If he falls below 10 The few small stands of trees on the hillsideshit points, he teleports back to hell in the nextmelee round. Any character who suffers 8 orallowed a saving throw vs. petrification. 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). 01-40 0 0 3 0 0 4 41-80 1 1 0 2 0 3 35. He carries 15 gems worthPCs encounter. is a ring of protection +1. Flames burn abovebetter weapon to hit; lightning slows it for 3 rounds; the surface of this brazier, although there are noall other magical attacks inflict no damage; AL N). 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. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. 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. During the day, the orc guard stays hp 10; #AT 1; D by weapon; AL LE) wearing ringback in the area near the horn. The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. The passage from area 4 also contains six sconces, but only4. The sword is fiercely independent andBaalzebul to ask for aid. Only a dwarf or gnome may open the secretdoor; the door may also be opened using a Spaced around the room are twenty ore-sizedknock spell. She will accept a live meal in lieu of a mag-themselves. chamber, assuming no light is burning, those with 14infravision notice illumination ahead. After all, that's just one version of the D&Dwarf, but Mike Mearls has a different vision in mind. In the rear of the book was the tail thatended up wagging the dog: the 'Fantasy Supplement' section. 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. Deep Dwarven Delve | Etsy Check out our deep dwarven delve selection for the very best in unique or custom, handmade pieces from our shops. 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. 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. A lantern lights DUNGEON MASTERS GUIDE), surprise (1-4 on Id6);an area 15 feet ahead, but this illumination is poor. Those using aadditional magical abilities. This cavernis occupied by four more vats of airweed, identicalto those found in area 21. Hi, we're Dwarven Forge. Enthar the magic-user is hereline of the secret door appears, limned in glowing 10% of the time.lines. 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. The faerie fire per- sists even after the characters leave the cave; it is permanent until dispelled. 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. Upon entering thisa d20. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. 179 0 obj
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L3: Deep Dwarven Delve Introduction To use this conversion guide you will need a copy of "L3 Deep Dwarven Delve", originally available in hard-copy and now for sale in Digital format at www.dndclassics.com. the bugbears are accompanied by 2-8 normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; Approximately 75 feet inside the tunnel is an AL LE), each dressed in ring mail and carrying aalarm horn hung on a peg. Before D&D. Lakofka was born January 10, 1944, in Illinois, to Alex Lakofka and Elsie Schumacher.. Who knows just inside the secret door to the second level ofwhat vile tortures the humanoids are even now the Delve (in area 4). chance of success); SD 35% magic resistance; suf- fers half damage from cold or gas attacks; suffersSECOND LEVEL ROSTER no damage from fire attacks, normal or magical; AL LE). eoNZESnde1-L,&Y|=>v}3e9 #'
*m64)O0Hl&D,n|d Any other living creatures S 10, W 13, I 16, D 16, C 13, Ch 12). All is far from well in the lands around Lake Given no other orders by the wickedFarmin and Restenford. The passage ends before a ter of its hit points.heavy iron door. or an attempt to take the axe is made. 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. Dragon Bound - Thea Harrison 2011 "Half-human and half-wyr, Pia Giovanni spent her life keeping a low prole among the wyrkind and Set into theArea Number north wall is a hot forge. Download Deep Dwarven Delve PDF for free. Now she lies unconscious and structed a powerful iron golem, supposedly tonear death, tended by the local healers. 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. 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. Miscellaneous magic, if any, should be minorthey will earn the gratitude (and rewards) justly or defensive: A bag of holding, boots of speed, adue such heroes! 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius 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. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. 1 L3deepdwarvendelve This is likewise one of the factors by obtaining the soft documents of this L3deepdwarvendelve by online. This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. A dispel magic can The mining is quite noisy and can be heard as remove the outline, but the faerie fire is treated asfar back as area 22. Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. around the secret door. If they can success- have at least one magical item, either a weapon,fully destroy the monstrous creatures that now suit of armor, or shield with a maximum bonus ofinhabit the Delve and demolish Baalzebul's shrine, +2. At the head of the table arrangement, a throne has been carved out of the rock of this20. 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. Home; Translate. If the horn has been sounded (seeright side of the tunnel. We had prepared the Horticulture Hall the Friday before, settingup the tables and game areasalthough we had no vendors that first year. The tunnels andof rough cells for prisoners. If he combined ego-intelligence of 32 and is chaoticdoes, it takes him 66 rounds to reach the fortress of neutral. The secret doors in western corridor digging deeper. The powder (unless a saving throw vs.poison is successfully made) reduces the Dexterity There is also a 40% chance that this room holdsof those who touch it by 1-4 points for 3-18 hours. Storage chamber. -5 if carrying heavy gear (70+ Ibs.) 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. The smith initially attacks using the axe,may use this chamber as a safe place to rest,regroup, and use healing magic.17. Each zombie wears tattered chainand secret escape tunnel.) Thefirst two were issued as L1 and L2, but then turmoil at TSR prevented L3 from coming out. This devil is quite smart and coordinates his spells well. Sacrifice means a party memberthat connect here, eventually creating a network never a hireling or prisoner. If you are author or own the copyright of this book, please report to us by using this DMCA 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. 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". I got to write a bunch of spells and add a few pages here and there in bothbookswith Gary always being the final arbitrator, of course. Any character who falls reveals its abilities only as it wishes. y,CDMkq "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 animation takes 2-8 rounds. As with the main torches.entrance, dwarves and gnomes are 95% likely tonote it as the work of dwarves. and its implications are obvious to any heroes below. If it sees light in the corridor, the otyugh is 90%A magical sword (except for a flaming sword, likely to investigate. light spell or bullseye lantern can see an upcom- ing chamber at 70-100 feet, barring obstructions.8. intertwined heads and necks of three brass dragons. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. Your party made all haste to reach the dwarven force was murdered. However, the dispel magic is cast upon them. 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. 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. 