detachable from the other 2. Doing this will unleash the Secubus that is imprisoned in it. All she can do in her present enslaved state is to "Magic Jar" a person to take her place in the Triptich! A save VS Will at a 20 is necessary to negate this spells effect. Once in a captured body she will attempt to killl the party off one at a time by separating them and then turning on them by surprise. If drive out of the body (of if the possessed character is reduced to -5HP, her spirit will return to the painting and the characters soul will be re-united with its body. The soul of the Secubus is an unsubstancial HD 10 creature with 6D8 HP (44HP)
Appraise Information: DC 20. More famous for his glazed plates than his paintings, the dwarven artist Olstral Verthan nevertheless painted this series in his early years. Twice in history the pieces have been separated, only to come together again up to thirty years later.
Value: 650 gp for the set (150 gp per painting, 200 gp as a collector’s item).
Special Notes: None.

E - BEAUTIFUL CREATURES
Appearance: This is a watercolor painting done on parchment. The artwork depicts a beautiful dryad shyly peeking out from behind a tree to see a handsome male centaur bathing in a forest pond. Many of the technical aspects of the painting are wrong.
Appraise Information: DC 10. The actual artist of this piece is unknown, because it’s one of hundreds sold through a now-defunct College of Fine Arts. The piece contains nothing noteworthy, and it’s unlikely to interest anyone but a peasant or lower class merchant.
Value: 1 gp
Special Notes: None.

G - THE RULERS
Appearance: A 6-ft. by– 4-ft. oil painting on wood, this artwork depicts a tall crenellated stone tower. Standing at attention atop the battlement are serious guards holding pikes and crossbows. Playing on the crenellations are a litter of kittens of various markings. One of the kittens hangs by its front paws from one of the crenellations while two others engage in a playful fight on a merlon. Another stands on the shoulder of one of the guards, playing with a tassel hanging from her pike.
Appraise Information: DC 12.
Scholars scoff at the works of the human artist, Daelma Ter, calling it crass and commercial. Nevertheless, her works were and still are very popular with the merchant class.
Value: 1,000 gp (200 gp for the craftsmanship, 800 gp as a collector’s item).
Special Notes: None.

Room 024 - Entrance

The entrance to this room is from outside through a door that is thick wook (as thick as a railroad tie) the other is the s door on the W wall. DC 22 to discover the door and a disarm trap roll of 20 to open. It swings freely to the right as it opens by stepping on the right of the door. The s. door in the W is spinchter erratic it will open and close at random once it's open. The spectres of the 3 children still haunt this room. The S. door in the N is found on a perception roll of 25. A disable of 22 or open will unroll a tongue like S. Door. Tickle the dimple in the center of the door like 3x5' area.

A - Beautiful woman dresses in silver plate armor
B - A gnome with a big nose holding a giant sausage (2"x1')
C - A group of 3 Young children (2 boys and 1 girl).


Room 025 - Does not appear on the map?! Save this number for use somewhere.


Room 026

Head Household Servents room
Chests are under each bed. The are locked (DC14) and Trapped (DC 12) with a paralisis gas (fort DC 20)
Picture of Fern fortest  on Door
 a pouch wth 5sp, 8cp,
1/2 bottle of whiskty a 200 year old port, Also
a waterproof bag containing soft high leather boots.
2 Quils,Sliverplatedl brass,  2 fine flass mini flutes with "GAK" etched into it.
One wooden container with nice carving contains a Quill of Iscription.
BA botrtle of wine labeled "Vino Mas Fino" pink
A bottle of poison, a passionet letter that is rather pornographic From "Winkle" to "Tannic"
+1 whip
200gp gemmed dog collar
Diamond ring with 6Kgp (8 carats)
Picture on S wall is a scene of Noble masters giving their servents gifts. The masters look linke Normans
Picture G is a man and woman in love under a pink flowered Arbo
J is a giant Earth elementa above groups that looks like it is made of pebbles.

Room 027

The passages going E. all have a lever on the n and S wall near the W. It will open all the doors on that wall and the Groaning Wights will attack from the rooms


Room 028


This room is entered via a dark corridor. 7  doors on each side line it. These doors are all closed and locked (simple). There is a large lever pointing up just to the W. of the door to 28 and 35.  The lever is 24" long and made of iron. The iron has rusted on both of these. Pulling the lever down requires a strength roll of DC 18. Pulling the lever down opens all the doors on that side of the corridor! The doors open easily. At the first sounds from the party the zombies inside the rooms will pour out of the rooms all at one time.
The number of zombies in each room should be determined by the number of characters. There should usually be about 3 times as many zombies in the rooms 28 through 34.

