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Dungeon Delve - Warlock's Treachery

This is a quick delve i have put together as a request. Please note that it lacks description and it only contains the encounter information, this is because of my unexpected lack of time (personal issues at the moment). My sincere apologizes for the quality of this delve.





The PCs where sent by the warlock's patron to chase another warlock that broke the his pact with the entity. The party will visit a small temple ruin and eventually will travel to the Nine Hells to confront the renegade warlock. In this hellish realm, the warlock and the devils will prepare an assault against the PCs.
Tiles: This delve uses tiles from DT1 and DT2: Dungeon Tiles, and DT6: Dire Tombs

Encounter 1 - Summoning Hall


24202 XP
Opponents 6
Assassin Devil x2  (A)
Blackfire Burning Devil x4 (B)
Traps / Hazards 1
Fiery Mist (adaptation of the mint smoke published in RPGA The Burning Scent of Perfumed Swords.)



Setup
The PCs have traveled to an ancient temple ruin and located the underground entrance to the subterranean chamber that leads to the Nine Hells. Once they enter the chamber, the doors will magically lock behind them and as they go down they will see the warlock as he jumps into the brazier at the northern end of the room. In the room some devils have been summended to delay the PCs and buy the warlock some time to prepare a counter attack.




Features of the Area
Illumination: The braziers give off an eerie red light that brightly illuminates the room.
Ceiling: The ceiling in this area is 20 feet high.
Altar: A small altar containing 10 gp worth of ritual components.
Braziers: Five braziers adorn the room. Four of those braziers are
part of the fiery smoke trap and all for must be disabled to dissipate
the hazard. The brazier at the northernmost part of the room leads
to encounter 2. The PCs must jump inside the brazier to move to the
next room and if they dont succeed on an Arcana or Religion check
DC 25 they take 2d10 + 8 fire damage, but are still teleported to the
next area.


Fiery Smoke
Level 23 Obstacle hazard
5100 XP
Hazard: Smoke from 4 braziers billows forth to fill an area with its burning fumes.
Perception
Characters can't use Perception to detect this hazard.
Arcana
A DC 20 Arcana check reveals that smoke produced by the brazier is magical.
Attack
Action: Standard
Target: All creatures in blast
Atack: +29 vs Fortitude
Hit: 4d6 + 8 fire damage and 20 ongoing fire damage (save ends).
Countermeasures
Endurance DC 25: A character who makes a successful check can avoid the effect (but not the poison damage) of the Mint Smoke.
Thievery DC 30: An adjacent character can disable the trigger on one of the bowls with a successful check. There are 4 braziers in total. All braziers must be disabled in order for the fiery smoke to be disabled completely.
Arcana DC 29: A successful check grants the party a +2 bonus to Thievery checks to delay or disable the trap.
Hitting a fiery brazier with a power that has the cold keyword suppresses the brazier’s attack for 1d6 rounds




Assassin Devil
Medium immortal humanoid (devil)
Level 24 Lurker
6050 XP
Initiative +25 Senses Perception +23; darkvision
HP 167; Bloodied 83
AC 38; Fort 34; Ref 38; Will 36
Resist 25 fire
Speed 12
Traits
Dangerous Shadows
An assassin devil’s shadow sword attack deals 4d6 extra necrotic damage against any target granting combat advantage to it.
Standard Actions
Shadow Sword (standard; at-will basic attack) ♦ Necrotic, Weapon
+27 vs AC; 3d6+5 necrotic damage, and ongoing 5 damage (save ends).
Shadow Net (standard; at-will; recharges when the assassin devil uses shadow cloak)
+26 vs Reflex; Area burst 2 within 10; the target is restrained, is weakened, and takes ongoing 10 necrotic damage (save ends all). While a target is affected by shadow net, the assassin devil cannot use its shadow cloak power.
Shadow Cloak (standard; at-will; recharges when no creatures are affected by shadow net) ♦ Illusion
The assassin devil is invisible until it hits or misses with an attack.
Alignment Evil
Languages Common, Supernal
Skills Stealth +27
Str: 21 (+17)
Con: 17 (+15)
Dex: 28 (+21)
Int: 17 (+15)
Wis: 25 (+19)
Cha: 13 (+13)
Equipment leather armor
Monster Manual 2



