Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. The summoned devil demands the(Note that the receiving teleporter is inactive for 5 sacrifice of a live person for his Lord. Each orc wears ring mail and car-a 70% chance that it summons one or both of the ries a shield, hand axe, light crossbow, and 1-20devils. (Listeners are allowed a saving throw,damage. The top is10 feet long and 5 feet wide and acts as a tele-porter between this level and Level Three. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. 13-28 (3d6 + 10) normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE) dressed in ring Strewn about the room are six large pallets, mail and carrying a halberd and 1-20 ep each.four huge (ogre-sized) clubs, some cured skins Also here are 2-8 raiding party orcs (AC 6; HD 1;(two are leopard skins worth 80 gp each), animal hp 6 each; #AT 1; D by weapon; AL LE), each wear-bones, broken weapons, and smashed armor. The zombie sleep, charm, hold, and cold-based spells; AL NE).cleric wears chain mail and carries a shield, These zombies possess the same armor and equip-hammer and 4-40 gp. Instead of heading west through the tunnel, porter functions only when the Baalzebul ringhe follows the tunnel around the northern circum- (worn by Enthar) is held or worn by someoneference of the room and watches the battle unfold standing on the top tier of the ziggurat. Bugbear Barracks Six large, rough pallets occupy this room, During the day, this entrance is guarded by 1-4orc guards (AC 5; HD 1; hp 5 each; #AT 1; D by along with a large wooden table and two long,weapon; AL LE). bonuses the wearer already possesses. In seconds, the character's bend bars percentage. The animation takes 2-8 rounds. L3 Deep Dwarven Delve Pdf 18. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. If either ability drops to 0, the charac-ited and maintained, cold water would fill the pit, ter falls unconscious from exhaustion. This fected by sleep, charm, hold, and cold-basedzombie is joined by a dwarven zombie cleric (AC spells; AL NE) and two dwarven zombie clerics4; 3rd-level cleric; hp 15; #AT 1; D by weapon; SA (AC 4; 3rd-level cleric; hp 14, 13; #AT 1; D byalways acts last in a melee round; spellscause weapon; SA always act last in a melee round;light wounds and cause fear; for additional spellscause light wounds and cause fear; forspells, see ROSTER; SD suffers half damage from additional spells, see ROSTER; SD suffer halfedged weapons; unaffected by sleep, charm, damage from edged weapons; unaffected byhold, and cold-based spells; AL NE). Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. it. Frelpic, dwarven Patriarch of Baalzebul (AC -1; "A" MAIN ENTRANCE8th-level cleric; hp 68; #AT 1; D by weapon; SAspellscause fear by touch, command, dark- The main entrance is some 80 feet aboveness, light; hold person, know alignment, resist ground level and cannot be seen from the basefire, silence; cause blindness, continual dark- of the hill. $8.99 $9.99 Watermarked PDF + Softcover, B&W Book $11.29 $14.98 Average Rating (36 ratings) Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of ages. More. The 23. rusted and incapable of transporting characters.Riders in the ore car who are not surprised may The naga's treasure is hidden inside the car: aleap out of the car or deliberately tip it over. If the walls are inspected carefully, a dwarf has a 75% chance of noticing the new stoneworkgp. Sheare waiting in this area, the ore car can be is picky, however, and does not eat humanoids.stopped by pushing with a combined Strength of The naga is very intelligent and uses her spells to36 or better (treat as AC 5; all those who wish to the utmost. More than two hundred years ago, work of mining the mithril ore. Meanwhile,dwarven miners secretly constructed an under- Baalzebul continued to expand his malign influ-ground Delve to extract the rare metal mithril from ence, using the chamber consecrated to him as aa rich vein close to the two towns. . The other 50% of the time he fights on. If the secret mechanism is found and pallets. Entharalso uses clairvoyance (if he has memorized the AC = armor class; HD = hit dice; hp = hit points;spell) to scout out the entire complex and locate #AT = number of attacks; D = damage; SA = specialintruders to better organize his defense. Many modules have been written for 1st Edition AD&D after 1989, and the . Characters are allowed a saving throwdings; immune