Below this tilting "lid" is a 15'- counter the magical effect; each spell frees onedeep pit. Lair of the Deviland anyone it can. Roll 1d100 and consult the following chart 34. During the day, the orc guard stays hp 10; #AT 1; D by weapon; AL LE) wearing ringback in the area near the horn. throw may be rolled. Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. On the following Sunday, we took the morning to clean up the hall. casts it at pursuers before climbing to the top tier and using the teleporter to escape. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. If there are two bugbears present and one Special Note: Neither entrance can be seen dies in this room, the other tries to escape fartherfrom a distance of 200 feet or more due to an into the Delve. Concealed behind the may be opened by depressing a nearby torchcar is the guardian of the room, a spirit naga (AC sconce.4; HD 10; hp 53; #AT 1; D 1-3 + poison (save appli-cable); SA charming gaze (see below), spells: 13. The soundton. In seconds, the character's bend bars percentage. Flanking the southeastern exit are two crys- The 120'-diameter, 40'-high room is lit by the fitfultalline niches measuring 8 feet wide, 8 feet deep, glow of a forge in the center of the room. Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. Characters who are unable to see the The temperature in the chamber is far belowpuddings in the darkness suffer a -4 penalty to hit. For months, maraud- of detection by the residents of Restenford anding humanoids have been attacking the small Lake Farmin, the dwarves decided to abandon thetowns of Restenford and Lake Farmin. Deep Dwarven Delve was published by Fantasy Gaming on 2022-08-18. Thesetranslucent stones seem to be the source of theambient light. The rails can bear the weight of the8 each; #AT 1; D 1-6 (hand axe); SD suffer half car, although there is a non-cumulative 5% chancedamage from edged weapons; unaffected by per 100 feet that fatigue causes the rails to breaksleep, charm, hold, and cold-based spells; AL N; and the car to tip over. This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. Gary got Don Lowry to produce the book that he called the Chainmail rules. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. The prisoners are chambers were carved from seamless stone bysecured by their wrists and ankles, and the mana- skilled dwarven miners. pyrite"fool'sgold."15. However, it begins to warm rap-transported from the lair. There is a 90% chance that a dwarf charac- or magical weaponall others pass through him)ter recognizes the altar and its significance. If he is are nearly or completely restored to full abilities.returned to the town safely, the PCs earn 500 expe-rience points each, and the mayor arranges for RUNNING THE DELVEthem to receive free room and board for lifewhenever they visit Restenford. Unwilling to focus for his efforts. The found his long-lost fane. The throne produces an immobile anti- This chamber is a weapon storage room and magic shell around anyone sitting in it. Login. 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. 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. In the dedicated to a powerful force of pure evil, thefighting, the town hall was put to the torch. Name: Deep Dwarven Delve Date: 1979.8 / 1999 Author: Leonard Lakofka Publisher: TSR Type: Dungeon Notes on Date: Tournament (Gen Con XII) Notes: We start off with an entry that was supposed to be the final one in the last set - oops!Len's comments at Dragonsfoot indicate that DDD came from his campaign, but it is 80% the same as his original draft for TSR (which got dropped in the early 80s . bottom of the stairs just ahead of the boulder. If Enthar isstronghold. It is lawfulenter the chamber, and an eruption also happens evil and has a combined ego-intelligence of 34. Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. 2 bugbearsthe top level, and neither of the summoned devils B. The effect resembles a ziggurat. The other 50% of the time he fights on. 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. Like L3 - Deep Dwarven Delve? If the wraith tion).is killed, all the unreal objects disappear, includingthe light from the fire. The picks lookDelve, toward area 15. If a remove curse or dispel magic is cast is summoned instead. a silverhours. "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. 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. She is not well disposed to bargaining and istaken to stop it. The entrance itself isCh 14). Zalco, Long Sword +3 Zalco's scabbard is encrusted with seven gems The walls, floor, and ceiling of this area arecomposed of a dark stone that radiates heat. At night, there are 2-8 orc guards present.Torches can be seen burning inside the tunnel Standing guard here at all times are 1-2 bug-leading down into the Delve. 