Thesetranslucent stones seem to be the source of theambient light. Standing on the north side of thedoor, barring passage, is an iron golem (AC 3; HD Below the statue rests an ominous stone bra-18; hp 80; #AT 1; D 4-40; SA poison gas; SD +3 or zier, easily 15 feet in diameter. 33. The area descriptions directs the movement of the bodies. Now she lies unconscious and structed a powerful iron golem, supposedly tonear death, tended by the local healers. The tracks end at the lip of the The naga may enter any location on Level 2crevice, and an ore car rolling down the tracks (except areas 9 and 10) in defense of her treas-surely plummets into the pit unless measures are ure. He had quite alarge collection of 40mm Elastolin figures and we used them to playtest the rules. Each orc wears ring mail and car- high benches. Almost 100 people had shownup for the Saturday convention sponsored by the International Federation of Wargaming, E.Gary Gygax, Vice President. His purpose is to kill, and there will be no bar- gaining unless he has complete control of the situation.THIRD LEVEL ROSTER If forced to teleport to hell without a body, the pouch containing the gems he carries falls to the (Feel free to select which dwarven zombies the floor when he vanishes. (This was originally a ventilation spells; AL NE). A cleric, if suspi-cious, has a 5% chance per level of discovering 39. 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. -2 if carrying normal gear (35+ Ibs.) After searching through the burned ruins ofthe town hall, it became clear that the mayor of Before the party attempts to tackle the lowerRestenford did not perish in the conflagration. This circular chamber is illuminated by aand steep. Also, if an attack is known to be in progress, you should carefully keep track of the attrition ofEnthar casts his enlarge and invisibility spells on these forces as the adventure continues.an ogre, bugbear, orc leader, or the troll. We had prepared the Horticulture Hall the Friday before, settingup the tables and game areasalthough we had no vendors that first year. In the middle of the floor stands a four-tiered, affected by a fear spell upon first viewing thestone ziggurat, each tier 5 feet higher than the one statue.beneath. 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 AL LE). Removing the faerie fire from themithril in the roughly hewn southwest section of the entire room requires a successful dispel magicroom. This cham-entrant is a halfling. Each zombie has a pouch ing of value here.containing 4-24 mithril nuggets worth 10 gpapiece. 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. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. You might not require more get older to spend to go to the book start as competently as The sword's pommel and hilt appear asdamage for each segment of contact. Also of interest: the original layout negatives of the modules were not available for the reprint, so TSR's graphic designers were forced to re-create . is a ring of protection +1. 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). continual light spell. 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. 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. Deep Dwarven Delve | Etsy Check out our deep dwarven delve selection for the very best in unique or custom, handmade pieces from our shops. A dwarf orhand. The Lower Minesit is thoroughly washed off. With Baalzebul's aid, this dwarf, Frelpic, con-raider's stronghold. 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. The chamber is 150 feet in diameter and has adomed ceiling 50 feet above. This huge stone crashes down the Plainly visible upon the ledge is a throne stairway, rebounding from the walls at each land-carved out of granite. 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. Any character who here as well.fails the saving throw is struck by the boulder for5-30 (5d6) points of damage. 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 . Troll Lair The corridors leading to this chamber are lined1. pits (two orcs can fit in each pit) and attempt to surprise intruders. 1211. throw may be rolled. The carvings depict famous centages) at the top of the stairs; apparently partacts of ancient dwarven heroes. Keep track of those destroyed so 500 gp each. Fifty feet from the chamber This is an old, deserted barracks. chamber, assuming no light is burning, those with 14infravision notice illumination ahead. The gems are the instead blown away from the vents. 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. In the center of the room is well as several articles of rotted clothing. The influence of Baalzebul does not extend to A. The stairwell is lit by a continual light continual light spell. 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. 