to cold and lightning attacks; every round; failure indicates 1 point of damage.AL N). Like L3 - Deep Dwarven Delve? Neither Foesmiter nor any of his party ever returned. The first 3rd Edition adventure module published (not counting OGL/d20 STL modules) by Wizards of the Coast was The Sunless Citadel, in 2000. these ancient torches is lit, it burns furiously for 1-4These funds constitute the ores' payroll and treas- rounds before turning to ashes.ure recovered from raids. A. Any living creature that enters the room is limned with faerie fire. Deep Dwarven Delve is a fantasy adventure module for Advanced Dungeons & Dragons (1st edition) by Len Lakofka.. Family. Within 2-8 segments ofrod of smiting, an onyx dog, and a ring of spell inhaling the gas, characters must make a success-storing that contains the spells commune (three ful saving throw vs. poison or die. Built into the back of the southern- ven smith stands over an anvil next to the forgemost niche is a shelf, upon which rest seven crystal and pounds on a great, shining axe. The zombies have the same armor andCharacters who do neither save at a -2 penalty. A magical radiance fills this chamber; the The southern exit from this chamber leads to alight's intensity is about equal to a full moon. The orcs help defend this room, butancient dwarven spell that makes it appear as if one always flees to area 5 for help.the hillside continues unbroken over the caveentrances. 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. The effect resembles a ziggurat. The party, rolled up just an hour beforehand, consisted of two halfling thieves, a gnome assassin, a dwarven fighter, and an elven cleric. Somewhere in the dark wilder-ness nearby lurks a great threat to the peace of When Khorliss Foesmiter investigated the Delve,this region, and you are here to ensure that threat the villains overcame him and his comrades.is dealt with quickly! The rail-crevice is approximately 10 feet across.Characters may successfully leap the crevice by road that began in area 9 and continued throughrolling less than or equal to their Strength scores on areas 10 and 11 ends here. PDF $1.95 $1.95 Average Rating (2 ratings) In 1999, Wizards of the Coast published the module named "Deep Dwarven Delve" with the module code "L3". Then something went terribly wrong deep in upper level of the Delve. The arch-devil was cunninglytownsfolk watched in horror as the structure twisted the allegiance of some of the miners whoburned, presumably killing everyone inside. damage if the saving throw succeeds). Prison & Stables continual light spell, but the command word "off" The floor of this circular room is strewn with of extinguishes the light. Curse the darkness that lies below If Enthar is present and aware of an imminent And all the horrors it hath spawned attack, he uses the secret door to enter the tunnels Foesmiter tried and Foesmiter died leading to area 7 (closing the secret door behind His foolish bravery has doomed us all 10him). As time passed,players were playing fantasy miniatures using the Chainmail rules, and a line of fantasy fig-ures appeared (Grenadier, I think, with Ral Partha a few years later). zusammenhngende Posts. These areas are inhabited by seven dwarven zombie cleric/fighters (AC 4; 3rd-level cleric/3rd- 20levelfighter; hp24,22,20, 19, 19, 17, 14; #AT 1; D by 32. If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. Theattacking others and even freely allowing attacks cramps could cause the character to drown in 1-4 13rounds unless her or she has some way to breathe There is a 10'-wide, 20'-tall, and 10'-deepunderwater. If you are author or own the copyright of this book, please report to us by using this DMCA A lantern lights DUNGEON MASTERS GUIDE), surprise (1-4 on Id6);an area 15 feet ahead, but this illumination is poor. In a pouch, Enthar keeps Vezenor, barbed devil (AC0; HD 8; hp36; #AT3;four gems (worth 500 gp, 100 gp, 100 gp, and 50gp respectively). It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. If hardpressed, he retreats to the lower levels to marshal Rostersreinforcements from the zombies so he is ready to The following lists provide statistics and detailsmeet the PCs when they descend into the com- for the monsters located on each level. The glow seems cannot be detected as such.) The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7Delve. The statue features two immense red gems for The receiving end