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I had the opportunity to play the Wizards and RPGA dungeon delves at the D&D Experience and at Gencon the past few years and I was hooked. It's like speed chess for D&D. This book turns those fun fast battles into a product and it does so very well.
Each of the scenarios in Dungeon Delve takes up six pages, with three encounter areas, a story seed, some expansion opportunities, and flavor text. There's one delve for each level in the game, with encounters ranging from Kobolds to a red dragon and a pair of balors.
Each of the delves focuses on one or two sets of D&D dungeon tiles and clearly states which tiles you need. This is the first product I've seen from Wizards that directly uses the tiles as part of the adventure and it's about damn time. It's bothered me for years that the maps in the adventures published by Wizards of the Coast never fit their own dungeon tiles and often don't fit the minis they use.
The tile problem is fixed in Dungeon Delve but the miniature problem still exists. There are many scenarios that have monsters currently not released as D&D miniatures. In other delves, the encounter uses multiple rare minis in a single battle. Who would be willing to pay the $80 for a pair of huge red dragons? In future products like this, I would hope that Wizards keeps their own miniature line in consideration along with the rarity of the mini. No encounter should require more than one rare miniature.
So where exactly does the Dungeon Delve fit into your game? One way is to pull out a delve when your regular group goes off the beaten path. Perhaps they find an old abandoned wizard tower when they're exploring the big swamp. Perhaps you just want to step away from your massive campaign for a quick romp through a cursed sewer. Like the encounters found in Draconomicon and Open Grave, these quick three-room dungeons can fit into a regular campaign pretty easily.
Another way to use it is for one-shot adventures. With the Character Builder now online, its easy to whip up five quick pre-gen PCs and let your party try out some new classes. Maybe some of your old buddies are in town and want to roll some 20s without worrying about an entire adventure. Does your group want to try out those cool new Diva Avengers some night? Whip them up and run them through a delve!
For this reason, I'd very much like to see Delves as a standard for Dungeon magazine online. I'm not very likely to break up my campaign to play a full Dungeon-published adventure, but for a quick three-encounter delve? I'd download it and play it in a second. This style of adventure could really take D&D insider into the right direction.
Dungeon Delve fits a particular niche in Wizards Dungeons and Dragons 4e lineup. It isn't an adventure and it isn't a sourcebook. It is a toolbox of encounters designed to help dungeon masters quickly throw three rooms full of baddies at your friendly neighborhood players. For the amount of content you get, Dungeon Delve is worth every penny.
This Dungeons & Dragons supplement provides Dungeon Masters with 30 short, easy-to-run mini-dungeons - or "delves" - each designed to last a single game session. The book includes delves for characters from 1st to 30th level and features maps built using D&D Dungeon Tiles. Each adventure presents unique and challenging encounters to keep your players on the edge of their seats.
2. Dungeon Delve R O L E P L AY I N G G A M E S U P P L E M E NT David Noonan David Christ Greg Marks Shawn Merwin Dru Moore BillSlavicsek Delve_FM.indd 1Delve_FM.indd 1 12/2/08 9:15:07 AM12/2/089:15:07 AM 3. CREDITSCREDITS DUNGEONS & DRAGONS, D&D, d20,d20 System, WIZARDS OF THE COAST, Adventurers Vault, PlayersHandbook, Dungeon Masters Guide, Monster Manual, D&D Insider,all other Wizards of the Coast product names, and their respectivelogos are trademarks of Wizards of the Coast in the U.S.A. andother countries. All Wizards characters, character names, and thedistinctive likenesses thereof are property of Wizards of the CoastLLC. This material is protected under the copyright laws of theUnited States of America. Any reproduction or unauthorized use ofthe material or artwork contained herein is prohibited without theexpress written permission of Wizards of the Coast LLC. Anysimilarity to actual people, organizations, places, or eventsincluded herein is purely coincidental. Printed in the U.S.A. 2009Wizards of the Coast LLC VISIT OUR WEBSITE ATWWW.WIZARDS.COM/DNDVISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND620-23987720-001 9 8 7 6 5 4 3 2 1 First Printing: February 2009ISBN: 978-0-7869-5139-0 Design David Noonan (lead), David Christ,Greg Marks, Shawn Merwin, Dru Moore, Bill Slavicsek DevelopmentAndy Collins Editing Ray Vallese (lead), Dawn J. Hagerman, M.Alexander Jurkat Managing Editing Kim Mohan Director of R&D,Dungeons & Dragons/Book Publishing Bill Slavicsek D&D StoryDesign and Development Manager Christopher Perkins D&D SystemDesign and Development Manager Andy Collins Art Director JonSchindehette Special thanks to Brandon Daggerhart, keeper ofShadowfell Cover Illustration Wayne Reynolds Graphic Designers EmiTanji, Yasuyo Dunnett Interior Illustrations Rob Alexander, DaveAllsop, Lee Moyer, William OConnor Cartographer Jason A. EnglePublishing Production Specialists Angelika Lokotz, Erin DorriesPrepress Manager Jefferson Dunlap Imaging Technician Ashley Brock,Carmen Cheung Production Manager Cynda Callaway This productrequires the 4th Edition DUNGEONS & DRAGONS game rules, whichare based on previous DUNGEONS & DRAGONS game rules designed byE. Gary Gygax, Dave Arneson (1st Edition and earlier); David ZebCook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams,Richard Baker, and Peter Adkison (3rd Edition). U.S., CANADA, ASIA,PACIFIC, & LATIN AMERICA Wizards of the Coast LLC P.O. Box 707Renton WA 98057-0707 +1-800-324-6496 EUROPEAN HEADQUARTERS HasbroUK Ltd Caswell Way Newport, Gwent NP9 0YH GREAT BRITAIN Please keepthis address for your records WIZARDS OF THE COAST, BELGIUMIndustrialaan 1 1702 Groot-Bijgaarden Belgium +32.070.233.277Delve_FM.indd 2Delve_FM.indd 2 12/2/08 9:15:10 AM12/2/08 9:15:10 AM4. contents INTRODUCTIONINTRODUCTION. . . . . . . . . . . . . . . .. . 4 1: COPPERNIGHT HOLD1: COPPERNIGHT HOLD . . . . . . . . 12 byShawn Merwin 11: Kobold Defenses . . . . . . . . . . . . . . .1212: The Hall of Ancestors . . . . . . . . . . .14 13: AudienceChamber . . . . . . . . . . . . .16 2: THE BROKEN TOWER2: THEBROKEN TOWER. . . . . . . 18 by Greg Marks 21: The Guardroom . . .. . . . . . . . . . . . .18 22: Gallery of Death. . . . . . . . . .. . . . . .20 23: Throne Room . . . . . . . . . . . . . . . . . .223: ORC STRONGHOLD3: ORC STRONGHOLD . . . . . . . . . . 24 by DruMoore 31: Holding Cells. . . . . . . . . . . . . . . . . . .24 32:Banquet Hall . . . . . . . . . . . . . . . . . . .26 33: TheBarracks. . . . . . . . . . . . . . . . . . .28 4: THE RAIDERSHIDEOUT4: THE RAIDERS HIDEOUT . . . . 30 by David Noonan 41:Chamber of Sand . . . . . . . . . . . . . . .30 42: Throne Chamber. . . . . . . . . . . . . . .32 43: Well of the Hungry One. . . . .. . . .34 5: TOMB OF THE TIEFLING5: TOMB OF THE TIEFLINGEMPRESSEMPRESS. . . . . . . . . . . . . . . . . . . . . . 36 byBill Slavicsek 51: Death in the Dark . . . . . . . . . . . . . .3652: Corridor of Danger . . . . . . . . . . . . .38 53: NemeiasAntechamber . . . . . . . . 40 6: TEMPLE OF THE ZEALOTS6: TEMPLE OFTHE ZEALOTS. . .42 by David Christ 61: Sunken Foyer. . . . . . . .. . . . . . . . . . .42 62: Serpent Steamer . . . . . . . . . . . .. . 44 63: Inner Sanctum . . . . . . . . . . . . . . . . 46 7: THECATACOMBS7: THE CATACOMBS OF KOPTILAOF KOPTILA. . . . . . . . . . .. . . . . . . 48 by Shawn Merwin 71: The First Line. . . . . . . .. . . . . . . . . . .48 72: Unclean. . . . . . . . . . . . . . . .. . . . . . . .50 73: The Return of Koptila . . . . . . . . . . .528: POISONED SHADOWS8: POISONED SHADOWS . . . . . . . . 54 by GregMarks 81: Basement of the Curio Shop. . . . .54 82: Into the Sewers. . . . . . . . . . . . . . . .56 83: Nightshades Lair . . . . . .. . . . . . . . .58 9: DECEITFUL DESCENT9: DECEITFUL DESCENT . . .. . . . 60 by Dru Moore 91: Temple Facade . . . . . . . . . . . . .. . . .60 92: Hounds of Hell . . . . . . . . . . . . . . . . .6293: Summoning Room. . . . . . . . . . . . . .64 10: FEAR THENIGHT10: FEAR THE NIGHT . . . . . . . . . . . 66 by David Christ101: Poisonous Welcome . . . . . . . . . . .66 102: The AmbitiousLieutenant . . . . .68 103: The New Master . . . . . . . . . . . .. .70 11: LAST WILL11: LAST WILL AND TESTAMENTAND TESTAMENT. . . .. . . . . . . . 72 by Shawn Merwin 111: The Reading. . . . . . . .. . . . . . . . . . .72 112: Demonic Muck. . . . . . . . . . . . .. . .74 113: The Abyssal Portal. . . . . . . . . . . . .76 12:EMERALD DAWN12: EMERALD DAWN . . . . . . . . . . . . 78 by GregMarks 121: Fane of the Dawn. . . . . . . . . . . . . .78 122:Bloody Altar . . . . . . . . . . . . . . . . . .80 123: RadiantChamber of the Dawn. . . . . . . . . . . . . . . . . . . . . .8213: PLANAR BANDITS13: PLANAR BANDITS . . . . . . . . . . . 84 byDru Moore 131: Training Grounds . . . . . . . . . . . . . .84 132:Standing Stone Still. . . . . . . . . . . .86 133: Divide andConquer . . . . . . . . . . .88 14: HALL OF14: HALL OF ECHOINGSCREAMSECHOING SCREAMS. . . . . . . . . . 90 by David Noonan 141:Umber Hulk Guardians . . . . . . . .90 142: The Skeleton Room. . .. . . . . . . . .92 143: Chamber of the Buried Sun . . . .94 15:CAVES OF MENACE15: CAVES OF MENACE. . . . . . . . . . 96 by GregMarks 151: Lure of the Night . . . . . . . . . . . . . .96 152:Chasm of Torment. . . . . . . . . . . . .98 153: The Headwater . .. . . . . . . . . . . 100 16: EYE OF FLAME16: EYE OF FLAME . . . .. . . . . . . . . 102 by David Christ 161: Elemental Lashings . . .. . . . . . . 102 162: Hammer and Anvil . . . . . . . . . . 104163: Fire and Ash . . . . . . . . . . . . . . . . 106 17: CAVERNSOF DEMISE17: CAVERNS OF DEMISE . . . . . . 108 by Shawn Merwin 171:Trial of Water . . . . . . . . . . . . . . . 108 172: Trial ofFire. . . . . . . . . . . . . . . . . . .110 173: Trial of Eyes . .. . . . . . . . . . . . . . . .112 18: SUMMERS END18: SUMMERS END .. . . . . . . . . . . . 114 by Bill Slavicsek 181: The Angry Trees.. . . . . . . . . . . . .114 182: Ruined Corridor. . . . . . . . .. . . . .116 183: Lodge of the Hunt . . . . . . . . . . . .118 19:TEMPLE OF19: TEMPLE OF THE FOUR WINDSTHE FOUR WINDS . . . . . . . .. . 120 by Dru Moore 191: The Competition . . . . . . . . . . . .120 192: Eternal Guardians . . . . . . . . . . . 122 193: The FourWinds . . . . . . . . . . . . . 124 20: COLD HANDS OF CHAOS20: COLDHANDS OF CHAOS. . .126 by David Christ 201: Deaths Doorstep . . . .. . . . . . . 126 202: Icy Tomb of Splendor. . . . . . . . 128 203:Blademasters Sanctum. . . . . . 130 21: BAHAMUTS SHAME21: BAHAMUTSSHAME . . . . . . . . 132 by Shawn Merwin 211: The UnhiddenPassage. . . . . . . 132 212: The Invisible Doorway. . . . . . .134 213: The Unholy Weapon. . . . . . . . . 136 22: SMOLDERINGFLAMES22: SMOLDERING FLAMES OF WAROF WAR. . . . . . . . . . . . . .. . . . . . . . 138 by Greg Marks 221: Hall of Sentinels. . . . . .. . . . . . . 138 222: The Well of Time. . . . . . . . . . . . 140223: Gallery of Souls . . . . . . . . . . . . . 