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D
ungeon
D
elve
™
ROLEPLAYING GAME SUPPLEMENT
David Noonan • Bill Slavicsek
Dungeon Delve
™
ROLEPLAYING GAME SUPPLEMENT
David Noonan • David Christ • Greg Marks • Shawn Merwin • Dru Moore • Bill Slavicsek
CREDITS
Design
David Noonan (lead),
David Christ, Greg Marks, Shawn Merwin,
Dru Moore, Bill Slavicsek
Cover Illustration
Wayne Reynolds
Graphic Designers
Emi Tanji, Yasuyo Dunnett
Development
Andy Collins
Interior Illustrations
Rob Alexander, Dave Allsop, Lee Moyer, William
O’Connor
Editing
Ray Vallese (lead),
Dawn J. Hagerman, M. Alexander Jurkat
Cartographer
Jason A. Engle
Managing Editing
Kim Mohan
Publishing Production Specialists
Angelika Lokotz, Erin Dorries
Director of R&D, Dungeons & Dragons/Book Publishing
Bill Slavicsek
Prepress Manager
Jefferson Dunlap
D&D Story Design and Development Manager
Christopher Perkins
Imaging Technician
Ashley Brock, Carmen Cheung
D&D System Design and Development Manager
Andy Collins
Production Manager
Cynda Callaway
Art Director
Jon Schindehette
Special thanks to Brandon Daggerhart, keeper of Shadowfell
This product requires the 4th Edition DUNGEONS & DRAGONS
®
game rules, which are based on previous DUNGEONS & DRAGONS
game rules designed by
E. Gary Gygax
,
Dave Arneson
(1st Edition and earlier);
David “Zeb” Cook
(2nd Edition);
Jonathan Tweet
,
Monte Cook
,
Skip Williams
,
Richard Baker
,
and
Peter Adkison
(3rd Edition).
620-23987720-001
9 8 7 6 5 4 3 2 1
First Printing:
February 2009
ISBN: 978-0-7869-5139-0
U.S., CANADA, ASIA, PACIFIC,
& LATIN AMERICA
Wizards of the Coast LLC
P.O. Box 707
Renton WA 98057-0707
+1- 80 0 -324 - 6 496
EUROPEAN HEADQUARTERS
Hasbro UK Ltd
Caswell Way
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GREAT BRITAIN
Please keep this address for your records
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DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST,
Adventurer’s Vault, Player’s Handbook, Dungeon Master’s Guide, Monster Manual,
D&D Insider, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character
names, and the distinctive likenesses thereof are property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity
to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2009 Wizards of the Coast LLC
VISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND
contents
INTRODUCTION
. . . . . . . . . . . . . . . . . . 4
11: LAST WILL
AND TESTAMENT
21: BAHAMUT’S SHAME
. . . . . . . . 132
by Shawn Merwin
21–1: The Unhidden Passage. . . . . . . 132
21–2: The Invisible Doorway . . . . . . . 134
21–3: The Unholy Weapon. . . . . . . . . 136
AND TESTAMENT
. . . . . . . . . . . . 72
by Shawn Merwin
11–1: The Reading. . . . . . . . . . . . . . . . . . .72
11–2: Demonic Muck . . . . . . . . . . . . . . . .74
11–3: The Abyssal Portal. . . . . . . . . . . . .76
1: COPPERNIGHT HOLD
. . . . . . . . 12
by Shawn Merwin
1–1: Kobold Defenses . . . . . . . . . . . . . . .12
1–2: The Hall of Ancestors . . . . . . . . . . .14
1–3: Audience Chamber . . . . . . . . . . . . .16
22: SMOLDERING FLAMES
OF WAR
2: THE BROKEN TOWER
. . . . . . . 18
by Greg Marks
2–1: The Guardroom . . . . . . . . . . . . . . . .18
2–2: Gallery of Death . . . . . . . . . . . . . . . .20
2–3: Throne Room . . . . . . . . . . . . . . . . . .22
12: EMERALD DAWN
. . . . . . . . . . . . 78
by Greg Marks
12–1: Fane of the Dawn. . . . . . . . . . . . . .78
12–2: Bloody Altar . . . . . . . . . . . . . . . . . .80
12–3: Radiant Chamber
of the Dawn . . . . . . . . . . . . . . . . . . . . . .82
OF WAR
. . . . . . . . . . . . . . . . . . . . . . 138
by Greg Marks
22–1: Hall of Sentinels . . . . . . . . . . . . . 138
22–2: The Well of Time . . . . . . . . . . . . 140
22–3: Gallery of Souls . . . . . . . . . . . . . 142
23: LICH’S LAST STAND
. . . . . . . . 144
by David Noonan
23–1: Entry Room . . . . . . . . . . . . . . . . . 144