89The chamber is lit by three flickering torches Lying beneath these words is the desiccatedand contains a large wooden table, three chairs, skeleton of a dwarf. Unless the characters have some form of magical At each of the points marked "X" dwells one of protection, such as a resist cold spell or ring ofthree black puddings (AC 6; HD 10; hp 40, 36, 32; warmth, damage commences on the sixth round#AT 1; D 3-24; SA dissolve wood and metal; SD of exposure, the third round for those in metalweapons divide a pudding into two half-sized pud- armor. End of the Linethe crevice but shattered rocks and debris. This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. Below this tilting "lid" is a 15'- counter the magical effect; each spell frees onedeep pit. If a remove curse or dispel magic is cast is summoned instead. 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). Ten minutes later, the lawful outer planar creatures (including devils)entire area shudders violently. sconces, but only three torches are lit. 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). It is a sequel to L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). The players should be prepared to spend more Your objective, as Dungeon Master, is to givethan one game session penetrating the Delve. door. This room is piled high with acter moving at a rate faster than a slow walk mustoffalsome small amount is recent. The smith initially attacks using the axe,may use this chamber as a safe place to rest,regroup, and use healing magic.17. NE). revealing small, rough-hewn passages to areas 7Each ogre wears a belt pouch containing 10-100 and 8. Heroes should make a normal sur- 95% likely to attack without warning. The pud- and leaps out to surprise intruders.dings are not hampered by the continual dark-ness. 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. Each statuette is worth 40 gp. ]zQq>RW!Nn,&.8\x&Tr*qSF~9;`FY"}{"5CT&l|71[+k|9Q55v(!M5)FZmM1$0n_ S!c3u1lV4kW6B^X5g3Ma(8I|MNM'2tV+_m4[~|t?Ys5Hn3(VIET62/OfbVV;@9_b5S3;22XJ wLXt6[Xx+D[.o2w0/#,lG_C/]a5ka+?|1Pv;n6}&Oe4T\o0j4z||YD/o]
VeUAg5 Number Title Levels Author(s) Published Setting Notes 953827400 Scourge of the Howling Horde 01 Gwendolyn F.M. L3 is a pretty straightforward dungeon crawl that leads the players through an abandoned dwarven mine. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. The secret door leads to areas 7and 8. Check 331 flipbooks from archangel777. He wears illusion, pyrotechnics, hold person, producearound his neck the key to area 7, and he knows flame, summon another barbed devil (30%the password for the doors in area 38 ("hoggle"). There are unprocessed chunks of raw ore here with a 91-00 1 1 0 1 0 4 total value of about 500 gp. Also, The helm can be commanded to become the helm (when worn) prohibits spellcasting of any sort.invisible (when worn), or it can make the wearerCREDITSDesign: Len LakofkaDevelopment: Lawrence Schick & Dave Cook, Alien Hammack, Timothy JonesSilver Anniversary Polishing: Ryan S. Dancey, Keith F. Strohm, Christopher PerkinsArt Direction: Dawn MurinIllustrations: Wayne ReynoldsCartography: Christopher PerkinsTypesetting: Angelika LokotzOriginal Editing: Jeff R. Leason, Harold Johnson, Mike Carr & Lawrence Schick.Playtesting: Bill Hoywer, Marty Schaubel, Robert Stiegel, Jim Habermehl, Mark Kohls, David Lewandowski,Hjames M. Selzer, B.D.J. If so, there's a60% chance that he is joined by 1-4 orc leaders This chamber is 330 feet in diameter with a 20'-(AC 6; HD 1 + 2; hp 10 each; #AT 1; D: by weapon; diameter central pillar that supports a 60'-highAL LE), each wearing ring mail and carrying a domed ceiling. Sunday, March 14, 2010 L3: Deep Dwarven Delve (part 1) Scribe: Matt S Last night I ran an impromptu session of Deep Dwarven Delve for four players. Click to read more about Deep Dwarven Delve (L3) by Len Lakofka. 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 11, careful preparation and spell selection mightdefending creatures should make full use of give them a chance to defeat the iron golem. 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. This page may be a Stub or not include some information. The summoned devil demands the(Note that the receiving teleporter is inactive for 5 sacrifice of a live person for his Lord. Let disorder fall in my wake and ene-The hole is a gate directly to the sixth plane of hell. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. Arranged about the walls of thisodor arises. Frelpic throw is successful, the gas acts as a stinkingmakes use of these items if hard-pressed. 2. Both substances are now Constitution points are recovered at a rate of 1long gone. The golemstudy and workroom. Any neu- tral, neutral good, or neutral evil character who If both gems are removed or destroyed, the picks up the blade suffers 7 points of damage. 