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