the delve of marceline the vampire queen 01

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The Delve of Marceline the Vampire Queen Level 1

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RPG Pathfinder Dungeon Random Level 1

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Page 1: The Delve of Marceline the Vampire Queen 01

The Delve of Marceline the Vampire Queen

Level 1

Page 2: The Delve of Marceline the Vampire Queen 01
Page 3: The Delve of Marceline the Vampire Queen 01

General Dungeon Walls Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Cool

Illumination Dark (individual creatures may carry lights)

Corridors a A group of demonic faces have been carved into the walls

c Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

e Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

i Burning torches in iron sconces line the corridor

m A 10-foot wide chasm cuts across the corridor

n The scent of smoke fills the corridor

r A mouldy odor fills the corridor

s Chain Flail: CR 2; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset repair; Effect Atk +12 melee (2d6); multiple targets(all targets in a 5 ft. radius burst)

u Burning torches in iron sconces line the corridor

v Chain Flail: CR 3; mechanical; Perception DC 20; Disable Device DC 22;Trigger location; Reset repair; Effect Atk +12 melee (3d6); multiple targets(all targets in a 5 ft. radius burst)

w Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

x Skeletons hang from chains and manacles against the walls

z Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset manual; Effect Atk +10 melee (1d8+1/x3);multiple targets (all targets in a 10 ft. line)

WanderingMonsters

1 2 x Human Skeleton, lost and desperate

2 3 x Human Skeleton, trying to lure the party into an ambush

3 1 x Ghoul, lost and desperate

4 2 x Orc, trying to lure the party into an ambush

5 4 x Human Skeleton, scouting from another part of the dungeon

6 5 x Human Skeleton, hunting for food

Room #1 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

→ Leads to room #34

East Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp) (slides up, +2 to break DC)

→ Leads to room #23, inhabited by 1 x Troglodyte

East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 25 gp, 100 sp, 700 cp; Masterwork Buckler (155 gp); hoard total197 gp

Room #2 South Entry Archway

Room Features A simple fireplace sits against the south wall, Someone has scrawled "Inthe Year of Charms, when the Walls of Prisms are broken, the Dominion ofBlades shall be sundered" on the north wall

Room #3 North Entry #1 Archway

North Entry #2 Archway

→ Leads to room #5, inhabited by 5 x Duergar

West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

→ Leads to room #18

East Entry Unlocked Stone Door (hard 8, 60 hp)

South Entry Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp)

Ⓢ The door is located near the ceiling and concealed within a mosaic oflegendary monsters

Ⓣ Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

→ Leads to room #20

Room Features The sound of rushing water can be faintly heard near the south wall, A pileof blood-soaked clothing lies in the north side of the room

Monster 3 x Dire Rat

Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision,scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; SkillFocus (Perception)

Room #4 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #17, inhabited by 1 x Ghoul

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→ Leads to room #17, inhabited by 1 x Ghoul

East Entry #1 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

Ⓢ A bookcase and concealed door pivots smoothly

East Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

South Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

South Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)

Ⓣ Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

South Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 tobreak DC)

→ Leads to room #30

Room Features An iron chandelier hangs from the ceiling in the south-west corner of theroom, The walls are covered with claw marks

Room #5 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

South Entry Archway

→ Leads to room #3, inhabited by 3 x Dire Rat

Monster 5 x Duergar

Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

Treasure: 7 gp; Masterwork Light Crossbow (335 gp); Oil of Arcane Mark(cr, 25 gp), Oil of Purify Food and Drink (cr, 25 gp), Scroll of Hide fromUndead (cr, 25 gp), Scroll of Protection from Evil (cr, 25 gp); hoard total442 gp

Room #6 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Unlocked Stone Door (hard 8, 60 hp)

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

Ⓣ Swinging Axe Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

Page 6: The Delve of Marceline the Vampire Queen 01

→ Leads to room #10, inhabited by 1 x Spider Swarm

Monster 1 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses darkvision60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-footed 16 (+7armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1; Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4 plus grab), sting+6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA constrict (1d6+4); Str19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk +3, CMB +8 (+12grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0

Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20,break DC 18; hard 5, 15 hp)

9 gp, 73 sp, 30 cp; Agate (11 gp), 2 x Freshwater Pearl (10 gp), GreenSpinel (35 gp), Pyrite (9 gp); Silver candelabra with holy symbol (75 gp),Silver holy symbol (25 gp), Silver noble family seal (60 gp); hoard total 251gp 6 sp

Room #7 North Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ Earthmaw Trap: CR 3; magic; Perception DC 20; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 10Reflex save for half damage)

North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

→ Leads to room #14

East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features A fountain of water sits against the north wall, Someone has scrawled"emerald, silver" on the east wall

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 18 gp, 150 sp, 80 cp; Lapis Lazuli (8 gp), Obsidian (8 gp), RockQuartz (12 gp); Masterwork Leather Armor (160 gp); hoard total 221 gp 8 sp

