The Secret Delve of Terror 14

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The Secret Delve of Terror

Level 14

General

Dungeon Walls

Reinforced Masonry (Climb DC 20)

Dungeon Floor

Smooth Stone (light rubble, +2 to Balance and Tumble DC)

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Warm
Shadowy (witchlight every 20 ft.)

Acid Turret: CR 16; magic device; visual trigger (true seeing); duration 6
rounds; no reset; acid spray (15d6 acid damage for 1d4 rounds, DC 18
Reflex save for half damage); Search DC 32; Disable Device DC 32

A clicking noise fills the corridor

Someone has scrawled "Beneath the statue" here

Burning torches in iron sconces line the corridor

Someone has scrawled "When the Black Arrow is broken, the Nightmare
Cathedral shall be restored" here

Cobwebs fill the corridor

Sporadic knocking fills the corridor

A mouldy odor fills the corridor

A sour odor fills the corridor

A fountain of water sits in an alcove here

Collapsing Ceiling: CR 13; mechanical; location trigger; no reset; Atk +15


melee (13d6); multiple targets (all targets in a 40 ft. line); Search DC 28;
Disable Device DC 28

A group of demonic faces have been carved into the walls

Symbol of Petrification: CR 15; magic device; proximity trigger (alarm); no


reset; petrification (petrified, DC 16 Fort save negates); multiple targets
(all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 26

6 x Cloud Giant Skeleton, scouting from another part of the dungeon

1 x Nightwing (nightshade), actively patrolling their territory

1 x Nightwing (nightshade), wandering senselessly

13 x Cloud Giant Skeleton, lost and desperate

4 x Dread Wraith, tracking the party

12 x Spectre, consumed by disease and madness

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Electrified Lock: CR 16; magic device; touch trigger; no reset; electric
shock (18d6 electricity damage, DC 18 Reflex save for half damage);
Search DC 30; Disable Device DC 32

West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to
break DC)

West Entry #2

Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Arrow Trap: CR 15; mechanical; location trigger; manual reset; Atk +17
ranged (14d6/x3); Search DC 26; Disable Device DC 30

Empty

Room #2

North Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)

South Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

Archway

Empty

Room #3

South Entry

Archway

Empty

Room #4

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #37

West Entry
South Entry

Room #5

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)

Room Features

A mural of legendary monsters covers the ceiling, A pile of rotten leather


lies in the north-west corner of the room

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to
break DC)

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #18

Monster

1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 3000 gp; Banded Agate (14 gp), Black Pearl (500 gp), Iolite (60
gp), Moonstone (50 gp), Rose Quartz (70 gp); Rod of Metal and Mineral
Detection (10500 gp); hoard total 14194 gp

Room #6

North Entry
West Entry

Archway
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Arrow Trap: CR 16; mechanical; location trigger; manual reset; Atk +14
ranged (16d6/x3); Search DC 30; Disable Device DC 30

East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Room Features

Spirals of green stones cover the floor, A pile of rotten rope lies in the

Room Features
Monster

Spirals of green stones cover the floor, A pile of rotten rope lies in the
north-west corner of the room
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)

Room #7

North Entry

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Earthmaw Trap: CR 15; magic device; location trigger; no reset;
earthmaw (13d6 damage, DC 16 Reflex save for half damage); Search
DC 30; Disable Device DC 28

South Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 14; magic device; proximity trigger (alarm); no reset;
Atk +13 ranged (13d6 cold); Search DC 26; Disable Device DC 28
Leads to room #11

Trap

Hidden Treasure

Poisoned Guillotine Blade: CR 16; mechanical; location trigger; manual


reset; Atk +16 melee (16d6/19-20 plus poison); poison (Dragon Bile); Search
DC 28; Disable Device DC 30
Hidden (Search DC 25) Unlocked Strong Wooden Chest (hard 5, 20 hp)
700 pp; Alexandrite (300 gp), Amethyst (60 gp), Bloodstone (60 gp), Iolite
(70 gp), Jade (100 gp), Jasper (50 gp), Malachite (8 gp), Rich Purple
Corundum (1100 gp), Smoky Quartz (50 gp); Arcane Scroll
(Blindness/Deafness (150 gp), See Invisibility (150 gp)) (total 300 gp),
Dwarven Waraxe (Medium) (+1 weapon) (inscription provides clue to
function) (2330 gp), Heavy Steel Shield (Small) (Mithral) (+1 shield,
Blinding) (design provides clue to function) (5020 gp), Potion of Aid (300
gp), Potion of Eagle's Splendor (300 gp), Potion of Resist Sonic (10) (300
gp); hoard total 17348 gp