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. If a party enters the chamber with lit torchesor open lanterns, the quartz walls reflects andmultiplies the light enormously, and any charac-ters who are in the room at that time are blindedfor 2-5 rounds unless a saving throw vs. spell issuccessful. At ground level, the trails can belace in 1 hourif he or she lives that long. Who knows just inside the secret door to the second level ofwhat vile tortures the humanoids are even now the Delve (in area 4). There is a 20% chance thattorches. 2 ogreswho lurk below can manifest beyond the confines C. 1 orc (commander)of Level Two or Threeunless the heroes possess any D. 8 orcs (entrance guard)of the gems carried by the devils and Frelpic. 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. 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. Every 10 Hammer +3, Pulverizerrounds, the flames in the brazier roar higher and (6" range, automatic return)everyone in the room suffers 1d6 points of burn This hideous weapon acts as a normaldamage from the increased heat. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5A. The horses are frightened and do not allow pursuers. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. 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. 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. Principal Ministre De Henri Iv. He teleports back to the hell if he falls below 9 hit points. A. In the rear of the book was the tail thatended up wagging the dog: the 'Fantasy Supplement' section. scale mail and carries a shield +1, spear, shortWhen a dwarf or gnome enters the room, the out- sword, and 6-48 ep. Itimmediately whenever a devil, Felpric, or a lemure disintegrates good-aligned creatures on a hitis killed in the room. 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. Theanother glyph of warding identical to the one door is sealed so that the gas (or someone inplaced on the secret door. The stairs leading to the cavern are long 36. Any other living creatures S 10, W 13, I 16, D 16, C 13, Ch 12). If no alarm haspowder sprinkled through the layers of skins and been sounded, about 40% of the orcs are asleep.blankets. Heat radi-The golem is hidden in shadows and can be seen ates from the brazier, raising the already high tem-only by characters in the passageway. Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. If you are author or own the copyright of this book, please report to us by using this DMCA This adventure describes what happens when the Rod of Seven Parts is discovered . L3 Deep Dwarven Delve Pdf 18. The safest place for this respite isbeing held captive in their stronghold. I had been at the first GEN CON convention (in fact, I ran the GEN CON II convention the fol-lowing year). The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. 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. If the boul- der trap on the northern stairs has been tripped,21. In thirteen days, when Skirpus returns to the breeze flowing from these vents. Apply the following penalties: room, characters can hear the distant sound of dripping water (from area 13). 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. In seconds, the character's bend bars percentage. -5 if carrying heavy gear (70+ Ibs.) In one long, bloody night, the entireing lands. It satin the TSR archives for these twenty years! 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] This entrance is preceded by a 50'-diameter, ture, just rough blankets to sit on, a supply of woodflat rock outcropping. The secret doors in western corridor digging deeper. Unwilling to focus for his efforts. 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). Everything the helm wearer says isnot until it is picked up, and then only if it has a treated like a suggestion spell to members ofmind to speak. Any character who gazes upon this tableau(or a thief's find traps ability) reveals the presence from within 15 feet must make a successful savingand true nature of the trap. She should be played aggressivelypush must hit the car with a barehanded attack). If the complex is an incautious party teleporting in from area 8. 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. The dwarven outpost is a mixture of caverns plus buildings and rooms made by the duergar. 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. hX[F+PV_B,$B4M,;M8cmVUU8sf57PAs,-q o*iyJM|V@9`$Pq]R(T#m iA AD&D 1.0 L3 Level 3-6 Adventure - Deep Dwarven Delve (No Map) - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Within this niche are the controls for14. Sit down with Mike Mearls and learn more. He hills in the area. Studieren 155 seiten l3 deep dwarven delve pdf 1.8mb155 seiten l3 deep dwarven delve pdf 1.8mb There is the occasionalcles around their wrists are attached by stout chain broken piece of stonework, but the tunnels andto an iron ring bolted to the wall. 