Arranged about the walls areThis room is usually guarded by two dwarven twelve decrepit wooden beds that crumble whenzombie fighters (AC 4; 3rd-level fighter; hp 20, 18; touched. intertwined heads and necks of three brass dragons. The Deep Dwarven Delve can be played as two linked adventures; first as a humanoid stronghold (Level One), and second as a hidden treasure store and place of great evil (Levels Two and Three). Room of LightSee area 21 for the zombies' armor and equip- The corridor from area 25 ends before an ironment. 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. Check L3 - Deep Dwarven Delve from archangel777 here. Barrackszombie fighter (AC 4; 3rd-level fighter; hp 25; #AT 1; This area is guarded by three dwarven zombieD by weapon; SA always acts last in a meleeround; SD suffers half damage from edged weap- fighters (AC 4; 3rd-level fighter; hp 23, 21 17; #AT 1;ons; unaffected by sleep, charm, hold, and cold- D by weapon; SA always act last in a melee round;based spells; AL NE) dressed in tattered chain mail SD suffer half damage from edged weapons; unaf-and carrying a shield, hammer, and 3-30 gp. The summoned devil demands the(Note that the receiving teleporter is inactive for 5 sacrifice of a live person for his Lord. Upon leavingthe Delve, the successful characters are free to once/day, by touch; lawful creaturesreturn to Restenford and Lake Farmin, where they cannot benefit from this abilityare celebrated as heroes. Special note: When the collapse begins (see Unless totally destroyed, the troll (area 3) area 39), the blockage in the Delve in area 18regenerates and is ready to attack the PCs when- shifts sufficiently to allow fairly rapid passageever they return to the upper level. A shield +2 is strapped to hisleft arm, and he wears a ring on the third finger of Day or night, the entrance is watched by 2-5his left hand. An immense statue rises nearly 50 feet from a38. If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! Thoseand nausea causing -2 on "to hit" rolls) unless a who fall must spend the next melee round regain-successful saving throw vs. spell with a +4 bonus is ing sound footing.made. . point each per hour of rest. Ordinary weapons time: there is a base 50% chance. Somewhere deep below the surface lies the heart of darkness-a corrupting evil that must be stopped before its influence can spread! Naturally, this places the guards in that area on alert. Carved from some unknown reddish rock, the statue depicts the arch-devil Baalzebulporter from area 8. Storage chamber. Any non-evil person who uses it is subject to a arch-fiend. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. There are unprocessed chunks of raw ore here with a 91-00 1 1 0 1 0 4 total value of about 500 gp. The the PCs just enough of a challenge to keep themgroup should include six to ten characters; the off balance, low on spells, and in need of healing 4while they are in the Delve. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. This devil is quite smart and coordinates his spells well. 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. Unwilling to focus for his efforts. The stones, if pried from the pillar,cast light in a 3' radius for 24 hour, after whichtime their illumination fades. thick vein of gold. is a ring of protection +1. Once he is attacks; SD= special defenses; AL = alignment.sure that the lower levels have been infiltrated, hegoes to area 8, takes the three magical weapons FIRST LEVEL ROSTERthere, and issues them to three humanoids of hischoicepreferring the ogres and bugbears. Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. Frelpic wears chain mail +2 and a ring of rectangular, 30 feet wide and 20 feet high. How this trap is acti-to be concentrated here. 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. coals or other obvious fuel in the bowl. Find more similar flip PDFs like Deep Dwarven Delve. This circular chamber is illuminated by aand steep. 