Dungeon Delve (Dungeons & Dragons 4th Ed: Supplement) by David Noonan, Bill Slavicsek

By David Noonan, Bill Slavicsek

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 out the prep time. It includes dozens of self-contained easy-to-run mini-dungeons, or "delves," every one crafted for a number of hours of game-play.

The e-book comprises delves for 1st- to 30th-level characters, and lines 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 resources for Dungeon Delve (Dungeons & Dragons 4th Ed: Supplement)

Sample text

The PCs are caught in a fight between the two factions. One of the warriors wears an unusual amulet depicting a sunburst with a female face (a clue that might lead the PCs to the rival faction; see Level 12: Emerald Dawn, page 78). ENCOUNTER 6–1: SUNKEN FOYER Encounter Level 6 (1,350 XP) 4 snaketongue initiates (S) 3 snaketongue warriors (W) Setup Most of the snaketongues live in the ruined foyer of the temple. When the PCs open the door, read: A decayed foyer stands before you. Rotted shreds of tapestries hang from the walls.

Floor Runes: The markings on the floor of the chamber are runes inscribed by Tal Lorvas. Whenever a living creature steps onto a marked square, gas begins to seep from the cracks in the center of the room. Cracks: The cracks in the center of the room are difficult terrain. If gas begins to flow, it forms a cloud inside the marked squares. Any PC who enters or starts his turn in the gas takes 2 damage. indd 37 37 12/2/08 9:24:36 AM ENCOUNTER 5–2: CORRIDOR OF DANGER Encounter Level 6 (1,300 XP) 3 blazing skeletons (S) 2 chillborn zombies (Z) 1 ice trap Setup The undead guardians in this corridor have orders to attack and destroy anything that isn’t undead and loyal to Tal Lorvas.

R Magic Missile (standard; at-will) ✦ Force Ranged 20; +12 vs. Reflex; 2d4 + 6 force damage (crit 2d6 + 14). A Necrotic Burst (standard; recharge when skeleton is raised using raise skeleton) ✦ Healing, Necrotic Area burst 2 within 10 squares; +12 vs. Fortitude; 2d6 + 4 necrotic damage (crit 2d6 + 22); undead in the burst regain 10 hit points. C Deathwave (standard; encounter) ✦ Necrotic Close blast 3; targets enemies; +12 vs. Fortitude; 1d8 + 10 necrotic damage (crit 2d6 + 18), and the target is pushed 3 squares and knocked prone.

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