142 23: LICHS LASTSTAND23: LICHS LAST STAND. . . . . . . . 144 by David Noonan 231:Entry Room . . . . . . . . . . . . . . . . . 144 232: Laboratory. .. . . . . . . . . . . . . . . . 146 233: Throne Room . . . . . . .. . . . . . . . 148 24: GHOULISH DESIGNS24: GHOULISH DESIGNS. . . .. . . . 150 by Dru Moore 241: Brute Force . . . . . . . . . . . . .. . . . 150 242: Reinforcements . . . . . . . . . . . . . 152 243:Inner Sanctum . . . . . . . . . . . . . . 154 25: TEMPLE OF25:TEMPLE OF PRIMORDIAL FIREPRIMORDIAL FIRE. . . . . . . . . . 156 byBill Slavicsek 251: Corridor of Fire and Spirit. . . . 156 252:Ritual Chamber . . . . . . . . . . . . . 158 253: Chamber ofSummoning . . . . . 160 26: SHADOWFELL SCHISM26: SHADOWFELL SCHISM.. . . . 162 by David Christ 261: Fear the Reapers . . . . . . . . .. . . 162 262: Denizens of Darkness . . . . . . . 164 263: DeludedDragon . . . . . . . . . . . . 166 27: STORMING THE CLOUDS27:STORMING THE CLOUDS. . .168 by Dru Moore 271: Frozen Reception . .. . . . . . . . . . 168 272: Burning Earth . . . . . . . . . . . .. . . 170 273: Lightning Reflexes. . . . . . . . . . . 172 28: THEHUNGERING28: THE HUNGERING TEMPLETEMPLE. . . . . . . . . . . . . .. . . . . . . . 174 by Greg Marks 281: Spawn of Night. . . . . . .. . . . . . . .174 282: Storm of Teeth . . . . . . . . . . . . . .176 283: The Ghoul King . . . . . . . . . . . . . 178 29: THESILENCE OF EVIL29: THE SILENCE OF EVIL . . . . 180 by Shawn Merwin291: Guardian Angels . . . . . . . . . . . . 180 292: MagicMutation Chamber. . . . 182 293: An Angry Prisoner. . . . . . . . .. . 184 30: DEIFIC HEART30: DEIFIC HEART OF MAGMAOF MAGMA . . . . .. . . . . . . . . . . . . 186 by David Christ 301: Ash Guardians .. . . . . . . . . . . . . 186 302: Dragonforged Colossi . . . . . .. 188 303: Aspects of Divinity . . . . . . . . . . 190Delve_FM.indd 3Delve_FM.indd 3 12/2/08 9:15:11 AM12/2/08 9:15:11 AM5. 0 4 I N T R O D U C T I O N WILLIAMOCONNORIntroductionIntroduction The first Dungeon Delve appeared at the1998 GenCon Game Fair. It was created, organized, and run by theDUNGEONS & DRAGONS game designers to showcase D&D andprovide a fun, interactive activity that was at least one stepabove the demos we conducted in years past. It was a new andexciting format, created by the people who knew the game best, andit was the hit of the weekend. In many ways, that first DungeonDelve was fairly primitive. But from the opening of the show onThursday, we knew we had found the crux of a winning formula. Withhand-drawn maps, a collection of disparate metal miniatures, and ahuge bulletin board on which we could record the progress throughthe dungeon, it was barely state-of-the-art for the time. We evenposted a running list of the honored characters who died trying todefeat the monsters and make it into just one more chamber beforetheir time in the Delve came to an end. The fans ate it up. We hadenormous lines at the Delve that entire weekend. They lined up toget into the available play slots. They lined up to witness theaction and see whether Monte Cook or Bruce Cordell or Ed Stark (orwhoever else was part of the team at that time) could kill morecharacters as more and more of the Delve was revealed. They linedup to see the next dungeon details and character names DELVE AS DMTRAINING GROUND Always wanted to try your hand at Dungeon Masteringbut didnt want to commit to running an entire adven- ture? Then theDungeon Delve product was made just for you! Each set of encounterspresents a short, easy-to-run D&D experience. Just select thelevel of play, turn to the appropriate page, and youre ready to go.Use the Delve encounters to practice full-scale Dun- geon Masteringtechniques, including adding campaign elements, storytelling, androleplaying. Or treat each encounter as a competitiveexperienceplayer characters against Dungeon Masterfor a fast,exciting experience utilizing the core elements of D&D.Delve_Intro.indd 4Delve_Intro.indd 4 12/2/08 9:16:26 AM12/2/089:16:26 AM 6. Delve_Intro.indd 5Delve_Intro.indd 5 12/2/08 9:16:35AM12/2/08 9:16:35 AM 7. 6 I N T R O D U C T I O N LEEMOYER getposted to the bulletin board. How far had they gotten? What hadthey killed? Who didnt make it out of the last fight? It wasD&D, it was happening in the Wizards booth, and it wasexhilarating! Over the years, we adjusted the formula and expandedplay to the point where we needed some great volunteers to help usrun the event. Then the RPGA created a satellite Dungeon Delve torun in the RPGA Hall, because demand for the event was thatpowerful. We started running Delves at other shows, in othervenues. Last year, we started the Delve Night program so thatretail outlets and other public gaming locations could run D&DDelve events. With this book, the Dungeon Delve concept finallytakes center stage as a core D&D product. It was a long timecoming, but we needed that time to test concepts, try out newformats, and eventually get to the point where this product was notonly viable, but in many ways necessary to the evolution of theD&D game. WHAT IS A DELVE? For the purpose of this product, aDungeon Delve is a compact series of encounters appropriate for aspecific level of play. This book contains 30 Dungeon Delves, onefor each level of play. Each Delve features three encounters,forming a mini-adventure of sorts. You can use the Delves presentedin this product in a number of ways. First and foremost, eachlevels worth of encoun- ters can be dropped into any existingcampaign with a minimum of fuss and bother. Need a 9th-levelencounter for your game tonight? Open up to page 60 and youre readyto go. Use the story elements as they are presented or modify themas necessary to fit your current campaign storyline. Second, if youarent currently a Dungeon Master but youve always imagined tryingyour hand at DMing one day, you can use these Delves to fulfillyour DM ambitions. Use them as practice sessions, or incorporatethem into your first D&D game adven- ture. Because theyremodular and compact, the Delves make excellent encounters forstarting DMs to work with. Third, you can take a page from ouroriginal Dungeon Delve concept and turn D&D into a morecompetitive experience. Instead of cooperative story- telling androleplaying, in which the DM takes on a more neutral role andarbiter and narrator, you can use the Delves to test the skill ofboth players and the DM. It becomes a case of survival of thefittest as adventurers enter dungeons and try to overcome theobstacles set before them. We talk more about this approach below.Finally, a fourth approach is more player-oriented. Get anothermember of your regular game group to give your usual DM a break byserving as DM for a Delve Night. This is a great opportunity to letyour regular DM play a character, as well as a way to allow othersin the group to take on the role of Dungeon Master from time totime. As an aside to your regular campaign, you can use a DelveNight to try out new character concepts and ideas, as well asletting it serve as an outlet for new DMs in your group. WHAT IS ADELVE?WHAT IS A DELVE?WHAT IS A DELVE?W AT I A DELVE? F h f hi d DD l Delve_Intro.indd 6Delve_Intro.indd 6 12/2/08 9:16:40 AM12/2/089:16:40 AM 8. 7 I N T R O D U C T I O N ROBALEXANDERHOWTOUSETHISBOOK In most D&D campaigns, the Dungeon Masterprovides a neutral voice in the adventure. He or she serves asrules arbiter, narrator, and impartial chal- lenger to the playercharacters. But thats not the only way to play D&D. You can usethe Delve format to play a faster, easier-to-run, more competitiveversion of the game. In this version of the game, the playercharacters gather as a team to take on the challenges of theDungeon Delve. The DM, meanwhile, sets aside his or herimpartialitynot in rules adjudication, but as it relates tostorytelling and running the monsters. In this Delve format, the DMembraces the role of oppo- nent and uses the monsters and dungeonelements to present as powerful a challenge as possible. As far asthe player characters are concerned, its kill or be killed as theyattempt to make it through the cham- bers of the Dungeon Delve. Inthis Delve format, the DM can bypass narration and storytelling tosimply concentrate on rules and monsters. It becomes almost aboardgame approach, which is fine for teaching new Dungeon Mastersthe ropes or for playing a quick but intense D&D experi- ence.By concentrating solely on the monsters, the DM learns thefundamentals of the game. He or she can begin to add narration andstorytelling in small doses as running the game becomes natural andfamiliar. To take on a Delve in this fashion, select a Delve of thelevel you want to play. Make sure that players have characters ofthe same level. If they dont, use the guidelines on page 143 of theDungeon Masters Guide to help them create higher-level characters.Then jump right in. Theres no need for any elaborate set up or backstory. Let the PCs kick in the door, and away they go. The goal forthe PCs is to make it to the end of the Delve, killing as many ofthe monsters along the way as they can. The PCs want to survive,show off their powers and abilities, and have fun dealing withwhat- ever the Delve throws in their way. The goal for the DungeonMaster is to challenge the PCs, using all the tools provided by theDelve. The DM shouldnt cheat or take advantage of the position, buthe or she should treat the Delve as a competitive event. Play themonsters to the best of your ability, and see how well the playercharacters can work together to defeat the monsters and survive theDelve. This format can be used whenever you want to take a breakfrom your usual campaign, or when you want to run something fastand on the fly, or when you want to try something new anddifferent. Its a great way to introduce a new DM to the role, aswell as a great way to set up a game for D&D-curious friendsand acquaintances. Sure, it isnt as deep and satisfying as the fullgame experience, but theres still a lot of fun to be had in asimple dungeon-crawling, kill-the-monsterfest. Try it and see! HOWTO USE THIS BOOK This book presents 30 individual D&D DungeonDelves, one for each level of play. Each Dungeon Delve featuresthree linked encounters appropriate to the Delve level, and eachone is designed to challenge a party of five player characters ofthat level. You need the Players Handbook , Dungeon Masters Guide,and Monster Manual to play. D&D Dungeon Tiles and D&DMiniatures can also be used to enhance your play experience. EachDungeon Delve can be built using D&D Dungeon Tiles. IndividualDelves note the Dungeon Tiles set that was used to create it. HOWTO USE THIS BOOKHOW TO USE THIS BOOKO USE THIS BOOKHOW TO USE THISBOOK Thi b k 30 i di id l D&D D DM VS. ADVENTURING PARTYDM VS.ADVENTURING PARTY Delve_Intro.indd 7Delve_Intro.indd 7 12/2/089:16:43 AM12/2/08 9:16:43 AM 9. 