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The Secret Delve of Devastation 15-Random created dungeon for Pathfinder Level 15
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The Secret Delve of Devastation
Level 15
General Dungeon Walls Masonry (Climb DC 20)
Dungeon Floor Flagstone
Temperature Very Hot (creatures must succeed on a Fortitude saving throw each hour(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage;creatures wearing heavy clothing or any type of armor take a -4 penalty ontheir saves; a creature that takes any non-lethal damage from heatexposure suffers from heatstroke and is fatigued)
Illumination Shadowy (witchlight every 20 ft.)
Corridors
Corridors a Animated Net Trap: CR 15; mechanical; location trigger; manual reset; Atk+13 ranged (grappled, Escape Artist DC 28 to escape); multiple targets (alltargets in a 10 ft. square area); Search DC 26; Disable Device DC 30
c A whistling noise fills the corridor
e A chute falls into the corridor from above
i A group of demonic faces have been carved into the walls
m A chute falls into the corridor from above
n A tapping sound fills the corridor
r A chute descends from the corridor into a midden chamber below
s An overwhelming stench fills the corridor
u A rotting odor fills the corridor
WanderingMonsters
1 8 x Bebilith (demon), trying to lure the party into an ambush
2 4 x Abyssal Greater Basilisk, investigating a strange noise
3 7 x Bebilith (demon), scouting from another part of the dungeon
4 5 x Abyssal Greater Basilisk, wandering senselessly
5 1 x Nalfeshnee (demon), lost and desperate
6 7 x Bebilith (demon), bloodied and fleeing a more powerful enemy
Room #1 South Entry Trapped and Unlocked Bone Door (hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 13; magic device; location trigger; no reset;thunder blast (13d6 sonic damage, DC 16 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 28;Disable Device DC 26
Monster 5 x Abyssal Greater Basilisk
Abyssal greater basilisk: CR 12; Large outsider (augmented magical beast,extraplanar); HD 18d10+90; hp 189; Init -1; Spd 20 ft. (4 squares); AC 17 (-1 dex, -1 size, +9 natural), touch 8, flat-footed 17; Base Atk +18; Grp +29;Atk +25 melee (2d8+10, bite); Full Atk +25 melee (2d8+10, bite);Space/Reach 10 ft./5 ft.; SA Petrifying gaze, smite good; SQ Resistance tocold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23; AL CE; SV Fort +18, Ref +12, Will +8; Str24, Dex 8, Con 21, Int 3, Wis 10, Cha 15
Skills and Feats: Hide +0*, Listen +10, Spot +10; Alertness, Blind-Fight,Great Fortitude, Improved Natural Attack (bite), Iron Will, LightningReflexes, Weapon Focus (bite)
Treasure: 11000 gp; Dragonscale Tabard set with Star Ruby (4000 gp), FineLeather Corset (2000 gp), Leather Boots with Gold Buckles (900 gp),Sardonyx Necklace inlaid with Gold (2500 gp); Arcane Scroll (DispelMagic (375 gp), Haste (375 gp), Fire Trap (725 gp)) (total 1475 gp), Staff ofIllumination (40 of 50 charges) (38600 gp); hoard total 60475 gp
Room #2 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry #2 Trapped and Unlocked Bone Door (hard 5, 20 hp)
Ⓣ Rune of Hypnosis: CR 13; magic device; proximity trigger (alarm); noreset; hypnosis (fascinated for 1d4 rounds, DC 18 Will save negates);multiple targets (all targets in a 10 ft. radius burst); Search DC 28;Disable Device DC 28
West Entry #3 Unlocked Bone Door (hard 5, 20 hp)
West Entry #4 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
West Entry #4 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Monster 10 x Bebilith (demon)
Bebilith: CR 10; Huge outsider (chaotic, extraplanar, evil); HD 12d8+96; hp150; Init +5; Spd 40 ft. (8 squares), climb 20 ft.; AC 22 (-2 size, +1 dex, +13natural), touch 9, flat-footed 21; Base Atk +12; Grp +29; Atk +19 melee(2d6+9 plus poison, bite) or +11 ranged (web); Full Atk +19 melee (2d6+9plus poison, bite) and +14 melee (2d4+4, 2 claws) or +11 ranged (web);Space/Reach 15 ft./10 ft.; SA Poison, rend armor, web; SQ Damagereduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.;AL CE; SV Fort +16, Ref +9, Will +9; Str 28, Dex 12, Con 26, Int 11, Wis13, Cha 13