23–2: Laboratory. . . . . . . . . . . . . . . . . . 146
23–3: Throne Room . . . . . . . . . . . . . . . 148
23: LICH’S LAST STAND
3: ORC STRONGHOLD
. . . . . . . . . . 24
by Dru Moore
3–1: Holding Cells . . . . . . . . . . . . . . . . . . .24
3–2: Banquet Hall . . . . . . . . . . . . . . . . . . .26
3–3: The Barracks . . . . . . . . . . . . . . . . . . .28
13: PLANAR BANDITS
. . . . . . . . . . . 84
by Dru Moore
13–1: Training Grounds . . . . . . . . . . . . . .84
13–2: Standing Stone Still. . . . . . . . . . . .86
13–3: Divide and Conquer . . . . . . . . . . .88
24: GHOULISH DESIGNS
. . . . . . . . 150
by Dru Moore
24–1: Brute Force . . . . . . . . . . . . . . . . . 150
24–2: Reinforcements . . . . . . . . . . . . . 152
24–3: Inner Sanctum . . . . . . . . . . . . . . 154
4: THE RAIDERS’ HIDEOUT
. . . . 30
by David Noonan
4–1: Chamber of Sand . . . . . . . . . . . . . . .30
4–2: Throne Chamber . . . . . . . . . . . . . . .32
4–3: Well of the Hungry One. . . . . . . . .34
14: HALL OF
ECHOING SCREAMS
ECHOING SCREAMS
. . . . . . . . . . 90
by David Noonan
14–1: Umber Hulk Guardians . . . . . . . .90
14–2: The Skeleton Room. . . . . . . . . . . .92
14–3: Chamber of the Buried Sun . . . .94
5: TOMB OF THE TIEFLING
EMPRESS
25: TEMPLE OF
PRIMORDIAL FIRE
PRIMORDIAL FIRE
. . . . . . . . . . 156
by Bill Slavicsek
25–1: Corridor of Fire and Spirit . . . . 156
25–2: Ritual Chamber . . . . . . . . . . . . . 158
25–3: Chamber of Summoning . . . . . 160
EMPRESS
. . . . . . . . . . . . . . . . . . . . . . 36
by Bill Slavicsek
5–1: Death in the Dark . . . . . . . . . . . . . .36
5–2: Corridor of Danger . . . . . . . . . . . . .38
5–3: Nemeia’s Antechamber . . . . . . . . 40
15: CAVES OF MENACE
. . . . . . . . . . 96
by Greg Marks
15–1: Lure of the Night . . . . . . . . . . . . . .96
15–2: Chasm of Torment. . . . . . . . . . . . .98
15–3: The Headwater . . . . . . . . . . . . . 100
26: SHADOWFELL SCHISM
. . . . . 162
by David Christ
26–1: Fear the Reapers . . . . . . . . . . . . 162
26–2: Denizens of Darkness . . . . . . . 164
26–3: Deluded Dragon . . . . . . . . . . . . 166
26: SHADOWFELL SCHISM
6: TEMPLE OF THE ZEALOTS
. . . 42
by David Christ
6–1: Sunken Foyer. . . . . . . . . . . . . . . . . . .42
6–2: Serpent Steamer . . . . . . . . . . . . . . 44
6–3: Inner Sanctum . . . . . . . . . . . . . . . . 46
16: EYE OF FLAME
. . . . . . . . . . . . . 102
by David Christ
16–1: Elemental Lashings . . . . . . . . . . 102
16–2: Hammer and Anvil . . . . . . . . . . 104
16–3: Fire and Ash . . . . . . . . . . . . . . . . 106
27: STORMING THE CLOUDS
. . .168
by Dru Moore
27–1: Frozen Reception . . . . . . . . . . . . 168
27–2: Burning Earth . . . . . . . . . . . . . . . 170
27–3: Lightning Reflexes . . . . . . . . . . . 172
7: THE CATACOMBS
OF KOPTILA
17: CAVERNS OF DEMISE
. . . . . . 108
by Shawn Merwin
17–1: Trial of Water . . . . . . . . . . . . . . . 108
17–2: Trial of Fire. . . . . . . . . . . . . . . . . . .110
17–3: Trial of Eyes . . . . . . . . . . . . . . . . . .112
OF KOPTILA
. . . . . . . . . . . . . . . . . . 48
by Shawn Merwin
7–1: The First Line . . . . . . . . . . . . . . . . . . .48
7–2: Unclean. . . . . . . . . . . . . . . . . . . . . . . .50
7–3: The Return of Koptila . . . . . . . . . . .52
28: THE HUNGERING
TEMPLE
8: POISONED SHADOWS
. . . . . . . . 54
by Greg Marks
8–1: Basement of the Curio Shop . . . . .54
8–2: Into the Sewers . . . . . . . . . . . . . . . .56
8–3: Nightshade’s Lair . . . . . . . . . . . . . . .58
18: SUMMER’S END
. . . . . . . . . . . . . 114
by Bill Slavicsek
18–1: The Angry Trees. . . . . . . . . . . . . .114
18–2: Ruined Corridor . . . . . . . . . . . . . .116
18–3: Lodge of the Hunt . . . . . . . . . . . .118
TEMPLE
. . . . . . . . . . . . . . . . . . . . . . 174
by Greg Marks
28–1: Spawn of Night. . . . . . . . . . . . . . .174
28–2: Storm of Teeth . . . . . . . . . . . . . . 176
28–3: The Ghoul King . . . . . . . . . . . . . 178
