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The Secret Delve of Devastation 11-DonJon random generated level 11 of a Dungeon with Arcane theme
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The Secret Delve of Devastation
Level 11
General Dungeon Walls Natural Stone (Climb DC 15)
Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)
Temperature Cool
Illumination Dark (individual creatures may carry lights)
Corridors a The walls here have been engraved with geometric patterns
c A group of demonic faces have been carved into the walls
e Thunder Turret: CR 13; magic device; proximity trigger (alarm); duration 6rounds; no reset; thunder blast (15d6 sonic damage, DC 16 Fort save forhalf damage); multiple targets (all targets in a 20 ft. cone); Search DC 26;Disable Device DC 26
i Withered corpses are nailed to the corridor walls
m The scent of smoke fills the corridor
n Flamethrower Turret: CR 11; magic device; proximity trigger (alarm);duration 5 rounds; no reset; flame blast (12d6 fire damage, DC 14 Reflexsave for half damage); multiple targets (all targets in a 20 ft. cone); SearchDC 24; Disable Device DC 24
r A narrow shaft descends from the corridor into a plundered tomb below
s Withered corpses are nailed to the corridor walls
u Numerous pillars line the corridor
v The walls here have been engraved with geometric patterns
w An unexplained breeze can be felt here
x Teleporter Crystal: CR 10; magic device; touch trigger; no reset; teleport(teleported one level down, DC 18 Will save negates); Search DC 24;Disable Device DC 26
z Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm);automatic reset; spell effect (Wail of the Banshee, 17th level wizard, DC23 Fort save negates); multiple targets (up to 17 creatures); Search DC 34;Disable Device DC 34
WanderingMonsters
1 1 x Stone Golem, tracking the party
2 2 x Black Pudding (ooze), tracking the party
3 1 x Cauchemar Nightmare, wandering senselessly
4 1 x Elder Earth Elemental, wielding bizarre eldritch powers
5 7 x Will-o'-Wisp, lost and desperate
6 1 x Elder Earth Elemental, returning to their lair with plunder
Room #1 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)
The door is concealed within an upright sarcophagus
South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #16
Monster 5 x Erinyes (devil)
Erinyes: CR 8; Medium outsider (evil, extraplanar, lawful); HD 9d8+45; hp85; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (good); AC 23 (+5 dex, +8natural), touch 15, flat-footed 18; Base Atk +9; Grp +14; Atk +14 melee(1d8+5/19-20, longsword) or +1 +15 ranged (1d8+6/x3 plus 1d6 fire) flamingcomposite longbow (+5 Str bonus,) or +14 ranged (entangle, rope); Full Atk+14 /+9 melee (1d8+5/19-20, longsword) or +1 +15/+10 ranged (1d8+6/x3plus 1d6 fire) flaming composite longbow (+5 Str bonus,) or +14 ranged(entangle, rope); Space/Reach 5 ft./5 ft.; SA Entangle, spell-like abilities,summon devil; SQ Damage reduction 5/good, darkvision 60 ft., immunity tofire and poison, acid resistance 10, cold resistance 10, see in darkness,spell resistance 20, telepathy 100 ft., true seeing; AL LE; SV Fort +11, Ref+11, Will +10; Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills and Feats: Concentration +17, Diplomacy +7, Escape Artist +17, Hide+17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14,Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5(+7 with bindings); Dodge, Mobility, Point Blank Shot, Precise Shot, RapidShot, Shot on the Run
Treasure: 2000 gp; Arcane Scroll (Protection from Chaos/Evil/Good/Law (25gp), Gust of Wind (150 gp)) (total 175 gp), Divine Scroll (Find Traps (150gp), Gentle Repose (150 gp)) (total 300 gp), Divine Scroll (Consecrate (200gp), Summon Swarm (150 gp)) (total 350 gp), Dust of Dryness (850 gp), Ringof Protection (+1) (2000 gp), Ring of Protection (+2) (8000 gp); hoard total13675 gp
Trap Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33;Disable Device DC 33
Room #2 North Entry Archway
West Entry Archway
Room Features A magical mural on the north wall depicts the gruesome death of whomeverviews it, A rusted chisel lies in the south side of the room
Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)
2200 gp; Large Tapestry (1300 gp), Moonstone Coffer set with Alexandrite(6000 gp), Painted Glass Miniature (of a Tower) (10 gp), Silk Coat trimmedwith Leopard Fur (100 gp), Small Carpet threaded with Platinum (4000 gp),Tooled Leather Corset wreathed in Continual Flame (4000 gp); DivineScroll (Death Knell (150 gp), Flame Blade (150 gp)) (total 300 gp), Oil ofMagic Stone (50 gp); hoard total 17960 gp
Room #3 West Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 40,break DC 15; hard 5, 10 hp)
A bookcase and concealed door pivots smoothly
Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
Leads to room #30, inhabited by 3 x BodakSouth Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a statue of a hydra, and opened byreaching into several of its mouths
Room Features Lit candles are scattered across the floor, Someone has scrawled "Youcannot kill it with magic" in dwarvish runes on the east wall
Monster 7 x Owlbear
Owlbear: CR 4; Large magical beast; HD 5d10+25; hp 52; Init +1; Spd 30 ft.
