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If you’re designing a dungeon journey in your sport, we’ve received you lined. If you’re creating one from scratch, we’ve received strong dungeon design principle, together with the NODES system and the DICE description technique. If you need tables for random dungeon creation or inspiration, we’ve received a number of these as effectively.
Some nights, although, you simply need to take a premade dungeon and run the heck out of it.
Dungeon Delver’s Guide consists of eight full dungeons, simply large enough for a sport session or two. Each dungeon is three pages lengthy (two pages plus a full-page map).
Our three-page dungeons span character ranges from 1 (the Rotten Underbelly) to 18 (Maze of the Mountain King), and vary by eight distinct dungeon environments, from shrine to submarine. No matter what the extent of your group, you’ll have the ability to problem them with an acceptable zero-prep journey.
Each of the Dungeon Delver’s Guide dungeons makes full use of our adventure-building instruments and recommendation. You can run one among these adventures with no prep, or dip into it to mine it for novelties, obstacles, discoveries, escalations, and set-pieces, together with the numerous new monsters, spells, treasures, traps, and puzzles scattered all through the adventures. Special because of our tremendous crew of dungeon journey writers: William Fischer, Cassandra Macdonald, Peter N Martin, and Brandes Stoddard for doing nice work on the dungeons!
Palace of the Amber Prince
I need to share one among our three-page dungeons with you: Palace of the Amber Prince by William Fischer. I like this journey loads: I like the sense of archaic creepiness that pervades the dungeon, I like the isometric fashion of the map, and I like that the climax of the journey options not a fight encounter however a fiendish lure, the lightning blast statue, which is likely one of the greater than 100 new traps in Dungeon Delver’s Guide.
Check out the Palace of the Amber Prince beneath, together with the lightning blast statue.
Lightning Blast Statue
1st tier (constructed lure)
Challenge 3 (700 XP); DC 14/14
A life-size statue of a humanoid stands atop a squat marble plinth. In one hand, the statue holds an amber-tipped scepter leveled on the room’s entrance.
A creature that approaches inside 10 ft of the statue’s scepter or begins its flip in that space triggers a Failure.
Scepter. A Perception examine or an examination of the statue reveals that the scepter may be faraway from the statue’s hand. A riddle is written in Common on the scepter: “I am the Prince’s to command / Until another comes to hand.”
Magical Effect. This is a magical impact created by evocation magic. Casting dispel magic on the scepter requires a spellcasting capacity examine and disables the lure.
Statue. A creature can push the statue off the plinth with an Athletics examine. On successful, the statue shatters towards the ground. The statue is a nonmagical object with AC 14, 50 hit factors, and immunity to poison and psychic harm. While the statue holds the amber-tipped scepter, it additionally has immunity to lightning harm. Shattering the statue or lowering it to 0 hit factors disables the lure.
Possible Solutions
To disable the lure, the statue’s scepter have to be swapped with an object of comparable measurement, equivalent to a magical rod, a weapon, or perhaps a torch. Simply eradicating the scepter from the statue doesn’t deactivate the lure; the scepter continues firing as long as it stays inside 500 ft of the statue. A creature could make a Sleight of Hand examine to exchange the scepter with out activating the lightning.
- Critical Failure. As a Failure, besides the lightning targets every creature inside 10 ft of the scepter.
- Failure. A bolt of lightning arcs from the top of the scepter. The triggering creature should make a Dexterity saving throw, taking 17 (5d6) lightning harm on a failure or half harm on successful.
- Success or Critical Success. The creature safely swaps out the scepter, disabling the lure.
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