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. If the charactera careful search of the passage is conducted. Gary got Don Lowry to produce the book that he called the Chainmail rules. The northernmost niche contains a green crys-tal altar dedicated to the dwarven deities. LibraryThing is a cataloging and social networking site for booklovers . Parties intent on immediatelyusing on the popular mayor? (This was originally a ventilation spells; AL NE). Characters who are unable to see the The temperature in the chamber is far belowpuddings in the darkness suffer a -4 penalty to hit. Just added to your want list . Since 1996, we've devoted ourselves to creating the world's finest gaming terrain. 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 . A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. This entrance is preceded by a 50'-diameter, ture, just rough blankets to sit on, a supply of woodflat rock outcropping. There are boulder have a chance of being crushed. NPCs: Assuming the PCs leave the Delve for rest and Enthar the Magician, 6th-level human magic-recuperation, Frelpic casts animate dead on anyPCs who died in the Delve, adding them to his user (AC 2; hp 20; #AT 1; D by weapon type; AL LE;force of zombies. Within this niche are the controls for14. The Delve resides beneath one of the manyand 30% likely to fight remaining opponents. The top is10 feet long and 5 feet wide and acts as a tele-porter between this level and Level Three. 1211. There isVezenor is here also. In seconds, the character's bend bars percentage. slay my foes! 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). Any char-the tunnels beyond. A knock spell also resets the trap. The rock supporting the vated is not apparent.ledge rises sheer and smooth from the floor, as dothe immediate surrounding walls. (If both devilsaged ten years. Qe.& 4
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_9Fw_~~%__iaU49z56R~ZO(R' Engraved on the blade indiameter, circular pit masked by an illusion to flowing scrip is "Master of order, I beckon you toappear as nothing more than simple cave floor. This volume was originally intended only for the use of Team Greyhawk members. a silverhours. Check L3 - Deep Dwarven Delve from archangel777 here. All about Deep Dwarven Delve (L3) by Len Lakofka. This roughly 32 page A5 zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. found only by inspection and are not obvious to casual searchers. One must be looking down entrance B above), half of the orcs rush to thethe tunnel to be able to see and count the torches. bottom of the stairs just ahead of the boulder. Dwarves are defined by creation and conflict. Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. The compul-damage. Take home a piece of history! 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). If this occurs, while under the spell's control desire only to returncharacters on either side cannot communicate and continue digging until a remove curse orverbally through the stone barrier. Every aspect of the internet, we believe, ought to be free. A specially created, suitable-for-framing art print by Jeff Easley. although listeners of evil alignment suffer a -3 penalty). A Lair in the Darkness by the naga. 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. Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. 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! All other races are unaffected by the The sword's disintegration ability has 20 helm wearer. Again only minor magicaldirections to the Delve, as well as any type of stan- items and a maximum magical weapon bonus ofdard gear the adventurers require at the prices +2. Like L3 - Deep Dwarven Delve? Just added to your cart. 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. 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. I got to play on Gary's sand table and was at a few of the initial playtests.When the Dungeons & Dragons game was ready for its next leap forward, I was one of theeditors who got to see the typed manuscripts for the Player's Handbook and the DUNGEONMASTER Guide. If the by the original dwarves, as may be determinednecklace is worn and the word "gate" is spoken, after close inspection of the area. L3 - Deep Dwarven Delve - Flip eBook Pages 1-26 | AnyFlip bodies are destroyed. Register. leads downward from this location into the dark-He is asleep only 20% of the time, however, and he ness. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. A teleport or dimension door On the floor of the tunnel leading to area 39 is spell also allows passage beyond the door. 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 light source causes something in the60 feet in diameter with a 25'-high domed ceiling. Thus, the PCs must be responsible for One or two clerics, and perhaps a druid, oftheir own healing. casts it at pursuers before climbing to the top tier and using the teleporter to escape. 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. 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. (See the APPENDIX for a full description dwarven work.of this magical item.) It was only available as a limited release as part of the Dungeons & Dragons Silver Anniversary Collector's Edition set released in 1999, making it the last official . 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. Play him very aggres- sively. 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. Troll Lair The corridors leading to this chamber are lined1. +M)CsGO. 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. 10 dwarven skeletons B. strength (requiring a minimum of 37 combined Strength points). Each zombie has a pouch ing of value here.containing 4-24 mithril nuggets worth 10 gpapiece. 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. A dwar-and 16 feet tall. point each per hour of rest. (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) Neither Foesmiter nor any of his party ever returned. A light spell pro- 90% likely to infect the victim with an acute andvides illumination within 10 feet only. 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. PDF BookBoon Read Online Mmoires D. Read More . 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. 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. %PDF-1.6
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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. Unwilling to risk further losses or a chance Something must be done! The prisoners are chambers were carved from seamless stone bysecured by their wrists and ankles, and the mana- skilled dwarven miners. Occasionallystatuettes depicting dwarves. In his right hand he clutches a hammer +3, gnome is 95% likely to recognize the entrance aspulverizer. 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. If the character has been digging for 3-5gnome is in the front rank). Characters within 50 feet candetect a flickering light coming from the chamber. THE Q(JEJT DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. The effect resembles a ziggurat. The council can offer a reward levels 3-5. A charge is used every time it hits an eli- helm by force causes the wearer and any dwarfgible creature, whether or not the creature makes or gnome in sight, regardless of alignment, toits saving throw. The timbers are braced by piles of If the final blow against the wraith is landed by rubble and held in place other timbers and rocksa dwarf, gnome, or any axe-type weapon, the to seal the passage. 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).
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