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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...

Dungeon23 February Day 18

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 Closing in on the final rooms of the Crypt Area. Area 23 The two doors into this chamber are both locked. The door lock can be picked with a successful DC 18 Thieves' Tools check. Smashing down the doors can also be accomplished: each door has AC 15 and 18 hit points (immune to poison and psychic damage). If the PCs have encountered any cultists due to a Random Encounter, one of the cultists will have a key that fits the lock to this door. The stairs to the north lead downwards into the Temple Area.

Dungeon23, February Day 17

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 The Crypts Area reveals a small worship chamber belonging to the evil cult: Area 22 The door to this room is closed but not locked. This rectangular room has cobblestone floors and plastered walls. Four heavy wooden pillars secure the ceiling at each corner. Across the room, facing the doors is a large stone statue of a male hellspawn holding an open book. The book is held in a way to be read by onlookers, not the figure in the statue. A pair of large iron braziers burn with a heavy flame, filing the room with light and heat. The statue is that of the hellspawn founder of the evil cult: Mormentos Darkhorn, as described in Area 3. This room was placed here in his honor and serves as a place of worship and defense for members of the evil cult operating in the Crypt Area. This room is filled with the power of evil. If any spell or magical ability is used to sense evil, such as the detect evil and good spell or a paladin's divine sense power, the caster must make a successful DC ...