Room 029

This room through 34 are all occupied by the Groaning Wights. Inside, there are remains of fabric, furnishings and such broken and torn into small pieces. The valuables are mixed with (and mostly hidden by) the trash.
25pp platinum coins (250 gp) in a small 1'x1'x3" chest. Locked DC 12
Fancy banded mail of carbon steel in a 2'x2'x1' heavy armor leather container. (250 gp)
-------------------
Total Value: 500 gp


Room 030

Empty of all but trash

Room 031

343 gold coins (343 gp) sccattered around the room.
mundane  full plate (1,500 gp) A bulls head visor, clawed gauntlets and hooked steel boots
-------------------
Total Value: 1,843 gp

Room 032

    143 gold coins (143 gp) in a leather pouch

Room 033

This room is empty of everything except a nest of fleas that infests a pile of old rags and papers. If they are searched roll 17 or more on a d30. Success indicates that the searcher has become infested by fleas. Ovcer the next 2 days bite marks will begin to appear at the rate of 1d4 per day until the person bathes or a spell is cast to drive the fleas away.

Room 034

    73 gold coins (73 gp) contained in what looks like an old sock.

Room 035

This room is entered via a dark corridor. 7  doors on each side line it. These doors are all closed and locked (simple). There is a large lever pointing up just to the W. of the door to 28 and 35.  The lever is 24" long and made of iron. The iron has rusted on both of these. Pulling the lever down requires a strength roll of DC 18. Pulling the lever down opens all the doors on that side of the corridor! The doors open easily. At the first sounds from the party the zombies inside the rooms will pour out of the rooms all at one time.
There should be at least 3 times as many zombies in rooms 35 through 41 as there are party members.

Room 036

1 Mohrg
    699 gold coins (699 gp) In a small steel chest. It is trapped with a poison pin with snake venom. DC 15 to spot DC 20 to disarm, Poison 2d6 HP Con VS DC 18 second roll DC 18 or loose 1d4 str points.

Room 037

art
    small circular gold amulet with, a nautical scene (481.5 gp) - painting of the ocean from the cliff to the E. of the HOS and a painting of the same ship larger that the other. You can clearly see the bay at the base of the cliff and 2 small boats tied up to a dock looking much like the one in the bay now.
    516 gold coins (516 gp)

Room 038

1 Mohrg

Room 039

scroll in a leather case arcane (150 gp) Scorching Ray (l2, ml3)
Ebony wand - Contagious Flame (l2, cl3) (20 charges) (1,800 gp) something provides a clue to the wand's function.
1 Mohrg

Room 040

1 Mohrg

Room 041

This room is the most finely furnished in this part of the house. On tghe S. Wall is a arched carved shrine. In the center is the idol. The mugs and stuff
art
    bizarre idol of Daemon, Meladaemon, made of serpentine (500.1 gp)
    brass mug with jade inlays (535.3 gp)
    brass mug with tourmaline inlays (271.9 gp)
    extremely rare fertility idol platnium with diamonds (1755 gp)
    finely made silver mug, demonic motifs, with semiprecious stones (356 gp)
    small ivory music box (135.4 gp)
    small painting of flayed humans worshiping the pair of fat bloated deamons (65gp)
coin in the drawer on the bottom - 1,075 platinum coins (10,750 gp)
scroll tube of carbon steel trapped with an exploding trap (5d12 ST VS Reflex at 15 for 1/2 damage) Disarm at a DC 20
    divine (2,575 gp)
        Demon Summoning (l5, cl9)
        Neutralize Poison (l3, cl5)
        Protection from Good (l3, cl5)
        Freedom of Movement (l4, cl7)

Unnumbered Rooms Below 36 to 41

How dumb am I? Just this dumb; I duplicated the numbers of these stupid little rooms!!!
I'm solving this stupid mess by keeping all of these rooms locked. There are signs that this area was in water for a long time and all the steel doors of this corredor has rusted so badly that they will never open again. There is a lever on the wall like on the rooms to the north, but it is frozen in place. Anyone who gets into the rooms will find them empty. I've removed the duplicated numbers, so these rooms are unnumbered. Again, tThe doors along this wall will not open. They are all rusted in their frames, Empty

Room 043 - Entrance

This room is populated by a coven of undead witches. They chant without pause or purpose as shades of there former selves. They chant "No good for Normad, no good for Normad...".
There are 1d4+2 off the Witchfire undead floating 2' off the ground in the middle of the room. They are glowing brightly green and are clearly visible despite the chandelier shedding normal light making the room bright.
The paintings depict:
A - A shrunken gold piece. It is part of a painting of a pirate lying on top of a pile of treasure in a water. It appears like it is a 3d part of the painting but when removed it becomes a giant piece of gold weighing 10lbs.
B - The painting glows as it has a perminent farie fire outlining the form of a beautiful fairy
C - A symbol of sleep cast by a 10th level mage is woven into the painting of a of this painting of a beautiful wichy woman asleep. DC 20 VS Will or fall asleep for 1d4 days
D - This is a painting of a small child playing with a small dog. Touching the painting will result  in a childs voice say "I love my momie"
In the center of this room is a teleportation rune that will teleport anyone who stands in the rune and says "A reminder to Jani - I worship the god of the headless sacrafice". Pereception of 18 to see it.
This will send them to room 43, but only one person at a time.
This door outside has a latch.

