Since that time, orcs and worse have defiled their sacred halls. Curse the darkness that lies below If Enthar is present and aware of an imminent And all the horrors it hath spawned attack, he uses the secret door to enter the tunnels Foesmiter tried and Foesmiter died leading to area 7 (closing the secret door behind His foolish bravery has doomed us all 10him). 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). Characters who remain in this room formore than 3 turns carry the stench for days unless 31-36. 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. Studieren 155 seiten l3 deep dwarven delve pdf 1.8mb155 seiten l3 deep dwarven delve pdf 1.8mb 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 relic, a gold chalice, is +2), a wand of magic detection with 2-5 charges,worth 200 gp and is found in area 7 if introduced.) This roughly 32 page A5 zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. Those hand-written rules,with changes, additions, and deletions became a tighter and tighter set over the next year. 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). pi"M;:Q!atg(*xs!"9W:mM}FGc? Frelpic, dwarven Patriarch of Baalzebul (AC -1; "A" MAIN ENTRANCE8th-level cleric; hp 68; #AT 1; D by weapon; SAspellscause fear by touch, command, dark- The main entrance is some 80 feet aboveness, light; hold person, know alignment, resist ground level and cannot be seen from the basefire, silence; cause blindness, continual dark- of the hill. We offer every set fully hand-painted, ready for gaming right out of the box! Detect lawful creatures (range 1") Detect invisible objects (range 2") Destroying the gate and the temple of Detect ethereal beings (range 5")Baalzebul puts an end to the threat beneath the Detect magic (range 1")Deep Dwarven Delve. (Listeners are allowed a saving throw,damage. 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. A dwar-and 16 feet tall. There is noth-shields and hammers. If a light spell is castupon a stone, it stays lit for four days before goingout. They should eachsince the arch-devil's takeover. Deep Dwarven Delve was published by Fantasy Gaming on 2022-08-18. This page may be a Stub or not include some information. On sand tables in LakeGeneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular. The Lower Minesit is thoroughly washed off. 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. returns to the Prime Material Plane, he seeks to recover the gems, one at a time if necessary. The bellows point this room is attacked by two dwarven zombieeastward, away from the forge. Our pieces are modular, so you can use the same pieces to create an endless series of adventures. This devil is quite smart and coordinates his spells well. There are boulder have a chance of being crushed. luckstone, a potion of healing, or an arrow of direction would be good choices. The effect resembles a ziggurat. door molded the likeness of a dwarf. 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. 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. 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. cast against 21st-level magic. 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. y,CDMkq Ceilings. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. 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?" The quarter-inch- thick layer of dust on the floor has not been dis- The south wall has been converted into a series turbed for over 200 years. The first 3rd Edition adventure module published (not counting OGL/d20 STL modules) by Wizards of the Coast was The Sunless Citadel, in 2000. remains of wood benches, tables, and two largeDwarves, gnomes, and halflings who attack the bellows. 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. Login. mail and carrying a shield, spear, short sword, and 4-40 ep. intertwined heads and necks of three brass dragons. 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. The remaining orcs put out the torches while one heads to area 2 to spread the alarm. chamber, assuming no light is burning, those with 14infravision notice illumination ahead. If either ability drops to 0, the charac-ited and maintained, cold water would fill the pit, ter falls unconscious from exhaustion. Needs ISBN (1) pdf (1) role-playing games (1) RPG (2) series (1) TSR (1) All crea- Elven heroes are 90% resistant to the sugges- Itures falling into the pit suffer 2-9 (1d8 + 1) points of tion, while half-elves are 30% resistant. bonuses the wearer already possesses. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. 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 10% chance thatalways heads toward the horn, blowing it the fol- they are joined by an orc leader (AC 6; HD 1 + 2;lowing round. A Fool's Errand 16. The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. 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. Its ability to summon Vezenor and Skirpus functions whenever the word Skirpus, bone devil (AC -1; HD 9; hp 40; #AT 1; D "summon" is spoken aloud by the wearer. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. The zombies stop mining only to tites and stalagmites that adorn it. 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. Theinfravision notice a dim source of light ahead. Following this encounter, Frelpic, the iron golem, two summoned devils loyal to Baalzebul, and aNOTES FOR THE DM spirit naga residing in the Delve ensured that Baalzebul would have time to work his fell plans without further danger of discovery. This unlit, circular chamber is used for ore 81-90 0 2 2 0 1 2 storage and contains nothing else of value. Any non-evil person who uses it is subject to a arch-fiend. Check 331 flipbooks from archangel777. L3 Deep Dwarven Delve Pdf 18 . The only solid objects seem to be the forge, the anvil, and the axe. I had been at the first GEN CON convention (in fact, I ran the GEN CON II convention the fol-lowing year). If a The smith takes no notice of anyone whodwarf prays to one of the dwarven gods before this enters the room and does not attack unless he isaltar, he or she receives a bless spell lasting 24 attacked by a weapon that can hit him (i.e. 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). Upload PDF to create a flipbook like L3 - Deep Dwarven Delve now. Any char-the tunnels beyond. 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. View Cart (0) Continue Shopping. Contrary to rumor, none of the reprinted modules are missing any artwork, nor does the set include any kind of button. Good-aligned clerics must make a suc-high, and the cave is lit by a dim continual light cessful saving throw vs. death magic or bespell. Thegate closes, and the area of the floor that it occu- sword disintegrates lawful clerics, paladins, andpied reverts to solid rock. After these 20 charges are used attack the offenders at once and without reserva-up, the sword loses all intelligence, ego, and spe- tion. 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. 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. If all theindicate where each monster is normally found humanoids have been wiped out, Frelpic retreatswhen the Delve is not being attacked. 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. L3 Deep Dwarven Delve is an adventure module written for Advanced Dungeons & Dragons 1st edition, by Len Lakofka. by SirClarence Mon Jul 30, 2007 9:21 pm. Take home a piece of history! 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. If the by the original dwarves, as may be determinednecklace is worn and the word "gate" is spoken, after close inspection of the area. The lock is not trapped. This platform otherwise works have been defeated, another bone devil appearsexactly the same as its counterpart in area 8. in their stead.) Hidden behind the books are a the chamber in 10 rounds. 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. 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. M ;: Q! atg ( * xs! `` 9W: mM } FGc rest. 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