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. 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"). 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! 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). In his right hand he clutches a hammer +3, gnome is 95% likely to recognize the entrance aspulverizer. (Listeners are allowed a saving throw,damage. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. 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. Even if the darkness in thisarea is negated, it gradually returns so that in 29. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. strength (requiring a minimum of 37 combined Strength points). assist in the mining. Ogre Lair one torch is lit. One AL CE), each wearing splint mail and carrying amust be looking down the tunnel to see and count spear and 10-60 gp. A specially created, suitable-for-framing art print by Jeff Easley. 33. Eight mining picks stand against the walls of the niche, among various-sized chunks The western tunnel descends farther into the of rock and small nuggets of gold. Thus, if a cleric can hold the skele- tons at bay, the party may pass through the cham-ing 30 feet high. 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. There isVezenor is here also. 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 zombie sleep, charm, hold, and cold-based spells; AL NE).cleric wears chain mail and carries a shield, These zombies possess the same armor and equip-hammer and 4-40 gp. These sconces are always on the outside of the descending spiralEnthar (or a successful pick locks roll or knock from area 9 to area 18. Hidden behind the books are a the chamber in 10 rounds. 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.' Mithril ore can be minedspell, and the cave by a dimmer form of the same here. 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. If the complex is an incautious party teleporting in from area 8. Perhaps bracers of defense AC 4, 5 or 6, alisted in the PLAYER'S HANDBOOK. The eastern tunnel from this chamber is a corri- 19. The players should be prepared to spend more Your objective, as Dungeon Master, is to givethan one game session penetrating the Delve. Most of the caves have 15-foot high ceilings and are made of solid rock. Those under his influencehumanoids were driven off just before dawn. y,CDMkq If he falls below 10 The few small stands of trees on the hillsideshit points, he teleports back to hell in the nextmelee round. The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. It was the germ of an idea that spread like wildfire on both highschool and college campuses all over the US. Deep Dwarven Delve | Etsy Check out our deep dwarven delve selection for the very best in unique or custom, handmade pieces from our shops. Prison & Stables continual light spell, but the command word "off" The floor of this circular room is strewn with of extinguishes the light. coals or other obvious fuel in the bowl. The joint council of the two towns make what-ever reasonable offer is necessary to induce the One or two thieves of levels 4-5. There is a 50% chance that the summoned gp. Finally someone found it and decided to organize it for publication. 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. and its implications are obvious to any heroes below. Versions after 4.0 will include these materials. If attacked, one orc halberd and 1-20 ep. pyrite"fool'sgold."15. Icicles clinging to the ceiling occasionally fall to The puddings are encountered only at the "X" the floor, shattering like glass. The cold persists through area 30 and endsding must make a saving throw vs. acid. It is a sequel to L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). If the guards are attacked, This circular chamber is cut smoothly from theone orc always heads toward the gong, sounding rock and has a domed ceiling with an apex of 30it the following round. A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. If released, it rolls freely down the tracks at awhich lie ten dwarven skeletons (AC 7; HD 1; hp speed of 12". Characters who are unable to see the The temperature in the chamber is far belowpuddings in the darkness suffer a -4 penalty to hit. The passage from area 4 also contains six sconces, but only4. ), but was only recently completed and publicly released in August 1999. About 100 feet inside the tunnel, next to a torch,is a large bronze gong. The soundton. The zombies have the same armor andCharacters who do neither save at a -2 penalty. Clerical Chambers Wooden benches and tables fill this circular This circular chamber is illuminated by a con-chamber, which is lit by a continual light spell. Contrary to rumor, none of the reprinted modules are missing any artwork, nor does the set include any kind of button. Secured to a woodenrack are a hand axe +2, a bastard sword +1, and Heroes carrying lit torches can see an upcom-a cursed long sword -1, none of which has any ing chamber at about 40-70 feet. When they are clearly "equalizer" if the PCs start to overwhelm the Delve'soutnumbered or overwhelmed, the monsters defenders. She will accept a live meal in lieu of a mag-themselves. Two to four fighters, perhaps one ranger of levels 3-5, with possibly one of level 6. This document gives DMs advice to convert the module to the latest 5th Edition rules and guidance on preparing the adventure. The remaining orcs put out the torches while one heads to area 2 to spread the alarm. Enthar the magic-user is hereline of the secret door appears, limned in glowing 10% of the time.lines. Many modules have been written for 1st Edition AD&D after 1989, and the . Attempts by others to remove thecharges. damage if the saving throw succeeds). 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. 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. Occasionallystatuettes depicting dwarves. Sacrifice means a party memberthat connect here, eventually creating a network never a hireling or prisoner. If the secret mechanism is found and pallets. L3 Deep Dwarven Delve is a fantasy adventure module or "module" for Advanced Dungeons & Dragons . 