Room 044 - Entrance

This is a very large room with an exit to the outside.
As soon as living creatures enter this room, all hell breaks forth. From out of the 5 wells in this room Skull Spiders begin crawling out at the rate of 4 per round per well. They will continue to pour out of the wells for 10 rounds. Yes, there are 200 of these creatures.
- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1, - 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, -
1, - 1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, - 1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4

- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1, - 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, - 1, -
1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, - 1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4

- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1, - 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, - 1, -
1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, - 1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4

- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1, - 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, - 1, -
1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, - 1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4

Ever Burning Mumny

This creature is wrapped from head to toe in ancient strips of moldering linen that look like they have been set on fire. Although this humanoid moves with a shuffling gait, the heat alone coming from these creatures extends in a 10' area around it. Anyone within that distance takes damage. From 10 to 5' take 1d4 damaage, within 5' take 1d8 damage.

Ever Burning Mummy CR 5
XP 1,600
LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
Defense
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (8d8+24)
Fort +4, Ref +2, Will +8
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
Offense
Speed 20 ft.
Melee slam +14 (1d8+10 plus mummy rot)
Statistics
Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +13; CMD 23
Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +16, Stealth +11
Languages Common
Ecology
Environment any
Organization solitary, warden squad (2–6), or guardian detail (7–12)
Treasure standard
Special Abilities

Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.

Mummy Burns (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground.

Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. These mummies are also treated with a Perminant Fire spell that will do an additional d4 of damage per hit.

On shelf M, there is an invisible chest in the bottom shelf to the far E. 20" longx10"x'10". It is locked at a DC 25 (the lock is invisible)  but not trapped.
The chest is worth 4000.
1,154 gold coins
1,232 gold coins
fire opal pendant on a fine gold chain (1,700 gp)
a pendant consisting of a fire opal with a gilded, fine, twisted-link neck chain (1,400 gp)
a tulip-shaped flagon with a heavy, bulbous base, carved of clear rock crystal polished glass-smooth, one pint (90 gp)
a peg-leg made of gilded wood and set with three large, cabochon-cut ovals of amber (400 gp)
|a large bowl made of chased and pierced gold, worked in the design of leaping dragons and spear-armed warriors (60 gp)
a half-mask of black velvet backed by leather, its lower edge trimmed with tiny teardrop citrines. There are 16 small citrines and six 6 slightly larger gems (800 gp)
gemstone - brown-green garnet (100 gp)
Turtle Amulet+3 large steel shield  (9,170 gp)
a scroll tube, carved in ivory with gold-plated metal end caps containing (50gp)
scroll (divine)
  - 4 cure moderate wounds (l1, cl1)
  - doom (Lev.l1, cl1) (50 gp)

Room 045 - Entrance


Trap 1
There is a corridor that starts at room 46 and ends in a Trap along the wall to room 57. The trap is on the dead end of the passage. It is a Mirror of Entrapment. Instead of reflecting, the mirror displays an image of a person trapped there. The person imprisoned can see down the passage and will try to attract the attention of anyone she can see. Anyone who touches the mirror becomes trapped in it. A save at a DC 40 vs Will will negate the effect. If a fail is indicated roll a d4 for the amount of time it takes before the person previously trapped is ejected back into the world again. There are no ill effects to being trapped other than the torture of being awake and able to see but unable to do anything else!


Room 046

This room has a Poltergeist and the room is filled with broken up wood which is thrown by the undead.

From the mirror at the end of the passage way is:
Jornis Tevsorian, female human Com1:  CR 1; Size M (5 ft., 9 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Attack +0 melee, or +0 ranged; SV Fort +0, Ref +0, Will +2; AL LN; Str 11, Dex 10, Con 10, Int 10, Wis 11, Cha 10 - Languages Spoken:  Common.
Skills and feats:  Craft (Leatherworking) +2, Hide +0, Knowledge (Local) +1, Listen +2, Move Silently +0, Spot +4, Swim +2; Improved Unarmed Strike, Iron Will. Possessions:  4 gp  in gear - Slave clothes (short homespun smock w/square neck, leather moccasins) and a silver slave collar with the Normad symbol on it and a single pearl earring given to her by her mother.

Room 047

This room is brightly lit by a sconce in the S wall. The bed is made, the floor is clean (other than a bit of dust) and there is nothing in the closet. It doesn't look like this room was used. It is quite empty.

Room 048

This room is lit by a light rock in the NE corner. The floor in the back (North) of the room is covered with a 3' thick layer of dirt. When the door opens, the top of the dirt begins moving and the people burried there rise. This is a zombie closet.
It contains a number of Cadavers equil to 3 times the number of players. The closet is trapped with a poison gas trap. DC 30 to detect, DC 30 to disarm. The gas is:
Ungol dust inhaled 15 1/rd. for 4 rds. 1 Cha drain/1d2 Cha
There is a tiny chest in the closet that contains a pearl necklace worth 145gp.