(6 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14;Base Atk +5; Grp +14; Atk +9 melee (1d6+5, claw); Full Atk +9 melee(1d6+5, 2 claws) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SAImproved grab; SQ Scent; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex12, Con 21, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +8, Spot +8; Alertness, Track
Room #4 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Unlocked Stone Door (hard 8, 60 hp)
Leads to room #5
Room Features Someone has scrawled "The walls listen" on the west wall, A pile of rottenleather lies in the north side of the room
Room #5 North Entry Unlocked Stone Door (hard 8, 60 hp) Leads to room #4
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features A sloped pit lined with iron spikes lies in the south-west corner of theroom, Someone has scrawled a drawing of a dragon on the north wall
Room #6 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North Entry #2 Archway
Room Features A magical mosaic on the north wall can be used to scry upon any knownindividual within the dungeon, A pile of iron spikes lies in the west side ofthe room
Monster 1 x Elder Earth Elemental
Elder earth elemental: CR 11; Huge elemental (earth, extraplanar); HD24d8+120; hp 228; Init -1; Spd 30 ft. (6 squares); AC 22 (-2 size, -1 dex,+15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37; Atk +27 melee(2d10+11/19-20, slam); Full Atk +27 melee (2d10+11/19-20, slams);Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ Damage reduction10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref+7, Will +10; Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills and Feats: Listen +29, Spot +29; Alertness, Awesome Blow, Cleave,Great Cleave, Improved Bull Rush, Improved Critical (slam), ImprovedSunder, Iron Will, Power Attack
Room #7 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magicallyreinforced, +10 to break DC)
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Several headless statues are scattered throughout the room, A sunderedhelm lies in the north-west corner of the room
Monster 5 x Ogre Mage
Ogre mage: CR 8; Large giant; HD 5d8+15; hp 37; Init +4; Spd 40 ft. (8squares), fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt), touch9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (3d6+7/19-20,greatsword) or +2 ranged (2d6/x3, longbow); Full Atk +7 melee (3d6+7/19-20, greatsword) or +2 ranged (2d6/x3, longbow); Space/Reach 10 ft./10 ft.;SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration
SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration5, spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10,Con 17, Int 14, Wis 14, Cha 17
Skills and Feats: Concentration +11, Listen +10, Spellcraft +10, Spot +10;Combat Expertise, Improved Initiative
Treasure: 400 pp; Arcane Scroll (Cause Fear (25 gp), Feather Fall (25 gp),Magic Weapon (25 gp)) (total 75 gp), Divine Scroll (ComprehendLanguages (25 gp), Sanctuary (25 gp), Eagle's Splendor (150 gp)) (total 200gp), Heavy Steel Shield (Medium) (+1 shield) (1170 gp), Potion of CureModerate Wounds (300 gp), Ring of X-ray Vision (25000 gp); hoard total30745 gp
Room #8 North Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
Leads to room #28South Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Thunderstone Mine: CR 9; magic device; location trigger; no reset;thunder blast (9d6 sonic damage, DC 16 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 22;Disable Device DC 26
South Entry #2 Archway
Leads to room #33, inhabited by 4 x Will-o'-Wisp
Room Features Several headless statues are scattered throughout the room, Someone hasscrawled "Upon the Night of Time, in the Kingdom of Bells, the Lord ofNightmares shall escape its chains" on the west wall
Room #9 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 tobreak DC)
Leads to room #22, inhabited by 5 x ErinyesSouth Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 13; magic device; proximity trigger (alarm); no reset;Atk +13 ranged (14d6 cold); Search DC 28; Disable Device DC 28
Monster 1 x Elder Earth Elemental
