Logan Bonner Jeff Morgenroth Matt Sernett. ROLEPLAYING GAME SUPPLEMENT. INTO THE UNKNOWN: The Dungeon Survival Handbook™. Into the Unknown: The Dungeon Survival Handbook (4e) - The Darkness Beckons Being an adventurer is a hard business Watermarked PDF. Into the Unknown: The Dungeon Survival Handbook is a guide for players and Dungeon D&D 4E Game System Electronic (PDF, DOC, eBook, HTML, etc.).

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Deep delvers are driven by an unquenchable desire to pit themselves against the challenges of the subterranean world.

Some seek to map out the spiral- ing highway-tunnels of the Underdark. Others are naturally drawn to the seclusion of caves, preferring to abandon life on the surface. Yet others are born to the Underdark and still call it home. Playing a Deep Delver Deep delvers are rarely seen on the surface; the lure of underground adventure is too strong to keep them topside for long. As experts in navigating the treach- erous depths, some deep delvers profit from their skills as guides or cartographers.

Most surface dwell- ers see you as a bit mad, unable to understand how you go for so long without seeing the sun. You shrug your shoulders and wonder if they are the mad ones, uninterested in spending their lives gazing upon the Underdark's wonders.

Most deep delvers who were born on the surface are drawn below by a thirst for adventure. You are addicted to the thrill of exploring the vastness of the Underdark.

For you, knowing the ways of cav- erns is as essential to survival as a surface dweller's understanding of woodcraft. Those who cannot learn quickly are consumed, while those who survive become masters of their trade. You might undertake expeditions for the promise of treasure or fame, but you would enter the Underdark for no other reason than the chance to breathe the cavern air and tread the stone highways of a subterranean world. Building a Deep Delver Deep delvers are a diverse lot, united only by their will to thrive in the caverns they call home.

Though deep delvers come from all races, few surface dwell- ers other than humans are likely to choose this path. Many deep delvers come from races native to the Underdark, such as dwarves and svirfneblin, who have a natural affinity for dungeoneering. Classes that specialize in survival skills, such as druids, rangers, and rogues, also excel as deep delvers. Con sider the following story elements when creating a deep delver character.

Born Above If you belong to a race native to the surface, something uncanny must have inspired you to favor a life below ground-and to enable you to survive there.

The Underdark's scope and geography are unlike anything aboveground. Think about why you decided to live below the earth, and thus how you approach its many challenges.

Are you constantly in search of new sights and experiences? Is the physical challenge of getting there half the fun? You might revel in the rush of descend- ing a miles-deep chasm or swimming through a flooded cave. The thrill of being the first to see such a sight is its own reward. You might instead be a deep delver out of neces- sity.

Perhaps you live in a community located near an entrance to the Underdark that must contend with raids by monsters or savage humanoids, so that patrolling the tunnel and the area around it is essential to your home's survival.

Alternatively, your livelihood might depend on searching the Underdark for precious resources, such as rare minerals and magical components, or simply for food.

In either case you must become a master of underground tracking and observation to succeed.

The most well-known deep delvers have patrons who pay them to explore the Underdark. You might be the employee of a wealthy monarch, hired to map an extensive series of passages discovered in one of the realm's mines. Does your patron plan to open up trade with Underdark civilizations, or hope to use the tunnels to launch secret attacks against rivals?

The results of your exploration could trigger far-reaching events in the campaign.

Consider also what you're leaving behind as you delve. Your connection to family and friends on the surface is cut off during your ventures, but maybe that is the point. Did you become a deep delver to escape something? If so, what better place to hide than the limitless depths of the Underdark?

Born Below For deep delvers who hail from the Underdark, the subterranean realm isn't a mys- tery- it's home. What topsiders see as a place of legendary dangers, mythic locales, and otherworldly beasts is just what you deal with every day. If your character is a member of an Underdark race, you probably have little patience with the blundering sur- face dwellers waving torches in your backyard.