Room 049

Unlike all the other rooms the bottom of the door does not go down to the floor. There is a gap of about 3" between the bottom of the door and the floor. This room is locked with a hasp that can only be reached from outside the room. The lock is huge and weighs about 5lbs.. It is a DC 20 disarm to open it. Inside is a single skeleton. It is a pile of bones huddled in the NE corner. The only other thing in the room is a small bread knife. It has been sharpened to a fine point at one end. Other than these things the rooms is empty.
The walls of the room are covered with writing done with red "paint"; it's obviously blood. The same set of phrases appears over and over again.
"It wasn't me!" - "I'll tell you whatever you want if you let me out" - "I can't sleep, the clowns will get me" - "Death take me now" - "Fuck You"

Room 050

The door is locked and trapped. The door is trapped with a guillotine type blade Locate at DC 25, disarm on DC20.
The contents of this room are the remains of a horrible masacre. There are 40 corpses skeletons stacked like chord wood in the center of the room. All of the skeleton heads have been cut off and are lying scattered around the floor of the room. In 1d8 rounds after the door is opened, the  Skull Spiders (wandering monster) will attack. There are 20 of these creatures and there are
There is a secret panel in the bookshelf in the SE corner containing 4 magic items Perception-5 - +2 Dagger, Wand of M. Missle (12), 2 healing potions.

Room 051

This room contains the remains of a murder suicide or perhaps a suicide pact. Lying on the bed is a skeleton dressed in the remains of a fine dress. A rotting pillow lies across the face/skull. Kneeling with it's torso slumped over that skeleton  is an another skeleton. A long sword protrudes through the ribs on the left side. It is also dressed in fine clothes of a well to do man. It could be a nicely dressed servant as a wine opener is in one of the pockets. There is a closet in the SE corner. It contains mouldering clothes and a leather saddlebag on the floor. It contains 23gp in one pouch, 31 sp in another and 32cp in the outside flap. All the coins are very old but not collectable.

Room 052

This room is empty. A bloody imprint of a body is on the E. wall. There are splatters of blood all over the wall and a rust colored pool is on the floor. It looks as if someone was flung against the wall so hard the skin popped and the body smeared to the floor. But where's the body? Not around as it was eaten by the demon who killed the person as they hid.

Room 053

This room is one of the most horrible in the HOS. It was a spot were the Normads engaged in ritual sacrifices to the god Dority.
In each corner of this room there is an alter of human sacrifice. The victims would be tortured and killed. Their bodies would be put into the fountains and be washed into the giant tub under the room.
A - Death by Folding - This apparatus looks like a high table with it's surface about 4' off the floor. It has steel manicles for the hands and feet in the corners. There is a think looking like a ships wheel at the ends on the right side. Turning the wheels allows the ends of the table to be forced downward. A subject would be placed on the table and the head and foot sides of the table would be slowly lowered forcing the back to break after hours of agony.
B - This is a fountain that streams water into a basin. There are latching panels at the bottom of the basin that open to the tank that lies 25' under this floor. The statue that is dribbling water from its mouth is a Vrock demon like the one in Room 20.
C - Death by Bludgeoning - This is a large irregularly shaped rock about 3' high and 2' around. The N. edge has a semicircular cut out where the victems neck would fit. There are thick ships ropes on that same side that passes through the rock to secure the hands. The center of the rock is shaped like a dish about 12" deep to catch the blood and brains of the sacrifice. A huge club stained red with ancient blood leans against the stone. The treasure of this room is in a hidden compartment under this stone. A perception roll of 38 is require to notice the slight irregularity by chance. A roll of 25 is needed if the stone is searched.
D - Death by Fire - This is a stone tub about 8' by 4' with a steel grate with about 3" between the criss-crossed bars over the top. The bottom has a load of ash mixed with charcoal and bits of bone. There are chains and manicles in the corners of this grate. There are handles in the 4 corners of the grate that allowed the fire to be made and the victim to be lowered from the chain block and tackle to be lowered slowly over the fire.
E - This is another fountain that has a statue of an incredably strong looking human with the head of a boar with extra long tusks. The water pours from its nose. The tub under it also has trapdoors in the bottom that open into the tub under the floor.
F - Death by Strangulation - This has a wooden scafold like a hanging except the chain passes through block and tackle at the top. A capstan like arrangement in the front allows the rope to be shortened bit by bit. There are steel manacles attached to the wooden base of this allowing the sacrifice to be secured in place.

The secret compartment in C is treated like a secret door. Once it is noticed, it will require a Disable Device roll of 20 to open. It is trapped with a gas trap that will explode creating a cloud of poison that does 30HP of damage. A successful Fortitude save at DC 30 will prevent the paralisis effect that will last for 10 minutes. It contains:
A jewled cloak of black velvet decorated with a neck clasp of platinum studded with a row of diamonds. The cloak isn't worth much, but the clasp is worth 4Kgp.
A Mask of the Skull
Horn of Evil
Ring of Delayed Doom
Wand of Hold Person (35 charges) - By a 12th level cleric
10 Cure Light Potions

Room 054

This room is only accessible via the narrow secret passage with secret doors from room 53 and 56. This room is locked from the outside (the narrow corridor). The lock is very hard to pick (DC 32). This room was where the sacrifices were kept. When the "Event" occurred, they were locked up in this room and forgotten. They died of dehydration as they had no water. There are dessicated corpses laying around the room. Some on the beds, others sitting with their backs against the walls.
This room is lit by 3 ever burning torches. The beds are nothing more than rotting straw and the corpses are laying on them.
They are now all Festrog and will attack the party as soon as the door is opened. There is nothing of value in this room.