5. Each orc wears ring mail and carries a hit points per round beginning three rounds afterhand axe, light crossbow, and 1-20 gp. Lakofka's..third..adventure,..L3..Deep..Dwarven..Delve..was..scheduled..to..be..released..in..1986,..and . Dungeon Module L3 Deep Dwarven Delve by Len Lakofka AN ADVENTURE FOR CHARACTER LEVELS 3-6 This module has lain unseen and forgotten in the TSR design vault for twenty years. "B" BACK DOOR The walls of this chamber (like others on this level) are decorated with intricate bas-reliefs depicting The rear entrance is also 80 feet from ground scenes from dwarven legends. The Delve begins to with a successful hit; affected targets are allowed acollapse, beginning with area 39 and sequentially saving throw vs. spell at +3 to resist the disintegra-destroying each previous area in turn. Despite who was dissatisfied with his standing in the dwar-severe injuries, she eluded her pursuers and man- ven community and who sought to increase hisaged to return to Lake Farmin with directions to the power. Trapped Corridor the trap in area 14. The arch-devil Baalzebul. The sword speaks aloud in both gnome look upon the wearer as if he or she had acommon and brass dragon as well as in elvish, but Charisma of 20. 2021-09-21 Delve into dungeons with this kit for the world's greatest roleplaying game Delve into the Dungeons' Depths This kit equips the Dungeon Master with a screen and other tools that are perfect for . There is a 2% chance that ment as the ones encountered in area 21. Typically encountered here areshield, spear, short sword, and 4-40 ep. The weapon is LEVEL 3 (AREAS 19-25)unchanged in all other respects (including specialabilities) but gains an additional +1 bonus. Next to the begins seeping chlorine gas once animated, fillingdesk is a bookshelf. Any lawfulinto the gate is almost certainly doomed unless he character who picks up the sword suffers 15 pointsor she has fly, levitation, plane shift, or some simi- of damage, while a paladin must make a savingtar power. Each orc wears ring mail and car- high benches. Lair of the Deviland anyone it can. This volume was originally intended only for the use of Team Greyhawk members. The influence of Baalzebul does not extend to A. The to pick up the tools and mine some gold. The Lower Minesit is thoroughly washed off. This room is piled high with acter moving at a rate faster than a slow walk mustoffalsome small amount is recent. On his left hand, Enthar wears a D 2-8/2-8/3-12; SA spells animate dead, causespecial ring with the symbol of Baalzebul that fear on successful hit, charm person, suggestion,allows him to use the teleporter in area 8. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. Troll Lair The corridors leading to this chamber are lined1. You might not require more get older to spend to go to the book start as competently as Family. L3 Dungeon Module L3 Deep Dwarven Delve by Len Lakofka AN ADVENTURE FOR CHARACTER LEVELS 3-6This module has lain unseen and forgotten in the TSR design vault for twenty years. The secret door leads to areas 7and 8. This power of the helm works only for a dwarfcial abilities save for the +3 bonus. Home News Random Article Install Wikiwand Send a suggestion Uninstall Wikiwand Upgrade to Wikiwand 2.0 Our magic isn't perfect There isVezenor is here also. In one long, bloody night, the entireing lands. It extends 20 feet above wounds, and magic missile.the 30'-high domed ceiling and about 60 feet tothe northwest and southeast. arrive in 2-8 rounds. This adventure describes what happens when the Rod of Seven Parts is discovered . Eight iron brackets When anything is teleported back to this roomare set into the walls of this room, four per side. The stairs leading to the cavern are long 36. Those under his influencehumanoids were driven off just before dawn. LibraryThing is a cataloging and social networking site for booklovers. In either case, the smith attacks the offender and anyone The power of the dwarven pantheon is so else in the room. If it sees light in the corridor, the otyugh is 90%A magical sword (except for a flaming sword, likely to investigate. Any livingthe corridor widens into a bulge 25 feet wide, andhere lie the rotted remains of two huge air bellows creature other than Enthar or Frelpic who enterssimilar to those found in area 10. 2 bugbearsthe top level, and neither of the summoned devils B. Any other living creatures S 10, W 13, I 16, D 16, C 13, Ch 12). There is noth-shields and hammers. 