Elder earth elemental: CR 11; Huge elemental (earth, extraplanar); HD24d8+120; hp 228; Init -1; Spd 30 ft. (6 squares); AC 22 (-2 size, -1 dex,+15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37; Atk +27 melee(2d10+11/19-20, slam); Full Atk +27 melee (2d10+11/19-20, slams);Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ Damage reduction10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref+7, Will +10; Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills and Feats: Listen +29, Spot +29; Alertness, Awesome Blow, Cleave,Great Cleave, Improved Bull Rush, Improved Critical (slam), ImprovedSunder, Iron Will, Power Attack
Trap Altar of Evil: CR 13; magic device; proximity trigger (detect good);automatic reset; inflict wound (14d6 damage, DC 18 Will save for halfdamage); multiple targets (good targets in a 20 ft. radius burst); Search DC26; Disable Device DC 30
Room #10 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides down, +1 to break DC)
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ice Dart Trap: CR 11; magic device; proximity trigger (alarm); no reset;Atk +16 ranged (11d6 cold); Search DC 26; Disable Device DC 24
Atk +16 ranged (11d6 cold); Search DC 26; Disable Device DC 24
Room Features A mural of legendary monsters covers the ceiling, A toppled statue lies inthe west side of the room
Room #11 East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);
automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17thlevel wizard, 2d4 negative levels for 24 hours, DC 23 Fort savenegates); Search DC 34; Disable Device DC 34
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #15
Monster 1 x Cauchemar Nightmare
Cauchemar nightmare: CR 11; Huge outsider (evil, extraplanar); HD15d8+105; hp 172; Init +6; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 26 (-2 size, +2 dex, +16 natural), touch 10, flat-footed 24; Base Atk +15; Grp+33; Atk +23 melee (2d6+10 plus 1d4 fire, hoof); Full Atk +23 melee(2d6+10 plus 1d4 fire, 2 hooves) and +18 melee (2d6+5, bite); Space/Reach15 ft./10 ft.; SA Flaming hooves, smoke; SQ Astral projection, darkvision 60ft., etherealness; AL NE; SV Fort +16, Ref +11, Will +10; Str 31, Dex 14,Con 24, Int 16, Wis 12, Cha 12
Skills and Feats: Bluff +19, Concentration +25, Diplomacy +5, Disguise +1(+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (theplanes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19,Spot +21, Survival +19 (+21 on other planes and following tracks);Alertness, Cleave, Improved Initiative, Power Attack, Run, Track
Room #12 West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 tobreak DC)
Leads to room #27
Monster 1 x Cauchemar Nightmare
Cauchemar nightmare: CR 11; Huge outsider (evil, extraplanar); HD15d8+105; hp 172; Init +6; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 26 (-2 size, +2 dex, +16 natural), touch 10, flat-footed 24; Base Atk +15; Grp+33; Atk +23 melee (2d6+10 plus 1d4 fire, hoof); Full Atk +23 melee(2d6+10 plus 1d4 fire, 2 hooves) and +18 melee (2d6+5, bite); Space/Reach15 ft./10 ft.; SA Flaming hooves, smoke; SQ Astral projection, darkvision 60ft., etherealness; AL NE; SV Fort +16, Ref +11, Will +10; Str 31, Dex 14,Con 24, Int 16, Wis 12, Cha 12
Skills and Feats: Bluff +19, Concentration +25, Diplomacy +5, Disguise +1(+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (theplanes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19,Spot +21, Survival +19 (+21 on other planes and following tracks);Alertness, Cleave, Improved Initiative, Power Attack, Run, Track
Trap Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33;Disable Device DC 33
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25,break DC 15; hard 5, 10 hp)
2500 gp; 2 x Alexandrite (500 gp), Azurite (6 gp), Blue Star Sapphire (800gp), Chrysoprase (50 gp), Tourmaline (110 gp), Turquoise (13 gp), Zircon (60gp); hoard total 4539 gp
Room #13 North Entry Archway
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 25,break DC 25; hard 5, 20 hp)