Room 055

This room is only accessible via the narrow secret passage with secret doors from room 53 and 56. There was some water left in this room when the Event happened. This would seem to be good, but it's really bad qas it caused a war in which most of the people in this room were killed. They were beaten to death by the people "conserving" the water. The water was in a small keg that is now hidden by skeletons in the NW corner of the room. The last person remaining became a Dread Wraith. It uses its sense living to prepare for the party so it can't be surprised and will be in a condition to ambush them.

Room 056

This room is only accessible via the narrow secret passage with secret doors from room 53 and 56. This room is dark.
It was used for sacrifices at one time, but was used for storing treasure when the Event occurred. There are 3 circular barrels in the room. They are each filled with treasure. The tops of 2 barrels are open allowing the goods inside to be seen when the room is opened. Standing next to each of them is a beautiful black skinned, black winged women of statuesque proportions. They have sensed the party coming and will attack instantly when the door is opened by throwing their ropes to capture the party. They will not allow anyone near the barrels. One of the barrels is filled with gold pieces (11,000gp). The second is filled with statuettes carved from the wax stone. They are highly prized collectors items that haven't appeared on the market in 300 years, so each one of the 120 that fill the barrel are worth 100 to 700 gp. There are 20@100, 8@200, 10@300, 12@400, 18@500, 5@600 and 2@700. This room is heavily guarded. The 3rd is a cask of whiskey 300 years old. It is invaluable, but if bottled would fetch 100gp per bottle with 45 bottles.
Each of the casks are guarded by 2 Erynes Devils. Their instructions are to capture intruders with their ropes and hold them for their ()dead) masters, but if the battle turns against them they will not hesitate to begin killing.

Devil, Erinyes
Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.
Erinyes CR 8
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
Defense
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
Statistics
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)
Special Abilities
Entangle (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.
Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.
Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.
Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black- feathered wings that stretch over 10 feet wide.


Room 057

The trap indicated on the West wall is not visible in this room. It is the Mirror of Entrapment and is facing the corredor of room 46 to 52. This room was occupied by the lower level devil worshipping priests. When the event came, the high priest in 58 brought a Handmaiden to keep him company. She will attack anyone entering this room or room 58.
Devil, Bone
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
Bone Devil (Osyluth) CR 9
XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
Defense
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
Statistics
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.
In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.
Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.

In the bed - Sack 1100 gold coins Contact Poison (220 lbs)

Malyass root paste contact Fort DC - 16 Onset 1 min. Intervals 1/min. for 6 min. -1d2 Dex Cure - 1 save

In the closet
a ring of red gold, beaten into a long knuckle-coil to resemble a miniature snake coiling about the wearer's finger, with two tiny rubies set into its head as eyes (500 gp)
a string of matching small pink pearls (necklace) (400 gp)
embroidered silk and velvet cap with numerous moonstones (170 gp)
a tulip-shaped flagon with a heavy, bulbous base, carved of clear rock crystal polished glass-smooth, holding about one pint (100 gp)
jeweled anklet (300 gp)
silver ewer (90 gp)
brass mug with jade inlays (300 gp)
a mask of black velvet backed by leather, its lower edge trimmed with tiny teardrop 16  citrines and six 6 slightly larger gems (900 gp)
a crown of yellow gold with seven tentacle shaped spires, with a large zircon set at the base of five of the tentacles, and a gigantic (2 inches high) amethyst set at the base of the tallest (front) spire (180 gp)
a crown made of a thick, soft band of beaten gold shaped like a slaves neck clasp, set with 4 large (2-inch-diameter, half-relief cabochon-cut) aquamarines (300 gp)

n the bookcase - Terracotta scroll tube - Cleric scroll of summon Devil - Erynes



Room 058

Hidden against the right and left sides of the archway into this room from 57 are 2 Dirt Golums created to guard this room from anyone entering.

Dirt Golums
Golem, Clay - 5 - 117,  - 109,  - 96,  - 108,  - 100
This lumbering figure is sculpted from soft clay. It wears filthy rags and crude jewelry, and its face is only vaguely humanoid.
Clay Golem CR 10
XP 9,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine and bludgeoning; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +19 (2d10+7 plus cursed wound)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, haste
Statistics
Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 30
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Cursed Wound (Ex) The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.
Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
• A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
• An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
• Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.
A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.
Construction
A clay golem's body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp.