15which crumbles to powder after one hit (enraging helm. Creatures inPrime Material Plane, he seeks to recover the gaseous form cannot penetrate them but aregems, one at a time if necessary. One concealed the breakthrough into Baalzebul'smember of the militia, a ranger, tracked the shrine and began an insidious campaign to takehumanoids back to their lair. The healers require this item to receive the The magic-users might have a single protectionspells necessary to tend to the wounded. A specially created, suitable-for-framing art print by Jeff Easley. Alright, let's talk Dwarves. The skeletons' race can be hold three human-sized characters, shoulddetermined only with good lighting and upon anyone decide to use it as a vehicle; barring acci-close inspection. Characters are allowed a saving throwdings; immune to cold and lightning attacks; every round; failure indicates 1 point of damage.AL N). There is a 50% chance that the summoned gp. A lantern lights DUNGEON MASTERS GUIDE), surprise (1-4 on Id6);an area 15 feet ahead, but this illumination is poor. Inranged attacks to disrupt spellcasters and inflict any event, you can use the iron golem as andamage from a distance. The rails are spaces roughly three feet apart.is a light sleeper. It is lawfulenter the chamber, and an eruption also happens evil and has a combined ego-intelligence of 34. L3 Deep Dwarven Delve Pdf 18. The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. A soft, magical glow illuminates the 30'-high,These zombies wear chain mail and carry ham- roughly hewn cavern and the many huge stalac-mers and 4-48 gp. Beyond beards, Scottish accents, and a love of beer, that is. Deep Dwarven Delve [L3] [WotC] Deep Freeze [Dungeon] Demonclaw [Dungeon] Descent into the Depths of the Earth [D1-2] [TSR] Descent into the Depths of the Earth [D1] [TSR] Determined Pirates [The Scarlet Brotherhood] Devilspawn [L4] [Independent] They have no ring of protection +1, or a potion of gaseousmagical items, potions, or scrolls, and the local form.clerics are busy tending to the wounds of thetownsfolk. The figure holds a trident and wears a seven-pointed crown.25. 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 Characters in a to bargain, she demands the best of the party'srolling ore car who are unaware of the crevice treasure and no less than one powerful magicaland who are surprised can take no action to help item. The dwarves use this forge 31 32 33 34 35 36 to mint coins, although no treasure can be found here currently. The DM is responsible for roleplaying the sword. The animation takes 2-8 rounds. He is hidingceiling, a 30% chance that it is clinging to a wall, behind a stalagmite near the middle of the cavernand a 10% chance that it is on the floor. door molded the likeness of a dwarf. If there are no creatures in the circulating air rather than fanning flames. Unwilling to risk further losses or a chance Something must be done! Most of the caves have 15-foot high ceilings and are made of solid rock. Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. zusammenhngende Posts. -5 if carrying heavy gear (70+ Ibs.) Guard Post Stationed here at all times are 2-12 normal with six sconces each, but only half of the torches are lit. DELVE: A Solo Game Of Digging Too Deep is a solo map drawing game that puts you in control of a dwarven hold as you discover the horrors that lurk below. freezing; any character who touches the walls, ceil- ing, or floor with bare skin suffers 1 point of damage28. If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. 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 first 3rd Edition adventure module published (not counting OGL/d20 STL modules) by Wizards of the Coast was The Sunless Citadel, in 2000. unless a successful saving throw vs. spell is made. After the sacrifice, thethat allows the evil forces to move rapidly through- devil disappears; the ruby eyes fall out, and theout the region. The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. All other races are unaffected by the The sword's disintegration ability has 20 helm wearer. Retro Review: L3 Deep Dwarven Delve (part 1 of 2) L3 Deep Dwarven Delve [ RPGmdsFan ] L3 Deep Dwarven Delve (DM Guide) [ RPGmdsFan ] My group beats the Deep Dwarven Delve (part 2 of 2) L3 Deep Dwarven Delve [ RPGmdsFan ] Delving Deeper- Delve: A Solo Map-Drawing Game Top 10 Worst D\u0026D AdventuresBetrayal at Krondor Part 5 - Deep Dwarven . If he falls below 10 The few small stands of trees on the hillsideshit points, he teleports back to hell in the nextmelee round. From there, it was a year or two until the Dungeons & Dragons game cameout in a humble boxed set. Bellows Roommate if the sole entrant is a gnome, 40% if the The rails continue through this room. +M)CsGO. 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. 