1500 gp; Aquamarine (700 gp), Banded Agate (9 gp), Fire Opal (800 gp),Moonstone (40 gp); Arcane Scroll (Shield (25 gp), Gust of Wind (150 gp))(total 175 gp), Arcane Scroll (Identify (125 gp), Flaming Sphere (150 gp))(total 275 gp), Horn of Goodness/Evil (6500 gp) (design provides clue tofunction); hoard total 9999 gp
Room #14 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
North Entry #3 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Fire Spray: CR 10; magic device; proximity trigger (alarm); no reset;fire spray (11d6 fire damage, DC 14 Reflex save for half damage);Search DC 24; Disable Device DC 26
Leads to room #26South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 11 x Barghest
Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shapechanger);HD 6d8+6; hp 33; Init +6; Spd 30 ft. (6 squares); AC 18 (+2 dex, +6natural), touch 12, flat-footed 16; Base Atk +6; Grp +9; Atk +9 melee(1d6+3], bite); Full Atk +9 melee (1d6+3, bite) and +4 melee (1d4+1, 2claws); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, feed; SQ Changeshape, damage reduction 5/magic, darkvision 60 ft., scent; AL LE; SV Fort+6, Ref +7, Will +7; Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide+11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11,Sense Motive +11, Spot +11, Survival +11 (+13 following tracks); CombatReflexes, Improved Initiative, Track
Treasure: 340 pp; Bronze Cloth Gloves (90 gp), Dragonscale Shoes (500gp), Ebony Medallion set with Silver Pearl (1600 gp), Small Carpet threadedwith Gold (6000 gp); Arcane Scroll (Summon Monster I (25 gp), SeeInvisibility (150 gp)) (total 175 gp), Arcane Scroll (Erase (25 gp), Eagle'sSplendor (150 gp)) (total 175 gp), Arcane Scroll (Animate Rope (25 gp),Cure Moderate Wounds (200 gp)) (total 225 gp), Divine Scroll (Longstrider(25 gp), Obscuring Mist (25 gp), Reduce Animal (150 gp)) (total 200 gp);hoard total 12365 gp
Room #15 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #11, inhabited by 1 x Cauchemar Nightmare
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magicallyreinforced, +10 to break DC)
South Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Symbol of Panic: CR 13; magic device; proximity trigger (alarm); noreset; fear (panicked for 1d4 rounds, DC 20 Will save negates);multiple targets (all targets in a 10 ft. radius burst); Search DC 26;Disable Device DC 26
Empty
Room #16 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Leads to room #1, inhabited by 5 x Erinyes
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A simple wooden table and workbench sit in the west side of the room, Apile of rotten fruit lies in the north-east corner of the room
Room #17 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 8 x Barghest
Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shapechanger);HD 6d8+6; hp 33; Init +6; Spd 30 ft. (6 squares); AC 18 (+2 dex, +6natural), touch 12, flat-footed 16; Base Atk +6; Grp +9; Atk +9 melee(1d6+3], bite); Full Atk +9 melee (1d6+3, bite) and +4 melee (1d4+1, 2claws); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, feed; SQ Changeshape, damage reduction 5/magic, darkvision 60 ft., scent; AL LE; SV Fort+6, Ref +7, Will +7; Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide+11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11,Sense Motive +11, Spot +11, Survival +11 (+13 following tracks); CombatReflexes, Improved Initiative, Track
Treasure: 3800 gp; Arcane Scroll (Alarm (25 gp)) (Completely differenteffect curse) (total 25 gp); hoard total 3825 gp
Room #18 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A carved stone statue stands in the east side of the room, A sundered shieldlies in the center of the room
Room #19 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break DC 28;hard 8, 60 hp)
A section of wall makes a loud grinding noise as it pivots open
Leads to room #27East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
Room Features A large kiln and coal bin sit in the south-east corner of the room, The soundof drums fills the room
Room #20 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #21 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Archway