In the small room in the SE corner there is a 5x5' cabinet made of the house stone with a locked wooden door. he door is locked (DC 25) Leather backpack with the following items inside. The straps of the pack (which allow one to open it)  have been coated with contact poison - ritual daggers statues about 12" A fat figure with pinhead and short legs with a huge dick. One is a beautiful woman with a spade tail and the other is the Handmaiden.
2 daggers with silver and obsideon blades.
Malyass root paste contact Fort DC - 16 Onset 1 min. Intervals 1/min. for 6 min. -1d2 Dex Cure - 1 save

400 gold coins (400 gp)
A leather sack with gems:
gemstone - citrine (40 gp)
gemstone - azurite (9 gp)
gemstone - citrine (60 gp)
gemstone - moss agate (10 gp)
gemstone - brown-green garnet (110 gp)
gemstone - red spinel (90 gp)
gemstone - silver pearl (70 gp)
gemstone - jade (100 gp)
gemstone - star rose quartz (60 gp)
gemstone - black pearl (700 gp)
gemstone - tourmaline (80 gp)
gemstone - fiery yellow corundum (900 gp)
gemstone - obsidian (12 gp)
gemstone - alexandrite (800 gp)
gemstone - jasper iolite (50 gp)
gemstone - golden yellow topaz (400 gp)
gemstone - obsidian (8 gp)
gemstone - star ruby (800 gp)
gemstone - onyx (40 gp)
gemstone - golden pearl (90 gp)
gemstone - citrine (40 gp)
gemstone - deep blue spinel (600 gp)
gemstone - azurite (12 gp)
scroll (divine) made of a human arm bone
  - cure poison (l2, cl3)
  - barkskin (l2, cl3)
  - summon monster II (l2, cl3) (450 gp)
hand of the mage (1,000 gp)

Room 059

DC 20 perception to see the lock. This room is locked DC 26 to open with a poison dart trap. DC 26 to disable the trap.
In the lower left of the door in the south of this room is a tiny hole that is the lock. It is poisoned with Bloodroot poison.
He does not unlock it!! They will have to wait to get in this room..
There are 2 flesh golumns guarding the treasure. They are guarding a large chest in the SW corner that contains a full set of ornimental platemail.

Room 060

This room is full of the mist. It is the mist from outside. There is a hole in this room to the outside. In the SE corner of the room there is a small hole that leads to the outside.
The Shadow Rats in this room are guarding a rotten hunk of cheese in the SE corner of the room.

Shadow Rat

This creature appears as a rat with rotting flesh, torn and matted fur, and reddish blazing eyes. Its semi-translucent skin shows discolored
bones and muscles.
XP 200
N Tiny undead
Init +2; Senses darkvision 60 ft., scent; Perception +8
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8+1)
Fort +1; Ref +2; Will +3
Defensive Abilities incorporeal form, shadow blend; Immune undead traits
Speed 40 ft., climb 15 ft.
Melee bite +4 (1d3–2 plus 1d2 Strength damage plus disease)
Space 2–1/2 ft.; Reach 0 ft.
Str 6, Dex 15, Con —, Int 2, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Acrobatics +2 (+6 jump), Climb +10, Perception +8, Stealth +14; Racial Modifiers +4 Stealth.
Shadow rats use their Dexterity modifier for Climb checks.
Environment underground
Organization pack (6–11) or swarm (12–20)
Treasure none
Disease (Ex) Filth fever: Bite—injury; save Fort DC 11, onset 1d3 days, frequency 1/day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 consecutive saves. The save DC is Charisma-based.
Incorporeal Form (Su) A shadow rat can, as a standard action, assume an incorporeal form for up to 1 hour per day. In this form, the shadow rat loses its natural AC bonus but gains a +2 deflection bonus to AC. While in this form, the shadow rat is AC 16 (+2 deflection, +2 Dex, +2 size), touch 15, flat-footed 13. The shadow rat can still attack corporeal opponents while in its incorporeal form, but its attack
only inflicts Strength damage and cannot cause physical damage. The shadow rat gains the incorporeal subtype while using this ability.
Shadow Blend (Ex) A shadow rat can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light.
Strength Damage (Su) A shadow rat deals Strength damage to living foes it bites. A creature reduced to 0 Strength cannot move but does not die—at least, not until the shadow rat’s physical damage takes its toll.

Room 061 - Entrance

Lesser dignitary dining room. All the furnishing are broken up.
A - A tapistry of jousting knights
B - A tapistry of knights on the battlefield bowing before a captain/noblman
C - Mirror
D - Mirror
The mirrors reflect an infinite number of regressive images.

Room 062

The trapdoor in the E. of the room leads to the dungeon below.
There is a rug rushes/straw on the floor of this room. It is covering the trapdoor that leads below.
There are digging implements in this room on the shelves to the N. and S.
This door opens into room 61. In the south there is a tin box of stuff containing wax candles in a canvas sack, a oil lamp and a vial of oil.
The leads to 130' tunle opening into a room 20' high with faint yellow gas. This is dungeon level 1 room 19.

Room 063

Zombie Closet - This door is locked. DC 24 to open.
Trapped chest with a poison dart at DC 24 on on 4 corners of the big iron chest in the back wall. Black tar poison 24 DC. Does 4hp damage and an additionl 2 point per round for 10 rounds until the samve is made.

Zombie/Wraiths
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: Fly 60 ft. (good) (12 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, create spawn
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Saves: Fort +1, Ref +4, Will +6
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB
Environment: Any
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 6–10 HD (Medium)
Level Adjustment:



Purp W/  A=11        B-=10        C-=10        D-E=12        E-=11        F-=13        G-=16       

Red w/ H-=8        I-=13        J-=13        K-=17    L-=18        M-=8        N-=8       

White O-=15        P-=14        Q-=20        R-=13        S-=11       T-=13   U=11      

Green V-=10        W-=10        X-=12        Y-=11        Z-=13       

Red A-=16        B-=8        C-=13        D-=13        E-=17       

F-=18        G-=8        H-=8        I-=15        J-=14      

 K-=20        LM-=13        N-=11        O-=13
20 5lb bars of Gold.  In a 3'x6' iron chest mounted to the wall and locked in the trapped chest.
X

Room 064

This is an empty room. All it contains are yards of soiled bandage like cloth stained with juice and blood.