9: DECEITFUL DESCENT
. . . . . . . 60
by Dru Moore
9–1: Temple Facade . . . . . . . . . . . . . . . . .60
9–2: Hounds of Hell . . . . . . . . . . . . . . . . .62
9–3: Summoning Room . . . . . . . . . . . . . .64
19: TEMPLE OF
THE FOUR WINDS
29: THE SILENCE OF EVIL
. . . . 180
by Shawn Merwin
29–1: Guardian Angels . . . . . . . . . . . . 180
29–2: Magic Mutation Chamber . . . . 182
29–3: An Angry Prisoner. . . . . . . . . . . 184
9: DECEITFUL DESCENT
THE FOUR WINDS
. . . . . . . . . . 120
by Dru Moore
19–1: The Competition . . . . . . . . . . . . 120
19–2: Eternal Guardians . . . . . . . . . . . 122
19–3: The Four Winds . . . . . . . . . . . . . 124
30: DEIFIC HEART
OF MAGMA
10: FEAR THE NIGHT
. . . . . . . . . . . 66
by David Christ
10–1: Poisonous Welcome . . . . . . . . . . .66
10–2: The Ambitious Lieutenant . . . . .68
10–3: The New Master . . . . . . . . . . . . . .70
20: COLD HANDS OF CHAOS
. . . 126
by David Christ
20–1: Death’s Doorstep . . . . . . . . . . . 126
20–2: Icy Tomb of Splendor . . . . . . . . 128
20–3: Blademaster’s Sanctum. . . . . . 130
OF MAGMA
. . . . . . . . . . . . . . . . . . 186
by David Christ
30–1: Ash Guardians . . . . . . . . . . . . . . 186
30–2: Dragonforged Colossi . . . . . . . 188
30–3: Aspects of Divinity . . . . . . . . . . 190
INTRODUCTION
11: LAST WILL
21: BAHAMUT’S SHAME
1: COPPERNIGHT HOLD
22: SMOLDERING FLAMES
12: EMERALD DAWN
2: THE BROKEN TOWER
3: ORC STRONGHOLD
13: PLANAR BANDITS
24: GHOULISH DESIGNS
4: THE RAIDERS’ HIDEOUT
14: HALL OF
25: TEMPLE OF
5: TOMB OF THE TIEFLING
15: CAVES OF MENACE
6: TEMPLE OF THE ZEALOTS
16: EYE OF FLAME
27: STORMING THE CLOUDS
7: THE CATACOMBS
17: CAVERNS OF DEMISE
28: THE HUNGERING
18: SUMMER’S END
8: POISONED SHADOWS
19: TEMPLE OF
29: THE SILENCE OF EVIL
30: DEIFIC HEART
10: FEAR THE NIGHT
20: COLD HANDS OF CHAOS
Introduction
The first
Dungeon Delve appeared at
the 1998 GenCon Game Fair. It was created,
organized, and run by the DUNGEONS & DRAGONS
®
game designers to showcase D&D
®
and provide a
fun, interactive activity that was at least one step
above the demos we conducted in years past. It was
a new and exciting format, created by the people
who knew the game best, and it was the hit of
the weekend.
In many ways, that first Dungeon Delve was
fairly primitive. But from the opening of the show
on Thursday, we knew we had found the crux of
a winning formula. With hand-drawn maps, a
collection of disparate metal miniatures, and a huge
bulletin board on which we could record the progress
through the dungeon, it was barely state-of-the-art
for the time. We even posted a running list of the
honored characters who died trying to defeat the
monsters and make it into just one more chamber
before their time in the Delve came to an end.
The fans ate it up. We had enormous lines at the
Delve that entire weekend. They lined up to get into
the available play slots. They lined up to witness the
action and see whether Monte Cook or Bruce Cordell
or Ed Stark (or whoever else was part of the team at
that time) could kill more characters as more and
more of the Delve was revealed. They lined up to
see the next dungeon details and character names
DELVE AS DM
TRAINING GROUND
Always wanted to try your hand at Dungeon Mastering
but didn’t want to commit to running an entire adven-
ture? Then the Dungeon Delve product was made just for
you! Each set of encounters presents a short, easy-to-run
D&D experience. Just select the level of play, turn to the
appropriate page, and you’re ready to go.
Use the Delve encounters to practice full-scale Dun-
geon Mastering techniques, including adding campaign
elements, storytelling, and roleplaying. Or treat each
encounter as a competitive experience—player characters
against Dungeon Master—for a fast, exciting experience
utilizing the core elements of D&D.
4
INTRODUCTION
0
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