Skills and Feats: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen+16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival+1 (+3 following tracks); Cleave, Improved Grapple, Improved Initiative,Power Attack, Track
Room #3 North Entry Archway
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features A tile labyrinth covers the floor, Someone has scrawled "Run away!" on thewest wall
Monster 11 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 #4 North Entry Archway
West Entry #1 Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) (slidesdown, +1 to break DC)
West Entry #2 Archway
East Entry Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Archway
→ Leads to room #13, inhabited by 5 x Hezrou
Room Features A narrow shaft descends from the room into a natural cavern below, Spiralsof green stones cover the floor
Room #5 North Entry #1 Archway
North Entry #2 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved fromstone
South Entry Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Room Features Part of the ceiling has collapsed into the room, Several pieces of rottenrope are scattered throughout the room
Room #6 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
West Entry #1 Stuck Bone Door (break DC 23; hard 5, 20 hp)
West Entry #2 Unlocked Bone Door (hard 5, 20 hp)
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ One-way Door: CR 17; mechanical; Search DC 28; Disable Device DC32
Room Features A simple fireplace sits against the west wall, A creaking sound can beheard in the north-east corner of the room
Monster 3 x Abyssal Greater Basilisk
Abyssal greater basilisk: CR 12; Large outsider (augmented magical beast,extraplanar); HD 18d10+90; hp 189; Init -1; Spd 20 ft. (4 squares); AC 17 (-1 dex, -1 size, +9 natural), touch 8, flat-footed 17; Base Atk +18; Grp +29;Atk +25 melee (2d8+10, bite); Full Atk +25 melee (2d8+10, bite);Space/Reach 10 ft./5 ft.; SA Petrifying gaze, smite good; SQ Resistance tocold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23; AL CE; SV Fort +18, Ref +12, Will +8; Str24, Dex 8, Con 21, Int 3, Wis 10, Cha 15
Skills and Feats: Hide +0*, Listen +10, Spot +10; Alertness, Blind-Fight,Great Fortitude, Improved Natural Attack (bite), Iron Will, LightningReflexes, Weapon Focus (bite)
Treasure: 8000 gp; Chrysoberyl (100 gp), Deep Blue Spinel (600 gp), DeepGreen Spinel (50 gp), Deep Green Spinel (90 gp), Freshwater Pearl (8 gp),Hematite (13 gp), Malachite (10 gp), Red-brown Spinel (140 gp),Rhodochrosite (12 gp), Zircon (80 gp); Potion of Shield of Faith (+4) (600gp); hoard total 9703 gp
Room #7 South Entry Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break DC)
Room Features The floor is covered in perfect hexagonal tiles, A circle of tall stonesstands in the south-west corner of the room
Monster 10 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 #8 West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slidesto one side, +1 to break DC)
South Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 20, break DC 28;hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty
Room #9 West Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #2 Stuck Bone Door (break DC 23; hard 5, 20 hp)
West Entry #3 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features Part of the north wall has collapsed into the room, A fountain of water sitsagainst the east wall
Monster 5 x Abyssal Greater Basilisk
Abyssal greater basilisk: CR 12; Large outsider (augmented magical beast,extraplanar); HD 18d10+90; hp 189; Init -1; Spd 20 ft. (4 squares); AC 17 (-1 dex, -1 size, +9 natural), touch 8, flat-footed 17; Base Atk +18; Grp +29;Atk +25 melee (2d8+10, bite); Full Atk +25 melee (2d8+10, bite);Space/Reach 10 ft./5 ft.; SA Petrifying gaze, smite good; SQ Resistance tocold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23; AL CE; SV Fort +18, Ref +12, Will +8; Str24, Dex 8, Con 21, Int 3, Wis 10, Cha 15