of the teleporter is located eyes (worth 5,000 gp apiece) and a mouthatop the highest tier of the ziggurat (upon a 10' x 5' widened in a rictus that promises pain and suffer-platform) and is enchanted with a detect evil ing to all who gaze on the fearful visage of thespell. The helm is actually the Dwarven Helm ofhim even further). The bellows, which point down along thedwarven skeletons lose their advantage and are track to area 11, were plainly of the type used forattacked in kind. Any character who suffers 8 orallowed a saving throw vs. petrification. most, with no more than 45 total levels. a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%).27. Each zombie wears tattered chainand secret escape tunnel.) thick vein of gold. A find traps spell solid. Any characters who flee immediately and The area on top of the ledge is protected by a whose base speed is at least 6" can reach thepermanent protection from normal missiles spell. The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. although listeners of evil alignment suffer a -3 penalty). We decided that depth and clarification were what wasneeded, as opposed to changing the backbone of the material altogether.So, from the crypts of TSR, is DEEP DWARVEN DELVE! characters may take them. This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. PCs must tion (but not damage).leave the area or be crushedthey'll need to runand won't have time to rest, collect chunks of The sword's abilities are as follows:mithril, loot the bodies of dead enemies, and soforth. There are a dozen chunks of 10th-level magic. The sword has aFrelpic has permission to freely use this gate. L3 is a pretty straightforward dungeon crawl that leads the players through an abandoned dwarven mine. On the following Sunday, we took the morning to clean up the hall. The Delve resides beneath one of the manyand 30% likely to fight remaining opponents. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. Any character who falls reveals its abilities only as it wishes. Thealerted, feel free to organize the creatures into iron golem and the teleporter can be avoided bystrike teams and locate them as you see fit. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. The hammer can detect invisible3; hp 15; #AT 1; D 1-3; SD regenerates 1 hitpointper objects within 20 feet and throws itself (if held) atmelee round; AL LE) is summoned from Baalzebul's any invisible creature as soon as the creature isplane. Useful . This ring summons Vezenor and/or orc guards (AC 5; HD 1; hp 5 each; #AT 1; D bySkirpus and may be used once per round; there is weapon; AL LE). strength (requiring a minimum of 37 combined Strength points). Ceilings. If introduced, the plundering the lower Delve should receive hintsmayor is found badly wounded (1 hit point that it would be a better course to wait until theyremaining and unconscious) in area 6. The hills have fewto tear the heart from the body and eat it, 30% bushes, and their rocky sides are worn by glacia-likely to take the body to hell by teleportation, tion. l3 deep dwarven delve Menu. Each statuette is worth 40 gp. (About 35 total levels is recommended.) The golemstudy and workroom. Somewhe, 0% found this document useful, Mark this document as useful, 0% found this document not useful, Mark this document as not useful, Do not sell or share my personal information. Len Lakofka completed the manuscript in 1979 for the 1st Edition AD&D rules, although it was not published and lay forgotten in the TSR design vault for twenty years. Read . Check Pages 1-25 of Deep Dwarven Delve in the flip PDF version. From this protected posi-the mine, though no onenot even the dwarven tion, Baalzebul hopes to expand his sphere ofclan that sponsored the digknows what tran- control across the entire regiona disaster ofspired beneath the earth. slay my foes! 2 reviews Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of ages. As a part of the celebration There is nothing alive in the spring, and it is very cold. Enthar the magic-user is hereline of the secret door appears, limned in glowing 10% of the time.lines. Characters within 50 feet candetect a flickering light coming from the chamber. Frelpic throw is successful, the gas acts as a stinkingmakes use of these items if hard-pressed. This 30'-high rectangular room is lit by a dim6. The teleporter can be used onlyand is hidden in a dark patch between two sput- seven times each week. If surprise fails, the orcs use the Ancient dwarvish runes are scratched on the hinged lids as cover while they engage in missilewall of the tunnel just beyond the secret door: fire against any visible opponents. If one ofand the other holding 643 ep, 697 sp, and 1,470 gp. This circular chamber is illuminated by aand steep. The secret door leads to areas 7and 8. In long sword +3 named Zalco (see the APPENDIX ateither case, each rider suffers 2-8 points of the end of the module for more information on thisdamage from the subsequent jump or crash. 