8 I N T R O D U C T I O NDAVEALLSOP While each Delve tells its own story and makes sensebetween the three linked encounters, no over- all effort was madeto connect one Delve to another. They are designed to stand alone,to be dropped into existing campaigns as needed or to use asone-shots and alternate play experiences. With a little effort, aDungeon Master could work out a plot that intercon- nects all theDelves, but we leave that task to those DMs interested in usingthis product in that manner. EXPANDING A DELVE Each Dungeon Delvepresents a small series of linked encounters. If a particularsetting or story idea strikes you as exciting and fun, you caneasily expand that Delve, adding additional encounters, or evenmake it into a full adventure. The Delves contain some hints aboutwhat else might wait beyond the encounter areas weve shown, as wellas hooks and ideas for expanding the storyline. In the end, though,this work is left to enterprising Dungeon Masters whose imagi-nations are sparked by a particular Delve or series of Delves. Runwith your ideas, and create something spectacular from the seedsweve planted herein. XPANDING A DELVEEXPAND N A DELVEANDING ADELVEEXPANDING A DELVE E h D D l ll i f li k d CUSTOMIZING A DELVECustomizing adventures has long been the right and purview ofD&D Dungeon Masters, and that extends to the Delves presentedin this product. Here are some suggestions for ways you might wantto customize a particular Delve to suit your campaign or playneeds. Changing Monsters Maybe you need a 5th-level encounter ortwo to add to your ongoing adventure, but undead monsters dont fitwell into the theme. Take the maps and situations presented in the5th-level Delve and substitute dire wolves and bugbears from theMonster Manual for the undead creatures currently occupying thosecham- bers. So, an undead tomb becomes a bugbear enclave with ahobgoblin wizard, for example, serving as the main bad guy insteadof the human necromancer. You can even use the human necromancerstat block. Just change the name to hobgoblin, and use fire or coldor lightning in place of necrotic for his powers. CustomizingMonsters Sometimes everything in a Delve can work fine, with just afew minor changes to better fit the theme of your current campaignor adventure. For example, the adventurers in your campaign mightbe wander- ing around the Shadowfell and you want or needCUSTOMIZING A DELVECUSTOMIZING A DELVEIZING A DELVECUSTOMIZING ADELVE C i i d h l b h i h d Delve_Intro.indd 8Delve_Intro.indd 812/2/08 9:16:47 AM12/2/08 9:16:47 AM 10. 9 I N T R O D U C T I O NWILLIAMOCONNOR CUSTOMIZINGADELVE to make use of a Delve to helpround out a game session. Is this a problem? Not in the least. Say,for example, that the Delve features a group of cyclopses and theirallies. How do you drop those creatures into the Shadowfell? Well,you could just do it and let the player characters figure out howcreatures more common to the Feywild wound up in the Shadowfell.After all, the adventurers found their way there. Why couldnt agroup of cyclopses make the same trip? A more satisfying solution,however, might be to customize these creatures a tiny bit. Turnthem into shadow cyclopses, give them darkvision, and alter a fewof their powers so that they deal necrotic damage or cast illusionsor wield the darkness as a weapon to give them more of a feel ofthe Shadowfell. This works throughout this product. Want a mon-ster to deal cold damage instead of fire? Change it! Want a monsterto resist lightning instead of thunder? Go for it! Whatever bestserves the adventure you want to run is okay by us. More or FewerPlayers As discussed, each Delve is designed specifically tochallenge a party of five player characters of the same level asthe Delve. What should you do if you have more than five players?Or if you have fewer than five players? When your adventuring partyis larger than five characters, its easy to scale up the encounter.Just increase the number of monsters to match the number of PCs inthe group. An encounter with five 7th-level tiefling darkblades,for example, can be adjusted to include six darkblades to match thesix PCs in the party. The Dungeon Masters Guide has additionalinformation about building encounters to match the number of PCs,as well as adjusting XP to keep the challenge on par with the goalsof the origi- nal design. As you add monsters to the mix, however,you might need to make the encounter areas larger to betteraccommodate all the activity. Another way to approach largerparties is to keep the number of monsters the same but to increasetheir level to keep the XP ratio the same. Be careful with thismethod, however, because it requires more work and can lead tosituations where the encounter becomes harder than it wasoriginally intended to be. See the Dungeon Masters Guide for adviceif you decide to go with this approach. When you wind up with fewerthan five player characters, how you approach adjusting the encoun-ter depends on how you are using the Delve. If youre doing aone-shot, competitive-style Delve, as described earlier, you mightjust want to allow a few of the players to run additionalcharacters so that the party has five members. This is much easierto do in the bash-and-fight style of play presented as one optionfor a Delve experience. If youre running a regular D&Dcampaign, however, its usually best to adjust the encounteraccordingly. Now, many four-player groups can handle the samechallenge as a five-player group, though the encounter will beharder. And if the group doesnt have a defender or a leader, achalleng- ing encounter can become deadly for a smaller team.Delve_Intro.indd 9Delve_Intro.indd 9 12/2/08 9:16:52 AM12/2/089:16:52 AM 11. 10 I N T R O D U C T I O N That said, use the samemethod to adjust the encoun- ter as with larger groups. But insteadof adding monsters, just remove one monster for every playercharacter you have in the party thats fewer than five. Increasingor Decreasing Levels You can make a particular Delve more or lesschal- lenging by increasing or decreasing its level. Follow theadvice in Chapter 4 of the Dungeon Masters Guide for spending yourXP budget. You can make a tough encounter a little less formidableby removing a monster or replacing a higher-level monster with alower-level one. You can make an easy encounter more challenging byadding a monster or two or by replac- ing a lower-level monsterwith a higher-level one. Just remember the general guidelines forencounter design: An easy encounter is one or two levels lower thanthe partys level. A standard encounter is of the partys level orone level higher. A hard encounter is two to four levels higherthan the partys level. Changing Area Features Just as you cancustomize monsters, you can also change area features to bettermatch the theme of the adventure you happen to be running when youdecide to reach for a Delve. Change the fire pits to urns thatemanate cold. Water becomes lava. Clouds of poison are replacedwith curtains of lightning. Any and all features can be adjusted tomeet your needs, as long as youre consistent in how you apply thesechanges. Monster Level and Role Page Kobold Cleaver 2 Minion 16 BigGrigbad 3 Elite Soldier (L) 19 Decaying Skeleton 5 Minion 41 TalLorvas 6 Elite Controller 40 Frost Hound 7 Soldier 62 TieflingDeceiver 8 Artillery 62 Cambion Stalwart 8 Elite Brute (L) 61Massive Gelatinous Cube 8 Elite Brute 57 Koptila 8 Solo Controller52 Human Blood Cultist 10 Minion 67 Cobalt Serpent 10 Skirmisher 67Flameborn Zombie 10 Soldier 73 Borrit Crowfinger 11 Solo Controller70 Githyanki Corsair 12 Skirmisher 85 Abyssal Spitter 14 Solo Brute76 Windrage Harpy 15 Artillery 115 Inferno Bat 15 Skirmisher 110Dragonborn Hunter 17 Elite Skirmisher 121 Minotaur Mauler 18 Brute133 Cyclops Reaver 18 Soldier 116 Monster Level and Role PageCyclops Earthquake 19 Elite Artillery 117 Shaman Jelendra, 20Skirmisher 119 Tulani of Summer Wild Hunt Acolyte 21 EliteSkirmisher (L) 152 Rakshasa Destroyer 21 Soldier 135 Rot Hurler 22Elite Artillery 155 Putrid Rot Harbinger 22 Soldier 153 CambionSoul Conflagrant 23 Artillery 141 Hezrou Mangler 24 Brute 150Bluespawn Defender 25 Elite Soldier 169 Fire Archon Blazesword 25Elite Soldier 158 Great Conflagration 26 Elite Artillery 170 MoltenFirestorm 26 Elite Brute 160 Flameskull Lord 26 Controller 160Marut Champion 26 Elite Controller (L) 183 Angel of Valor Warrior26 Minion 181 Lava Gorgon 26 Skirmisher 161 Marut Battlemaster 26Elite Soldier 182 Superior Fire Titan 26 Elite Soldier 170 RotSpewer 27 Artillery 185 Demonfang Golem 27 Elite Brute 177Stormforged Colossus 27 Elite Brute 172 Vecnas Silence 28 SoloBrute 181 NEW MONSTERS Every new monster in this book appears onthe following list, which is sorted alphabetically by level andmonster role. Monster leaders are indicated with an (L).Delve_Intro.indd 10Delve_Intro.indd 10 12/2/08 9:16:54 AM12/2/089:16:54 AM 12. 11 I N T R O D U C T I O N WILLIAMOCONNORMONSTERSINTHEDELVES In addition to the monsters weve drawn directlyfrom the Monster Manual for these Delves, a few creaturesoriginally appeared in other sources. The abhorrent reaper (page137) and the dragonclaw swarm (page 146) come from Open Grave:Secrets of the Undead . The air archon tempestblade (page 107),chasme (page 74), canoloth harrier (page 74), and solamith (page110) first appeared in Manual of the Planes . The dragonbornwarmaster (page 145) comes from Draconomicon : Chromatic Dragons.In addition, a number of monsters are new to this product. Acomplete list of these monsters can be found on the facing page.MONSTERS IN THE DELVESMONSTERS IN THE DELVES DAVID NOONAN is a gamedesigner for Wizards of the Coast LLC. His 4th Edition D&Dcredits include the Scep- ter Tower of Spellgard adventure and theMartial Power supplement. He lives in Washington state with hiswife and two children. DAVID CHRIST works as a freelance designerand organized play contractor for Wizards of the Coast. Also knownas that tall bald guy, Dave dispenses justice through his massivepool of judge minions at such shows as GenCon and D&DExperience. Dave lives in Ohio with his wife Kathy, daughter Karli,and son Chase. ANDY COLLINS was one of the designers of the 4thEdi- tion DUNGEONS & DRAGONS game. He works for Wizards of theCoast as the Manager of Development & Editing for RPG R&D.His credits stretch back a decade and include Magic ItemCompendium, Draconomicon, Unearthed Arcana, and Epic LevelHandbook. GREG MARKS is an evil mastermind directing his crimi- nalarmy of precocious felines from the birthplace of gaming: LakeGeneva, Wisconsin. He and his cat minions have contributed to theCity of Stormreach supplement, written numerous adventures for theRPGA, contributed repeatedly to previous incarnations of DRAGONMagazine, and cowritten several products for Fantasy Flight GamesMidnight setting. SHAWN MERWIN is a freelance writer, editor, andwriting teacher. His latest work in the gaming industry includesthe DUNGEON Magazine adventure Massacre at Fort Dolor and theD&D adventure P3: Assault on Nightwyrm Fortress. He lives inwestern New York, near the shores of Lake Erie, with his wife anddaughter. ANDREW (DRU) MOORE is a freelance writer whose creditsinclude a number of adventures, dungeon delves, and Delve Night forthe RPGA. He is also the RPGA Delve Coordinator. ProudlyAustralian, at the time of this project he lived in Canada and hasnow had a white Christmas, just like the postcards. BILL SLAVICSEKis the R&D Director for DUNGEONS & DRAGONS games and bookpublishing at Wizards of the Coast. His design credits include d20Modern, the Star Wars Roleplaying Game, the EBERRON CampaignSetting, and DUNGEONS & DRAGONS for Dummies. ABOUT THEDESIGNERS Delve_Intro.indd 11Delve_Intro.indd 11 1/5/09 1:58:03PM1/5/09 1:58:03 PM 13. C H A P T E R # | X x 12 