By David Noonan, Bill Slavicsek
Dozens of dungeons able to play with no preparation...
Dungeon Delve(TM) is designed for teams trying to find an exhilarating evening of monster-slaying with out the prep time. It includes dozens of self-contained easy-to-run mini-dungeons, or "delves," each crafted for a couple of hours of game-play.
The booklet contains 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.
Read or Download Dungeon Delve (Dungeons & Dragons 4th Ed: Supplement) PDF
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Additional info for Dungeon Delve (Dungeons & Dragons 4th Ed: Supplement)
AC; 1d10 + 4 damage, or 1d10 + 6 damage while bloodied; see also pack attack. Pack Attack A gnoll huntmaster deals 5 extra damage on melee and ranged attacks against an enemy that has two or more of the huntmaster’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +7, Stealth +11 Str 16 (+5) Dex 19 (+6) Wis 14 (+4) Con 14 (+4) Int 8 (+1) Cha 7 (+0) Equipment leather armor, handaxe, longbow, quiver of 30 arrows CHAPTER # | Xx 12/2/08 9:24:14 AM Level 7 Elite Soldier Medium aberrant magical beast (blind) XP 600 Initiative +9 Senses Perception +9; blindsight 12 HP 156; Bloodied 78 AC 22 (24 while the grell has an enemy grabbed); Fortitude 19, Reﬂex 20, Will 17 Immune gaze Saving Throws +2 Speed 1 (clumsy), ﬂy 6 (hover) Action Points 1 m Tentacle Rake (standard; at-will) ✦ Poison Reach 2; +12 vs.
The only attacks the swallowed target can make are basic attacks. At the start of each of the feymire crocodile’s turns, the swallowed target takes 10 damage. When the feymire crocodile dies, the target is no longer swallowed and can escape as a move action, appearing in the feymire crocodile’s former space. Alignment Unaligned Languages — Skills Stealth +12 Str 22 (+11) Dex 15 (+7) Wis 17 (+8) Con 20 (+10) Int 5 (+2) Cha 8 (+4) CHAPTER # | Xx 12/2/08 9:25:39 AM E N CO U N T E R 6 – 3 : I N N E R S A N C T U M Snaketongue Celebrant (C) Level 11 Controller Medium natural humanoid (shapechanger), human XP 600 Initiative +9 Senses Perception +14 HP 117; Bloodied 58 AC 24; Fortitude 22, Reﬂex 20, Will 24 Resist 10 poison Speed 7 m Scimitar (standard; at-will) ✦ Poison, Weapon +14 vs.
A deep but narrow crevasse stretches across the floor in front of you. Perception Check DC 19: You see lighter stonework on the back wall of the alcoves—a telltale sign of a sliding panel or secret door. indd 30 3 Gnoll Claw Fighters (G) Level 6 Skirmisher Medium natural humanoid XP 250 each Initiative +7 Senses Perception +6; low-light vision HP 70; Bloodied 35 AC 20; Fortitude 18, Reﬂex 16, Will 15 Speed 8; see also mobile melee attack m Claw (standard; at-will) +11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below.
Dungeon Delve (Dungeons & Dragons 4th Ed: Supplement) by David Noonan, Bill Slavicsek