Blackfire Burning Devil
Medium immortal humanoid (devil)
Level 24 Minion
1513 XP
Initiative +22 Senses Perception +17; darkvision
HP 1
AC 39; Fort 36; Ref 38; Will 34
Resist 20 fire, 20 necrotic
Speed 8
Traits
Blackflame Bolt ((standard; at-will) ♦ Necrotic
+27 vs Reflex; Ranged 10; 13 necrotic damage.
Blackfire Burst (when the blackfire burning devil drops to 0 hit points) ♦ Necrotic
Close burst 2; no attack roll; the target takes ongoing 10 necrotic damage and is weakened (save ends both).
Standard Actions
Burning Claw (standard; at-will basic attack) ♦ Necrotic
+29 vs AC; 13 necrotic damage.
Triggered Actions
Deadly Alacrity (free (when a blackfire burning devil is missed with a fire or necrotic attack); at-will) ♦ Necrotic, Teleportation
The blackfire burning devil teleports 8 squares. At the end of the movement, the burning devil makes a blackflame bolt attack against the creature that made the triggering attack.
Alignment Evil
Languages Supernal
Str: 21 (+17)
Con: 25 (+19)
Dex: 27 (+20)
Int: 10 (+12)
Wis: 21 (+17)
Cha: 10 (+12)
The Plane Above Secrets of the Astral Plane


Encounter 2 - Blazing Halls

21050 XP
Opponents 9
War Devil (Malebranche) (W)
Legion Devil Legionnaire x6 (L)
Assassin Devil x2 (A)


Setup
After jumping into the brazier, the PCs appear on a floating island in the Elemental Chaos. This island seems like a piece of a temple that was ripped from the fabrics of reality and placed in the Elemental Chaos. Blazing clouds, raging storms and other floating islands surround the PCs as they face the first wave of devils protecting the warlock.

Features of the Area
Illumination: The Elemental Chaos provides dim light in this portion of the map.
Braziers: Two braziers adorn the island. The brazier at the southern part of the island is the one the PCs appear from the one at the north is the one they will need to get into to advance to the next area. The PCs must jump inside the brazier to move to the
next room and if they dont succeed on an Arcana or Religion check DC 25 they take 2d10 + 8 fire damage, but are still teleported to the next area.
Floating Island: For information on the Elemental Chaos and falling creatures please review the Manual of the Planes and The Plane Below.

War Devil (Malebranche)
Large immortal humanoid (devil)
Level 22 Brute (L)
4150 XP
Initiative +17 Senses Perception +15
HP 255; Bloodied 127
AC 35; Fort 34; Ref 32; Will 30
Resist 30 fire
Speed 8, fly 8 (clumsy)
Standard Actions
Claw (standard; at-will basic attack)
+26 vs AC; 1d6+8 damage.
Trident (standard; recharges on 4-6) ♦ Weapon
+26 vs AC; Reach 2; 4d8+8 damage and ongoing 5 damage (save ends), and and the target slides into any square adjacent to the war devil and is knocked prone.
Move Actions
Devilish Transposition (move; at-will) ♦ Teleportation
Ranged 20; the war devil and an allied devil within range swap positions.
Minor Actions
Besieged Foe (minor; at-will)
Ranged sight; the war devil marks an enemy; allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.
Fiendish Tactics (minor; recharges on 5-6)
Ranged 10; affects up to 2 allied devils of the war devil’s level or lower; each target can take a move action or make a basic attack.
Alignment Evil
Languages Supernal
Skills Intimidate +20
Str: 27 (+19)
Con: 25 (+18)
Dex: 23 (+17)
Int: 15 (+13)
Wis: 19 (+15)
Cha: 18 (+15)
Monster Manual


Legion Devil Legionnaire
Medium immortal humanoid (devil)
Level 21 Minion
800 XP
Initiative +11 Senses Perception +11; darkvision
HP 1
AC 37; Fort 33; Ref 32; Will 32
Resist 15 fire
Speed 7, teleport 3
Traits
Squad Defense
The legion devil legionnaire gains a +2 bonus to its defenses when adjacent to at least one other legion devil.
Standard Actions
Longsword (standard; at-will basic attack) ♦ Weapon
+26 vs AC; 8 damage.
Alignment Evil
Languages Supernal
Str: 14 (+12)
Con: 14 (+12)
Dex: 12 (+11)
Int: 10 (+10)
Wis: 12 (+11)
Cha: 12 (+11)
Equipment heavy shield; longsword; plate armor
Monster Manual