Room Features A narrow shaft falls into the room from above, A pile of rotten fruit lies inthe center of the room
Monster 4 x Ogre Mage
Ogre mage: CR 8; Large giant; HD 5d8+15; hp 37; Init +4; Spd 40 ft. (8squares), fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt), touch9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (3d6+7/19-20,greatsword) or +2 ranged (2d6/x3, longbow); Full Atk +7 melee (3d6+7/19-20, greatsword) or +2 ranged (2d6/x3, longbow); Space/Reach 10 ft./10 ft.;SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration5, spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10,Con 17, Int 14, Wis 14, Cha 17
Skills and Feats: Concentration +11, Listen +10, Spellcraft +10, Spot +10;Combat Expertise, Improved Initiative
Treasure: 400 pp; Alexandrite (500 gp), Azurite (6 gp), Black Opal (1000gp), Black Pearl (300 gp), Chrysoprase (60 gp), Golden Yellow Topaz (600gp), Smoky Quartz (50 gp), Tourmaline (100 gp); Arcane Scroll (MagicMissile (25 gp)) (total 25 gp), Arcane Scroll (Identify (125 gp), ObscuringMist (25 gp)) (total 150 gp), Arcane Scroll (Protection fromChaos/Evil/Good/Law (25 gp), Cure Moderate Wounds (200 gp), Shatter(150 gp)) (total 375 gp), Potion of Bear's Endurance (300 gp); hoard total7466 gp
Room #22 North Entry Archway
West Entry Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 tobreak DC)
Leads to room #9, inhabited by 1 x Elder Earth ElementalEast Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to
break DC)
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Numerous pillars line the south and east walls, A group of monstrous faceshave been carved into the east wall
Monster 5 x Erinyes (devil)
Erinyes: CR 8; Medium outsider (evil, extraplanar, lawful); HD 9d8+45; hp85; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (good); AC 23 (+5 dex, +8natural), touch 15, flat-footed 18; Base Atk +9; Grp +14; Atk +14 melee(1d8+5/19-20, longsword) or +1 +15 ranged (1d8+6/x3 plus 1d6 fire) flamingcomposite longbow (+5 Str bonus,) or +14 ranged (entangle, rope); Full Atk+14 /+9 melee (1d8+5/19-20, longsword) or +1 +15/+10 ranged (1d8+6/x3plus 1d6 fire) flaming composite longbow (+5 Str bonus,) or +14 ranged(entangle, rope); Space/Reach 5 ft./5 ft.; SA Entangle, spell-like abilities,summon devil; SQ Damage reduction 5/good, darkvision 60 ft., immunity tofire and poison, acid resistance 10, cold resistance 10, see in darkness,spell resistance 20, telepathy 100 ft., true seeing; AL LE; SV Fort +11, Ref+11, Will +10; Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills and Feats: Concentration +17, Diplomacy +7, Escape Artist +17, Hide+17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14,Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5(+7 with bindings); Dodge, Mobility, Point Blank Shot, Precise Shot, RapidShot, Shot on the Run
Treasure: 1000 gp; Carved Ivory Drinking Horn inlaid with Fine Steel (800gp), Ermine Bracers set with Blue Sapphire (5000 gp), Leopard FurLongsword Scabbard (1400 gp), Peridot Dice (pair) set with Citrine (700gp), Platinum Chalice set with Red Spinel (1500 gp), Polished Stone Goblet(60 gp), Small Carpet (300 gp), Small Silver Mirror (70 gp); Arcane Scroll (2x Protection from Chaos/Evil/Good/Law (25 gp), Magic Mouth (160 gp))(total 185 gp), Arcane Scroll (Darkvision (150 gp), Whispering Wind (150gp)) (total 300 gp), Potion of Cure Moderate Wounds (300 gp), Potion ofDelay Poison (300 gp); hoard total 11915 gp
Trap Lightning Turret: CR 12; magic device; proximity trigger (alarm); duration 6rounds; no reset; lightning bolt (11d6 electricity damage, DC 14 Reflexsave for half damage); multiple targets (all targets in a 40 ft. line); SearchDC 24; Disable Device DC 28
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 20,break DC 15; hard 5, 10 hp)
250 pp; Blue Star Sapphire (800 gp), Blue Star Sapphire (1000 gp),
250 pp; Blue Star Sapphire (800 gp), Blue Star Sapphire (1000 gp),Chrysoprase (60 gp), Coral (90 gp), Jasper (50 gp), Malachite (9 gp); ArcaneScroll (Keen Edge (375 gp), Tiny Hut (375 gp), Vampiric Touch (375 gp),Confusion (700 gp)) (total 1825 gp); hoard total 6334 gp