Room #8 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A narrow shaft descends from the room into a midden chamber below,Several pieces of rotten fruit are scattered throughout the room

Room #9 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect

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(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

→ Leads to room #17, inhabited by 1 x Ghoul

Empty

Room #10 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ Swinging Axe Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

→ Leads to room #6, inhabited by 1 x Giant Scorpion

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

Room Features A toppled statue lies in the east side of the room, A shattered sword lies inthe south-west corner of the room

Monster 1 x Spider Swarm

Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Speed 20 ft., climb20 ft.; Melee swarm (1d6 plus poison and distraction); Space 10 ft.; Reach0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2;Base Atk +1, CMB --, CMD --

Skills: Climb +11, Perception +4

Room #11 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features A stair ascends to a catwalk hanging between the east and west walls,Several headless statues are scattered throughout the room

Room #12 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry Archway

Room Features A magical mosaic on the south wall can be used as a portal to any knownlocation within the dungeon, A tile labyrinth covers the floor

Monster 1 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human,shapechanger); Init +3; Senses low-light vision, scent; Perception +8; AC19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20(2d8+8); Fort +3, Ref +6, Will +3; DA evasion; DR 10/silver; Speed 30 ft.;Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curseof lycanthropy, DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneakattack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat,polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and direrats), trapfinding

Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3,Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim

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Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim+7; Dodge, Weapon Finesse

Treasure: 30 pp, 219 gp, 82 sp, 340 cp; hoard total 530 gp 6 sp

Room #13 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Empty

Room #14 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #16

East Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

→ Leads to room #7, inhabited by 1 x Ghoul

East Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Electrified Lock: CR 1; magic; Perception DC 20; Disable Device DC20; Trigger touch; Reset none; Effect electric shock (2d6 electricitydamage, DC 12 Reflex save for half damage)

Room Features Part of the south wall has collapsed into the room, Several headless statuesare scattered throughout the room

Room #15 North Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ A bookcase and concealed door pivots smoothly

→ Leads to room #34

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

Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

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

Room Features Someone has scrawled "The Blade of Chivalry is reforged" in goblin runeson the east wall, A pile of corroded iron spikes lies in the north-west cornerof the room

Room #16 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #14

East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ Falling Block: CR 3; mechanical; Perception DC 22; Disable DeviceDC 22; Trigger location; Reset none; Effect Atk +12 melee (3d6);multiple targets (all targets in a 10 ft. square area)

South Entry Archway

Room Features A large demonic idol with ruby eyes sits in the east side of the room, Thesound of footsteps can be heard in the north side of the room

Room #17 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);

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(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

→ Leads to room #9

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

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

→ Leads to room #4

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 29 gp, 90 sp, 1500 cp; Masterwork Padded Armor (155 gp); hoardtotal 208 gp

Room #18 East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)

Ⓣ Falling Block: CR 2; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger location; Reset none; Effect Atk +10 melee (1d6);multiple targets (all targets in a 10 ft. square area)

East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

→ Leads to room #3, inhabited by 3 x Dire Rat

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

Room Features A chute falls into the room from above, Someone has scrawled "door, left,straight, left" on the south wall

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25,break DC 25; hard 5, 20 hp)

73 gp, 500 sp, 1600 cp; Potion of Sanctuary (cr, 50 gp), Potion of Touch ofthe Sea (apg, 50 gp), Scroll of Sleep (cr, 25 gp); hoard total 264 gp

Room #19 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 7 gp, 100 sp; Azurite (8 gp), Chrysoprase (45 gp), Hematite (12gp), Lapis Lazuli (8 gp), Malachite (7 gp), Malachite (8 gp), Sardonyx (55gp), Smoky Quartz (55 gp), Tigereye (11 gp); hoard total 226 gp

Room #20 North Entry Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp)

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23; hard 5, 20 hp)

Ⓢ The door is located near the ceiling and concealed within a mosaic oflegendary monsters

Ⓣ Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

→ Leads to room #3, inhabited by 3 x Dire Rat

West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ The door is located several feet above the floor and concealed behindan area of mold

East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features Someone has scrawled "The next life you save will be the one that endsyours" in draconic script on the west wall, A sour odor fills the south sideof the room

Room #21 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A narrow shaft falls into the room from above, Someone has scrawled "Ethisstands here, slain by a basilisk" on the south wall

Room #22 West Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

→ Leads to room #30

West Entry #2 Archway

→ Leads to room #28

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

Ⓣ Teleporter Crystal: CR 2; magic; Perception DC 22; Disable Device DC20; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 12 Will save negates)

Room Features Someone has scrawled a basic map of the dungeon on the north wall, Theceiling is covered with scorch marks

Monster 1 x Spider Swarm

Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Speed 20 ft., climb20 ft.; Melee swarm (1d6 plus poison and distraction); Space 10 ft.; Reach0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2;Base Atk +1, CMB --, CMD --