Skills and Feats: Hide +0*, Listen +10, Spot +10; Alertness, Blind-Fight,Great Fortitude, Improved Natural Attack (bite), Iron Will, LightningReflexes, Weapon Focus (bite)
Treasure: 8000 gp; Black Pearl (600 gp), Blue Quartz (10 gp), Blue Sapphire(1300 gp), Brown-green Garnet (90 gp), Carnelian (50 gp), Chrysoprase (80gp), Deep Blue Spinel (700 gp), Freshwater Pearl (13 gp), Hematite (10 gp),Turquoise (11 gp), White Pearl (110 gp), Zircon (60 gp); Arcane Scroll(Sleet Storm (375 gp), Confusion (700 gp), Dimensional Anchor (700 gp))(total 1775 gp), Mithral Heavy Shield (1020 gp) (Medium), Wand of MagicMissile (9th) (35 of 50 charges) (design provides clue to function) (4725gp); hoard total 18554 gp
Room #10 North Entry Unlocked Bone Door (hard 5, 20 hp)
→ Leads to room #13, inhabited by 5 x Hezrou
East Entry Archway
Monster 1 x Nightwalker (nightshade)
Nightwalker: CR 16; Huge undead (extraplanar); HD 21d12+42; hp 178; Init+6; Spd 40 ft (8 squares)., fly 20 ft. (poor); AC 32 (-2 size, +2 dex, +22natural), touch 10, flat-footed 30; Base Atk +10; Grp +34; Atk +24 melee(2d6+16, slam); Full Atk +24 melee (2d6+16, 2 slams); Space/Reach 15ft./15 ft.; SA Crush item, desecrating aura, evil gaze, spell-like abilities,summon undead; SQ Aversion to daylight, damage reduction 15/silver andmagic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy100 ft., undead traits; AL CE; SV Fort +11, Ref +11, Will +19; Str 38, Dex14, Con -, Int 20, Wis 20, Cha 18
Skills and Feats: Concentration +28, Diplomacy +6, Hide +18*, Knowledge(arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive+29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks); Cleave,Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm,Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholyblight)
Treasure: 600 pp; Azurite (10 gp), Banded Agate (9 gp), Citrine (60 gp),Coral (100 gp), Fire Opal (600 gp), Hematite (8 gp), Hematite (10 gp), LapisLazuli (11 gp), Obsidian (13 gp), Onyx (40 gp), Onyx (50 gp), Pink Pearl(100 gp), Red Spinel (100 gp), Violet Garnet (800 gp); hoard total 7911 gp
Room #11 North Entry Unlocked Bone Door (hard 5, 20 hp)
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)
East Entry #2 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
East Entry #3 Archway
→ Leads to room #12
Room Features A tile labyrinth covers the floor, A clicking noise fills the room
Room #12 West Entry #1 Archway
→ Leads to room #11
West Entry #2 Stuck Bone Door (break DC 23; hard 5, 20 hp)
West Entry #2 Stuck Bone Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Empty
Room #13 North Entry Archway
→ Leads to room #4
East Entry Stuck Bone Door (break DC 23; hard 5, 20 hp)
South Entry Unlocked Bone Door (hard 5, 20 hp)
→ Leads to room #10, inhabited by 1 x Nightwalker
Monster 5 x Hezrou (demon)
Hezrou: CR 11; Large outsider (chaotic, extraplanar, evil); HD 10d8+93; hp138; Init +0; Spd 30 ft. (6 squares); AC 23 (-1 size, +14 natural), touch 9,flat-footed 23; Base Atk +10; Grp +19; Atk +14 melee (4d4+5, bite); Full Atk+14 melee (4d4+5, bite) and +9 melee (1d8+2, 2 claws); Space/Reach 10ft./10 ft.; SA Spell-like abilities, stench, improved grab, summon demon; SQDamage reduction 10/good, darkvision 60 ft., immunity to electricity andpoison, acid resistance 10, cold resistance 10, fire resistance 10, spellresistance 19, telepathy 100 ft.; AL CE; SV Fort +16, Ref +7, Will +9; Str21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Skills and Feats: Climb +18, Concentration +22, Hide +13, Escape Artist+13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft+15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 withbindings); Blind-Fight, Cleave, Power Attack, Toughness
Treasure: 8000 gp; Black Star Sapphire (600 gp), Blue Sapphire (700 gp),Chalcedony (80 gp), Citrine (20 gp), Deep Blue Spinel (600 gp), Fire Opal(900 gp), Golden Pearl (100 gp), Golden Pearl (140 gp), 2 x Rose Quartz (50gp), 2 x Violet Garnet (600 gp), White Pearl (120 gp), Zircon (50 gp); hoardtotal 12610 gp
The Secret Delve of Devastation http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License