KavalarCoppernight, a dwarf prospector, led a couple of dozen volunteersin a quest for rich veins of ore. Several months ago, they beganunderground mining operations, as well as a surface excavation fora small keep. Hearing of this development, the mayor of the nearesttown sent two veteran militia members to investigate. They shouldhave returned two days ago, and the mayor is growing anxious. As itturned out, shortly after the soldiers set off, a white dragonwyrmling and her kobold followers struck the building site. Theassault against the dwar- ven enterprise was difficult and costly,but ultimately successful. The majority of the dwarf miners, build-ers, and guards perished defending their new home. Only a fewdwarves were taken prisoner. Since then, the dragon has holed up inthe newly constructed chambers, hoping to recruit more kobolds froma nearby tribe to join her forces. After gathering more cannonfodder, the dragon plans to use Coppernight Hold as a launchingpoint for fur- ther attacks. The PCs are asked by the mayor to findout what happened to the two militia members. Tiles: This delveuses tiles from DU1: Halls of the Giant Kings . Expanding the DelveThis delve shows just the first three areas of Cop- pernight Hold.Add as many additional chambers as desired, stocking them withkobold forces and their allies. Coppernight and some survivorscould be besieged in a section of the hold. In this case, the PCsshould discover a clueperhaps a note or a messenger fromCoppernightexplaining the situation. A skill challenge could bedevised to find and uti- lize a magical communication system. Ifthe PCs succeed, they can talk to Coppernight, getting the layoutof the underground stronghold, the enemies and their positions, andthe forces Coppernight can muster among the survivors. A shadar-kaiwitch (MM 231) could be master- minding the entire assault, usingthe enthusiastic kobolds and the inexperienced dragon as a strikeforce. She is seeking a magic pool that bubbles from an undergroundstream connected to the Shadowfell. Who knows what strange magicthe pool might hold? 1: Coppernight Hold1: Coppernight Hold E n c ou n t e r L e ve l 1 ( 5 0 0 X P ) 3 kobold slingers (S) 8 koboldminions (M) Setup Several kobolds are stationed at the excavationsite to ward off intruders. The PCs spot the site several hundredfeet away, sitting upon a small hill. The only route is in plainview, and the kobolds at the site watch through the fence forapproaching threats. Unless the PCs take extraordinary efforts tohide, the kobolds see them approach and take up defensivepositions. The north and west sides of the map are impass- able dueto high piles of unstable rubble (not shown on the map). The PCsmust approach from the south or east (making it necessary for themto either scale the fence or go through the difficult terrain onthe south and east sides of the map). When the PCs approach theexcavation site, read: Atop a low rise is an excavation site,partially protected by a high wooden fence. Rubble lies strewnabout the area. Perception Check DC 10: You can hear the movementof small creatures beyond the fence. ENCOUNTER 11: KOBOLDDEFENSESENCOUNTER 11: KOBOLD DEFENSES START HERE Delve_1_10.indd12Delve_1_10.indd 12 12/2/08 9:19:34 AM12/2/08 9:19:34 AM 14. C H AP T E R # | X x 13 ENCOUNTER11:KOBOLDDEFENSES When the PCs comearound or over the fence, read: Many small reptilian humanoidssurrounding a shallow excavation pit shriek at you. PerceptionCheck DC 15: A dirty rope ladder extends down into the pit. 8Kobold Minions (M) Level 1 Minion Small natural humanoid (reptile)XP 25 each Initiative +3 Senses Perception +1; darkvision HP 1; amissed attack never damages a minion. AC 15; Fortitude 11, Reex 13,Will 11; see also trap sense Speed 6 m Javelin (standard; at-will)Weapon +5 vs. AC; 4 damage. r Javelin (standard; at-will) WeaponRanged 10/20; +5 vs. AC; 4 damage. Shifty (minor; at-will) Thekobold shifts 1 square. Trap Sense A kobold gains a +2 bonus to alldefenses against traps. Alignment Evil Languages Common, DraconicSkills Stealth +4, Thievery +4 Str 8 (1) Dex 16 (+3) Wis 12 (+1)Con 12 (+1) Int 9 (1) Cha 10 (+0) Equipment hide armor, lightshield, 3 javelins 3 Kobold Slingers (S) Level 1 Artillery Smallnatural humanoid (reptile) XP 100 each Initiative +3 SensesPerception +1; darkvision HP 24; Bloodied 12 AC 13; Fortitude 12,Reex 14, Will 12; see also trap sense Speed 6 m Dagger (standard;at-will) Weapon +5 vs. AC; 1d4 + 3 damage. r Sling (standard;at-will) Weapon Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see alsospecial shot. Special Shot The kobold slinger can re specialammunition from its sling. It typically carries 3 rounds of specialshot, chosen from the types listed below. A special shot attackthat hits deals normal damage and has an additional effectdepending on its type: Stinkpot: The target takes a 2 penalty toattack rolls (save ends). Firepot (Fire): The target takes ongoing2 re damage (save ends). Gluepot: The target is immobilized (saveends). Shifty (minor; at-will) The kobold shifts 1 square. TrapSense A kobold gains a +2 bonus to all defenses against traps.Alignment Evil Languages Common, Draconic Skills Acrobatics +8,Stealth +10, Thievery +10 Str 9 (1) Dex 17 (+3) Wis 12 (+1) Con 12(+1) Int 9 (1) Cha 10 (+0) Equipment leather armor, dagger, slingwith 20 bullets and 3 rounds of special shot (see above) TacticsThe minions attempt to keep the PCs from enter- ing the pit, whilethe slingers try to stay out of melee and snipe. When two slingersare defeated, the third scampers down the rope ladder to alert itsallies. Each slinger is equipped with a different kind of specialshot (see the statistics block). Features of the Area Illumination:The area is brightly lit if daytime; dimly lit (full moon) ifnighttime. Fence: The 8-foot-high fence can be climbed with a DC 15Athletics check. Stairs: The stairs count as difficult terrain fora creature ascending them, and they can be accessed only from thesquare directly in front of them. Rubble: Most squares of rubbleare difficult ter- rain; each square of large rocks in thenortheast corner requires a DC 10 Athletics check to traverse (5feet high). Excavation Pit: The floor of the pit is 5 feet lowerthan the ground level; melee attacks can be made across thisdistance. PCs can climb up or down with a DC 15 Athletics check.Shaft: A large hole drops 20 feet to the top of a staircase leadingto room 2. A sturdy rope ladder (DC 5 Athletics check to climb)hangs from the southern lip. Delve_1_10.indd 13Delve_1_10.indd 1312/2/08 9:19:47 AM12/2/08 9:19:47 AM 15. C H A P T E R # | X x 14 En c o u n t e r L e ve l 2 ( 6 2 5 X P ) 1 kobold wyrmpriest (W) 3kobold dragonshields (D) 1 kobold skirmisher (K) Setup Coppernightplanned this area to pay homage to famous warriors from his clan,but the kobolds have set it up for an ambush. Place the PCs on thestairs leading down from the surface. When the characters can seearea 2, read: A large statue depicting a dwarf warrior in fullbattle gear stands in mid-charge. The statue has been heavilydefaced. Piles of rubble are strewn near the stairwell. PerceptionCheck DC 10: Some of the rubble at the bottom of the stairs isstained with blood. DC 15: A few figures crouch in the shadowsbeyond the statue. Also, tapestries appear to line the walls inthat area. DC 17: The statue appears to be unstable. Tactics Whenthe kobolds spring their attack, two dragon- shields converge onthe nearest PC to take advantage of their mob attack ability. Thethird dragonshield goes after a PC demonstrating ranged prowess,working to grant combat advantage to the skirmisher. The wyrmprieststays back in the darkness, using energy orb from a safe distance.He saves his dragon breath until he can get at least two PCs. Oncethe wyrmpriest is visible to any PC, allow that character a DC 17Perception check to notice the thin cords he holds. These lines areconnected to the tapestries along the walls. If any PC is adjacentto a tapestry on his turn, the wyrmpriest pulls down that wall oftapestries (see Features of the Area). If a slinger escaped area 1,he continues with ranged attacks until his special shot is gone, atwhich point he aids a dragonshields or skirmishers attacks. Thesekobolds neither flee nor surrender, but do yell to alert thecreatures in area 3. Those other crea- tures do not come to assist.Kobold Skirmisher (K) Level 1 Skirmisher Small natural humanoid(reptile) XP 100 Initiative +5 Senses Perception +0; darkvision HP27; Bloodied 13 AC 15; Fortitude 11, Reex 14, Will 13; see alsotrap sense Speed 6 m Spear (standard; at-will) Weapon +6 vs. AC;1d8 damage; see also mob attack. Combat Advantage A koboldskirmisher deals 1d6 extra damage on melee and ranged attacksagainst any target it has combat advantage against. Mob Attack Akobold skirmisher gains a +1 bonus to attack rolls per kobold allyadjacent to the target. Shifty (minor; at-will) The kobold shifts 1square. Trap Sense A kobold gains a +2 bonus to all defensesagainst traps. Alignment Evil Languages Common, Draconic SkillsAcrobatics +7, Stealth +9, Thievery +9 Str 8 (1) Dex 16 (+3) Wis 10(+0) Con 11 (+0) Int 6 (2) Cha 15 (+2) Equipment hide armor, spear3 Kobold Dragonshields (D) Level 2 Soldier Small natural humanoid(reptile) XP 125 each Initiative +4 Senses Perception +2;darkvision HP 36; Bloodied 18 AC 18; Fortitude 14, Reex 13, Will13; see also trap sense Resist 5 (damage type of the dragon served)Speed 5 m Short Sword (standard; at-will) Weapon +7 vs. AC; 1d6 + 3damage, and the target is marked until the end of the kobolddragonshields next turn. Dragonshield Tactics (immediate reaction,when an adjacent enemy shifts away or an enemy moves adjacent;at-will) The kobold dragonshield shifts 1 square. Mob Attack Akobold dragonshield gains a +1 bonus to attack rolls per koboldally adjacent to the target. Shifty (minor; at-will) The koboldshifts 1 square. Trap Sense A kobold gains a +2 bonus to alldefenses against traps. Alignment Evil Languages Common, DraconicSkills Acrobatics +5, Stealth +7, Thievery +7 Str 14 (+3) Dex 13(+2) Wis 12 (+2) Con 12 (+2) Int 9 (+0) Cha 10 (+1) Equipment scalearmor, heavy shield, short sword ENCOUNTER 12: THE HALL OFANCESTORSENCOUNTER 12: THE HALL OF ANCESTORS Delve_1_10.indd14Delve_1_10.indd 14 12/2/08 9:19:58 AM12/2/08 9:19:58 AM 16. C H AP T E R # | X x 15 ENCOUNTER12:THEHALLOFANCESTORS Kobold Wyrmpriest(W) Level 3 Artillery (Leader) Small natural humanoid (reptile) XP150 Initiative +4 Senses Perception +4; darkvision HP 36; Bloodied18 AC 17; Fortitude 13, Reex 15, Will 15; see also trap sense Speed6 m Spear (standard; at-will) Weapon +7 vs. AC; 1d8 damage. REnergy Orb (standard; at-will) Cold Ranged 10; +6 vs. Reex; 1d10 +3 cold damage. C Incite Faith (minor; encounter) Close burst 10;kobold allies in the burst gain 5 temporary hit points and shift 1square. C Dragon Breath (standard; encounter) Cold Close blast 3;+6 vs. Fortitude; 1d10 + 3 cold damage. Miss: Half damage. Shifty(minor; at-will) The kobold shifts 1 square. Trap Sense A koboldgains a +2 bonus to all defenses against traps. Alignment EvilLanguages Common, Draconic Skills Stealth +10, Thievery +10 Str 9(+0) Dex 16 (+4) Wis 17 (+4) Con 12 (+2) Int 9 (+0) Cha 12 (+2)Equipment hide armor, spear, bone mask Features of the AreaIllumination: Darkness. Ceiling: The ceiling