Download Dungeon Delve: A 4th Edition D&d Supplement (D&d Adventure) by Bill Slavicsek, David Noonan PDF

By Bill Slavicsek, David Noonan

Dozens of dungeons able to play with no preparation...Dungeon Delve(TM) is designed for teams trying to find a thrilling evening of monster-slaying with no the prep time. It includes dozens of self-contained easy-to-run mini-dungeons, or "delves," each crafted for a number of hours of game-play.The ebook comprises delves for 1st- to 30th-level characters, and contours dozens of iconic monsters for the heroes to conflict. Dungeon Masters can run those delves as one-shot adventures or weave them into their crusade.

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Extra info for Dungeon Delve: A 4th Edition D&d Supplement (D&d Adventure) (Dungeons & Dragons)

Sample text

If it succeeds in stunning a grabbed foe, it immediately flies over the pit (spending an action point if needed) and drops the PC into the well (a free action). During combat, the grell often remains aloft above one of the well squares, making it harder for the PCs to engage it in melee. All the monsters fight until slain. The gnolls pursue the PCs back to the stairway out of the tomb (in area 2), but the grell does not move beyond area 3, instead retreating down the well if the characters leave this area without destroying it.

When the PCs reach the bottom of the sloping corridor, read: The corridor levels out and widens into a small chamber. A strange symbol has been painted onto the floor. A portcullis blocks the way out on the other side of the room. Two animated corpses, frost emanating from their decaying forms, move toward you with malice in their undead eyes. Tactics Two blazing skeletons use readied actions to hurl flame orbs as soon as the adventurers traverse the sloping corridor. Then they fall back to let the chillborn zombies engage the PCs in melee.

Three successes before 3 failures are needed to destroy the trap and turn the squares into clear terrain. Each failed check increases the damage dealt by the trap by 2 points. If the PCs get 3 failures before achieving 3 successes, the trap becomes more dangerous (1d6 + 8 damage) and cannot be destroyed. The trap fades after 24 hours. Features of the Area Illumination: Darkness. Ceiling: The ceiling in this area is 20 feet high. Symbol of Zehir: Any PC who makes a DC 12 Religion check can identify the symbol painted on the floor as the holy symbol of Zehir.

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