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5e: Enter the Temple of Luminescence

Some Just Want to Watch the World Burn!

When the high priest of the sun goddess brings the planet and the sun closer together to spread his deity’s light to every corner of existence, the world begins to heat up dangerously. All attempts to breach the Temple of Luminescence and halt the magic powering this catastrophe have failed. The adventurers must perform an incantation known as the path of the sun and navigate the temple’s defenses to stop the high priest. But what appalling truths which led to this deadly incident will the adventurers uncover—and can they save the world before it burns?

Deadly Delves: Temple of Luminescence is an exciting deluxe module in Jon Brazer Enterprises’ Deadly Delves product line, and is created for the Fifth Edition of the World’s Oldest Fantasy Roleplaying Game. This adventure is designed to heartily challenge a party of 15th- through 18th-level PCs and leave them with a memorable heroic tale. Inside these 51 action-packed pages, you’ll find:

  • 8 Fully-Statted New and Variant Monsters and 2 High-Level NPCs—keep your players on their toes by having them face off against an ancient solar dragon, a dwarven high priest, and new golems, elementals, and demons
  • 9 New Traps to keep your PCs on their toes
  • 11 New Hazards and Curses to make the environment unique and interesting as the sun’s power scorches all within the temple
  • 5 New Magic Items ideally suited to high-level characters
  • A New Type of Spell Anyone Can Cast which lets the adventurers pass as one of the temple’s own
  • A Beautiful Map with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • Enough content to get your group of 15th-level PCs to 18th level, or your 18th-level PCs to 20th level

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: Temple of Luminescence today at the JBE Shop. You can also find this adventure at DriveThruRPG/RPGNow, Paizo, and coming soon to the Open Gaming Store.  

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5e: Ancient Solar Dragon

Last week was the first preview of our upcoming 5e adventure Deadly Delves: Temple of Luminescence by showing off the greater fire elemental. While that is great and all, that is hardly something amazing. Sure it is really good for wizards and druids that want to conjure one of these bad boys up 17th level or if they get their hands on a 9th level scroll of conjure elemental. Otherwise, a fire elemental is not exactly a terribly exciting monster.

Well how about a new type of dragon. Deadly Delves: Temple of Luminescence features two new dragon types that Fifth Edition fans have never seen before. These dragons are from the stars and have abilities that reflect their extraterrestrial origins. Today we are sharing with the ancient solar dragon. This dragon is here because the Temple of Luminescence is an immense temple to a sun deity and a solar dragon is a living representative of the sun deity. Naturally, it would want to feel the warmth of the sun more and sharing that warmth with everyone on the planet would not seem reasonable to it, yes? That may just be the case in this adventure.

Download Deadly Delves: Temple of Luminescence today at the JBE Shop. You can also find this adventure at DriveThruRPG/RPGNow, Paizo, and coming soon to the Open Gaming Store.  

Ancient Solar Dragon

Gargantuan dragon, lawful neutral


Ancient Solar Dragon by Brian Brinlee

Armor Class 17 (natural armor)
Hit Points 261 (16d20 + 96)
Speed 40 ft., fly 80 ft.


STR 26 (+8) DEX 10(+0) CON 22 (+6)
INT 21 (+5) WIS 18(+4) CHA 26 (+8)


Skills Perception +12, Persuasion +21
Saving Throws Dex +6, Con +12, Wis +10, Cha +14
Damage Vulnerabilities cold
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Auran, Celestial, Common, Draconic, Elvish, Gnomish, Ignan, Sylvan, Terran
Challenge 17 (18,000 XP)


Channel Radiation. When the dragon uses its action to Channel Life, it can instead release a wave of radiation. Creatures other than the dragon within the corona must make a DC 18 Constitution save, taking 10 (3d6) radiant damage and 10 (3d6) poison damage. Constructs are immune to this ability.
Intergalactic. In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
Primal Fire. The dragon’s breath weapon ignores a target’s resistance to fire; targets who are immune to fire instead only resist the dragon’s breath weapon.