in this area is 15feet high. Statue: The 6-foot-tall statue has been rigged by thekobolds to be easily tipped. With a DC 10 Strength check, as astandard action, a creature adja- cent to the statue can tip itover. The falling statue attacks one target in an adjacent square.This is an attack using +6 vs. Reflex, dealing 2d6 + 3 damage, andthe target is immobilized (save ends) and knocked prone.Tapestries: The east and west walls of the northern section of theroom are covered by huge tapestries, bearing woven images ofhonored Cop- pernight ancestors. The kobolds have rigged them tofall into the squares adjacent to the walls. The wyrm- priest holdsthin cords connected to the tapestries. As a minor action, he cancause all the tapestries along one or both walls to fallsimultaneously. All creatures adjacent to the wall are attacked (+4vs. Reflex). On a hit, the target is blinded and immobilized (saveends both). Each tapestry trap can be sprung only once, and all thesquares adjacent to the wall become difficult terrain thereafter.Treasure: The wyrmpriest carries 40 gp. Conclusion If the PCs leaveand return on a later day, this room contains five kobold minionsand two kobold dragon- shields (but any traps sprung are notrepaired). Delve_1_10.indd 15Delve_1_10.indd 15 12/2/08 9:20:13AM12/2/08 9:20:13 AM 17. C H A P T E R # | X x 16 E n c o u n t e rL e ve l 3 ( 7 9 8 X P ) 1 white dragon wyrmling (D) 2 koboldslyblades (B) 8 kobold cleavers (C) Setup The wyrmling has set upher lair in this room, which Coppernight used as an audiencechamber. The headstrong, arrogant dragon thinks this is the onlysuitable place for her in the complex. The PCs begin the encounterin the hallway north- west of the room. When the characters can seeinto area 3, read: The chamber is decorated with a dwarven motif:carvings, paintings, and tapestries depict scenes of dwarventriumph and domesticity. Many of these once-fine works have beenvandalized. At the south end of the room, a set of iron doorsblocks further passage into the keep. Several kobolds wieldingshort swords mill about. Set back into an alcove and resting on araised stone is a large chair carved from oaknot quite a throne,but not far off either. Curled atop the chair on a pile of coins isa white dragon. She hisses commands to the kobolds. If anycharacters understand Draconic, they hear the white dragons words:Show these pathetic humanoids how we welcome intruders in our newhome! ENCOUNTER 13: AUDIENCE CHAMBERENCOUNTER 13: AUDIENCE CHAMBERWhite Dragon Wyrmling (D) Level 1 Elite Brute Medium naturalmagical beast (dragon) XP 200 Initiative +0 Senses Perception +6;darkvision HP 76; Bloodied 38; see also breath weapon AC 13;Fortitude 14, Reex 12, Will 13 Resist 5 cold Saving Throws +2 Speed6 (ice walk), y 6 (hover), overland ight 10 Action Points 1 m Bite(standard; at-will) Cold +4 vs. AC; 1d8 + 4 cold damage. m Claw(standard; at-will) +4 vs. AC; 1d8 + 4 damage. M Dragons Fury(standard; at-will) The wyrmling makes two claw attacks. If it hitsa single target with both claws, it makes a bite attack against thesame target. C Breath Weapon (standard; recharges when firstbloodied; encounter) Cold Close blast 4; +2 vs. Reex; 3d6 + 4 colddamage, and the target is slowed and weakened (save ends both).Alignment Evil Languages Draconic Skills Athletics +9 Str 18 (+4)Dex 10 (+0) Wis 12 (+1) Con 18 (+4) Int 10 (+0) Cha 8 (1) 2 KoboldSlyblades (B) Level 4 Lurker Small natural humanoid (reptile) XP175 each Initiative +10 Senses Perception +3; darkvision HP 42;Bloodied 21 AC 18; Fortitude 12, Reex 16, Will 14; see also trapsense Speed 6 m Short Sword (standard; at-will) Weapon +9 vs. AC;1d6 damage. M Twin Slash (standard; at-will) Weapon Requires combatadvantage against the target; the kobold slyblade makes two shortsword attacks. If both attacks hit the same target, the targettakes ongoing 5 damage (save ends). Combat Advantage A koboldslyblade deals 1d6 extra damage on melee attacks against any targetit has combat advantage against. Sly Dodge (immediate interrupt,when targeted by a melee or a ranged attack; at-will) The koboldslyblade redirects the attack to an adjacent kobold minion. Shifty(minor; at-will) The kobold shifts 1 square. Trap Sense A koboldgains a +2 bonus to all defenses against traps. Alignment EvilLanguages Common, Draconic Skills Acrobatics +11, Stealth +13,Thievery +13 Str 9 (+1) Dex 18 (+6) Wis 12 (+3) Con 12 (+3) Int 9(+1) Cha 14 (+4) Equipment leather armor, 2 short swords 8 KoboldCleavers (C) Level 2 Minion Small natural humanoid XP 31 eachInitiative +4 Senses Perception +1; darkvision HP 1; a missedattack never damages a minion AC 16; Fortitude 14, Reex 14, Will11; see also trap sense Speed 6 m Short Sword (standard; at-will)Weapon +6 vs. AC; 5 damage. Shifty (minor; at-will) The koboldshifts 1 square. Spinning Slash If a kobold cleaver hits with ashort sword attack, it deals 2 damage to one other enemy adjacentto it. Trap Sense A kobold cleaver gains a +2 bonus to all defensesagainst traps. Alignment Evil Languages Common, Draconic SkillsStealth +6, Thievery +6 Str 8 (+0) Dex 16 (+4) Wis 10 (+1) Con 14(+3) Int 9 (+0) Cha 10 (+1) Equipment leather armor, 2 short swordsDelve_1_10.indd 16Delve_1_10.indd 16 12/2/08 9:21:36 AM12/2/089:21:36 AM 18. C H A P T E R # | X x 17 ENCOUNTER13:AUDIENCECHAMBERTactics Try to give the players the impression that this combatinvolves a tough dragon with a bunch of identical kobold minions.Although the dragon is cer- tainly a threat, she is not as powerfulas a full-sized young dragon. The biggest threat could be thekobold slyblades. If they beat the cleavers in initiative, the sly-blades delay their first actions until the minions act, the betterto blend in. Each one stays adjacent to a minion at all times inorder to use sly dodge at every opportunity. The dragon doesnthesitate to catch one or two kobolds with her breath weapon. Afterall, more ser- vants can be found. Despite her initial ferocity,she turns cowardly if faced with overwhelming odds. If the wyrmlingis bloodied, the slyblades are defeated, and no PCs are down, thedragon attempts to flee back through the hall and up the stairs.For their part, the cleavers spread out as well as they can toavoid bursts or blasts. They dont have much in the way of tacticsbeyond that. Features of the Area Illumination: Darkness. Ceiling:The ceiling in this area is 15 feet high. Double Doors: These doorsare locked (Thievery DC 15 to open). One of the slyblades carriesthe key in a pocket. Enchanted Bearskin: Any dwarf standing on thebearskin rug gains a +2 bonus to all defenses. Non-dwarves whoarent evil gain a +1 bonus to all defenses. Treasure: The dragonshoard is collected on the seat of the chair on which it rests. Itincludes 200 sp, 100 gp, and a level 4 magic item. Conclusion ThePCs can open the doors on the south wall once the rooms creaturesare defeated. If you are ending the delve here, the PCs find thetwo militia members and several dwarves, including Coppernight,chained to the walls as prisoners. This encounter, because itslevel 3 and is meant to be played by 1st-level characters, is ahard encounter (as defined on page 56 of the Dungeon MastersGuide). As a result, its possible for the PCs to find themselvesovermatched, especially if they make a few unlucky die rollsand itwould be a shame to see a group of begin- ning adventurers meetsuch a quick and untimely end, wouldnt it? Particularly if yourplayers are new to the game and you dont want their firstexperience to end in the death of a character, you have a couple ofDM tactics at your disposal that you can bring into play if thingsstart to go badly for the PCs. First, you can remind the playersthat theres no shame in retreating. Have the dragon make anappropriately haughty remark that contains a hint, such as, If youleave my presence now, I will spare your lives. Second, you canalter reality (without letting the play- ers know youre doing it,of course). Make die rolls for the monsters behind your screen, soyou can turn a hit into a miss if necessary to keep a characterfrom falling uncon- scious. Dont use this tactic repeatedly toreward rash behavior, but do consider it as a way to keep theplayers enthusiasm from putting their characters at deaths door.Once youve made it clear to the players that theyre teetering onthe brink of catastrophe, they might find the idea of retreatingmore attractive. Then they can return to the chamber where thesecond encounter took place, take a short rest to replenish theirhit points and powers, and leap back into the fray. WHEN HARDBECOMES TOO HARD Delve_1_10.indd 17Delve_1_10.indd 17 12/2/089:21:56 AM12/2/08 9:21:56 AM 19. C H A P T E R # | X x 18 E n c o un t e r L e ve l 2 ( 6 2 5 X P ) Big Grigbad (B) 13 goblin cutters(C) Setup This encounter establishes the goblin threat and alertsthe rest of the tower to the PCs presence. When the characters openthe door, read: Some goblins loudly argue while standing around atable covered in playing cards, while another dips its mug into aboiling cauldron. Toward the rear of the room, a block from thesagging ceiling has smashed down onto the floor. A hobgoblin standsnear a gong. A set of stairs on the east- ern wall goes up to thenext floor. Perception Check DC 15: You see a pair of dice roll outfrom behind the stone block, and a small fist quickly snatches themup before retreating. Tactics The goblin cutters surround foes togain flanks, using goblin tactics to shift after missed attacksagainst them. If Big Grigbad is slain, they flee, using the near-est exit (up the stairs or out the door). Big Grigbad uses masstactics right away, hoping to use the great number of cutters tooverwhelm the PCs. He prefers to attack a foe that is also beingattacked by cutters to improve the accuracy of his vexing teamworkattack. If he becomes bloodied, or if more than half the cuttersare defeated, he moves to the gong (if he is not still adjacent toit) and uses a minor action to ring it, warning those above him ofthe intruders. Then he fights to the death. The sounding of thegong alerts the goblins in area 2. But those upstairs dont comedown, even if the PCs rest after the fight. 