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Room
#1:
Door (east, 2 from
north): wooden, simple, free
Door (south, 1 from
west): iron, locked
Monsters:
xorn, medium-size (2)
Treasure:
gemstone -
alexandrite (500 gp)
gemstone - banded
eye agate (11 gp)
scroll (arcane)
- silent
image (l1, cl1) (25 gp)
Features:
blanket
flask
wardrobe
forge
collapsed wall
Hidden Treasure
(Search DC 27):
200 gold coins (200
gp)
gemstone - amethyst
(140 gp)
gemstone - fiery
yellow corundum (800 gp)
gemstone - white
pearl (100 gp)
gemstone - moss
agate (11 gp)
potion: swimming
(150 gp)
+1 light-emitting
longsword (2315 gp)
wand of color spray
(45 charges) (750 gp)
Room
#2:
Door (west, 2 from
north): wooden, simple, free
Door (south, 3 from
west): wooden, good, stuck
Door (north, 3 from
west): (secret) up-sliding, gesture
trigger, trapped [trap: pit trap (80
ft. deep) (CR4) (Find/Disable DC 27)]
Door (south, 1 from
west): wooden, good, free
Door (north, 1 from
west): wooden, simple, stuck, up-sliding
Features:
candle
corpse (adventurer)
has been stripped of valuables long ago.
painting
Room
#3:
Door (west, 2 from
north): wooden, strong, free
Door (south, 3 from
west): wooden, good, stuck
Door (north, 3 from
west): wooden, strong, stuck, up-sliding
Monsters:
Dread wraith (2)
Dread Wraith
Large Undead (Incorporeal)
16d12 (104 hp) +13
Fly 60 ft. (good) (12 squares)
25 (–1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16 +8/—
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)
10 ft./10 ft.` Constitution drain, create spawn
Darkvision 60 ft., daylight powerlessness, incorporeal traits,
lifesense 60 ft., undead traits, unnatural aura
Fort +5, Ref +14, Will +14
Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22,
Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks)
AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB,
Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Any
Solitary
11
None
Always lawful evil
17–32 HD (Large)
The oldest and most malevolent wraiths lurk in the depths of forgotten
temples and other forsaken places. They can sense the approach of
living creatures, and hunger for them. Despite its size, the dread
wraith possesses unearthly quickness, and makes use of its Spring
Attack feat and natural reach to strike with deadly effect and melt
back into the shadows - or the walls.
Lifesense (Su): A dread wraith notices and locates living creatures
within 60 feet, just as if it possessed the blindsight ability. It also
senses the strength of their life force automatically, as if it had
cast deathwatch.
Constitution Drain (Su): Living creatures hit by a dread wraith’s
incorporeal touch attack must succeed on a DC 25 Fortitude save or take
1d8 points of Constitution drain. The save DC is Charisma-based. On
each such successful attack, the dread wraith gains 5 temporary hit
points.
Create Spawn (Su): Any humanoid slain by a dread wraith becomes a
wraith in 1d4 rounds. Its body remains intact and inanimate, but its
spirit is torn free from its corpse and transformed. Spawn are under
the command of the wraith that created them and remain enslaved until
its death. They do not possess any of the abilities they had in life.
Treasure:
100 gold coins (100
gp)
Masterwork crossbow
bolts (50) (350 gp)
Room
#4:
Door (east, 2 from
north): wooden, good, free, trapped [trap:
pit trap (80 ft. deep) (CR4)
(Find/Disable DC 27)]
Door (west, 2 from
north): wooden, simple, free
Door (north, 3 from
west): wooden, simple, stuck
Empty
Room
#5:
Door (east, 4 from
north): wooden, good, stuck, down-sliding
Door (east, 2 from
north): wooden, simple, free
Door (west, 1 from
north): wooden, simple, stuck
Door (north, 4 from
west): iron, locked
Monsters:
vampire spawn (3)
Treasure:
100 gold coins (100
gp)
Room
#6:
Door (south, 3 from
west): iron, free
Door (north, 2 from
west): wooden, good, stuck
Empty
Room
#7:
Door (east, 2 from
north): wooden, simple, stuck, down-sliding
Door (west, 2 from
north): wooden, strong, free
Door (north, 3 from
west): (secret) up-sliding, gesture trigger
Monsters:
lamia (1)
Treasure:
15,200 gold coins
(15200 gp)
cloth of gold
vestments (160 gp)
a sarcophagus/casket
of bronze sheathed with electrum,
worked in an effigy-shape of sleeping form, the face of which is
fashioned of
gold inlay and its eye sockets once held gems (which are now missing)
(100 gp)
a chain, 6' long,
made of ornamental, gold-plated,
triple-interlaced links which are both heavy and strong (80 gp)
eyepatch with mock
eye of sapphire and moonstone
(1400 gp)
gold-plated
corkscrew with a bloodstone set into each
tip of the handle
a golden ball,
dimpled from use but still brightly
polished, 3-inch-diameter sphere of solid gold (100 gp)
Features:
torch (stub)
tools
insects
trophy
oven
fallen stones
collapsed wall
tapestry
Room
#8:
Door (south, 3 from
west): (concealed) wooden, strong, free,
behind tapestry
Features:
paint
cold spot
drum
belt
charcoal bin
Hidden Treasure
(Search DC 27):
500 gold coins (500
gp)
scroll (arcane)
-
displacement (l3, cl5)
- improved
invisibility (l4, cl7) (1075 gp)
Trap:
electrified floor
(CR4) (Find/Disable DC 27)
Room
#9:
Door (south, 2 from
west): wooden, good, free, trapped [trap:
spell (Magic Jar)
(Find/Disable DC 27)]
Features:
skull
fallen stones
crate
hole (blasted)
wardrobe