Assassin Devil
Medium immortal humanoid (devil)
Level 24 Lurker
6050 XP
Initiative +25 Senses Perception +23; darkvision
HP 167; Bloodied 83
AC 38; Fort 34; Ref 38; Will 36
Resist 25 fire
Speed 12
Traits
Dangerous Shadows
An assassin devil’s shadow sword attack deals 4d6 extra necrotic damage against any target granting combat advantage to it.
Standard Actions
Shadow Sword (standard; at-will basic attack) ♦ Necrotic, Weapon
+27 vs AC; 3d6+5 necrotic damage, and ongoing 5 damage (save ends).
Shadow Net (standard; at-will; recharges when the assassin devil uses shadow cloak)
+26 vs Reflex; Area burst 2 within 10; the target is restrained, is weakened, and takes ongoing 10 necrotic damage (save ends all). While a target is affected by shadow net, the assassin devil cannot use its shadow cloak power.
Shadow Cloak (standard; at-will; recharges when no creatures are affected by shadow net) ♦ Illusion
The assassin devil is invisible until it hits or misses with an attack.
Alignment Evil
Languages Common, Supernal
Skills Stealth +27
Str: 21 (+17)
Con: 17 (+15)
Dex: 28 (+21)
Int: 17 (+15)
Wis: 25 (+19)
Cha: 13 (+13)
Equipment leather armor
Monster Manual 2



Encounter 3 - Blazing Throne
29500 XP
Opponents 9
Infernal Ironguard  x2    (I)
Warlock Deserter (W)
Legion Devil Legionnaire x6    (L)
Traps / Hazards 1
Skystone Field

Setup
After jumping into the last brazier, the PCs reach the warlock and his hiding place in the Elemental Chaos. This portion resembles a throne room that just like the previous island appears out of place as if pealed from reality. Behind the throne room floats a giant translucent crystal with a crimson tinge. Fire revolts inside and a perception check DC 20 reveals the silhouette of a creature that appears to be dormant inside. Perhaps that is the entity the warlock sealed a pact with when it betrayed the PC's patron entity.


Features of the Area
Illumination: The Elemental Chaos provides dim light in this portion of the map.
Braziers: 9 braziers adorn the island. The brazier at the southern part of the island is the one the PCs appear from. The other braziers have no magical or special properties.
Floating Island: For information on the Elemental Chaos and falling creatures please review the Manual of the Planes and The Plane Below.
Floating Crystal: The crystal contains the entity the warlock made a pact with and is 20 squares behind the throne. A Creature within range who attempts to attack the crystal takes 3d10 + 8 fire damage automatically.

Infernal Ironguard
Large immortal humanoid (devil)
Level 25 Soldier
7000 XP
Initiative +21 Senses Perception +21; darkvision
Guarding Presence aura 1; allies with the devil keyword that are in the aura gain a +2 bonus to AC and Reflex defense.
HP 234; Bloodied 117
AC 41; Fort 39; Ref 37; Will 37
Speed 6, fly 8
Traits
Dis Shield
While not bloodied, an infernal ironguard gains a +2 bonus to all defenses against divine attack powers. While bloodied, it takes a –2 penalty to all defenses against divine attack powers.
Standard Actions
Stab and Smash (standard; at-will basic attack) ♦ Weapon
+32 vs AC; Reach 2; 2d12+9 damage, and the target is pushed 5 squares and is knocked prone.
Triggered Actions
Protect at any Cost ((immediate interrupt; (when an adjacent ally is the target of an attack that does not include the infernal ironguard); at-will)
+30 vs Reflex; 1d4+9 damage, and the target is pushed 5 squares, and is knocked prone.
Alignment Evil
Languages Supernal
Str: 28 (+21)
Con: 26 (+20)
Dex: 24 (+19)
Int: 10 (+12)
Wis: 19 (+16)
Cha: 24 (+19)
Equipment bastard sword; heavy shield; plate armor
Dungeon Magazine 173