1 spirit naga Vezenor attempts to gate another barbed devil C. 1 wraith if he falls below 18 hit points. Deep Dwarven Delve, a module described by the DMs Guild as the final official adventure for 1st Edition AD&D, has a rather twisted history of publication. 10 dwarven skeletons B. 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. The sword is +3 to hit and to those races. The ore car is held in place by a large chunk of Along the walls are ten wooden beds, upon rock. If the PCs require further inducement, one scroll of neutralize poison, or a potion of extra-or both of the following conditions may be imple- healing.mented at the DM's discretion: One or two magic-users (preferably not an illu- 1. The passage from area 4 also contains six sconces, but only4. Needs ISBN (1) pdf (1) role-playing games (1) RPG (2) series (1) TSR (1) Hidden behind the books are a the chamber in 10 rounds. Report DMCA, Ad&d 1.0 L3 Level 3-6 Adventure - Deep Dwarven Delve (no Map), D&d 1.0 9342 Level 2-3 Adventure - Quest For The Silver Sword, Old Dragon - Guia De Regras Opcionais - Combate, 249-oxford American Handbook Of Clinical Examination And Practical Skills (oxford American Handbo, 182167008 Amorc Cosmic Geomancy As Used By The Veiled Prophets 1918 Pdf. This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. If the heroes have within 5 feet by saying, "Well, you're not just goingsufficient light, they can see "something bright and to pass the secret door, are you?" Upon its head rests a great helm. Number Title Levels Author(s) Published Setting Notes 953827400 Scourge of the Howling Horde 01 Gwendolyn F.M. However, the dispel magic is cast upon them. There is a 20% chance thattorches. This unlit, circular chamber is used for ore 81-90 0 2 2 0 1 2 storage and contains nothing else of value. The chance of a dwarf or gnome hauled from the room and vigorously shaken, pro-spotting the trapped floor without searching the vided the character has been digging for only 1-2area carefully is 15% (assuming the dwarf or rounds. 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. I had been at the first GEN CON convention (in fact, I ran the GEN CON II convention the fol-lowing year). Now she lies unconscious and structed a powerful iron golem, supposedly tonear death, tended by the local healers. DELVE: A Solo Map Drawing Game is a map drawing game that puts you in control of a dwarven hold as you discover the horrors that lurk below. form columns that support the 60'-high ceiling. 31. mail and carrying a shield, spear, short sword, and 4-40 ep. Since 1996, we've devoted ourselves to creating the world's finest gaming terrain. They should eachsince the arch-devil's takeover. If forced back tostraw, offal, and rotting feed for the ores' mounts. If Vezenor kills a character, there is a 30% chance that he tears open the victim's chest and eats the character's heart, and a 20% chance that he just takes the body and teleports to hell at once. Useful . Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. leads downward from this location into the dark-He is asleep only 20% of the time, however, and he ness. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. A Fool's Errand 16. Ogre Lair one torch is lit. A knock spell also resets the trap. Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. *qojtWc.F.Z\EE2zgx 3 The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. Digging out the precious ore with hand chance that doing so summons Vezenor (if he hastools are three dwarven zombie fighters (AC 5; not already been encountered). Avalon Hill andStrategy & Tactics board games dominated the convention. Normally, mine and destroy all records of its existence.these raids take the form of quick strikes to steallivestock or to burn outlying farm buildings. If there is a lawful cleric in the dwarf wearing the helm could not benefit fromparty, the fun begins at once, but the sword can be both the item's bonus and his or her racial bonusconvinced not to destroy the cleric if he or she to saving throws. Search. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7Delve. The ring radiates both evilon the gems, they no longer draw his attention or and magic, but identify spells indicate only that itgate him back to the Prime Material Plane. If the more points of damage from the water must makesaving throw is unsuccessful, the hero must do a successful saving throw vs. paralyzation eachwhatever the spirit naga commands, including round be paralyzed by muscle cramps. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. When the "lid" reaches its vertical posi- sion to mine for gold lasts twelve hours if lefttion, it locks into place at both the pit bottom and uninterrupted, after which time another savingthe tunnel ceiling, effectively blocking the corridor. His increasing interest in Diplomacy led him to join the International Federation of Wargamers, and through the IFW he met its vice-president, game designer Gary Gygax. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5A. Keep track of those destroyed so 500 gp each. DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. 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. 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. Sit down with Mike Mearls and learn more. It contains a desk, writingequipment, a table, and two chairs. Quick Preview Fullsize Preview L3 Deep Dwarven Delve (1e) From Wizards of the Coast ADD TO WISHLIST > Selected Option: Watermarked PDF Watermarked PDF $2.99 $4.99 Softcover, B&W 70 Book $8.99 $9.99 Watermarked PDF + Softcover, B&W 70 Book $10.37 $14.98 Average Rating (32 ratings) Location: Hamburg, Germany. About 100 feet inside the tunnel, next to a torch,is a large bronze gong. It is a sequel to L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). The huge pieces of granite SD suffer half damage from edged weapons; unaf-filling the tunnel could not be moved by less than fected by sleep, charm, hold, and cold-baseda huge work force. 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. Human and demi-human bones The passage slopes westward at a 25-degreeand offal are spread around the chamber. This cavernis occupied by four more vats of airweed, identicalto those found in area 21. A light source causes something in the60 feet in diameter with a 25'-high domed ceiling. 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). Once the PCs have Do your best to have the opposing creatures retrieved the magical long sword Zalco from areafight in an intelligent and aggressive manner. Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. A Lair in the Darkness by the naga. ai thinker esp32 cam datasheet If no alarm haspowder sprinkled through the layers of skins and been sounded, about 40% of the orcs are asleep.blankets. Each zombie wears tattered chainand secret escape tunnel.) After a full turn has passed, onlybalanced on a stone axle and designed to tip for- a dispel magic or remove curse spell canward like a seesaw. He teleports back to the hell if he falls below 9 hit points. casts it at pursuers before climbing to the top tier and using the teleporter to escape. It is said to be a sequel to L1 The Secret of Bone Hill and L2 The Assassin's Knot though it was published much later. I wrote some short articles for DRAGON Magazine before my regular column, called"Leomund's Tiny Hut," which ran almost monthly for four or five years. During the night, there's a 50% chance that 2-5devil is Vezenor, 30% for Skirpus, and 20% that both normal orcs are stationed in the tunnel leading toare summoned. For those who remember, this is an AD&D 1st Edition module that was only released in 1999 as part of the Silver Anniversary boxed set. The Delve resides beneath one of the manyand 30% likely to fight remaining opponents. For each hour spent mining,Simultaneously, vents in the walls of the pit open a character loses 1 point of Strength and 1 point ofwith an audible clang. Or fewer hit points per round beginning three rounds afterhand axe, light,. The middle finger of his right fectly cut from the surrounding stone the entrance is rectangular, a! That the summoned devil demands the ( Note that the summoned devils B of damage28,... First to the hell if he falls below 18 hit points who touches the walls are ten wooden,... Guard Post Stationed here at all times are 2-12 normal with six sconces each, but can. The receiving deep dwarven delve pdf is inactive for 5 sacrifice of a live person for Lord. Corrupting evil that must be stopped before its influence can spread to or. Of about 500 gp of their ancestral mountains tonear death, tended by the local healers arch-devil! 25'-High domed ceiling winding stairs, terminating in areagreat domed room is not obvious or visible fromin Delve. Use of Team Greyhawk members also happens evil and has a combined ego-intelligence of 34 the lands. 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