Room 065

The only feature in this room other than its guardians is a light fixture in the SE corner.\
The devils will never be surprised and will always be ready to attack when the party opens a door.

Bone Devil-Red - Init:
1=143
2=134
Eyrnies-Purple - Init:
1=122
2=132

2 Bone Devil (Osyluth) CR 9

XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
Defense
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
Statistics
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Poison (Ex)
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.

In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.

Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.


Erinyes CR 8
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
Defense
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
Statistics
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)
Special Abilities
Entangle (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.

Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.

Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black- feathered wings that stretch over 10 feet wide.


Room 066 - Entrance

Ghoul Stalker Closet
This is a 40x90' room. Inside are ranked ghouls. They have been placed here to prevent anyone or anything getting in or out of the HOS. They are arrainged with the Hand to Hand fighters located in the N of the room with the bowmen arrainged behind them along the W. wall The bowmen will take a 5' step forward to get a beter shot as the rounds progress.
For all rolls against single source (lke a sound or sight) each row rolls and an average is taken to see if the group locates whatever it is.

Blue=Bite and Claw-20 =76 =70 =76 =79 =70 =77
Red=Bite and Claw-20 =71 =70 =80 =74 =78 =65
Purple=Short Bow-14
=68 =66 =83 =81 =69 =76
White=Short Bow-14 =68 =84

Ghoul Stalker CR 6
XP 2,400
Ghoul rogue 6
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +14
Defense
AC 18, touch 15, flat-footed 13 (+1 armor, +5 Dex, +2 natural)
hp 74 (8d8+38)
Fort +5, Ref +10, Will +8
Defensive Abilities channel resistance +2 (Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.), uncanny dodge;
Immune
undead traits
Offense
Speed 30 ft.
Melee bite +8 (1d6+3 plus disease and paralysis), 2 claws +8 (1d6+3 plus paralysis)
The bite is an attempt to EAT! The claw tries to not just wound the person but to scoop the flesh off the bones. They are HUNGRY!
Ranged +1 composite shortbow +10/+10 (1d6+4/×3)-
Either +1 human-bane arrows (+3 to hit, 1d8+2d6 Dam) (3) or +1 frost arrows+1d8/1d6 Frost (4),
Special Attacks sneak attack +3d6
disease (DC 14),  Type disease, injury; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 4 consecutive saves
paralysis (1d4+1 rounds, DC 14, elves are immune to this effect),
Statistics
Str 17, Dex 20, Con —, Int 13, Wis 16, Cha 16
Base Atk +5; CMB +8; CMD 23
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (composite shortbow)
Skills Acrobatics +16, Bluff +10, Climb +14, Disable Device +8, Escape Artist +16, Intimidate +10, Knowledge (dungeoneering) +12, erception +14, Sense Motive +14, Stealth +16
Languages Common
SQ rogue talents (finesse rogue, ledge walker, weapon training), trapfinding +3
Combat Gear +1 frost arrows (4), +1 human-bane arrows (3), potion of inflict light wounds ;
Other Gear +1 composite shortbow with 20 arrows, Cursed bracers of armor +1, 62 gp
Anyone wearing the Cursed braciers of armor find themselfs losing 1 Con point per day. When a Con of 0 occurrs the person becomes a Ghost Stalker themselves and will find the closest person with an evil alignment to command them.

Room 067 - Entrance

Gloomera Temple for the People
The area consistiong of rooms 67 through 73 are all part of the Temple Complex. This are was specifically built to house the Priests of Gloomera and their High Priest. The ground floor belongs to the public temples and the rooms of the priests that minester to the people in the house. The upper levels are home to the more powerful members of the clergy.
Opening any door to this room with cause the priests in 69 and 70 to quickly come into the temple to protect it. Disturbing the  black velvet curtain across the archway in the S does not attract them.
There are impressive looking carved wooden door in the NW corner next to the stairs going up. The carving on the S. door pictures a line of gaunt people of all races tied together and spiraling up a conical temple toward a hideous Devil that is eating the man and woman at the top. Below that is a carving of a beautiful womans face with the eyes put out and streaming blood.
The N. carved door shows Gloomera as a giant knocking a town to kindling. Below that is an image of a graveyard that seems to go on forever.
The other doors in this room are the normal HOS stone doors.
In the center of the room is an area that is roped off with think black ships cables attached to 8 cast iron poles with heavy black bases that for a 4 pointed start. In the center of the roped off area is a pedestal of obsideon black stone with a deep red spheircal bowl made of garnet about 2' across and 1' deep. This was for the public sacrifices. A lot of dried and congealed blood is on the bottom. The bowl is worth about 5Kgp or even more is carved into gems and sold singly.
The 4 statues are all the same size - about 8' tall. They are all made of gray grained marble and depict Gloomera in her most flattering aspect. In the NW one she is raising her right hand in benediction with her eyes fixed skyward. In the SW, she is shown in battle mode with her clawed hands clawing up toward the ceiling. In the NE she holds a cat o' 9 tails in each hand and in the SE is shown scowling down with her hands on her hips with a very angry expression..

