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Showing posts with the label Dungeon23

Dungeon23, March 15

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 Stairs go downwards into the unknown! Area 22 The door to this stairway is closed but unlocked. The stairway is brightly illuminated by a pair of everburning torches found to either side of the stair. These stairs go downward into the second area of the Temple.

Dungeon23, March 12

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 The private chambers of a cult leader holds secrets and treasures! Area 21 This is the private cell for the cult leader Inrissa (usually found in area 19). The room is brightly illuminated by two everburning torches ensconced on the walls. The center of the chamber is taken up by a massive bed piled with soft pillows and luxurious blankets. When Inrissa sleeps, she is usually accompanied by at least two other cultists , with a kirk stationed outside her chamber as guard. Treasure: Shelves line the bottom of the bed frame, containing extra robes and other personal items. There is a small wooden box with velvet lining containing various bottles of perfumes and unguents worth 100 gp. A trio of various ivory rods (one is short and carved with a handle that looks like a robed bishop, one rod is long and thin and carved with a handle in the form of a unicorn, the third rod is cone-shaped with a handle carved in the likeness of a queen; each is worth 50 gp). A folio of pictures and p...

Dungeon23, March Day 11

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 It's been a few days since my last post, but here is a remarkable update to the project: Area 18 This chamber is carved into the shape of a fiendish head, in honor of the being buried here. A single stone-carved sarcophagus sits in the middle of the room, illuminated by an everburning torch ensconced in the northern wall. Inside the sarcophagus is the body of the evil cult's original founder: the hellspawn Mormentos Darkhorn. The sarcophagus is magically warded against intrusion. A DC 16 Intelligence (Arcana) check will find and identify the initial ward, however a DC 21 check is required to identify the secondary effect of the ward. First, it is sealed with an arcane lock spell; so attempting to open or break into the sarcophagus requires a DC 20 Strength check to lift or shove the lid. If the arcane lock is removed with a knock or dispel magic spell, another magical ward is activated, summoning four hell hounds into the room to attack and slay the intruders. The hell h...

Dungeon23, March Day 8

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 This hallway leads to danger from all sides! Area 17 This hallway is brightly illuminated by a pair of everburning torches . Creature: A kirk is stationed in the rounded alcove at the center of this hall. If they see an intruder, they shout out an alarm before engaging in melee. Kirk Medium humanoid (any), lawful evil Armor Class 18 (plate) Hit Points 52 (8d8+16) Speed 30 ft. Str 16 (+0) Dex 11 (+0) Con 14 (+2) Int 11 (+0) Wis 11 (+0) Cha 15 (+2) Saves Con +4, Wis +2 Senses passive Perception 10 Languages Common, Infernal Challenge 3 (700 xp); Prof. Bonus +2 Brave. The kirk has advantage on saving throws against being frightened. ACTIONS Multiattack: The kirk makes two melee attacks. Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest): For 1 minute, the kirk...

Dungeon23, March Day 7

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 A small chamber holds a dangerous secret that may change the world! Area 16 The door to this chamber is closed but unlocked. The room is brightly illuminated by a single everburning torch ensconced on the southern wall. This room is used as a resting area for those cultists newly initiated into the cult via the ritual described in area 14. A heavy bed is placed under the everburning torch , many thick pads of bedrolls, furs, pillows, and blankets used to make it as comfortable as possible. Next to the bed is a brass pitcher filled with water and three brass cups. Development: In the highly unlikely event that the PCs arrive into this chamber within 24 hours of the young prince's abduction, they will find the prince (use the noble NPC stats) in this room, lying on the bed and suffering from 4 ranks of exhaustion. He is being attended by a cultist , who kneels at his side, serving him food and water. Meanwhile, a kirk stands at the door to protect the prince from intruders. ...

Dungeon23, March Day 6

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 A narrow hall is dangerous! Area 15 The door to this hallway from area 14 is closed but unlocked. The hallway is dark. Those who venture through this hallway without a light source may be tempted to use place their hands against the sides of the hall as their guide in the dark. If they touch along the northern side of the hall, they are bound to activate a trap. Feeling along the southern wall face is perfectly safe. The evil cultists know of the trap and avoid it. If light is brought into the hall, viewers will see the walls are decorate with scenes from the Nine Hells depicting devils punishing the souls of mortals with curved blades. A successful DC 18 Intelligence (Investigation) or Wisdom (Perception) check will notice long notches along the wall, from where the blades of the trap emerge. Trap: If a creature puts weight against the norther hall in the square indicated above the number 15 on the map, they activate a trap. A pressure plate pushes into the wall and several sweep...