Actions


Multiattack. The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Alien Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and can see it must succeed on a DC 22 Wisdom saving throw or become blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Alien Presence for the next 24 hours.
Solar Breath (Recharge 5–6). The dragon exhales a solar flare in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 31 (9d6) radiant damage and 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Channel Life (3/Day). The dragon creates a corona of sunlight in a 90-foot radius centered on the dragon. All living creatures within the corona regain 31 (7d8) hit points. Undead within the corona must make a DC 18 Constitution saving throw or take an equal amount of radiant damage and become blinded for 1 minute. On a successful save, an undead creature takes half as much damage and isn’t blinded.

Legendary Actions


The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar dragon regains spent legendary actions at the start of its turn.
Detect. The solar dragon makes a Wisdom (Perception) check.
Tail Attack. The solar dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions


  • On initiative count 20 (losing initiative ties), a solar dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
  • A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is blinded until the end of its next turn.
  • A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind’s area must succeed a DC 15 Strength saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn’t pushed on a successful one. The solar wind disperses gas or vapors.
  • The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must make a DC 15 Constitution saving throw, suffering a level of exhaustion on a failed save. Constructs and creatures immune to fire damage are immune to this ability.
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5e/PFRPG: Wallpaper from the Temple

While I was preparing preview material for the upcoming 5e adventure Deadly Delves: Temple of Luminescence, I noticed that we never came up with wallpaper for the Pathfinder version. When I realized that, I knew I could not let that stand. The interior image by Jacob Blackmon is just far too awesome to let that go without being made into wallpaper for your computer. 

This image features Khol, our signature catfolk barbarian, walloping a sun dragon with his bare claws while Runa, our signature dwarven cleric is neutralizing the dragon’s attacks with her spells. I mean, holy cow is that awesome or what? In the middle of the room is a pillar of fire. This scene if featured in the adventure and is pretty awesome. Find out all the details about this fight inside Deadly Delves: Temple of Luminescence.

You, however, can snag this image for your computer desk. Download it now for Pathfinder and Fifth Edition

While you are at it, be sure to download Deadly Delves: Temple of Luminescence for Pathfinder or Fifth Edition. Download now.

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5e: Greater Fire Elemental

One of the challenges of converting a module from Pathfinder to 5e is the lack of monsters. 5e hasn’t been around as long as Pathfinder, Wizards hasn’t put out monster books at the same rate as Paizo, and only most of the monsters in the MM are open content while none of the monsters in any subsequent monster books are available for me to use. As such, the bestiary section of each adventure is considerably larger than their Pathfinder counterparts.

Take the greater fire elemental in the upcoming Deadly Delves: Temple of Luminescence as an example. This CR 9 variant of the standard MM fire elemental was hardly difficult to make. We started with the basic fire elemental and leveled it up from there. No real problem. However, we had to include the stats for it in this adventure where we could just put the reference to it in the Pathfinder version in the original adventure.

The good thing about this though is that we can bring it to you, both in this adventure and in the upcoming Book of Heroes: Conjurable Creatures. The adventure will be out soon (hopefully by the end of the month) while Conjurable Creatures will be out early next year. The best part is that both of these will be available in game stores sometime next year. We are really looking forward to bringing you some awesome adventures and supplements to your game. Be sure to check them out.

Greater Fire Elemental

Huge elemental, neutral


Armor Class 16
Hit Points 136 (13d12 + 52)
Speed 60 ft.


STR 12 (+1) DEX 23 (+6) CON 19 (+4)
INT 8 (–1) WIS 10 (+0) CHA 9 (–1)


Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 9 (5,000 XP)


Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 10 (3d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (3d6) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

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Pathfinder: High Warpriest

When you are talking high level NPCs, their stat blocks can take quite a bit of time to create. Take the one we are featuring today, the high priest of Lirikellein, the goddess of the sun in this adventure: a high priest should be one that has accumulated quite a bit of abilities and gear. Detailing all that requires time, time a busy GM doesn’t have. Just like making high level adventures take quite a bit of time.

This is time we are happy to save you, just like how last week we showed off a very old solar dragon. With Deadly Delves: Temple of Luminescence, we have worshippers of the sun goddess using a ritual to pull the world into the sun. Yourdley, the high priest of the temple is one of those people involved in this endeavor. Now before you say, “killing everyone on the planet is evil,” let me ask you, is trying to bring people closer to a good deity evil? I mean, sure, most don’t take being “closer” to a deity quite so literally, but is it possibly just a good act that you may not like? If you said, “yes it is still evil,” you are right; it is still evil. But it is an act of one that is deluded into thinking that that is what their deity wants. Those that believe it can see it as an “ends justify the means” situation. Others might even believe that anything done to bring people “closer” to their god as good. What does Yourdley believe? You’ll have to read the adventure to find out.