2. If he does teleport to hell without a body, it is are large enough to admit a PC. In the rear of the book was the tail thatended up wagging the dog: the 'Fantasy Supplement' section. Thesetranslucent stones seem to be the source of theambient light. In either case, the smith attacks the offender and anyone The power of the dwarven pantheon is so else in the room. If the savingquestions), raise dead, and plane shift. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. Who knows just inside the secret door to the second level ofwhat vile tortures the humanoids are even now the Delve (in area 4). The sword's pommel and hilt appear asdamage for each segment of contact. Kestrel 2006 D&D Generic . "hoggle" is spoken (which only Enthar and FrelpicThe glyph detonates when the secret door is know), or if it is forced open by brute physicaltouched by a living creature. The quarter-inch- thick layer of dust on the floor has not been dis- The south wall has been converted into a series turbed for over 200 years. This process can be repeated over and over.The value of such a stone is about 30 gp, andeach moonstone weighs about two pounds. A knock spell opens it, as does a successful bend bars/lift gates roll at a -10% penalty. The sword is +3 to hit and to those races. This level is musty and unused. They provide the a dwarf or gnome. The smell in make a saving throw vs. paralyzation or fall prone,the room has the effect of a ghast's aura (retching suffering 1-4 points of damage from the fall. Lakofka found the manuscript and brought it to . Afterward, we wereinvited to play a set of medieval miniatures rules that Gary was working on. 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius In equipment as those encountered in area 21.any event, Dexterity defensive bonuses or penal- There is a 5% chance that Vezenor is encounteredties modify the saving throw. pits (two orcs can fit in each pit) and attempt to surprise intruders. Those under his influencehumanoids were driven off just before dawn. By Greg Gillespie Self Published S&W Levels 1-7 Gundgathol lies in ruin. bottom of the stairs just ahead of the boulder. cast against 21st-level magic. This sickly purple stuff bunks are 40, 30, 20, 71, 48, 30, 20, and 26 gp.grows in a brown sludge that fills the bottom half ofeach basin. AL N). She is not well disposed to bargaining and istaken to stop it. If the at the steps leading to area 31.saving throw fails, the weapon loses 1-4 proper-ties, including "plusses" to attack and damage. Lakofka's..third..adventure,..L3..Deep..Dwarven..Delve..was..scheduled..to..be..released..in..1986,..and . All other races are unaffected by the The sword's disintegration ability has 20 helm wearer. Characters canthe north and west walls are each opened by recover 500 gp worth of ore from this chamber.depressing a stone in the nearby wall. The cold persists through area 30 and endsding must make a saving throw vs. acid. Any dwarves or gnomes in the party Characters in this chamber can hear therecognize the growth as airweed, a plant used to sound of mining from the northwest tunnel (lead-replenish the stale air in the deepest mines where ing to areas 24 and 25).ventilation is difficult or impossible.22. This entrance is preceded by a 50'-diameter, ture, just rough blankets to sit on, a supply of woodflat rock outcropping. Dwarves and gnomes rounds, any successful diversion must inflict atmay add this 15% to their chance of finding traps if least 1 point of physical damage. On sand tables in LakeGeneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular. Illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover to clean up hall... Ad & amp ; Dragons 3/3.5 adventures only, and consisted of a 24 page booklet and cover be! It, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular any gold for... 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