2: The Broken Tower2:The Broken Tower Ages ago, the tower stood as a bastion againstban- ditry and marauders. But civilization has long since retreatedfrom this area, and a band of goblin thieves has taken up residencein the ruined tower. Local woodsfolk beg the PCs to rid the placeof the bandits before they are victimized again by the goblins ofthe Broken Tower. Tiles: This delve uses tiles from DT7: Fane ofthe Forgotten Gods . Expanding the Delve To turn this delve into afull-blown adventure, con- sider adding these challenges: Addadditional dungeon levels below the tower, populated with undeadentombed long ago. Once the PCs break the seal to the dungeons, theundead are free to stream up, seeking the blood of the PCs and thegoblins alike. The goblin underboss has found and unwit- tinglyactivated a significant magic item that had belonged to the ancientlord who ruled from the tower. Now the undead act to fulfill thegoblin underbosss secret desires. The only way to stop the undeadplague is by placing the enchanted item (currently concealed in thethrone in area 3) upon the lords tomb; but, of course, the PCs haveto go through the undead to get there. ENCOUNTER 21: THEGUARDROOMENCOUNTER 21: THE GUARDROOM START HERE Delve_1_10.indd18Delve_1_10.indd 18 12/2/08 9:22:13 AM12/2/08 9:22:13 AM 20. C H AP T E R # | X x 19 ENCOUNTER21:THEGUARDROOM Big Grigbad (B) Level 3Elite Soldier (Leader) Medium natural humanoid, hobgoblin XP 300Initiative +5 Senses Perception +3; low-light vision HP 94;Bloodied 47 AC 21 (23 with phalanx soldier); Fortitude 21, Reex 16,Will 18 Saving Throws +2 Speed 5 Action Point 1 m Flail (standard;at will) Weapon +10 vs. AC; 1d10 + 4 damage, and the target ismarked and slowed until the end of Big Grigbads next turn. M VexingTeamwork (standard; at-will) Weapon Requires ail; +10 vs. AC (+1per ally adjacent to target); 1d10 + 4 damage, and the targetcannot shift if at least two enemies are adjacent to it (saveends). Mass Tactics (move; recharge ) Close burst 5; each ally inburst gains a +2 power bonus to its next attack roll and can shift1 square as a free action. Hobgoblin Resilience (Immediatereaction, when Big Grigbad suffers an effect that a save can end;encounter) Big Grigbad rolls a saving throw against the effect.Phalanx Leader Big Grigbad gains a +2 bonus to AC while at leastone minion is adjacent to him. Alignment Evil Languages Common,Goblin Skills Athletics +12, Endurance +8, History +3, Intimidate+6 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha10 (+1) Equipment scale armor, heavy shield, ail 13 Goblin Cutters(C) Level 1 Minion Small natural humanoid XP 25 each Initiative +3Senses Perception +1; low-light vision HP 1; a missed attack neverdamages a minion. AC 16; Fortitude 12, Reex 14, Will 11 Speed 6;see also goblin tactics m Short Sword (standard; at-will) Weapon +5vs. AC; 4 damage (5 damage if the goblin cutter has combatadvantage against the target). Goblin Tactics (immediate reaction,when missed by a melee attack; at-will) The goblin shifts 1 square.Alignment Evil Languages Common, Goblin Skills Stealth +5, Thievery+5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (1) Cha 8(1) Equipment leather armor, short sword Features of the AreaIllumination: Wall torches in each corner of the room providebright illumination. Ceiling: The ceiling in this area is 20 feethigh. Table: This 3-foot-tall table provides cover for a Smallcreature but not for a Medium one. A character can climb onto thetable by making a successful DC 15 Athletics check. Cauldron: Thegoblins are mulling their home- brewed wine in this dented oldcauldron. The cauldron can be tipped over to attack an adjacentcharacter (+5 vs. Reflex; the target is knocked prone). FallenStone Block: This 3-foot-high block has fallen from the ceiling,and provides cover to those behind it. Big Grigbad is no pushover,but the minions scattered throughout the room are what really makethis encoun- ter challenging. Taken individually, the goblincutters are weak adversaries, but as a group they add complexityand challenge to the PCs efforts to prevail. The Dungeon MastersGuide says that minions are designed to serve as shock troops andcannon fodder. Even so, theyre far from mindless (unless anencounter indicates otherwise), and they wont go down without afight. Minions use their numbers to best advantage; they try totake up flanking positions when they can, to gain their damageboost from having combat advantage, or to block an enemys path sothat other minions can gang up on that foe. Minions are also savvyenough (or cowardly enough) to take cover behind furniture or otherterrain features. The goblin cutters in this encounter are aware ofBig Grigbads mass tactics ability, so they attempt to remain within5 squares of the hobgoblin to gain a substantial benefit to theirattack rolls. MANAGING MINIONS Delve_1_10.indd 19Delve_1_10.indd 1912/2/08 9:22:27 AM12/2/08 9:22:27 AM 21. C H A P T E R # | X x 20 En c o u n t e r L e ve l 3 ( 7 2 5 X P ) 3 decrepit skeletons (D) 1goblin hexer (H) 4 goblin sharpshooters (S) Setup The layout ofthis room forces the PCs to move around the edges, avoiding theunstable floor in the center, while the goblins attack from range.The goblin hexer, placed in charge of the towers defense, has spentdays preparing this death trap for just such an attack. Thisencounter assumes that the goblins have been warned of the PCspresence. If this is not the case, the PCs might be able tosurprise the goblins as they laze about waiting for their nextraid. If any of the goblin cutters from area 1 fled up the stairsto escape that encounter, place them as you see fit (but not on theunstable floor). Place the PCs at the top of the stairs in thenorth- east corner of the room. When the characters crest thestairs, read: The floor in the center of this room is a saggingruin that looks dangerously unstable. To the west is a pile ofbroken stones and bones. In the southwest corner is a low wallcovered in a faded tapestry. In the shadows of the southeast cornerstands a wooden platform of recent construction; it is nearly 10feet tall. North of the platform, a spiral stair- case proceeds upto the next level. Perception Check DC 10: A flicker of red lightin one of the skulls focuses on you from the pile of bones. DC 15:Flitting shadows on the wooden platform above suggest movement. DC17: Arrowheads poke out at you from behind the tapestry-coveredwall. 3 Decrepit Skeletons (D) Level 1 Minion Medium naturalanimate (undead) XP 25 each Initiative +3 Senses Perception +2;darkvision HP 1; a missed attack never damages a minion. AC 16;Fortitude 13, Reex 14, Will 13 Immune disease, poison Speed 6 mLongsword (standard; at-will) Weapon +6 vs. AC; 4 damage. rShortbow (standard; at-will) Weapon Ranged 15/30; +6 vs. AC; 3damage. Alignment Unaligned Languages Str 15 (+2) Dex 17 (+3) Wis14 (+2) Con 13 (+1) Int 3 (4) Cha 3 (4) Equipment heavy shield,longsword, shortbow, quiver of 10 arrows Goblin Hexer (H) Level 3Controller (Leader) Small natural humanoid XP 150 Initiative +3Senses Perception +2; low-light vision HP 46; Bloodied 23 AC 17;Fortitude 14, Reex 15, Will 16; see also lead from the rear Speed6; see also goblin tactics m Hexer Rod (standard; at-will) Weapon+7 vs. AC; 1d6 + 1 damage. R Blinding Hex (standard; at-will)Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target isblinded (save ends). R Stinging Hex (standard; recharge ) Ranged10; +7 vs. Will; the target takes 3d6 + 1 damage if it moves duringits turn (save ends). A Vexing Cloud (standard; sustain minor;encounter) Zone Area burst 3 within 10; automatic hit; all enemieswithin the zone take a 2 penalty to attack rolls. The zone grantsconcealment to the goblin hexer and its allies. The goblin hexercan sustain the zone as a minor action, moving it up to 5 squares.R Incite Bravery (immediate reaction, when an ally uses goblintactics; at-will) Ranged 10; the targeted ally can shift 2 moresquares and make an attack. Goblin Tactics (immediate reaction,when missed by a melee attack; at-will) The goblin shifts 1 square.Lead from the Rear (immediate interrupt, when targeted by a rangedattack; at-will) The goblin hexer can change the attacks target toan adjacent ally of its level or lower. Alignment Evil LanguagesCommon, Goblin Skills Stealth +10, Thievery +10 Str 10 (+1) Dex 15(+3) Wis 13 (+2) Con 14 (+3) Int 9 (+0) Cha 18 (+5) Equipmentleather robes, hexer rod 4 Goblin Sharpshooters (S) Level 2Artillery Small natural humanoid XP 125 each Initiative +5 SensesPerception +2; low-light vision HP 31; Bloodied 15 AC 16; Fortitude12, Reex 14, Will 11 Speed 6; see also goblin tactics m Short Sword(standard; at-will) Weapon +6 vs. AC; 1d6 + 2 damage. r HandCrossbow (standard; at-will) Weapon Ranged 10/20; +9 vs. AC; 1d6 +4 damage. Sniper A hidden goblin sharpshooter that misses with aranged attack remains hidden. Combat Advantage A goblinsharpshooter deals 1d6 extra damage on attacks against any targetit has combat advantage against. Goblin Tactics (immediatereaction, when missed by a melee attack; at-will) The goblin shifts1 square. Alignment Evil Languages Common, Goblin Skills Stealth+12, Thievery +12 Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Con 13 (+2)Int 8 (+0) Cha 8 (+0) Equipment leather armor, short sword, handcrossbow with 20 bolts ENCOUNTER 22: GALLERY OF DEATHENCOUNTER 22:GALLERY OF DEATH Delve_1_10.indd 20Delve_1_10.indd 20 12/2/089:22:35 AM12/2/08 9:22:35 AM 22. C H A P T E R # | X x 21ENCOUNTER22:GALLERYOFDEATH Tactics Once a character steps off thestairs onto one of the squares along the north edge of the map, theskeletons assemble and rise up in the indicated squares. They tryto bottleneck the PCs in an effort to force them to tread acrossthe unsafe floor. The goblin sharpshooters shoot at the PCs fromcover (the low wall) or concealment (the darkened corner). As longas they remain out of clear view, they enjoy combat advantage anddeal 1d6 extra damage. Dont reveal a sharpshooters position if itsranged attack misses (due to its sniper abil- ity). Thesharpshooters switch to short swords if pressed in melee, flankingif possible. The goblin hexer uses vexing cloud immediately,sustaining it as long as it can (and moving the cloud as needed,particularly to protect itself). It uses stinging hex against foesin the cloud (or against foes it wants to keep in place) andblinding hex against those outside the cloud. It stays adja- centto a goblin sharpshooter so it can use lead from the rear. If morethan one PC gets onto the plat- form, or if its allies are alldefeated, the hexer flees up the spiral staircase to alert thegoblin under- boss in area 3. If the PCs toss a portable lightsource, such as a sunrod or a torch, onto the platform in order toilluminate their foes, the next goblin to act throws it back downonto the unsafe floor to regain the benefit of concealment.Features of the Area Illumination: Torches along the north wallpro- vide bright illumination to most of the room. Atop theplatform, however, the light is dim, granting conceal- ment to thecreatures hiding there. Ceiling: The ceiling in this area is 10feet high. Low Wall: This 4-foot-tall wall is a recent addi- tionby the goblins to help defend the tower. It takes a DC 10 Athleticscheck to haul oneself over the wall. The wall provodes cover.Ruined Statue: The square containing the ruined statue is difficultterrain. If inspected, it appears that the statue once depicted anarmored woman hold- ing a longsword aloft. The base is inscribedwith the name Lady Talyn Dholbrular. Unstable Floor: The20-by-20-foot center of the room sags dangerously. The entiresection col- lapses under 20 pounds or more, dropping to area 1below. Those on the unstable area when it collapses are attacked(+5 vs. Reflex); on a hit they fall 20 feet to the lower area (2d10damage). On a miss, the character manages to move back to the safesquare he or she entered from. Any character who is not adjacent toa safe square when the floor collapses is automatically hit. If thefloor does collapse, mark the hole by placing two black 24 tiles inthe center of the room. Wooden Platform: This 10-foot-tall woodenplatform blocks access to the spiral stairs. Normally, a ladderprovides access up the west side of the plat- form. If the goblinswere warned by the ringing of the gong, they have pulled up theladder. Without the ladder, it requires a DC 20 Athletics check toclimb up onto the platform. TIPS AND REMINDERS Creatures