One final point, keen observers will note that this NPC is of a CR equal to its character level. Normally the CR is 1 less than their character level but this NPC has far more gear than a heroic NPC of that level. As such, this NPC is more difficult than its heroic counterparts, raising its CR by 1.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

High Priest Yourdley CR 17

XP 102,400
Male dwarf warpriest of Lirikellein 17
N Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft.; Perception +13


Defenses


AC 27, touch 13, flat-footed 27 (+9 armor, +4 deflection, –1 Dex, +5 natural)
hp 216 (17d8+102+17 temporary)
Fort +19, Ref +6, Will +19; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%, sacred armor (+4, 17 minutes/day) Resist fire 20; SR 29


Offense


Speed 20 ft.
Melee +1 brilliant energy dispelling morningstar +23/+23/+18/+13 (2d6+12/19–20)
Special Attacks blessings 11/day (armor of flame, blinding strike, cleansing fire, fire strike), channel positive energy 9/day (DC 25, 6d6), hatred, sacred weapon (2d6, +4, 17 rounds/day)
Warpriest Spells Prepared (CL 17th; concentration +24)
6th—blade barrier (DC 23), harm (2, DC 23)
5th—flame strike (DC 22), righteous might, spell resistance, true seeing, wall of stone
4th—air walk, blessing of fervor APG, divine power, freedom of movement, spell immunity
3rd—bestow curse (2, DC 20), blindness/deafness (DC 20), daylight, invisibility purge, protection from energy (2)
2nd—align weapon, hold person (3, DC 19), owl’s wisdom, sound burst (DC 19), spiritual weapon
1st—bane (DC 18), command (2, DC 18), doom (DC 18), liberating command UC, sanctuary (DC 18), shield of faith, sun metal UC (DC 18)
0 (at will)—bleed (DC 17), detect magic, guidance, resistance, spark APG (DC 17)


Statistics


Str 18, Dex 8, Con 20, Int 10, Wis 24, Cha 10
Base Atk +12; CMB +21; CMD 29 (33 vs. bull rush and trip)
Feats Combat Casting, Critical Focus, Dazzling Display, Deadly Finish UC, Extra Channel, Great Fortitude, Greater Vital Strike, Improved Critical (morningstar), Improved Vital Strike, Sickening Critical, Shatter Defenses, Skill Focus (Intimidate), Toughness, Vital Strike, Weapon Focus (morningstar)
Skills Appraise +0 (+2 to assess non-magical metals or gemstones), Climb +3, Heal +12, Intimidate +26, Knowledge (religion) +10, Perception +13 (+15 to notice unusual stonework), Sense Motive +12; Racial Modifiers +2 Appraise to assess non-magical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear potion of barkskin (CL 12th, used); Other Gear +1 moderate fortification adamantine half-plate, +1 brilliant energy dispelling morningstar, belt of physical might +4 (Str, Con), cloak of resistance +2

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Pathfinder: Very Old Solar Dragon

The Pathfinder Bestiaries present dragons in 3 age categories—young, adult, and ancient—and give you enough information so that you can make it change age categories (and thus, change CR) up or down with only a little work. The thing is, “with only a little work” is more than opening up the Bestiaries and using what is there. So when Mike Welham wanted to include the full stats for a solar dragon that was of a different age category than the normal three, I was thrilled. This can be used by GMs everywhere, even if they do not run the adventure Deadly Delves: Temple of Luminescence. You already know how a solar dragon should look and act while still giving you stats for an age you didn’t previously have.