Skills: Climb +11, Perception +4

Room #23 North Entry Archway

West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp) (slides up, +2 to break DC)

→ Leads to room #1, inhabited by 1 x Ghoul

Room Features A large demonic idol with ruby eyes sits in the south side of the room, Thesouth and east walls are covered with sword cuts

Monster 1 x Troglodyte

Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Senses

Page 11: The Delve of Marceline the Vampire Queen 01

Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

Treasure: 17 gp, 170 sp; Agate (9 gp), Alabaster (11 gp), Rose Quartz (45gp); Oil of Light (cr, 25 gp), Potion of Cure Light Wounds (cr, 50 gp), Potionof Jump (cr, 50 gp), Scroll of Find Traps (cr, 150 gp); hoard total 374 gp

Room #24 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features Someone has scrawled "The green dragon is not a dragon" on the west wall,A broken spear lies in the south-east corner of the room

Monster 2 x Human Skeleton

Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

Feats: Improved Initiative

Room #25 North Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed within a mosaic of vile acts

West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC 28;hard 8, 60 hp) (slides down, +1 to break DC)

Ⓢ A bookcase and section of wall pivots smoothly

Monster 1 x Gelatinous Cube

Gelatinous Cube: CR 3, XP 800; N Large Ooze; Init -5; Senses blindsight 60ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 50(4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze traits; Speed 15ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; Reach 5 ft.; SA engulf,paralysis; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4,CMD 9 (can't be tripped); SQ transparent

Treasure: 146 gp, 630 sp, 5300 cp; Freshwater Pearl (10 gp), Lapis Lazuli(11 gp), Milky Quartz (45 gp); Scroll of Flare (cr, 12 gp 5 sp), Scroll ofMirror Image (cr, 150 gp); hoard total 490 gp 5 sp

Room #26 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #27 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

Page 12: The Delve of Marceline the Vampire Queen 01

North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Room Features A tile mosaic of arcane patterns covers the floor, The ceiling is coveredwith cracks

Monster 2 x Human Skeleton

Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

Feats: Improved Initiative

Room #28 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

Ⓣ Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger location; Reset manual; Effect Atk +10 melee (1d6/19-20)

West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

East Entry Archway

→ Leads to room #22, inhabited by 1 x Spider Swarm

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp) (slides down, +1 to break DC)

Room Features A weapon rack and several stools sit in the east side of the room, An acridodor fills the room

Room #29 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

West Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Swinging Axe Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

→ Leads to room #33, inhabited by 1 x Ghoul

Room Features A stone sarcophagus sits in the north-east corner of the room, Someone hasscrawled "Suntha fell here, slain by ghouls" on the west wall

Monster 1 x Wererat (Hybrid Form)

Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human,shapechanger); Init +3; Senses low-light vision, scent; Perception +8; AC19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20(2d8+8); Fort +3, Ref +6, Will +3; DA evasion; DR 10/silver; Speed 30 ft.;Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curseof lycanthropy, DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneakattack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat,polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and direrats), trapfinding

Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3,Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim+7; Dodge, Weapon Finesse

Treasure: Masterwork Trident (315 gp); Potion of Aid (cr, 300 gp); hoardtotal 615 gp

Page 13: The Delve of Marceline the Vampire Queen 01

Room #30 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 tobreak DC)

→ Leads to room #4

West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

→ Leads to room #22, inhabited by 1 x Spider Swarm

Room Features A sloped pit lined with iron spikes lies in the south side of the room,Various torture devices are scattered throughout the room

Room #31 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A set of demonic war masks hangs on the west wall, Someone has scrawled"No, I said it had eleven eyes" on the west wall

Monster 2 x Human Skeleton

Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

Feats: Improved Initiative

Room #32 North Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ One-way Door: CR 1; mechanical; Perception DC 22; Disable DeviceDC 22

North Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk+2 ranged touch, 2d4 acid damage for 4 rounds)

Room #33 West Entry #1 Unlocked Stone Door (hard 8, 60 hp)

West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Swinging Axe Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

→ Leads to room #29, inhabited by 1 x Wererat

Page 14: The Delve of Marceline the Vampire Queen 01

→ Leads to room #29, inhabited by 1 x Wererat

Room Features A group of monstrous faces have been carved into the west wall, Severaliron blobs are scattered throughout the room

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 18 gp, 240 sp; Bloodstone (50 gp), Ivory (55 gp), Malachite (12gp), Obsidian (9 gp), Rhodochrosite (10 gp), Rock Quartz (12 gp); Oil ofLight (cr, 25 gp), Scroll of Shield of Faith (cr, 25 gp); hoard total 240 gp

Room #34 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #1, inhabited by 1 x Ghoul

East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ A bookcase and concealed door pivots smoothly

→ Leads to room #15

Empty

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