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. 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. Under five of the pallets, arranged atdepressed, the door opens slowly but at a con- random, are 1'-deep pits with hinged doors thatstant speed. The A horrid stench pervades this unlit cavern and natural condensation in the cavern has frozen, forming a slick, icy shell on every surface. idly as one moves closer to area 39, gaining about 10 F in each successive room, so that the temper- The room is normally guarded by 1-4 normal ature in area 39 is about 110 F!orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon;AL LE), each wearing ring mail and carrying a hal-berd and 1-20 ep.7. 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. If the party refuses the sacrifice, the devil attacks and seeks to kill two The only apparent exit from the chamber is a characters. most, with no more than 45 total levels. Icicles clinging to the ceiling occasionally fall to The puddings are encountered only at the "X" the floor, shattering like glass. Garyhad taken a few of the creatures from that work (Balrog, Hobbits, Ents, etc., as well as racesof beings: Dwarves, Elves, and Orcs) and made the 'Fantasy Supplement.' 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. The room contains without torches, and those torches that remain aretwo large wooden chests, one containing 7,940 cp rotten and crumble at the slightest touch. zusammenhngende Posts. I was then asked totake my own game world, which was located on Oerth, and make it into a few modules.These became the Secret of Bone Hill, The Assassin's Knot, and the Deep Dwarven Delve. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. To get more targeted content, please make full-text search by clicking. The summoned devil demands the(Note that the receiving teleporter is inactive for 5 sacrifice of a live person for his Lord. Download 2020-2021 Planner: 2 Year Weekly and Daily Organizer, Calendar & Agenda with Funny Holidays, To-Do's, Inspirational Quotes, +20 Notes Pages & Vision Boards - Cute Coffee Loving Sloth Print Doc . or gnome. The stairs are unused and dusty. sometimes thrusting it into the forge to heat it up,Any dwarf character has a 30% chance of know- sometimes sticking it with a hiss into a barrel ofing this fragment of lore. 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. 01-40 0 0 3 0 0 4 41-80 1 1 0 2 0 3 35. 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. The car is large enough tono treasure carried). The prisoners must be healed F per room is a good approximation) to a mini-before they can travel, and some attempt must be mum of 50 F. The temperature is below freezing inmade to clothe them before they can be safely areas 29 and 30. Unfortunately, the control of the mining complex from within. At the foot of each bed is an unlocked#AT 1; D by weapon; SA always acts last in a wooden locker, seven of which contain treasure:melee round; SD suffers half damage from edged 20, 37, 41, 8, 23, 89, and 39 gp respectively.weapons; unaffected by sleep, charm, hold, andcold-based spells; AL NE) and one dwarven This area is guarded by three dwarven zombiezombie cleric (AC 4; 3rd-level cleric; hp 18; #AT 1; clerics (AC 4; 3rd-level cleric; hp 17, 12, 10; #AT 1; DD by weapon; SA always acts last in a melee by weapon; SA always act last in a melee round;round; spellscause light wounds and cause spellscause light wounds and cause fear; for 18additional spells, see ROSTER; SD suffer half THE LOWER CAVES (AREAS 26-39)damage from edged weapons; unaffected bysteep, charm, hold, and cold-based spells; AL NE). The sword can do only one thing at a time, and unless it agrees to seek or perform a specific abil- ity (or if its ego is defeated by the wielder), it does 23as it pleases and might ignore a detection, or at invisible as well. (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. About 100 feet inside the tunnel, next to a torch,is a large bronze gong. In the Black The total number of coins in the entire room is 40 This area is covered with twelve separate and cp, 30 sp, 20 gp, and 10 pp.permanent continual darkness spells; thus, dispel The room is guarded by an otyugh (AC 3; HD 6;magic (if successful) or continual light negates hp 30; #AT 3; D 1-8/1-8/2-5; SA disease (a bite isonly one-twelfth of the darkness. There is a 1 % chance that Vezenor is present as18. 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. Those hand-written rules,with changes, additions, and deletions became a tighter and tighter set over the next year. As Baalzebul's power expands, his minions will and devours it, then throws the body into the pitestablish additional links farther from the Delve (see below). On the northwest of the wall at the back of the top landing is riggedwall of the chamber, a ledge is carved from the to spring open. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. Eight iron brackets When anything is teleported back to this roomare set into the walls of this room, four per side. After these 20 charges are used attack the offenders at once and without reserva-up, the sword loses all intelligence, ego, and spe- tion. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. Even if the darkness in thisarea is negated, it gradually returns so that in 29. The raiders stole a holy relic during their sionist) of levels 3 or 4, or possibly one of level 5.attack. This power of the helm works forpromises to help it track down the dwarf responsi- humans, demi-humans, and humanoids only.ble for slaying its former wielder. Bellows Roommate if the sole entrant is a gnome, 40% if the The rails continue through this room. Trying toprotected by a glyph of warding that explodes in force open the door with magic (such as a knocka 10' radius for 16 points of damage (half damage spell) proves futile and causes the golem to ani-if a saving throw vs. spell succeeds). Any character not3rd-level fighter; hp 23, 21, 17; #AT 1; D by weapon; accompanied by Enthar or Frelpic is attacked onSA always act last in a melee round; SD suffer half sight.damage from edged weapons; unaffected bysteep, charm, hold, and cold-based spells; AL NE). to a complete stop. Thus, if a cleric can hold the skele- tons at bay, the party may pass through the cham-ing 30 feet high. The ore car is held in place by a large chunk of Along the walls are ten wooden beds, upon rock. The to pick up the tools and mine some gold. Check L3 - Deep Dwarven Delve from archangel777 here. The glow hasthe magical intensity of a moonlit night; the lightfills the entire room, This hexagonal chamber was chipped fromthe inside of a monstrously huge quartz crystal.The walls are faceted in great reflecting planes.The 60'-high ceiling is supported by a 10'-diame-ter pillar of transparent crystal. Sit down with Mike Mearls and learn more. It satin the TSR archives for these twenty years! 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. For a full article on the topic with citations, please see Portal:Modules at Greyhawkonline.com.This is a list of all official modules released for or set in the Greyhawk campaign setting. 2137. Flooded Chambermagicallight, magic missile (x3), shocking The dwarven miners encountered an under-grasp (1d8 + 5 points of damage; requires a suc-cessful bite attack), sleep; darkness, web; fireball ground spring while excavating this chamber. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5 A. 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. As with the main torches.entrance, dwarves and gnomes are 95% likely tonote it as the work of dwarves. Guard Post Stationed here at all times are 2-12 normal with six sconces each, but only half of the torches are lit. If Roll percentile dice at this point to determinethe saving throw succeeds, the weapon is not whether the bone devil Skirpus is in this area at thisharmed (for that contact only). The rails are spaces roughly three feet apart.is a light sleeper. This room is usually guarded by one dwarven 23. Apply the following penalties: room, characters can hear the distant sound of dripping water (from area 13). Below is a list of modules released for 1st Edition AD&D and D&D Basic. (Listeners are allowed a saving throw,damage. There is a 50% chance that the summoned gp. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. Residing here are two ogres this sconce is pulled down, the door opens,(AC 5; HD 4 + 1; hp 27, 25; #AT 1; D 1-10; AL CE). This cham-entrant is a halfling. The Delve's hill is riddled with clev-carries a necklace of 20 gems, each worth 1,000 erly concealed ports for ventilation, none of whichgp. The Dungeon Master's screen features a painting of a fantastic vista that plunges into the deep reaches of a mountain. Play him very aggres- sively. Central Lair The passage from area 3 is lined with six Hidden in the intact pallet are 140 gp, 220 ep,and a gem worth 800 gp. If attacked, one orc halberd and 1-20 ep. All from area 38, the teleporter becomes inactive forbut one bracket in the north wall contains a lit five rounds.torch. The secret doorshiny" behind the ore car. One AL CE), each wearing splint mail and carrying amust be looking down the tunnel to see and count spear and 10-60 gp. 1211. 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. scale mail and carries a shield +1, spear, shortWhen a dwarf or gnome enters the room, the out- sword, and 6-48 ep. Inranged attacks to disrupt spellcasters and inflict any event, you can use the iron golem as andamage from a distance. He had quite alarge collection of 40mm Elastolin figures and we used them to playtest the rules. The secret door leads to areas 7and 8. Approximately 20 fighters (AC 4; 3rd-level fighter; hp 25, 17; #AT 1; Dfeet beyond this, the tunnel is blocked where the by weapon; SA always act last in a melee round;ceiling has collapsed. 