Dungeon23, March Day 5

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 The PCs enter one of the main worship chambers of the evil cult! Area 14 The doors into the oddly-shaped chamber are closed but not locked. The room is brightly illuminated by a pair of everburning torches ensconced to the northern wall and a large fire pit set into the floor the the south of the room. The room is decorate with mosaic tiles along the floor. The painted ceiling shows scenes of battles between flying angels and devils. The three pillars south of the fire pit are carved to resembles bodies of mortals and devils twisted in various erotic poses and embraces. If a living creature approaches the pillars, several hands unravel from the stonework and attempt to grapple the creature and hold them like a pair of manacles (+5 to hit, escape DC 20, 15 hit points, immune to poison or psychic damage). The target can be released by a command word from the cult leader. The fire pit is 10 feet deep. A creature that enters or ends their turn in the fire pit takes 22 (4d10) fire da...

Dungeon23, March Day 4

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 A narrow hallway holds danger! Area 13 This narrow hallway serves as the entry to the main worship areas beyond. Creature: A single kirk stands guard here in the alcove of the hall. He keeps an eye out for intruders attempting to enter areas 11 and 14. Kirks Medium humanoid (any), lawful evil Armor Class 18 (plate) Hit Points 52 (8d8+16) Speed 30 ft. Str 16 (+0) Dex 11 (+0) Con 14 (+2) Int 11 (+0) Wis 11 (+0) Cha 15 (+2) Saves Con +4, Wis +2 Senses passive Perception 10 Languages Common, Infernal Challenge 3 (700 xp); Prof. Bonus +2 Brave. The kirk has advantage on saving throws against being frightened. ACTIONS Multiattack: The kirk makes two melee attacks. Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest): For 1 minute, the kirk can utter a special comm...

Dungeon23, March Day 3

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 Would you like to have... an "experience?" Area 12 The door to this room is closed and locked (DC 21). The cult leader in area 14 has the keys to this room. The room is illuminated with three everburning torches spread around the chamber. At the center of the room is an altar. Carved into the sides of the altar are scenes depicting the Nine Hells. The hinged top of the altar can be easily opened. Inside appears to be a decadent, if coffin-like, bedding; complete with pillows and soft sheets. The altar can be slide to one side of its position. Finding this mechanism requires a successful DC 16 Intelligence (Investigation) or Wisdom (Perception) check. Once the mechanism is unlocked, the altar can be slide aside with a successful DC 10 Strength check. Under the altar is a hollowed alcove in the floor containing the personal stores of the cult leader who makes this chamber their room. Treasure: Hidden under the bed's pillow is a wavy-bladed +1 dagger . Found in the hollow ...

Dungeon23, March Day 2

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 A fiendish antechamber... Area 11 The door to this chamber is closed but unlocked. The room is brightly illuminated by an everburning torch ensconced in the southern wall. This room is the antechamber to one of the private worship chambers of the evil cult leadership. Creature: Perched in the rafters of the ceiling is an imp, a minion of the cult leader who dwells in area 12. If any intruders come into this chamber and attempt to access the door to area 12, the imp uses invisibility and flies away to alert it master in area 14. Imp Tiny fiend (devil, shapechanger), lawful evil Armor Class 13 Hit Points 10 (3d4+3) Speed 20 ft., fly 40 ft. Str 6 (-2) Dex 17 (+3) Con 13 (+1) Int 11 (+0) Wis 12 (+1) Cha 14 (+2) Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Condition Immunity poisoned Damage Immunity fire, poison Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses darkvision 120 ft.; passive Percep...

Dungeon23, March Day 1

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 Delving deeper into the temple of the evil cult! Area 10 The door to this oddly shaped room is closed. It is normally not locked, unless the prismatic pillar trap has been activated in area 4; in which case this door is sealed with an arcane lock spell. The room is brightly illuminated, thanks to a pair of everburning torches ensconced at the northern entry. Light also emanates from the red sphere located at the east of the room. The red sphere serves as a focus for a zone of truth spell effect. A creature standing within 15 feet of the red sphere must succeed on a DC 16 Charisma saving throw or be forced to only speak the truth while in the radius of the sphere. The cult uses this item to conduct interrogations of prisoners and to help induct potential newcomers into the cult to see if their oaths of devotion are true. The sphere appears to float in place, but it cannot be moved from its position. If attacked, the sphere is easily shattered (AC 13, 10 hit points, immune to poi...