atop theplatform enjoy concealment (2 penalty to opponents attack rolls)except against foes that have low-light vision or darkvision (suchas all the monsters in the room). If a goblin uses goblin tactics,the hexer uses incite bravery to grant the goblin extra movementand a free attack. PORTRAYING THE HEXER The goblin hexer laughsmaniacally in the shadowy corner of the wooden platform. In anyparticular round, it might taunt the PCs: Give up, and we only eatone of you! Bow before my eldritch might and despair! I am Madguttthe Odiferous! Fear me! Delve_1_10.indd 21Delve_1_10.indd 2112/2/08 9:22:41 AM12/2/08 9:22:41 AM 23. C H A P T E R # | X x 22 En c o u n t e r L e ve l 5 ( 1 , 0 0 0 X P ) 1 bugbear warrior (B)1 goblin blackblade (G) 1 goblin underboss (U) 2 gray wolves (W) 1false-floor pit trap Setup The PCs have climbed to the highestremaining level of the Broken Tower, where the goblin underbosslords over its bandit gang. With nowhere left to run, the goblinsdo all they can to repel the invaders. If the goblin hexer fromarea 2 fled up the spiral staircase, place it in the square east ofthe bugbear warrior. Dont place the blackblade or the wolves rightaway, because theyre outside the PCs line of sight from the top ofthe stairs. When the characters come up the stairs, read: Sunlightfills this room. The roof is gone, and the spiral staircasecontinues up to nowhere. Much of the southern half of the room hasfallen away. A large stone throne sits to the west with a pile ofsoiled bedding directly across from it. A circle of runes,interrupted by a gap along one of its sides, glows faintly on thefloor. Perception Check DC 17: A shadow on the wall behind thestaircase moves cautiously, giving away the position of a hiddenfoe. Tactics The bugbear warrior shouts at the PCs to draw theirattention, while backing into the magic circle. It wants a foe tomove up to it so that an ally can flank. If any PC stands next tothe open side of the room, the bugbear tries to bull rush thatcharacter off the edge (+7 vs. Fortitude). The wolves stay at thefringe of the fight, preying on lone PCs. The goblin blackbladeprefers to flank with the bugbear or a wolf. It uses its sneakyability to swap places with an ally when shifting (perhaps to tradea flanking position back and forth between them). The goblinunderboss joins the fight, preferring to stay adjacent to an allyeven if a flank is available (so it can use its basic attack togrant extra attacks). All the monsters know where the false-floorpit trap is. The goblins encourage PCs to step onto it, perhaps byoffering a flanking position or inviting a charge. ENCOUNTER 23:THRONE ROOMENCOUNTER 23: THRONE ROOM Bugbear Warrior (B) Level 5Brute Medium natural humanoid XP 200 Initiative +5 SensesPerception +4; low-light vision HP 76; Bloodied 38 AC 18; Fortitude17, Reex 15, Will 14 Speed 6 m Morningstar (standard; at-will)Weapon +7 vs. AC; 1d12 + 6 damage. M Skullthumper (standard;encounter) Weapon Requires morningstar and combat advantage againstthe target; +5 vs. Fortitude; 1d12 + 6 damage, and the target isknocked prone and dazed (save ends). Predatory Eye (minor;encounter) The bugbear warrior deals 1d6 extra damage on the nextattack it makes with combat advantage. It must apply this benetbefore the end of its next turn. Alignment Evil Languages Common,Goblin Skills Intimidate +9, Stealth +11 Str 20 (+7) Dex 16 (+5)Wis 14 (+4) Con 16 (+5) Int 10 (+2) Cha 10 (+2) Equipment hidearmor, morningstar Goblin Blackblade (G) Level 1 Lurker Smallnatural humanoid XP 100 Initiative +7 Senses Perception +1;low-light vision HP 25; Bloodied 12 AC 16; Fortitude 12, Reex 14,Will 11 Speed 6; see also goblin tactics m Short Sword (standard;at-will) Weapon +5 vs. AC; 1d6 + 2 damage. Combat Advantage Agoblin blackblade deals 1d6 extra damage against any target it hascombat advantage against. Goblin Tactics (immediate reaction, whenmissed by a melee attack; at-will) The goblin shifts 1 square.Sneaky When shifting, a goblin blackblade can move into a spaceoccupied by an ally of its level or lower. The ally shifts into theblackblades previous space as a free action. Alignment EvilLanguages Common, Goblin Skills Stealth +10, Thievery +10 Str 14(+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (1) Cha 8 (1)Equipment leather armor, short sword 2 Gray Wolves (W) Level 2Skirmisher Medium natural beast XP 125 each Initiative +5 SensesPerception +7; low-light vision HP 38; Bloodied 19 AC 16; Fortitude14, Reex 14, Will 13 Speed 8 m Bite (standard; at-will) +7 vs. AC;1d6 + 2 damage, or 2d6 + 2 damage against a prone target. CombatAdvantage If a gray wolf has combat advantage against its target,the target is also knocked prone on a hit. Alignment UnalignedLanguages Str 13 (+2) Dex 14 (+3) Wis 13 (+2) Con 14 (+3) Int 2 (3)Cha 10 (+1) Delve_1_10.indd 22Delve_1_10.indd 22 12/2/08 9:22:49AM12/2/08 9:22:49 AM 24. C H A P T E R # | X x 23ENCOUNTER23:THRONEROOM Goblin Underboss (U) Level 4 EliteController (Leader) Small natural humanoid XP 350 Initiative +4Senses Perception +8; low-light vision HP 110; Bloodied 55 AC 18;Fortitude 17, Reex 15, Will 16; see also survival instinct SavingThrows +2 Speed 5; see also superior goblin tactics Action Points 1m Short Sword (standard; at-will) Weapon +9 vs. AC; 1d6 + 4 damage.Miss: An adjacent ally makes a basic attack as a free action.Superior Goblin Tactics (immediate reaction, when missed by a meleeattack; at-will) The goblin underboss and up to two allies withinits line of sight shift 1 square. Survival Instinct A goblinunderboss gains a +3 bonus to defenses while bloodied. AlignmentEvil Languages Common, Goblin Skills Stealth +10, Thievery +10 Str18 (+6) Dex 14 (+4) Wis 13 (+3) Con 15 (+4) Int 11 (+2) Cha 16 (+5)Equipment chainmail, short sword Features of the Area Illumination:The room is open to the bright sun- light above. Falling: Most ofthe southern half of the room has long since collapsed. There is nowall along either of the diagonal edges or the southernmost edge.Anyone who steps or is pushed off the edge falls 40 feet to theground below (4d10 damage). The denizens of the room avoid standingnear the edge. False-Floor Pit Trap: This trap occupies the central44 area of this room. It goes off as soon as a character moves intoany of those squares. Magic Circle: The goblins have discoveredthat standing in or on the magic circle inscribed on the floorheals the worst of their wounds (granting regen- eration 2 to anybloodied creature that has at least 1 hit point). The circle alsobenefits characters. As a minor action, a PC within sight of thecircle can determine that it has some beneficial healing effect bysucceeding on a DC 12 Arcana check or Religion check. SoiledBedding: The goblin underboss and its pet wolves sleep in this nestof filthy blankets and soiled mattresses. Any nongoblin humanoidknocked prone in this area is also dazed until the end of its nextturn by the reek. Spiral Staircase: The spiral staircase onceclimbed 20 feet up to the next floor, which has long since fallen.The staircase provides cover. Throne: Several gemstones stud thearms of the throne. Most of them are fakes. A character who makes aDC 17 Perception check discovers one of the three real gems(multiple checks can succeed until all three are found). If thecheck beats the DC by 5 or more, the function of the gem (if any)is also discovered. A character who makes a DC 12 Thievery checkpries a gem out of the throne. Moonstone (150 gp): Pressing thisgem causes the seat of the throne to open, revealing a secretcompart- ment that holds 90 gp and a level 5 magic item. Amethyst(150 gp): Whatever function this gem had long ago has been lost tothe ages. False-Floor Pit Level 1 Warder Trap XP 100 A covered pitis hidden near the center of the room. Timber covered withflagstones is rigged to fall when a creature walks on it, droppingthe creature into a 10-foot-deep pit. Trap: A 22 section of the oorhides a 10-foot-deep pit. Perception DC 20: The character noticesthe false stonework. Trigger The trap attacks when a creatureenters one of the traps four squares. Attack Immediate ReactionMelee Target: The creature that triggered the trap. Attack: +4 vs.Reex Hit: The target falls into the pit, takes 1d10 damage, andfalls prone. Miss: The target returns to the last square itoccupied, and its move action ends immediately. Effect: The falseoor opens and the pit is no longer hidden. Countermeasures Anadjacent character can trigger the trap with a DC 10 Thieverycheck. The oor falls into the pit. An adjacent character candisable the trap with a DC 25 Thievery check. The oor becomes safe.A character who makes an Athletics check (DC 11, or DC 21 without arunning start) can jump over the pit. A character can climb outwith a DC 15 Athletics check. TIPS AND REMINDERS Whenever youreabout to make an attack roll, check whether the monster has combatadvantage or could gain it by shifting. Both the bugbear warriorand the goblin blackblade deal 1d6 extra damage when they havecombat advantage against their target. The underboss gains +3 tohis defenses when he becomes bloodied. Delve_1_10.indd23Delve_1_10.indd 23 12/2/08 9:22:55 AM12/2/08 9:22:55 AM 25. C H AP T E R # | X x 24 A force of orcs has taken over a small hilltopkeep. The PCs are engaged by the local lord to rid his home of theintruders. Fortunately for the PCs, the keeps main doors are stilldamaged from when the orcs took possession, and entry is relativelyeasy. Unfortu- nately, the orcs are determined to stay. Tiles: Thisdelve uses tiles from DU1: Halls of the Giant Kings. Expanding theDelve To turn this delve into a longer adventure, consider theseadditions. The false-floor pit in room 2 leads to a small system ofcaves occupied by an otyugh (MM 211) and several skeletons (MM234), which ignore one another. The creatures stay deep in thecaves and are encountered only if the PCs explore or remain in thecaves for a long time. A trapdoor hidden under the bearskin rug inroom 3 leads to lower levels dug into the hill. These levelscontain more orcs and several prisoners. 3: Orc Stronghold3: OrcStronghold E n c o u n t e r L e ve l 2 ( 6 5 0 X P ) 2 firebeetles (B) 3 orc raiders (R) Setup The orcs here are in disfavorwith their chieftain, who thinks that if they are too weak to repela raid, they are not worth saving. Thus, the other orcs in the keepprovide no assistance in battle. The PCs come up the entrystairwell to the keep. Place them outside the large double doors.When the characters first see inside, read: Two glowing beetlesprovide light in the room, high- lighting several cages and twoorcs. The rear of the room is in shadow. Perception Check DC 10:You can see a flickering light through the arrow slits of an alcoveoverlooking your position. Tactics The fire beetles use fire sprayas often as possible, though they try to avoid hitting theirallies. The two orcs at ground level use throwing axes until theyrun out of them or are engaged in melee. The orc in the tower usesa candle to provide him- self with a bit of illumination. He throwshandaxes through the arrow slits until a target attempts to enterthe tower. He then extinguishes the candle and stands at the top ofthe stairs with his greataxe drawn. 