2. The Doorwardens
At
the bottom of the cellar stairs is an empty room inset into the far stone wall
is a decretive double door, with a massive number of iron bands.
Perception
(DC 10, reduced by 1 for every 10 feet
closer to the door you are when you reach the bottom of the steps) at the top of the stairs once the cellar
door is opened one can hear loud arguing from beyond the door.
Detect
magic: 1st rd: magic is present here, 2nd
rd: strongest magic radiates from the entire room, 3rd rd: The
entire room radiates overwhelming necromancy, plus the room radiates strong
abjuration, and the door radiates moderate transmutation
True
seeing: will reveal that the door is an animated
object.
What can be learned from the Duke’s Maiden’s
arguments.
· There
are at least two women arguing from beyond the door
· The
Deathless Duke is close to achieving his goal.
· Every
day the followers are closer to reaching the Empyrean Bastille
· The
Empyrean Bastille creates distortions of space, time, and reality, making
locating it nigh-impossible.
· According
to the oracle Rhys Larkchild of Our Mother of Madness, either the dragon will breach the Empyrean
Bastille on the 7th day or the sappers will breach it on the 12th.
If the Doorwarden
spots anyone in the room (Perception -5) or if someone touches the door, the
door opens with a loud creek (that alerts the Duke’s Maidens) as if to let them
pass through, if they don’t bear the arcane
mark of the Deathless Duke, it will close on the first person to pass
through (it bends around them to close) trapping them on the the other side and
attacks them with its iron bands, using surprise, along with its grab and
constrict abilities to crush its opponents.
Once the door is
opened the Duke’s maidens on duty here arguing from the alcoves as well as
those around the corner at the back of the room, go dead quiet and drink their
potions of invisibility and stealthy move up and prepare to attack the first
person through the door. 4 of the
maidens engage in melee combat while 2 others engage in ranged combat. One of
them will drink a portion of vampric touch and then move up so she can position
herself to attack with it later. A third goes to activate the trap in Area 3,
and then moves on to warning the rest of the Duke’s followers. The stacking of the fear effects here can result in a panicked or cowering PC.
The area from the
cellar door all the way to Area 3 is warded by a permanent teleport trap. Its destination is Area 5.
In the far back of the room is a script carved in
elven by a former follower of The Deathless Duke who was driven to despair and
etched the following message into the wall
“I went to study at the towers unseen,
unfortunately unknown to me where I stayed in the Antegate was a den of followers
of The Deathless Duke. I even met the Duke,
who arrived via spell, he just had a way about him and he was so perfect, but
never egotistical about it, he just wanted to make the world a better place. I
thought I would stay till I finished my studies at the towers. I lost touch
with all my family and friends, but the Duke and his followers were always
there for me, they bombarded me with love. I was happy.
I became so devoted to the Duke, I let him cast
spell after spell on me, the early ones helped me with my studies, but
eventually he and his followers started using a number of enchantment spells
that changed the way I thought. Then the group forced me cut off to cut of The
Deathless Duke’s head, and it grew right back in the blink of an eye. Then I learned what is really…”
Nothing more is written as the other followers
killed her and used the pit of green slime in the far back corner to dispose of
the body, so as not to trouble the Deathless Duke with this betrayal of
belief.
A cavern next to the pit leads to Area 3.
Doorwarden CR7
XP 4,800
Huge Animated Object.
N Huge construct
Init -2;
Senses darkvision
60 ft., low-light vision;
Perception -5
Defense
AC 19,
touch 8, flat-footed 19; (-2 Dex, +11 natural)
hp 78
(7d10+40)
Fort +2, Ref
+0, Will -3
Defensive Abilities hardness
10, object; Immune
construct traits
Offense
Speed 30
ft.
Melee slam
+15 (3d6+15 plus grab)
Space 15
ft.; Reach 15 ft.
Special Attacks constrict
(3d6+15)
Statistics
Str 30, Dex
6, Con —, Int —, Wis 1, Cha 1
Base Atk +7;
CMB +19 (+23 grapple); CMD 27
(can’t be tripped)
Languages none
SQ construction
points (5 CP); constrict (1 CP),
grab (1 CP), improved attack (1 CP),
metal (2 CP)
Special Abilities
Object
(Ex) the Watchtower as an object has a number of
special defenses:
Energy
attacks: These deal half damage to Gatekeeper. Divide the
damage by 2 before applying the Watchtower's hardness. Acid does full damage
against the gatekeeper
Ranged
Weapon Damage: Watchtower takes half damage from ranged weapons
(unless the weapon is a siege engine or something similar). Divide the damage
dealt by 2 before applying the watchtower's hardness.
Ineffective
Weapons: Most melee weapons have little effect on this
metal door, unless they are designed for breaking up metal, such as a pick or hammer.
Siege engines or something similar are also effective.
The Duke’s Maidens (10) CR 3
XP 800
Female human rogue 4
LE Large humanoid
Init +3; Senses Perception +7
Female human rogue 4
LE Large humanoid
Init +3; Senses Perception +7
Aura
panicked (DC 12 or shaken 1d4 rounds)
Defense
AC 23, touch 14,
flat-footed 20 (+3 armor, +3 Dex, +6 natural armor, -1 size, +1 shield)
hp 36 (4d8+18)
Fort +5, Ref +7, Will +0
Defensive Abilities evasion, trap sense +1, uncanny dodge, DR 10/magic, bludgeoning, and good SR 16
hp 36 (4d8+18)
Fort +5, Ref +7, Will +0
Defensive Abilities evasion, trap sense +1, uncanny dodge, DR 10/magic, bludgeoning, and good SR 16
Offense
Speed 30 ft.