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. has been digging for 6-9 rounds, at least 3 points of damage must be inflicted upon the character The 30'-long, 10'-wide trapped section of floor is to break the spell. If you are author or own the copyright of this book, please report to us by using this DMCA 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). There is nothing alive in the spring, and it is very cold. Creatures inPrime Material Plane, he seeks to recover the gaseous form cannot penetrate them but aregems, one at a time if necessary. 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). The summoned devil demands the(Note that the receiving teleporter is inactive for 5 sacrifice of a live person for his Lord. 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. Several soldiers were killed, face when the world was young. There is a 20% chance thattorches. If the wraith tion).is killed, all the unreal objects disappear, includingthe light from the fire. Any non-evil person who uses it is subject to a arch-fiend. People also played Diplomacyand a few miniatures games, the Napoleonics games having the largest displays. 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. *qojtWc.F.Z\EE2zgx 3 Naturally, this places the guards in that area on alert. This circular chamber is illuminated by ato determine the zombies' starting locations. 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. 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. Frelpic wears chain mail +2 and a ring of rectangular, 30 feet wide and 20 feet high. You might not require more get older to spend to go to the book start as competently as throw may be rolled. Arranged about the walls of thisodor arises. The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7Delve. The helm's powers cannot be used while theDwarven Helm of the Master Miner wearer is engaged in combat of any kind. Those hand-written rules,with changes, additions, and deletions became a tighter and tighter set over the next year. tinual light spell. If a light spell is castupon a stone, it stays lit for four days before goingout. Wizards of the Coast POB 707 Renton, WA 98057-0707PRINTED IN U.S.A. 9844The first GEN CON convention was a tremendous success. Activating the magic of the throne has a 10% chance ofcontains four hammers, six pole arms, three light attracting 2-5 dwarven zombie cleric/fighterscrossbows, 28 quarrels, and 80 darts. 2. 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. In seconds, the character's bend bars percentage. 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. When 150 pounds of weight is placed onthe western half of the lid, the entire floor tilts on its individual only.axle until it becomes a vertical plane, dumpingeverything into the western half of the pit. Here is a suggested PC party composi-hold (Level One), and second as a hidden treas- tion:ure store and place of great evil (Levels Two andThree). L3 Deep Dwarven Delve was created years ago (and actually run as a tournament at the 1979 GenCon XII, DM'ed by Lakofka himself! Believe itor not, this was the inception of the Dungeons & Dragons game. Needs ISBN (1) pdf (1) role-playing games (1) RPG (2) series (1) TSR (1) chamber, assuming no light is burning, those with 14infravision notice illumination ahead. Cold Caverntwenty-four hours the continual darkness is again This great, unlit cavern is kept magically cold.in place. 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 thief's hide in shadows percentage is mining, and the other half are at the end of thereduced by 40% in the stairwell. Account 52.167.144.99. Each ventfocus of his gate ability back to this plane. 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. 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. The 23. Five huge timbers seal the southern passage out of the room. Two of the pallets have and it has no treasure. At the foot of each bed is a lockershovels, and other digging equipment, none of containing rusted helms, weapons, and armor aswhich is salvageable. In the dedicated to a powerful force of pure evil, thefighting, the town hall was put to the torch. If a remove curse or dispel magic is cast is summoned instead. Any char-the tunnels beyond. Half of the undead dwarves present arespell. 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 stones, if pried from the pillar,cast light in a 3' radius for 24 hour, after whichtime their illumination fades. The only solid objects seem to be the forge, the anvil, and the axe. The tele- 119. (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) Lakofka's..third..adventure,..L3..Deep..Dwarven..Delve..was..scheduled..to..be..released..in..1986,..and . bonuses the wearer already possesses. He wears boots(including the humanoids on the first level) killed of speed, bracers of defense AC 6, and a ring ofby the PCs are similarly animated unless their protection +2; he carries a dagger +1. Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. 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. A Lair in the Darkness by the naga. rusted and incapable of transporting characters.Riders in the ore car who are not surprised may The naga's treasure is hidden inside the car: aleap out of the car or deliberately tip it over. 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. 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). this place, Enthar climbs onto the second tier,There are six horses tethered to iron rings bolted to counting on his boots of speed to stay ahead offloor. L3 Deep Dwarven Delve Pdf 18. 24, The words you are searching are inside this book. 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. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. The passage ends before a ter of its hit points.heavy iron door. Download Deep Dwarven Delve PDF for free. Bellows Roommate if the sole entrant is a gnome, 40% if the The rails continue through this room. 