2 Fire Beetles (B) Level 1Brute Small natural beast XP 100 each Initiative +1 SensesPerception +0 HP 32; Bloodied 16 AC 13; Fortitude 13, Reex 12, Will11 Resist 10 re Speed 6 m Bite (standard; at-will) +5 vs. AC; 2d4 +2 damage. C Fire Spray (standard; recharge ) Fire Close blast 3; +4vs. Reex; 3d6 re damage. Alignment Unaligned Languages Str 14 (+2)Dex 12 (+1) Wis 10 (+0) Con 12 (+1) Int 1 (5) Cha 8 (1) ENCOUNTER31: HOLDING CELLSENCOUNTER 31: HOLDING CELLS START HEREDelve_1_10.indd 24Delve_1_10.indd 24 12/2/08 9:23:03 AM12/2/089:23:03 AM 26. C H A P T E R # | X x 25 ENCOUNTER31:HOLDINGCELLSFeatures of the Area Illumination: Each fire beetle provides brightlight in a 5-square radius (as a torch) even after it is killed.The candle in the tower provides dim light to its occupant, andthis light can be seen from a dis- tance, but the illumination doesnot extend into the squares beyond the arrow slits. The rest of theroom is dark. Ceiling: The ceiling in this area is 20 feet high.Stairs: The stairs leading up to the tower can be accessed from theeastwest hallway that leads to area 2. (The wall shown on the tiledoesnt block the ground-level access to the stairwell.) Tower: Thetower is 4 squares tall; the orc inside stands 2 squares abovefloor level. Two sides of the tower face into the room, and theother sides face out into the keep grounds. While in the tower, theorc has superior cover (5 penalty to attack rolls against him fromoutside the tower). Water Bucket: One square along the south wallholds a bucket that the orcs use for drinking water. If the bucketis tipped over (a minor action), the spilled water createsdifficult terrain in a 2-square radius (but it does not flow intothe tower squares). Cages: All the cages are locked and (with oneexception) empty; the orc raider in the tower carries a key thatunlocks them. Prisoner: A dead male half-elf lies on his back inthe 22 cage along the south wall. Anyone inspecting the body canmake a DC 15 Perception check to dis- cover a 100 gp ruby in thehollow heel of the elfs left boot. 3 Orc Raiders (R) Level 3Skirmisher Medium natural humanoid XP 150 each Initiative +5 SensesPerception +1; low-light vision HP 46; Bloodied 23; see alsowarriors surge AC 17; Fortitude 15, Reex 14, Will 12 Speed 6 (8while charging) m Greataxe (standard; at-will) Weapon +8 vs. AC;1d12 + 3 damage (crit 1d12 + 15). R Handaxe (standard; at-will)Weapon Ranged 5/10; +7 vs. AC; 1d6 + 3 damage; see also killerseye. M Warriors Surge (standard, usable only while bloodied;encounter) Healing, Weapon The orc raider makes a melee basicattack and regains 11 hit points. Killers Eye When making a rangedattack, the orc raider ignores cover and concealment (but not totalconcealment) if the target is within 5 squares of it. AlignmentChaotic evil Languages Common, Giant Skills Endurance +8,Intimidate +5 Str 17 (+4) Dex 15 (+3) Wis 10 (+1) Con 14 (+3) Int 8(+0) Cha 9 (+0) Equipment leather armor, greataxe, 4 handaxesDelve_1_10.indd 25Delve_1_10.indd 25 12/2/08 9:23:11 AM12/2/089:23:11 AM 27. C H A P T E R # | X x 26 E n c o u n t e r L e ve l4 ( 9 1 5 X P ) 1 orc eye of Gruumsh (E) 1 orc berserker (B) 10 orcdrudges (O) 1 false-floor pit trap Setup The commotion from theadjoining area warns the orcs in the banquet hall to prepare forbattle. The orc eye of Gruumsh and the chieftain work together outof necessity, not friendship, so no assistance will be forthcomingfrom the barracks (area 3). The eye of Gruumsh watches from thepantry, peeking through the slightly open door, so dont place hisfigure at the start of the encounter. Place the 22 pit tile (nextto the cauldron) only if the trap is triggered. When the charactersopen the doors from area 1, read: A cauldron in the middle of theroom bubbles atop a blaz- ing fire, and a banquet table to yourright is covered in leftover food and wine. Many orcs stand aroundthe room, snarling and ready for battle. Perception Check DC 12: Adoor in the wall across the room is slightly ajar. Tactics Thanksto the influence of the eye of Gruumsh, the orc drudges resist thetemptation to charge into battle immediately. Instead, they attemptto hold back and let the PCs come to them so they can spring a fewtraps. On its first turn, the orc drudge in the corner uses a minoraction to pull the lever that activates the false-floor pit trap.The orc drudge beside the cauldron readies an action to tip it ontoa PC in the room oreven better onto a PC in the bottom of the pit.If these two drudges are engaged in combat before they canaccomplish those tasks, they abandon their intended strategy andjoin the combat on their turns. The eye of Gruumsh waits for thebattle to com- mence before revealing his position. He uses his eyeof wrath every round if possible. He uses swift arm of destructiononly if the orc berserker is bloodied. He still might pull thelever or tip the cauldron if he can move close enough and if thosetactics have not yet been used. The berserker fights until the eyeof Gruumsh uses swift arm of destruction or until the eye isdefeated. At that point, he flees to area 3 to fight alongside hischieftain. Orc Berserker (B) Level 4 Brute Medium natural humanoidXP 175 Initiative +3 Senses Perception +2; low-light vision HP 66;Bloodied 33; see also warriors surge AC 15; Fortitude 17, Reex 13,Will 12 Speed 6 (8 while charging) m Greataxe (standard; at-will)Weapon +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). M WarriorsSurge (standard, usable only while bloodied; encounter) Healing,Weapon The orc berserker makes a melee basic attack and regains 16hit points. Alignment Chaotic evil Languages Common, Giant SkillsEndurance +10, Intimidate +6 Str 20 (+7) Dex 13 (+3) Wis 10 (+2)Con 16 (+5) Int 8 (+1) Cha 9 (+1) Equipment leather armor, greataxe10 Orc Drudges (O) Level 4 Minion Medium natural humanoid XP 44each Initiative +2 Senses Perception +2; low-light vision HP 1; amissed attack never damages a minion. AC 16; Fortitude 15, Reex 12,Will 12 Speed 6 (8 while charging) m Club (standard; at-will)Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil LanguagesCommon, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8(+1) Cha 9 (+1) Equipment hide armor, club ENCOUNTER 32: BANQUETHALLENCOUNTER 32: BANQUET HALL TIPS AND REMINDERS Unless the orceye of Gruumsh is forced to the perimeter of this area, every otherorc in the banquet hall benefits from the eyes wrath of Gruumshauragiving it one final melee basic attack when it is reduced to 0hit points. Even if the eye of Gruumsh is not within 10 squares ofevery other orc in the area, its aura will affect the vast majorityof the monsters here. Delve_1_10.indd 26Delve_1_10.indd 26 12/2/089:23:19 AM12/2/08 9:23:19 AM 28. C H A P T E R # | X x 27ENCOUNTER32:BANQUETHALL Orc Eye of Gruumsh (E) Level 5 Controller(Leader) Medium natural humanoid XP 200 Initiative +6 SensesPerception +3; low-light vision Wrath of Gruumsh aura 10; orcs inthe aura can use death strike (see below). HP 64; Bloodied 32; seealso warriors surge and death strike AC 19; Fortitude 17, Reex 14,Will 15 Speed 6 (8 while charging) m Spear (standard; at-will)Weapon +10 vs. AC; 1d8 + 3 damage. M Warriors Surge (standard,usable only while bloodied; encounter) Healing, Weapon The eye ofGruumsh makes a melee basic attack and regains 16 hit points. MDeath Strike (when reduced to 0 hit points) The orc makes a meleebasic attack. R Eye of Wrath (minor; at-will) Fear Ranged 5; +8 vs.Will; the target takes a 4 penalty to AC (save ends). R Swift Armof Destruction (standard; recharge ) Healing Ranged 5; one orcwithin range makes a melee basic attack (as a free action) andregains 15 hit points on a hit or 5 hit points on a miss. A ChaosHammer (standard; encounter) Force Area burst 1 within 10; +8 vs.Reex; 2d6 + 3 force damage, and the target is knocked prone. Miss:Half damage, and the target is not knocked prone. Alignment Chaoticevil Languages Common, Giant Skills Endurance +10, Intimidate +10,Religion +7 Str 17 (+5) Dex 14 (+4) Wis 12 (+3) Con 16 (+5) Int 11(+2) Cha 17 (+5) Equipment leather armor, fur cloak, spearFalse-Floor Pit Level 1 Warder Trap XP 100 A covered pit is hiddennear the center of the room. Timber covered with flagstones isrigged to fall when a creature walks on it, dropping the creatureinto a 10-foot-deep pit. Trap: A 22 section of the oor hides a10-foot-deep pit. Perception DC 20: The character notices the falsestonework. Trigger After it is activated, the trap attacks when acreature enters one of the traps four squares. Attack ImmediateReactionMelee Target: The creature that triggered the trap. Attack:+4 vs. Reex Hit: The target falls into the pit, takes 1d10 damage,and falls prone. Miss: The target returns to the last square itoccupied, and its move action ends immediately. Effect: The falseoor opens and the pit is no longer hidden. Countermeasures Anadjacent character can trigger the trap with a DC 10 Thieverycheck. The oor falls into the pit. An adjacent character candisable the trap with a DC 25 Thievery check. The oor becomes safe.A character who makes an Athletics check (DC 11, or DC 21 without arunning start) can jump over the pit. A character can climb outwith a DC 15 Athletics check. Features of the Area Illumination:Glowing embers beneath the caul- dron produce dim light in a5-square radius. The rest of the area is dark. Ceiling: The ceilingin this area is 20 feet high. Table: The banquet table providescover for adja- cent creatures as long as it is upright. Acharacter can tip over the table with a DC 17 Strength check. If itis tipped over, it occupies the row of squares adjacent to itsoriginal position, and it blocks line of sight and line of effect.False-Floor Pit Trap: Meal scraps and liquids from the cauldron arethrown into an adjacent pit that is covered by a false floor. Thefalse floor is safe to walk on unless the lever in the corner ofthe room is pulled, which activates the trap. Pantry: This smallchamber off the western wall contains shelves of opened food andhanging herbs. Hidden in the pantry is a level 6 magic item and abag of 60 gp, concealed here by the eye of Gruumsh. The orc beginsthe encounter in this room, peeking out through the slightly opendoor. Cauldron: If tipped over, the cauldron attacks a 22 areaadjacent to it (+6 vs. Reflex; 2d4 fire damage, and the target isknocked prone). Fire Pit: After the cauldron is tipped over, thespace it occupied is now filled with cinders and hot ashes (you canuse the 22 fireplace tile to represent this feature). A creaturethat enters the fire pit or starts its turn there takes 2d4 firedamage. Delve_1_10.indd 27Delve_1_10.indd 27 12/2/08 9:23:24AM12/2/08 9:23:24 AM 29. C H A P T E R # | X x 28 E n c o u n t e rL e ve l 6 ( 1 , 2 5 0 X P ) 1 orc chieftain (C) 1 dire wolf (W) 2orc berserkers (B) Setup The orc chieftain holds court in thebarracks, accom- panied by his remaining loyal followers. Most ofthe orcs in the keep rotate sleeping shifts in the eight beds, andthe chieftain shares the bearskin rug with his faithful dire wolf.Having heard the conflict in the banquet hall, the orcs here areprepared. The dire wolf stands growling on the bearskin rug nearthe orc chieftain. The orc berserkers stand nearby, ready forbattle. If the orc berserker from area 2 fled here, place it as yousee fit. When the characters open the door, read: This room lookslike the sleeping quarters for the orcs. A crackling fireplacespreads light throug 2b1af7f3a8