Demon Queen's Enclave (Dungeons & Dragons 4th Ed: Adventure by Chris Sims, David Noonan

By Chris Sims, David Noonan

A D&D experience for 14th-level characters.

In this experience, the heroes needs to resolve the plots of the vile minions of Lolth, the notorious Demon Queen of Spiders. alongside the way in which, they'll face off opposed to drow, demons, and worse!

This event should be run as a stand-alone experience or as half of a three-part sequence of adventures (starting with P1 King of the Trollhaunt Warrens) that spans 10 degrees of gameplay.

Demon Queen's Enclave is a D&D event designed to take characters from 14th to seventeenth point.

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Extra resources for Demon Queen's Enclave (Dungeons & Dragons 4th Ed: Adventure P2)

Sample text

Dragonborn Fury (only while bloodied) A dragonborn gains a +1 racial bonus to attack rolls. Infiltrating Stride (move; recharges after the dragonborn raider attacks two different enemies with twin katar strike) The dragonborn raider shifts 3 squares. Alignment Any Languages Common, Draconic Skills History +8, Intimidate +9, Stealth +16 Str 18 (+10) Dex 21 (+11) Wis 14 (+8) Con 17 (+9) Int 10 (+6) Cha 12 (+7) Equipment leather armor, 2 katars bing double attack, it spends its action point to try again.

Perception Check DC 25: You notice a trapdoor set into the floor in the southeast corner of the room. Tactics The drow ghoul feasting in the antechamber lets out a tremendous shriek when it sees the adventurers, putting the vrock and the rest of the undead on alert. Once Rotting Hook Horror (H) Level 13 Soldier Large natural beast (undead) XP 800 Initiative +12 Senses Perception +9; blindsight 10 HP 137; Bloodied 68 AC 28; Fortitude 27, Reflex 24, Will 24 Speed 4, climb 4 m Hook (standard; at-will) Reach 2; +20 vs.

Alignment Chaotic evil Languages Common, Elven Skills Stealth +14 Str 22 (+12) Dex 17 (+9) Wis 16 (+9) Con 20 (+11) Int 3 (+2) Cha 6 (+4) Ring of Freedom of Movement: Gain a +2 item bonus to Acrobatics checks. Power (Daily): Minor Action. Until the end of the encounter, gain a +5 power bonus to checks made to escape a grab and a +5 power bonus to saving throws to end the immobilized, restrained, or slowed conditions. If you’ve reached at least one milestone today, you can also move across difficult terrain as if it were normal until the end of the encounter.

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