By T. H. Lain
This name chronicles the newest event of varied iconic characters from the Dungeons & Dragons center rulebooks. This sequence of novels is designed to deliver readers towards the sensation of really enjoying a D&D event. This 7th identify within the novel line good points the enduring characters of the fighter and the rogue, either one of whom seemed within the kickoff name of the road, The Savage Caves.
Frigid chilly and ice sweep around the realm on the peak of summer season. Arctic monsters prowl the flash-frozen panorama. To liberate the secret, a small band of heroes needs to traverse the depths of a ruined, ice-clogged urban that now homes in simple terms unearthly creatures and lethal traps.
Will they locate the foremost to salvation?
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Additional info for Plague of Ice (D&D Retrospective, Book 7)
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.