Dungeon23, February Day 28

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 Another altar chamber in the temple of the evil cult! Area 9 The door to this room is closed and locked with an arcane lock spell. The door may open of its own accord, if the prismatic pillars are touched, as indicated in Area 4. This room is dark. Mosaics along the walls depict the Nine Hells and the Archdevils of each layer. An altar is set into the floor to the north of the room. The altar is decorated with carvings along is sides depicting scenes from the Nine Hells. Creature: There is a flesh golem in this room that serves as its guardian. The flesh golem will attack anyone who enters the room who is not dressed in the robes of the evil cult. Also, if the door opens as a result of the prismatic pillars in Area 4 being touched, the flesh golem will leave the room to attack any intruders it finds in the hall of Area 4. Flesh Golem Medium construct, neutral Armor Class 9 Hit Points 93 (11d8+44) Speed 30 ft. STR 19 (+4) DEX 9 (-1) CON 18 (+4) INT 6 (-2) WIS 10 (+0) CH...

Dungeon23, February Day 27

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 This room provides a chance for some wealth... and some danger! Area 8 This room is brightly illuminated by a trio of everburning torches set into wall sconces on the northern wall. At the center of is room is a small altar covered in a red velvet drape. If the drape is removed, the altar can been seen to be carved along it sides with scenes from the Nine Hells. A successful DC 16 Intelligence (Investigation) check reveals that the top of the altar can be removed. A successful detect magic or DC 16 Intelligence (Arcana) check reveals that there is a magical spell placed upon the altar. If the top is removed without invoking the name of the Lord of the Nine Hells, an alarm spell is activated, silently alerting the cult leader in area 19 that the altar has been opened. Treasure: Inside the altar is a set of evil cultist robes, complete with an ornate porcelain mask inlaid with gold that has a fiendish appearance (50 gp value), a silver amulet depicting the symbol of the Lord of...

Dungeon23, February Day 26

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 More magical shenanigans in the Temple of the evil cult! Area 7 This long hall is illuminated by a pair of everburning torches located to the south of the hallway. Obviously, the south of the hall is filled with bright light while the hall north of the door is dim light. The door to the north of this room is locked. It requires a successful DC 16 Thieves' Tools check to unlock. Only the cult leadership have the keys to this door. The three stone statues in this hallway are of a fiendish-looking man. Creatures: If anyone attempts to open the northern door who is not dressed in the robes of the evil cult (complete with mask and amulet), the eastern door will close and lock into place, the everburning torches will burn out leaving the hallway in complete darkness (unless the PCs have their own light source), and the three animated stone statues will awaken and attack all the intruders herein. Animated Stone Statues (3) Medium construct, unaligned Armor Class 15 (natural armor) ...

Dungeon23, February Day 25

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Well, it's been a hell of a busy week for me, so this project fell to the wayside as I got things sorted out. But now that the weekend is here, I was able to catch up and get the new map section picked out and the first several rooms filled out for each day I missed. Here is the first section of the Temple Area! Map by Justin Andrew Mason . If you enjoy this content, please consider throwing me $1 a month on my Patreon . Or maybe buy me a Ko-Fi . Now that the PCs have passed through the Crypts under the Mausoleum, they have found a set of stairs that continues deeper underground into the lair of the evil cult itself! In this temple, the PCs will battle the cultists and their leadership in a desperate attempt to rescue the kidnapped prince before he can be sacrificed to the Lord of the Nine Hells. Area 1 The stairs deposit the PCs into this entryway. Facing you is a set of stone-carved steps leading up to a massive set of double doors that appear to be cast in iron. Molded upon th...

Dungeon23, February Day 19

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 Here ends the Crypt Area of this #Dungeon23 mega-dungeon... If you have been enjoying my progress on this project, please consider buying me a Ko-Fi . Or maybe support me for $1 a month on my Patreon . Area T The areas marked “T” on the map indicate tunnels created by the ghouls that exist in this region. The ghouls were drawn to the area after the evil cult established themselves; having excavated the Crypts and Temple under the existing Mausoleum. The cult's evil presence attracted the ghouls, who dug into the Crypts from their warren; pulling bodies from the nearby graveyards to feast upon. The Tunnels are filled with Ghoul Stench. Any creature that starts its turn within in the tunnels must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. If the PCs are in the specific areas marked T1, T2, T3, or T4 and are making excessive noise or having a combat, they will attract the attention of a ghoul encounter, as detailed in the Crypt Rand...