Room #8

North Entry
West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Contact Poison: CR 12; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 26;
Disable Device DC 24
Leads to room #33, inhabited by 4 x Devourer

East Entry #1

Secret (Search DC 25) Trapped and Unlocked Simple Wooden Door (hard 5,
10 hp) (slides up, +2 to break DC)
A bookcase and concealed door pivots smoothly
Guillotine Blade: CR 12; mechanical; location trigger; manual reset;
Atk +12 melee (10d6/19-20); Search DC 24; Disable Device DC 28

East Entry #2

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

South Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp) (slides up, +2 to break DC)

Room Features

A magical mural on the south wall can be used as a portal to any known

Room Features

Monster

A magical mural on the south wall can be used as a portal to any known
location within the dungeon, A set of demonic war masks hangs on the
north wall
10 x Cloud Giant Skeleton
Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd
50 ft. (10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed
11; Base Atk +8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar)
or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13
melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or
+8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage
reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize
weapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #9

North Entry #1

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

North Entry #2

Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry
Room Features
Monster

Archway
A large demonic idol with ruby eyes sits in the west side of the room, A
sundered shield lies in the east side of the room
8 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6
squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7;
Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue);
Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue);
Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn;
SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str
21, Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot
+15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes,
Mobility

Room #10

North Entry
Room Features
Monster

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Spirals of black stones cover the floor, A stone dais and throne sits in the
north side of the room
1 x 10th Level Cleric Mummy Lord
10th level cleric mummy lord: CR 15; Medium undead; HD 8d12 plus 10d8;
hp 97; Init +5; Spd 15 ft. in half-plate armor (3 squares); base speed 20 ft.;
AC 30 (+1 dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed
29; Base Atk +11; Grp +19; Atk +20 melee (1d6+12/19-20 plus mummy rot,
slam); Full Atk +20 melee (1d6+12/19-20 plus mummy rot, slam);
Space/Reach 5 ft./5 ft.; SA Despair, mummy rot, rebuke undead, spells; SQ
Damage reduction 5/-, darkvision 60 ft., fire resistance 10, undead traits,
vulnerability to fire; AL LE; SV Fort +13, Ref +8, Will +20; Str 26, Dex 12,
Con -, Int 8, Wis 20, Cha 17
Skills and Feats: Concentration +8, Knowledge (religion) +4, Listen +18,
Move Silently +5, Spot +18; Alertness, Combat Casting, Great Fortitude,
Improved Critical (slam), Improved Initiative, Weapon Focus (slam)
Treasure: 2000 gp; Crystal Ball (900 gp), Dragonscale Bracers (1200 gp),
Dragonscale Mask set with Silver Pearl (1500 gp), Ebony Ring (200 gp),
Electrum Cloth Pennant (1000 gp), Electrum Cloth Ribbon (80 gp), Fine
Steel Box (800 gp), Fine Steel Cloth Sash (200 gp), Gold Shortsword
Scabbard (1500 gp), Iron Necklace (60 gp), Ivory Statue (of a Water
Goddess) wreathed in Continual Flame (2000 gp), Leopard Fur Ribbon set
with Eye Agate (300 gp), Rare Book (The Heavenly Libram of Desiusil) (100
gp), Rosewood Jar set with White Pearl (1700 gp); Divine Scroll (Detect
Chaos/Evil/Good/Law (25 gp), Flame Blade (150 gp), Owl's Wisdom (150
gp)) (total 325 gp), Divine Scroll (Inflict Light Wounds (25 gp), Hold

gp)) (total 325 gp), Divine Scroll (Inflict Light Wounds (25 gp), Hold
Animal (150 gp), Dispel Magic (375 gp)) (total 550 gp), Oil of Magic Stone
(50 gp), Wand of Web (50 of 50 charges) (4500 gp); hoard total 18965 gp
Trap