Room 068

Gloomera Temple for the Nobles
Opening any of the doors to this room will summon the Undead Priests out of rooms 71 and 72,.
Everything about this room is better than the items in room 67. It is very strangely lit. The giant chandaleer bathes the center area in light, while there is a permanant darkness globe in all 4 corners of the room.
The statues in this room are 12' high almost reaching the 15' ceiling. They are made of black marble veined with pale grey and much more detailed than in 67.
J. There is a picture on the W. wall that depicts a poor family of 5 being crucified as priests with Gloomera holy symbols cavort below them. Particularly pityfull the 2 year old baby with it's tiny hands and feet nailed to the cross.
Near the center of the E wall is a secret door that opens onto the priests rooms. The doors to outside open inside.


There is a black velvet curtain across the archway in the N.

Room 069

Ouptah Ga'lean - 10th level Priest of Rahsee - New and Old Barraks
Ghost CR 7
XP 3,200
Human ghost aristocrat 7
CE Medium undead (augmented humanoid, incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +18
Defense
AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)
hp 73 (7d8+42)
Fort +7, Ref +5, Will +7
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +6 (7d6, Fort. DC 18 half)
Special Attacks frightful moan (DC 18)
Statistics
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Racial Modifiers +8 perception, +8 Stealth
Languages Common
Ecology
Environment any
Organization solitary
Treasure NPC gear
When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.
Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: the "destroyed" spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).
Frightful Moan (Su)
: The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.


Room 070

Danic Normad - 7th level fighter - War Room
Skeletal Champion
This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.
Skeletal Champion CR 2
XP 1600
Human skeletal champion warrior 1
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6
AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 37 (3 HD; 2d8+1d10+20)
Fort +3 Ref +1 Will +3; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.
Melee mwk longsword +7 (1d8+3/19–20)
Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword)
Skills Intimidate +7, Perception +6, Stealth –1
Ecology
Environment any
Organization solitary, pair, or platoon (3–12)
Treasure standard (breastplate, heavy steel shield, masterwork longsword, other treasure)
Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels.

Room 071

Zombie Lord
Gore stains this creature's tattered clothes, grimly appropriate garments for the rotting corpse inside.
Zombie Lord CR 3
XP 800
Male human monk 3
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +10
Defense
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 Wis, +2 natural)
hp 30 (5d8+8)
Fort +3, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities evasion; channel resistance +4; DR 5/slashing; Immune undead traits
Offense
Speed 40 ft.
Melee unarmed strike +6 (1d6+3) or flurry of blows +5/+5 (1d6+3)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
Statistics
Str 17, Dex 16, Con —, Int 12, Wis 15, Cha 10
Base Atk +3; CMB +7; CMD 22
Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Nimble Moves, Power Attack, Step Up, Stunning Fist, toughnessB
Skills Acrobatics +11, Climb +11, Intimidate +8, Knowledge (religion) +6, Perception +10, Sense Motive +8, Stealth +11
Languages Abyssal, Common
SQ fast movement, maneuver training
Ecology
Environment any
Organization solitary, pair, or cult (3–6)
Treasure NPC gear
Zombie lords are the fleshy counterparts of skeletal champions—intelligent, cunning, and envious of creatures whose bodies aren't rotting away. Despite their decaying flesh, they are not slow like common zombies, and can easily pursue fleeing prey. Zombie lords are more powerful than common zombies and retain their class levels.
Yanic Normad - 5th level Necromancer - Children's Bedrooms, Old Kitchen and Master Bedroom

Room 072

Devourer
This dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.
Devourer CR 11
XP 12,800
NE Large undead (extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +20
Defense
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +7, Will +12
Defensive Abilities spell deflection, undead traits; SR 22
Offense
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)
At will—animate dead4th, bestow curse4th (DC 19), confusion4th (DC 19), control undead7th (DC 22), death knell2nd (DC 17), ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), lesser planar ally4th, ray of enfeeblement1st, spectral hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)
Statistics
Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
Base Atk +10; CMB +20; CMD 33
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Devour Soul (Su) By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.

Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds.

Room 073

The large windows of this room allow a lot of light in if it's day outside. The room is mostly empty except for what looks like a wardrob in the SE corner of the room. It has no obvious opening as it has a secret door in the W. Inside this secret room are tiny animated items that are made of wire and daggers. They are like stick men with a dagger at the end of their wire arms.
These will automatically run out into the room and begin stabbing the feet and ankles of the players.
AC 10, BAB 12, Move 60, dam 1d4. There are 60 of them in this room.
Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Benefit:
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Servant Quarters Building (outside, East of the main building)

Room 074


Room 075


Room 076


Room 077


Room 078


Room 079


Room 080