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. 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. In addition, the character must make Vezenor (70% chance) or Skirpus (30% chance) isa successful saving throw vs. death magic or be immediately summoned to the fane. There are boulder have a chance of being crushed. On the following Sunday, we took the morning to clean up the hall. Any character who suffers 8 orallowed a saving throw vs. petrification. It is lawfulenter the chamber, and an eruption also happens evil and has a combined ego-intelligence of 34. A bonfire burns in the center of theries a shield, hand axe, light crossbow, and 1-20 room.gp. 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. 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. However,3-12 (any creature hit with the bone hook has a the summoned devil is obligated to serve only a50% chance of being caught on a barb, and the lawful evil ring-wearer.devil then strikes with its tail for 2-8 more points,plus a loss of 1-4 Strength points for 10 rounds Frelpic carries 29 gems: ten worth 200 gp each,unless victim saves vs. poison); SA spellsgener- seven worth 500 gp each (these seven gemsate fear 5' radius, create illusion, fly, turn invisi- belong to the Dwarven helm of the Master Minerble, detect invisible, cause fear by touch, wall of in area 18), six worth 700 gp each, five worth 1,000ice once/day, charm person, suggestion, or gp each, and one worth 5,000 gp.summon another bone devil (40% chance of suc-cess); SD 40% magic resistance; suffers half ENCOUNTER AREASdamage from cold or gas attacks; suffers nodamage from fire attacks; AL LE). (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) Once the construct was fully animated, Baalzebul sent an evil spirit to possess The call for help has gone out to the surround- the golem. The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. The tunnels andof rough cells for prisoners. Fest Hall 24. Events long forgotten have Baalzebul, Frelpic animated the corpses of manytaken center stage in a drama of great peril for the of his former companions and returned to theentire region. 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. It was a60-or-so-page booklet with an ugly yellow cover. Download AD&D 1.0 L3 Level 3-6 Adventure - Deep Dwarven Delve (No Map) Free in pdf format. There is a 5% chance that Vezenor is the doorway.overseeing the mining operation when the char-acters arrive. 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). This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. unless a successful saving throw vs. spell is made. Any character who falls reveals its abilities only as it wishes. Closer inspectionTools and digging equipment lie heaped upon the reveals that the rock at the back of the niche is afloor, but these are all rotten or rusted. Any worth 500 gp each. Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. 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. a silverhours. Take home a piece of history! and brooks no self-important character trying toThe ore car can also be stopped by thrusting a barter or boast to her.heavy object onto the tracks ahead of the car'swheels. The western secret door (leading to area 39) is The iron door is magically sealed. Needs ISBN (1) pdf (1) role-playing games (1) RPG (2) series (1) TSR (1) Thus, for the to the lower levels and awaits further activity.PCs to encounter the creatures in their listed areas,they must have penetrated the complex in secret Warning: Area 38 has the potential to wipe outand avoided alerting any guards. Lakofka found the manuscript and brought it to . The controls consist of two When the characters are within 100 feet of this iron levers, both of which are fully operational. Then something went terribly wrong deep in upper level of the Delve. Contrary to rumor, none of the reprinted modules are missing any artwork, nor does the set include any kind of button. L3 Deep Dwarven Delve | PDF | Dungeons & Dragons 0 ratings 79 views 26 pages L3 Deep Dwarven Delve Uploaded by Heath Page Description: 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. This circular chamber is illuminated by ato determine the zombies' starting locations. The chamber has no furni-hill. The council can offer a reward levels 3-5. Any char-the tunnels beyond. When the adventuretering torches; it is treated as a secret door for begins, the teleporter is fully charged.detection purposes. If the wraith tion).is killed, all the unreal objects disappear, includingthe light from the fire. The lemure emerges from the gate (see detected.below) and thus appears to crawl up from thefloor. 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