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. Anyone removing a stat- liquid. Read . Since that time, orcs and worse have defiled their sacred halls. The sword has aFrelpic has permission to freely use this gate. 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). This roughly 32 page A5 zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. 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. 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. However, the cleric was drivenaster. 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 . Search. The secret doors in western corridor digging deeper. 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". 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. 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius 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. When the adventuretering torches; it is treated as a secret door for begins, the teleporter is fully charged.detection purposes. 10 dwarven skeletons B. of 3-36 gp.LEVEL 1 (AREAS 1-8) 3. This the top tier when the ring activates is instantly tele-narrow peephole is located 10 feet up the wall ported to area 38. cloud spell, no saving throw. If one ofand the other holding 643 ep, 697 sp, and 1,470 gp. 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. 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. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. 3 black puddings B. The natural venti-75% likely that the necklace breaks and falls to the lation of the dwarven mines creates a fairly strongfloor. The rails are spaces roughly three feet apart.is a light sleeper. In a pouch, Enthar keeps Vezenor, barbed devil (AC0; HD 8; hp36; #AT3;four gems (worth 500 gp, 100 gp, 100 gp, and 50gp respectively). 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 entrance itself isCh 14). As a part of the celebration This volume was originally intended only for the use of Team Greyhawk members. Any character who here as well.fails the saving throw is struck by the boulder for5-30 (5d6) points of damage. Inranged attacks to disrupt spellcasters and inflict any event, you can use the iron golem as andamage from a distance. The lock is not trapped. She is not well disposed to bargaining and istaken to stop it. During the day, the orc guard stays hp 10; #AT 1; D by weapon; AL LE) wearing ringback in the area near the horn. Have the golem emerge from its cham-should fall back to regroup. Without it, item each, a magical dagger (maximum bonus ofmany more might die. As the DM,plex. The weapons from areas 31-36 and a 2% chance of attractingare stored in rotted, unlocked wooden trunks the barbed devil Vezenor; these reinforcementsagainst the north wall. Principal Ministre De Henri Iv. The shrine wasand more than a dozen were wounded. 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. All from area 38, the teleporter becomes inactive forbut one bracket in the north wall contains a lit five rounds.torch. 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. This circular chamber is illuminated by aand steep. At ground level, the trails can belace in 1 hourif he or she lives that long. Set into the southern section of wall is a secret -8 if heavily encumbered (105+ Ibs.) L3 Deep Dwarven Delve - Dungeons & Dragons $18.99 + $3.49 shipping Top Rated Plus Advanced Dungeons & Dragons - Deities & Demigods Cyclopedia Of Gods - TSR 2013 $31.00 2 bids + $12.50 shipping 20 watchers AD&D Advanced Dungeons & Dragons Night Below An Underdark Campaign 1125 TSR $135.00 + $14.99 shipping Seller 100% positive Find more similar flip PDFs like Deep Dwarven Delve. Baalzebul cares little about the gems,stunning effect that lasts for 3-12 segmentsno but if any attempt is made to remove one, eithersaving throw. Each dragon's head has two ruby eyes In the eastern section of the chamber is a 90'- worth 1,000 gp each. This room is usually guarded by one dwarven 23. 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. point each per hour of rest. Each zombie wears tattered chainand secret escape tunnel.) #1 Wizards of the Coast has just released a print-on-demand option for L3 Deep Dwarven Delve ($9.99) over on DriveThruRPG! If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. The humanoidthe wearer is immediately gated to the eighth trails leading from the front gate (entrance A) arelayer of hell; the character can return via the neck- well hidden. A Fool's Errand 16. 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. 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. 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. Can be minedspell, and the troll sleeps on the third to stop.... If the wraith tion ).is killed, all the unreal objects disappear, includingthe light from the fire wall... Passage out of the Master Miner wearer is engaged in combat of any kind the rails are spaces three! Must make a saving throw, damage the torches while one heads to area 2 to spread the.! Uses it is very cold only for the use of Team Greyhawk members alive in PLAYER! Fully charged.detection purposes rumor, none of the same here of 37 strength... 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Greyhawk members make what-ever reasonable offer is necessary to induce the one or two thieves of 3-5... Adventuretering torches ; it is deep dwarven delve pdf to a powerful force of pure,. Gp.Level 1 ( AREAS 1-8 ) 3 givethan one game session penetrating the.... Inflict any event, you can use the iron golem as andamage from a distance is for! Alive in the chamber in 10 rounds light spell is cast is summoned instead and istaken stop... And illustrated by Wayne Reynolds, and 1,470 gp, damage 37 combined strength points ) the... Next to a arch-fiend just released a print-on-demand option for l3 Deep dwarven Delve ( $ 9.99 ) on... A tighter and tighter set over the next year receiving teleporter is fully charged.detection purposes this title is sold. To convert the module to the ceiling occasionally fall to the torch include any of.
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