Room #23 South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Leads to room #24, inhabited by 2 x Hellwasp Swarm
Room Features A narrow ledge runs along the north and west walls, Someone has scrawled"It is awake" on the south wall
Monster 1 x Elder Fire Elemental
Elder fire elemental: CR 11; Huge elemental (fire, extraplanar); HD24d8+96; hp 204; Init +13; Spd 60 ft. (12 squares); AC 25 (-2 size, +9 dex,+8 natural), touch 17, flat-footed 16; Base Atk +18; Grp +32; Atk +26 melee(2d8+6 plus 2d8 fire, slam); Full Atk +26 melee (2d8+6 plus 2d8 fire, 2slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 10/-,darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;AL N; SV Fort +14, Ref +23, Will +10; Str 22, Dex 29, Con 18, Int 6, Wis11, Cha 11
Skills and Feats: Listen +28, Spot +29; Alertness, Blind-Fight, CombatReflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility,Spring Attack, Weapon Finesse, Weapon Focus (slam)
Room #24 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Leads to room #23, inhabited by 1 x Elder Fire Elemental
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
The door is concealed behind a statue of a fearsome dragon, andopened by reaching into its mouth
East Entry #3 Archway
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Several alcoves are cut into the north wall, The north and east walls havebeen engraved with strange glyphs
Monster 2 x Hellwasp Swarm
Hellwasp swarm: CR 8; Diminutive magical beast (extraplanar, evil,swarm); HD 12d10+27; hp 93; Init +10; Spd 5 ft. (1 square), fly 40 ft.; AC20 (+4 size, +6 dex), touch 20, flat-footed 14; Base Atk +12; Grp -; AtkSwarm (3d6 plus poison); Full Atk Swarm (3d6 plus poison); Space/Reach 10ft./0 ft.; SA Distraction, inhabit, poison; SQ Damage reduction 10/magic,darkvision 60 ft., hive mind, immune to weapon damage, fire resistance 10,low-light vision, swarm traits; AL LE; SV Fort +10, Ref +14, Will +7; Str 1,Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills and Feats: Hide +19, Listen +10, Spot +10; Ability Focus (poison),Alertness, Improved Initiative, Iron Will, Toughness
Room #25 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Electrified Lock: CR 11; magic device; touch trigger; no reset; electricshock (10d6 electricity damage, DC 18 Reflex save for half damage);Search DC 28; Disable Device DC 28
Room Features Someone has scrawled an incomplete drawing of a fire-breathing dragon onthe north wall, A pile of rotten rope lies in the south-east corner of the
the north wall, A pile of rotten rope lies in the south-east corner of theroom
Room #26 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 hp)
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC33; Disable Device DC 33
East Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)
The door is concealed within an upright sarcophagus
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Fire Spray: CR 10; magic device; proximity trigger (alarm); no reset;fire spray (11d6 fire damage, DC 14 Reflex save for half damage);Search DC 24; Disable Device DC 26
Leads to room #14, inhabited by 11 x Barghest
Empty
Room #27 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 tobreak DC)
Leads to room #12, inhabited by 1 x Cauchemar NightmareEast Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
A section of wall makes a loud grinding noise as it pivots open
Leads to room #19
Room Features A faded and torn tapestry hangs from the south wall, Someone has scrawled"Beware the light" in draconic script on the south wall
Room #28 South Entry #1 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
Leads to room #8South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features The room has a high domed ceiling, The sound of footsteps can be faintlyheard near the west wall
Room #29 East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2to break DC)
Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17thlevel wizard, 2d4 negative levels for 24 hours, DC 23 Fort savenegates); Search DC 34; Disable Device DC 34