Melee mwk bladed gauntlet +10 (1d4+6 plus poison) or mwk bladed gauntlet +8 (1d4+6 plus poison) and mwk bladed gauntlet +8 (1d4 +3 plus poison)
Ranged mwk composite shortbow crossbow +7 (1d6+3/19-20 plus poison)
Special Attacks sneak attack +2d6, precise strike +1d6,
Melee mwk bladed gauntlet +10 (1d4+6 plus poison) or mwk bladed gauntlet +8 (1d4+6 plus poison) and mwk bladed gauntlet +8 (1d4 +3 plus poison)
Ranged mwk composite shortbow crossbow +7 (1d6+3/19-20 plus poison)
Special Attacks sneak attack +2d6, precise strike +1d6,
Statistics
Str 22, Dex 16, Con 18, Int 13, Wis 8, Cha 10
Base Atk +3; CMB +9; CMD 22
Feats Point Blank, Precise Shot, Precise Strike, Two-Weapon FightingB, Weapon Focus (bladed gauntlet)B
Skills Bluff +7, Climb +13, Craft (Alchemy) +8, Diplomacy +7, Intimidate +7, Knowledge (Local) +8, Perception +6, Sense Motive +6, Sleight of Hand +10, Stealth +10
Languages Common
SQ trapfinding, rogue talents (combat trick, weapon training)
Combat Gear potion of vampiric touch (+9, 2d6 plus 2d6 sneak attack and 1d6 precise strike), potion of invisibility, medium spider venom (5 doses; save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save); Other Gear +1 leather armor, masterwork bladed gauntlets (2), masterwork composite shortbow (Str +2) with 20 bolts
Base Atk +3; CMB +9; CMD 22
Feats Point Blank, Precise Shot, Precise Strike, Two-Weapon FightingB, Weapon Focus (bladed gauntlet)B
Skills Bluff +7, Climb +13, Craft (Alchemy) +8, Diplomacy +7, Intimidate +7, Knowledge (Local) +8, Perception +6, Sense Motive +6, Sleight of Hand +10, Stealth +10
Languages Common
SQ trapfinding, rogue talents (combat trick, weapon training)
Combat Gear potion of vampiric touch (+9, 2d6 plus 2d6 sneak attack and 1d6 precise strike), potion of invisibility, medium spider venom (5 doses; save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save); Other Gear +1 leather armor, masterwork bladed gauntlets (2), masterwork composite shortbow (Str +2) with 20 bolts
Fear’s Favor
The Deathless Duke
meditated here for nearly a year to overcome the fear and dread he had of his
father’s potential interference in his plan. This location now grants his
followers the ability to strike fear into the heart of their enemies.
Effect: Followers of The Deathless Duke within this site can, as an immediate
action, choose to become a larger, more awful version of themselves. They grow
to size Large, and take on features that horrify their enemies. They gain the
following abilities: a +6 size bonus to Strength, a +4 size bonus to
Constitution, a +6 natural armor bonus, DR 10/magic, bludgeoning, and good,
with spell resistance equal to 12 + the follower’s HD. The follower also emits
an aura that emanates 30 feet from it. Enemy creatures within the aura must
make a successful Will save (DC 10 + 1/2 the follower’s HD + its Charisma
modifier) or become panicked; creatures that make their saving throw are shaken
for 1d4 rounds. Each time a creature shaken by this aura hits the
fear-inspiring subject with a melee attack, that creature must save again or
become panicked. The aura's effect is a fear and mind-affecting effect. These
effects have already been applied to the Duke’s maiden’s above.
When any creature uses
any spell or effect with the fear descriptor (such as cause fear or scare)
within this site, that creature can increase its effect by one step upon a
failed save. For example, shaken becomes frightened, frightened becomes
panicked, panicked becomes cowering, and cowering becomes helpless. In
addition, if a creature is immune to fear effects, it gains the confused
condition for one round upon a failed save.
Treasure
The maiden’s have been gathering up the treasure
of those who attempt to enter through here and past the trap in Area 3. They have
put most of it into an iron chest hidden behind a false panel in the wall
(Perception DC 25), it has a superior lock (Disable Device DC 40, worth 150 gp),
one of the maiden’s has hidden the key behind a stone at the far edge of the
pit (Perception DC 40). One of the duke’s trusted followers comes to collect
once a week.
+1 buckler (1,165 gp), masterwork
greatclub (305 gp) longbow (75 gp), spyglass
(1,000 gp), climber's kit (80 gp), leather armor (10 gp), shuriken (5, 1 gp); an bracelet made from thread of gold (16 gp), zircon
(44 gp), red spinel (63 gp), turquoise (5 gp), agate 3 (gp), turquoise 1 (gp), 3 pp, 67 gp, 260 sp, 700 cp
You can find the start of these encounters here in Area 1.
You can find the start of these encounters here in Area 1.
Wow, that is nice and involved. Couple of tweaks and I could use that nicely. Thanks for sharing Steve.
ReplyDeleteYour welcome, and thank you, I am hoping to do one every week day till there is a nice dungeon for publication, nothing like designing in public.
ReplyDelete