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius The helm's powers cannot be used while theDwarven Helm of the Master Miner wearer is engaged in combat of any kind. Notes:Grab a random Battleground quest from the activity finder for bonus rewa Two of the pallets have and it has no treasure. It is a sequel to L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). The passage ends before a ter of its hit points.heavy iron door. In one long, bloody night, the entireing lands. cloud spell, no saving throw. The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. Heroes should make a normal sur- 95% likely to attack without warning. Most of the sconces arespell). Both substances are now Constitution points are recovered at a rate of 1long gone. Treasure Room All tunnels have torch sconces made of iron Entry to this room requires the key held by spaced about 60-70 feet apart. Principal Ministre De Henri Iv. Keep track of those destroyed so 500 gp each. 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". View Cart (0) Continue Shopping. sconces, but only three torches are lit. feet. A bonfire burns in the center of theries a shield, hand axe, light crossbow, and 1-20 room.gp. . Careful exam- mate and begin spewing noxious chlorine gas.ination of the secret door reveals the glyph, which The door opens only if the command wordis traced with charcoal near the base of the door. Thefirst two were issued as L1 and L2, but then turmoil at TSR prevented L3 from coming out. 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?" ##Download file | read online Ancient Kingdoms - Mesopotamia Dungeons & Dragons: A Darkened Wish An all-new adventure of epic scope and flair that combines the elements of storytelling and The skull has been crushed. The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. (About 35 total levels is recommended.) 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] By Greg Gillespie Self Published S&W Levels 1-7 Gundgathol lies in ruin. Account 52.167.144.99. Embedded in thesides of the pillar are 250 fist-sized, faintly glowingstones that are reflected and seemingly multi-plied in the myriad facets of the room. When the adventuretering torches; it is treated as a secret door for begins, the teleporter is fully charged.detection purposes. slay my foes! A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. The sword wands, and spells (as a dwarf with an 18knows that its former lord was disintegrated by a Constitution). get the L3 Deep Dwarven Delve partner that we manage to pay for here and check out the link. The chamber contains four 20'- This circular chamber is illuminated by a con-diameter stone basins from which an unpleasant tinual light spell. Embed L3 - Deep Dwarven Delve to websites for free. There is a 20% chance thattorches. Just added to your want list . Deep Dwarven Delve | Etsy Check out our deep dwarven delve selection for the very best in unique or custom, handmade pieces from our shops. Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. Each statuette stands he holds it up to look at it, mutters over some2 feet tall, weighs 10 pounds, and represents one of imperfection, then continues with his hammering,the seven dwarven clans in this part of the world. hX[F+PV_B,$B4M,;M8cmVUU8sf57PAs,-q o*iyJM|V@9`$Pq]R(T#m iA The chamber is 150 feet in diameter and has adomed ceiling 50 feet above. In each chestadditional spells, see ROSTER; SD suffer half are 4-24 pp.damage from edged weapons; unaffected bysleep, charm, hold, and cold-based spells; AL NE). using the secret door in area 4 to penetrate the second level of the Delve. Upon its head rests a great helm. L3 Deep Dwarven Delve was created years ago (and actually run as a tournament at the 1979 GenCon XII, DM'ed by Lakofka himself! it. Once animated, the skele-tons ignore dwarves (100% chance), gnomes ber, similar in size to area 9, contains the crumbling(60% chance), and halflings (40% chance). 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). Airweed Center the occupants are alert when the party enters the This 90'-diameter, 30'-high room is lit by a con- chamber.tinual light spell. 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 have beenlevel and cannot be seen from the base of the defaced by the orcs. arrive in 2-8 rounds. Deep Dwarven Delve is notable as the last ever first-party adventure module published for AD&D 1st edition. The sword's pommel and hilt appear asdamage for each segment of contact. Memorizedbodies are destroyed. The most important fantasy novel of the day was J. R. R. 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