D&D 3.5 - The Dungeon Survival Handbook

Consider how your character's home and culture fits into the campaign. Dwarves, renowned for their tremendous underground cities, live in the upper reaches of the realm and regularly deal with surface communities. The same goes for savage humanoids such as goblins or kobolds, though their behavior is far less civil.

These races live close enough to the surface that their domains have the feel of a nearby wilderness, much as a human or elf hunter would see a forest or swamp close to home-a place to be taken seriously but lacking mystery.

Races that dwell deeper, such as the svirfneblin, are one with the Underdark, which provides them with shelter and sustenance.

Deep delvers of these races see the world above as a place of wonder and legend, and they view explorers from the surface as sightseeing nuisances.

For you, a trek to the Underdark is all in a day's work. Your keen senses pick out lurking dangers that would spell doom for the less experienced.

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You've steeled your nerves against the hazards that threaten your every step. You know that you need to be on your toes when navigating the depths, but you wouldn't have it any other way. You also gain the subterranean survival power. Effect: You reroll the Dungeoneering check.

Additional Features Level 5 Feature A life spent underground has given you a diverse range ofknowledge concern ing subterranean ecology and terrain.

From spotting the territory markers of hook horrors to knowing which pools of slime to avoid, you're the authority when it comes to Underdark lore. In addition, the claustrophobia that rattles the nerves of some explorers doesn't even faze you. You descend feet first through cramped tunnels without a second thought, moving as quickly as a cave lizard while others squeeze by at a crawl.

The Dungeon Survival HandbookTM

Also, when you squeeze, your speed is not halved, and you take a -2 penalty to attack rolls instead of the normal-S. Level 10 Feature When you spend weeks, months, sometimes years underground, even the flickering light of a torch can be as intense to you as the full brilliance of the sun.

Dungeons offer adventure, treasure, and glory, but they are fraught with deadly traps, vicious monsters, and sinister puzzles. It takes more than a stout heart and a sharp mind to survive. A hero must be equipped with knowledge and tools if he or she is to face the unknown and live to tell about it. Whether you're a Dungeon Master seeking to create a fantastic location populated with beholders and mind flayers, or a player looking to equip your character with the means to fight such threats, this book is for you.

Players will find an assortment of new powers, equipment, feats, character themes, and player races, including the kobold and the goblin.

For Dungeon Masters, the book is a trove of dungeon-building advice and details, including lore on classic dungeon monsters, some quirky companions for adventurers, a few timeless treasures, and tips for incorporating players' character themes into an adventure. It was published in May The End of 4e.

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A few 4e-statted books later appeared in giveaways and as part of the Encounters programs, but following Into the Unknown, Wizards' mass-market production turned to edition-neutral books — repeating the pattern of the 3e transition, where Wizards became reluctant to publish edition-specific books about a year out.

Another Dungeoneer's Survival Guide.

Blood Hunter

The idea of a hardcover rulebook that focused on the exploration of dungeons and the Underdark went back to the '80s, when TSR was looking for new rulebooks to expands its core line. Douglas Niles' Dungeoneer's Survival Guide laid the groundwork for this category of book.

Dungoenscape covered some of the same material, but with most of its focus on dungeons. Then Dungeon Survival Guide reused the original name, but was mainly a nostalgic look at classic dungeons. Into the Unknown: The Dungeon Survival Handbook consigned the classic name to a subhead but was still the book most in tune with the original: it includes player mechanics, GM advice, the Underdark … and even a look at a few classic dungeons.

Into the Unknown was actually the second major 4e book to touch upon the Underdark. However, the earlier Underdark had been largely fluff, while this new release was more focused on playing the game. The Product Tie-In.Customers Who Bought this Title also downloadd.

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A weapon, whether melee like a club or ranged like a crossbow, must be wielded by a character in order to use a power with the weapon keyword. The Gorgon's Alliance Planescape: Wizards' mass-market releases including five roleplaying products.

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