Room #11

North Entry

Symbol of Petrification: CR 14; magic device; proximity trigger (alarm); no


reset; petrification (petrified, DC 16 Fort save negates); multiple targets
(all targets in a 10 ft. radius burst); Search DC 30; Disable Device DC 26

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 14; magic device; proximity trigger (alarm); no reset;
Atk +13 ranged (13d6 cold); Search DC 26; Disable Device DC 28
Leads to room #7

South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #32

Room Features

Room #12

West Entry #1

A tile mosaic of ghoulish carnage covers the floor, A rusted axe lies in the
north side of the room

Unlocked Strong Wooden Door (hard 5, 20 hp)


Leads to room #16, inhabited by 11 x Spectre

West Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #1

Archway

East Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #37

Room Features
Monster

Several iron cages are scattered throughout the room, Several candles are
scattered throughout the room
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 4000 gp; Alexandrite (500 gp), Amethyst (110 gp), Black Pearl
(300 gp), Blue Quartz (12 gp), Carnelian (40 gp), Chrysoprase (50 gp),
Golden Yellow Topaz (200 gp), Lapis Lazuli (11 gp), Rose Quartz (80 gp),
Sardonyx (50 gp), Turquoise (11 gp), Violet Garnet (300 gp), Violet Garnet
(800 gp); Potion of Lesser Restoration (300 gp); hoard total 6764 gp

Room #13

West Entry #1

Archway

West Entry #2

Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Contact Poison: CR 13; mechanical; touch trigger, no reset; contact
poison (terinav root [contact, Fort DC 16, 1d6 Dex/2d6 Dex]); Search
DC 26; Disable Device DC 26

Room Features

A magical mirror on the east wall speaks riddles and cryptic prophecies, A

Room Features
Monster

A magical mirror on the east wall speaks riddles and cryptic prophecies, A
ladder ascends to a wooden platform in the north side of the room
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)

Room #14

Room #15

East Entry #1

Archway

East Entry #2

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features

A chute falls into the room from above, An iron chandelier hangs from the
ceiling in the east side of the room

North Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)

North Entry #2

Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp)


The door is located above a small stone dais and concealed behind a
tapestry of legendary monsters

Room Features
Monster

The floor is covered in perfect hexagonal tiles, An iron sarcophagus sits in


the south-east corner of the room
5 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init
+13; Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7
deflection), touch 25, flat-footed 16; Base Atk +8; Grp -; Atk +16 melee
(2d6 plus 1d8 Constitution drain, incorporeal touch); Full Atk +16 melee
(2d6 plus 1d8 Constitution drain, incorporeal touch); Space/Reach 10 ft./10
ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural
aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis
18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge
(religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25,
Survival +4 (+6 following tracks); Alertness, Blind-Fight, Combat Reflexes,
Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch),
Mobility, Spring Attack

Room #16

North Entry
West Entry
East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Unlocked Stone Door (hard 8, 60 hp)
Unlocked Strong Wooden Door (hard 5, 20 hp)
Leads to room #12, inhabited by 1 x Nightwing

Room Features
Monster

Someone has scrawled a strange symbol on the north wall, A corroded


mace lies in the center of the room
11 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal

touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ


Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Room #17

North Entry #1

Archway

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry
South Entry

Room Features
Monster

Archway
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
A stone dais sits in the north side of the room, A set of demonic war masks
hangs on the east wall
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 1000 gp; Bolt of Silver Cloth set with Alexandrite (6000 gp),
Crystal Dice (pair) set with Hematite (200 gp), Electrum Pendant (500 gp),
Feathered Sash (110 gp), Silk Robe threaded with Brass (400 gp), Silver
Sundial set with Blue Sapphire (5000 gp); hoard total 13210 gp

Room #18

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #5, inhabited by 1 x Nightwing

East Entry
Room Features

Room #19

North Entry
West Entry #1

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)


The walls have been engraved with glowing glyphs, Someone has scrawled
"Upon the Night of Mist, in the Labyrinth of Omens, the Sentinel of Rings
shall be slain" on the north wall

