d20 Amalara Dungeon Dive 6 Under the Ice.pdf

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AMA1006A
Under the Ice
by Mike Wallace
Requires the use of the Dungeons & Dragons Player's Handbook,
Third Edition, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
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Dungeon Dive 6:
Under the Ice
by Mike Wallace
A pre-populated adventure location appropriate for adventuring parties of 8th to 16th level.
Additional Credits
Cartography: David Garrett
Interior Art: V Shane, Jason Walton, Kieran Yanner
Special Thanks: Mark Gedak
Dungeon Dive 6: Under the Ice is © 2006 Amalara. All rights reserved. Reference to other
copyrighted material in no way constitutes a challenge to the respective copyright holders.
Dungeon Dive , Amalara , and their associated logos are trademarks of Amalara.
Amalara
4903 Yorkshire Rd. Parma, OH 44134
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and
other countries and are used with permission.
"d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this License can be found at http://www.wizards.com/d20.
Art by V Shane from Arcane Publishers Edition vol 8
Art by Jason Walton from Image Portfolio © Louis Porter, Jr. Design, All Rights Reserved
Art by Kieran Yanner from OtherWorldly Art Portfolio Volume Six © OtherWorld Creations, Inc. All Rights
Reserved.
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Dungeon Dive 6
Using this Product
created to protect it, while others believe it was
meant to cage something in.
Unlike typical "adventures," this product
is designed to be used by a GM who has
already designed a plot, NPCs, and a big,
bad, boss creature. Unlike typical "maps,"
this product is designed to be used with very
little preparation. In addition to the layout of a
dungeon, this product includes traps, hazards,
creatures, and treasure.
In your implementation, the secret buried
beneath the glacier may not even be a city. It
might be a buried temple, a long-lost tomb, an
ancient white dragon's lair, or even a sacred
spring that grants immortality. What lies
beyond the map is left up to you.
Naturally other parties are interested in
discovering what lies below the ice for various
reasons. Intelligent humanoids are already
at work digging through the glacier, and icy
predators lurk in its frigid caverns. Even those
who have perished while seeking the glacier's
secret oppose the efforts of new adventurers.
Each Dungeon Dive product is also adaptable
to a wide range of power levels, and each
encounter area contains a section with
information targeted toward low, medium and
high-level parties. The Target Level for each
option is as follows:
Low: 8th
The areas inhabited by intelligent creatures
(half-dragon dwarves and polar medusas) have
been layered with ground sandstone, which
allows for normal movement. The other areas
of the glacier are uneven and slippery, though.
Characters moving on icy terrain move at half
speed, and the DC for Balance and Tumble
checks increases by 5.
Medium: 12th
High: 16th
As you read through the product, simply refer
to the power level appropriate to your party.
Additionally, DCs for certain skill checks may
have multiple values, for example (Search DC
20/25/30). This should be read as the DCs for
Low/Medium/High level parties.
The interior of the glacier is well below
freezing, and unprotected characters must
make a Fortitude save every 10 minutes (DC
15 + 1 per previous check) or take 1d6 points
of nonlethal damage. A character that has the
Survival skill may receive a bonus on this
saving throw and may be able to apply this
bonus to other characters as well. Characters
wearing winter clothing only need check once
per hour for cold and exposure damage.
The full stat blocks for all monsters are found
at the end of the product. Each power level has
a separate appendix. Statistics for hazards and
traps are included directly in the entry for each
power level, for ease of reference.
Running the Dungeon
A character who takes any nonlethal damage
from cold or exposure is beset by frostbite or
hypothermia, and is treated as fatigued. These
penalties end when the character recovers from
the nonlethal damage she took from cold and
exposure.
This dungeon is located in and below a
massive, ancient glacier, which is rumored to
have swallowed a whole city in a time long
past. Each tale told of the city is different:
some say the city was good, others evil, some
believe the glacier that now buries the city was
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Under the Ice
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Dungeon Dive 6
The Glacier
dungeon are, on average, 10 to 20 feet below
the surface of the glacier. Some areas are closer
to the surface, and some even have natural
skylights that let in fresh snow and light. The
two main groups of creatures that live in the
glacier (white half-dragon dwarves and polar
medusas) have an uneasy truce that allows
them to coexist.
Unless otherwise speciied, all structures
inside the glacier are carved from pure, solid
ice. The ice is extremely dense, and the walls,
loor, and ceiling have the same statistics as
reinforced masonry (Break DC 45, hardness 8,
HP 180 per 1 foot of thickness). Certain areas
are blocked by strong wooden doors which the
intelligent creatures in the
area have constructed. These
doors are rarely locked, but
have a tendency to freeze to
their hinges and require ice
(3 in. thick, hardness 8, HP
25) to be chipped or melted
away to free them.
1. Glacier Entrance (EL 8/11/16)
The crevice opens up into a wide, hand-
hewn space, which is framed with
heavy wooden buttresses that are
covered in long icicles. Bodies
are laid out on either side of the
room like cordwood, and are
covered with a fresh drift of
snow. Their frozen faces are
locked in expressions of
pain and agony.
Most of the creatures
inhabiting the glacier have
darkvision, and therefore
do not use light sources.
The bodies of adventurers
and explorers that have been
defeated by the inhabitants of
the glacier are piled here, for looting
and consumption later. Several of the
bodies have spontaneously turned
into various forms of frostbite
undead, and rise to attack the party as
soon as they draw near.
Approaching the
Glacier
The blinding snow
parts to reveal a great,
black maw. A tall, narrow
crevice in the side of the
glacier soars thirty feet high,
but opens less than ive feet,
creating an instant sensation of
claustrophobia.
• Low: Frostbite Wight (3)
• Medium: Frostbite Mohrg and
Frostbite Zombie, Bugbear (4)
A Listen check (DC 15) reveals a low
groan - the sound of the glacier creaking
under its own weight. A Search check (DC
20) reveals signs of intelligent activity in and
around the crevice - the marks of ice picks,
a discarded piton, and frayed rope are all
concealed under a thin layer of snow.
High: Frostbite Mohrg (8)
The icicles that hang from the wooden beams
may become dislodged by activity below, or
may be deliberately targeted. Those standing
around the perimeter of the room (where the
beams run) have a 1 in 6 chance each round of
being under an icicle when it breaks free.
Inhabited Areas
The explored and inhabited areas of the
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