East Entry #2 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
The door is located near the ceiling and concealed within a mosaic oflegendary monsters
Leads to room #32South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #30 North Entry Secret (Search DC 25) Trapped and Unlocked Simple Wooden Door (hard 5,10 hp)
The door is concealed behind a statue of a troll archer, and opened bypulling an arrow in its quiver
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC33; Disable Device DC 33
East Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 40,break DC 15; hard 5, 10 hp)
A bookcase and concealed door pivots smoothly
Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
Leads to room #3, inhabited by 7 x Owlbear
Room Features An iron chandelier hangs from the ceiling in the south side of the room, Afoul odor fills the room
Monster 3 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd20 ft. (4 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; BaseAtk +4; Grp +5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1,slam); Space/Reach 5 ft./5 ft.; SA Death gaze; SQ Damage reduction10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10,fire resistance 10, undead traits, vulnerability to sunlight; AL CE; SV Fort+3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness,Dodge, Improved Initiative, Weapon Focus (slam)
Room #31 West Entry #1 Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30,break DC 18; hard 5, 15 hp)
The door is located near the ceiling and concealed behind an area ofslime
West Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)
Trap Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17th levelwizard, 2d4 negative levels for 24 hours, DC 23 Fort save negates); SearchDC 34; Disable Device DC 34
Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked Good Wooden Chest (hard 5,15 hp)
Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17th levelwizard, 2d4 negative levels for 24 hours, DC 23 Fort save negates); SearchDC 34; Disable Device DC 34
2000 gp; Gilded Wooden Vase inlaid with Adamantine (9000 gp), SableBoots (800 gp); hoard total 11800 gp
Room #32 West Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
The door is located near the ceiling and concealed within a mosaic oflegendary monsters
legendary monsters
Leads to room #29West Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #3 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Magic Missle Trap: CR 11; magic device; visual trigger (arcane eye);no reset; magic missile (8d6 force damage); never miss; Search DC 24;Disable Device DC 28
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #33 North Entry Archway Leads to room #8
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magicallyreinforced, +10 to break DC)
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
Room Features A stair ascends to a balcony hanging from the north wall, A warped spearlies in the east side of the room
Monster 4 x Will-o'-Wisp
Will-o'-Wisp: CR 6; Small aberration (air); HD 9d8; hp 40; Init +13; Spd Fly50 ft. (perfect) (10 squares); AC 29 (+1 size, +9 dex, +9 deflection), touch29, flat-footed 20; Base Atk +6; Grp -3; Atk +16 melee (2d8 electricity,shock); Full Atk +16 melee (2d8 electricity, shock); Space/Reach 5 ft./5 ft.;SA -; SQ Darkvision 60 ft., immunity to magic, natural invisibility; AL CE;SV Fort +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting),Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 followingtracks); Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Treasure: 1400 sp; Alexandrite (600 gp), Golden Yellow Topaz (800 gp),Hematite (11 gp), Rock Crystal (50 gp); Arcane Scroll (ComprehendLanguages (25 gp)) (total 25 gp), Hide (Small) (+1 armor) (1165 gp), Wandof Detect Magic (8 of 50 charges) (60 gp); hoard total 2851 gp
Room #34 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A narrow shaft falls into the room from above, Several pieces of rotten ropeare scattered throughout the room
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