Warlock Deserter
Medium natural humanoid
Level 22 Elite Artillery
8300 XP
Initiative +16
HP 332; Bloodied 166
AC 33; Fort 35; Ref 34; Will 33
Saving Throws +2
Speed 6
Action Points 1
Standard Actions
Eldritch Blast (standard; at-will basic attack) ♦ Arcane
Ranged 10; +27 vs Reflex; 3d6 +8 damage
Diabolic Grasp (standard; encounter) ♦ Arcane, Fire
Range 10; +27 vs Fortitude; One creature of size Large or smaller
4d6 +8 fire damage and you slide the target 5 squares.
Tyranny of Flame (standard; encounter) ♦ Arcane, Fire
Effect: Taget is knocked prone
Range 10; +29 vs AC; 4d8 +8 fire damage, and the target can’t stand up from prone (save ends).
Move Actions
Ethereal Stride (move; encounter) ♦ Arcane, Teleportation
warlock deserter can teleport 3 squares, and gain a +2 power bonus to all defenses until the end of his next turn.
Minor Actions
Warlock's Curse (minor; at-will) ♦ Arcane
Ranged sight, nearest enemy; the target is cursed. A cursed target takes 3d6 extra damage anytime warlock deserter deals damage with a power.
3d6 +4
Alignment Unaligned
Languages Deep Speech, Common
Skills Arcana +24, Intimidate +22, Thievery +21
Str: 17 (+14)
Con: 28 (+20)
Dex: 21 (+16)
Int: 26 (+19)
Wis: 20 (+16)
Cha: 22 (+17)


Legion Devil Legionnaire
Medium immortal humanoid (devil)
Level 21 Minion
800 XP
Initiative +11 Senses Perception +11; darkvision
HP 1
AC 37; Fort 33; Ref 32; Will 32
Resist 15 fire
Speed 7, teleport 3
Traits
Squad Defense
The legion devil legionnaire gains a +2 bonus to its defenses when adjacent to at least one other legion devil.
Standard Actions
Longsword (standard; at-will basic attack) ♦ Weapon
+26 vs AC; 8 damage.
Alignment Evil
Languages Supernal
Str: 14 (+12)
Con: 14 (+12)
Dex: 12 (+11)
Int: 10 (+10)
Wis: 12 (+11)
Cha: 12 (+11)
Equipment heavy shield; longsword; plate armor
Monster Manual


Skystone Field
Level 19 Lurker hazard
2400 XP
With a resounding crack, a chunk jettisons from the surface beneath you and rockets upward.
Perception
DC 22: The character notices an array of cracks running throughout the surface and sees that certain blocks bounded by the cracks twist and shudder.
Nature
DC 27: As Perception, above.
Trigger
The trigger for a skystone field can be random, caused by the actions of creatures, or timed. When the field is triggered, it rolls initiative. Between the triggering of the field and its attack, characters in the area know that something is amiss—different bits of ground in the area begin to vibrate and twitch violently. On the field’s turn, a random square within the skystone field is the origin of a close burst attack. The same square cannot attack more than once in an encounter.
Attack
Action: Standard
Range: Close burst 1
Target: Each creature in burst
Atack: +22 vs Reflex
Hit: The target is flung 30 feet into the air, then falls back down. It takes 3d10 damage and falls prone in a random square within 3 squares of its starting position.
Miss: The target slides to an unoccupied square adjacent to the burst. If no such square is available, the attack hits automatically.
Effect: The burst creates an area of difficult terrain.
Countermeasures
Nature DC 27: With a Nature check as a minor action, a character can determine the square on which the hazard will center its attack during its next turn.
Arcana DC 22 or Thievery DC 22: A character who knows which square of the hazard will attack next can attempt an Arcana check or Thievery check as a standard action. On a successful check, the character stabilizes that square so that the hazard does not attack in that round.
The Plane Below Secrets of the Elemental Chaos


Conclusion
After defeating the renegade warlock, the warlock PC can attempt to converse with the entity and maybe make a pact with it in exchange for a magical item from his wishlist (perhaps he could reward the entire party as part of the deal). If that is the case, the previous pact brakes and that entity could attempt to kill them in the future.

1 comments:

Victor Hurtado said...

This was a personal request thus the lack of detail or information, but hopefully it will server others.

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