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #20, inhabited by 1 x Nightwing

West Entry #2

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

Empty

Room #20

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Archway

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #19

South Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Contact Poison: CR 16; mechanical; touch trigger, no reset; contact
poison (Dragon Bile); Search DC 30; Disable Device DC 28

Room Features
Monster

A well lies in the north-east corner of the room, Skeletons hang from chains
and manacles against the north wall
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 300 pp; Aquamarine (500 gp), Aquamarine (800 gp), Banded Agate
(10 gp), Bloodstone (50 gp), Deep Green Spinel (140 gp), Lapis Lazuli (12
gp), Obsidian (6 gp), Smoky Quartz (70 gp), White Pearl (120 gp), Zircon
(40 gp), Zircon (50 gp), Zircon (80 gp); Arcane Scroll (Alarm (25 gp), Resist
Energy (150 gp), Displacement (375 gp)) (total 550 gp), Potion of Protection
from Arrows (10/magic) (300 gp); hoard total 5728 gp

Room #21

West Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #34, inhabited by 15 x Mohrg

West Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #3

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one
side, +1 to break DC)
Arrow Trap: CR 15; mechanical; location trigger; manual reset; Atk +17
ranged (14d6/x3); Search DC 30; Disable Device DC 28

East Entry

Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
The door is opened by standing on a small floor tile
Earthmaw Trap: CR 14; magic device; location trigger; no reset;
earthmaw (14d6 damage, DC 20 Reflex save for half damage); Search
DC 26; Disable Device DC 28

Monster

10 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Room #22

South Entry
Room Features

Archway
A chute descends from the room into a magical cyst below, A toppled
statue lies in the east side of the room

Hidden Treasure

Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
1000 gp; Azurite (6 gp), Black Pearl (300 gp), Golden Yellow Topaz (700
gp), Malachite (11 gp), Rich Purple Corundum (900 gp), Rose Quartz (50
gp), Star Rose Quartz (80 gp), White Opal (1100 gp), White Opal (1200 gp);
hoard total 5347 gp

Room #23

North Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Fire Spray: CR 16; magic device; proximity trigger (alarm); no reset;
fire spray (16d6 fire damage, DC 22 Reflex save for half damage);
Search DC 30; Disable Device DC 30

East Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Contact Poison: CR 13; mechanical; touch trigger, no reset; contact
poison (terinav root [contact, Fort DC 16, 1d6 Dex/2d6 Dex]); Search
DC 30; Disable Device DC 26

South Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


Several alcoves are cut into the south wall, Someone has scrawled "I'd
rather be at the Green Flagon" on the west wall
1 x Nightwing (nightshade)
Nightwing: CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init
+8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18
natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee
(2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20
plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura,
magic drain, spell-like abilities, summon undead; SQ Aversion to daylight,
damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold,
spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref
+11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25,
Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot
+25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Treasure: 900 pp; Aquamarine (500 gp), Black Pearl (500 gp), Golden
Yellow Topaz (600 gp), White Pearl (120 gp); Heavy Steel Shield (Medium)
(+2 shield, Animated) (16170 gp); hoard total 26890 gp

Room #24

West Entry
South Entry

Archway
Trapped and Unlocked Stone Door (hard 8, 60 hp)
Rune of Dread: CR 14; magic device; proximity trigger (alarm); no
reset; fear (frightened for 1d4 rounds, DC 20 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 28

Room Features
Monster

A narrow shaft descends from the room into the next dungeon level down, A
large kiln and coal bin sit in the south-west corner of the room
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)

Expertise, Improved Initiative, Weapon Focus (claw)

Room #25

North Entry
Room Features
Hidden Treasure

Stuck Stone Door (break DC 28; hard 8, 60 hp)


The south and west walls have been engraved with incoherent labyrinths, A
round table and iron brazier sit in the south side of the room
Hidden (Search DC 25) Trapped and Locked Simple Wooden Chest (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
Poisoned Arrow Trap: CR 14; mechanical; location trigger; manual reset;
Atk +15 ranged (5d6/x3 plus poison); poison (wyvern poison [injury, Fort
DC 17, 2d6 Con/2d6 Con]); Search DC 30; Disable Device DC 28
Blue Star Sapphire (1300 gp), Blue-white Diamond (4000 gp), Deep Blue
Spinel (300 gp), Peridot (30 gp); Mirror of Opposition (92000 gp); hoard
total 97630 gp