I am not saying what this particular dragon’s name is nor am I saying if this dragon’s alignment is the alignment in the adventure. I’m not saying whether I modified the skills, feats or sorcerer spells to be more in in line with the typical solar dragon. Dragons are individuals; they are all different. This dragon, however is exactly what you would expect from a a typical very old solar dragon.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Very Old Solar Dragon CR 17

XP 102,400
LN Gargantuan dragon (fire)
Init +4; Senses dragon senses see in darkness; Perception +30
Aura alien presence (300 ft., DC 29)


Defenses


AC 34, touch 6, flat-footed 34 (+28 natural, –4 size)
hp 310 (23d12+161)
Fort +19, Ref +15, Will +19
DR 15/magic; Immune fire, paralysis, sleep; SR 28


Offense


Speed 50 ft., fly 250 ft. (clumsy)
Melee bite +31 (4d6+18), 2 claws +31 (2d8+12), tail slap +29 (2d8+18), 2 wings +29 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, 18d10 fire, Reflex DC 27 half), channel life (9/day), channel radiation (DC 27), crush, primal fire, tailsweep
Spell-Like Abilities (CL 23rd; concentration +29)
At will—blight (DC 21), cup of dust APG (DC 19), detect magic, searing light
Sorcerer Spells Known (CL 13th; concentration +19)
6th (5/day)—contagious flame APG, disintegrate (DC 22)
5th (7/day)—break enchantment, dominate person (DC 22), wall of force
4th (7/day)—charm monster (DC 21), dimension door, fear (DC 20), greater invisibility
3rd (7/day)—dispel magic, fireball (DC 19), lightning bolt (DC 19), protection from energy
2nd (8/day)—continual flame, resist energy, scorching ray, see invisibility, shatter (DC 18)
1st (8/day)—charm person (DC 18), color spray (DC 17), mage armor, magic missile, shield
0 (at will)—bleed (DC 16), dancing lights, detect magic, detect poison, flare (DC 16), light, mage hand, read magic, touch of fatigue


Statistics


Str 34, Dex 11, Con 22, Int 21, Wis 18, Cha 23
Base Atk +23; CMB +39; CMD 49 (53 vs. trip)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Multiattack, Power Attack, Quick Channel UM, Quicken Spell, Selective Channeling, Silent Spell, Spell Focus (enchantment), Toughness
Skills Diplomacy +32, Fly +12, Heal +28, Knowledge (arcana, geography, history, nature, planes, religion) +31, Linguistics +10, Perception +30, Sense Motive +30
Languages Auran, Celestial, Common, Draconic, Elven, Ignan, Sylvan, Terran
SQ no breath, starflight


Special Abilities


Alien Presence (Su) A creature that fails its saving throw against a very old solar dragon’s alien presence is blinded for 5d6 rounds (or permanently if it has 4 Hit Dice or fewer).
Channel Life (Su) A very old solar dragon can channel positive energy a number of times per day equal to 3 + its Charisma modifier as a cleric of 11th level. This energy can be used only to heal living creatures.
Channel Radiation (Su) A very old solar dragon can use its channel life ability to instead channel radiation that deals an equal amount of damage to living creatures. A living creature that succeeds at a Fortitude save takes half damage.
Primal Fire (Su) A very old solar dragon’s breath weapon can affect creatures normally immune or resistant to fire damage. A creature immune to fire damage still takes half damage from the breath weapon (no damage with a successful saving throw). A resistant creature’s fire resistance is treated as 10 less than normal.

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Pathfinder: Some Just Want to Watch the World Burn!

Some Just Want to Watch the World Burn!

When the high priest of the sun goddess brings the planet and the sun closer together to spread his deity’s light to every corner of existence, the world begins to heat up dangerously. All attempts to breach the Temple of Luminescence and halt the magic powering this catastrophe have failed. The adventurers must perform a ritual known as the path of the sun and navigate the temple’s defenses to stop the high priest. But what appalling truths which led to this deadly incident will the adventurers uncover—and can they save the world before it burns?

Deadly Delves: Temple of Luminescence is an exciting deluxe adventure for 15th-level characters and includes in its 40 action-packed pages:

  • 4 Fully-Statted New and Variant Monsters and NPCs—keep your players on their toes by having them face off against a very old solar dragon, a dwarven warpriest, an elven cleric, and a new type of demon
  • 10 New Traps and a New Haunt
  • 6 New Hazards to make the environment unique and interesting as the sun’s power scorches all within the temple
  • A New Curse that prevents any kind of resistance to fire damage
  • A New Ritual which lets the adventurers pass as one of the temple’s own
  • A Beautiful Map with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • 3 New Magic Items ideally suited to high-level characters
  • Enough content to get your group of 15th-level PCs to 16th level, and approaching the level beyond

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.