Room #26

East Entry
Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


6 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6
squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7;
Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue);
Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue);
Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn;
SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str
21, Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot
+15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes,
Mobility

Room #27

West Entry #1

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly

West Entry #2

Monster

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
2 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)

Trap

Hidden Treasure

Poisoned Scythe Blade: CR 16; mechanical; location trigger; manual reset;


Atk +14 melee (16d6/19-20 plus poison); multiple targets (all targets in a 5
ft. radius arc); poison (Dragon Bile); Search DC 28; Disable Device DC 32
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
700 pp; Bolt of Silver Cloth (300 gp), Bolt of Silver Cloth set with
Chrysoberyl (1000 gp), Porcelain Necklace inlaid with Brass (700 gp),
Silver Cloth Gloves (600 gp); Arcane Scroll (Sending (1125 gp))
(Completely different effect curse) (total 1125 gp); hoard total 10725 gp

Room #28

North Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Room #28

North Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Falling Block: CR 12; mechanical; location trigger; no reset; Atk +16
melee (12d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 26
Leads to room #31

West Entry
East Entry
South Entry
Room Features
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Unlocked Simple Wooden Door (hard 5, 10 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Several headless statues are scattered throughout the room, Several
candles are scattered throughout the room
11 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Room #29

North Entry #1

Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone

North Entry #2
East Entry
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Archway
14 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Room #30

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Monster

10 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);

Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Room #31

North Entry
West Entry

Archway
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Rune of Dread: CR 15; magic device; proximity trigger (alarm); no
reset; fear (frightened for 1d4 rounds, DC 18 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 26

South Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Falling Block: CR 12; mechanical; location trigger; no reset; Atk +16
melee (12d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 26
Leads to room #28, inhabited by 11 x Spectre

Trap

Room #32

North Entry

Poisoned Guillotine Blade: CR 15; mechanical; location trigger; manual


reset; Atk +17 melee (14d6/19-20 plus poison); poison (wyvern poison
[injury, Fort DC 17, 2d6 Con/2d6 Con]); Search DC 30; Disable Device DC
28

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #11

South Entry

Archway

Empty

Room #33

East Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Contact Poison: CR 12; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 26;
Disable Device DC 24
Leads to room #8, inhabited by 10 x Cloud Giant Skeleton

South Entry

Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp) (slides down, +1 to break DC)
Rune of Confusion: CR 13; magic device; proximity trigger (alarm); no
reset; confusion (confused for 1d4 rounds, DC 20 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 28

Room Features
Monster

A group of demonic faces have been carved into the north wall, The scent
of smoke fills the room
4 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4;
Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24;
Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee
(1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence,
spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance
21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con
-, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24,
Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18,
Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat
Expertise, Improved Initiative, Weapon Focus (claw)

Room #34

West Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a statue of an elemental salamander, and

The door is concealed behind a statue of an elemental salamander, and


opened by setting it aflame
East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #21, inhabited by 10 x Spectre

South Entry
Room Features
Monster

Archway
A tile labyrinth covers the floor, A circle of tall stones stands in the west
side of the room
15 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6
squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7;
Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue);
Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue);
Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn;
SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str
21, Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot
+15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes,
Mobility

Room #35

North Entry
West Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

Room #36

West Entry #2

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)

Room Features

Someone has scrawled "They ate Fari" on the west wall, A pile of torches
lies in the center of the room

East Entry
Trap

Room #37

North Entry
West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Rune of Confusion: CR 14; magic device; proximity trigger (alarm); no reset;
confusion (confused for 1d4 rounds, DC 20 Will save negates); multiple
targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device
DC 28

Archway
Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #12, inhabited by 1 x Nightwing

Leads to room #12, inhabited by 1 x Nightwing


South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #4

Empty

Room #38

North Entry #1

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

North Entry #2

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
A bookcase and concealed door pivots smoothly

North Entry #3
South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10
to break DC)

Empty

The Secret Delve of Terror


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