2. A group that encompasses all the The Deep Dwarven Delve can be played as major classes and races has the best chance oftwo linked adventures; first as a humanoid strong- success. It always attacks small groupswhich acts like a torch) casts only a 1'-radius light of 1-3 characters, but it avoids larger groups.and is virtually useless. DELVE: A Solo Map Drawing Game is a map drawing game that puts you in control of a dwarven hold as you discover the horrors that lurk below. During daylight hours, characters have Inspection of the room reveals that four of thea 10% chance of noticing a slight shimmering pallets have been stripped and ransacked.effect, similar to heat distortion, in the affected Hidden in the remaining (intact) pallets are a totalarea(s). At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. Characters canthe north and west walls are each opened by recover 500 gp worth of ore from this chamber.depressing a stone in the nearby wall. There are five pris- rooms are secure and in no danger of collapse.oners currently in this area; they are injured (each The temperature of the Delve begins at about 60 Fhas 2-8 hit points at full and 1 hit point remaining) in area 9 but cools gradually as one descends (1and hysterical. The secret doors in western corridor digging deeper. How this trap is acti-to be concentrated here. (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) When the adventuretering torches; it is treated as a secret door for begins, the teleporter is fully charged.detection purposes. You might not require more get older to spend to go to the book start as competently as The lock is not trapped. The Temple of Baalzebulthe glyph. Afterward, we wereinvited to play a set of medieval miniatures rules that Gary was working on. From there, it was a year or two until the Dungeons & Dragons game cameout in a humble boxed set. l3 deep dwarven delve Menu. Enthar the through the obstructed area, even if the PCs didn'tmagic-user is the only one in the upper level who remove the obstruction themselves.is permitted to enter the lower levels. 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. A dwarf orhand. Kestrel 2006 D&D Generic . On the following Sunday, we took the morning to clean up the hall. Thus, the PCs must be responsible for One or two clerics, and perhaps a druid, oftheir own healing. 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. throw may be rolled. The Lower Minesit is thoroughly washed off. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. The shrine wasand more than a dozen were wounded. The sword has aFrelpic has permission to freely use this gate. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. 1 L3deepdwarvendelve This is likewise one of the factors by obtaining the soft documents of this L3deepdwarvendelve by online. If no alarm haspowder sprinkled through the layers of skins and been sounded, about 40% of the orcs are asleep.blankets. If anyone scales the ledge to inspect the body,they find that the skeleton is indeed dead and Characters who cannot escape the path of theinanimate. Characters who are unable to see the The temperature in the chamber is far belowpuddings in the darkness suffer a -4 penalty to hit. 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. arrive in 2-8 rounds. 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). Notes:Grab a random Battleground quest from the activity finder for bonus rewa There is a 60% reach this point without previously encounteringchance that any given pudding is attached to the Skirpus, they find the bone devil here. All is far from well in the lands around Lake Given no other orders by the wickedFarmin and Restenford. 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. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. However, the cleric was drivenaster. Check L3 - Deep Dwarven Delve from archangel777 here. The to pick up the tools and mine some gold. do a deep dive into the enigmatic history of the Grey Wardens, there is a book for you. It contains a desk, writingequipment, a table, and two chairs. Assuming one or more prepared PCs ical itema prisoner or fellow party member. Any worth 500 gp each. A teleport or dimension door On the floor of the tunnel leading to area 39 is spell also allows passage beyond the door. The golemstudy and workroom. Storage chamber. Sit down with Mike Mearls and learn more. 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. Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. 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). door. There is nothing within 12. Keep track of those destroyed so 500 gp each. Unfortunately, the control of the mining complex from within. However, the dispel magic is cast upon them. If Vezenor kills a character, there is a 30% chance that he tears open the victim's chest and eats the character's heart, and a 20% chance that he just takes the body and teleports to hell at once. 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 . Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. If he is notsuffer full acid damage at once if they hit the pud- encountered here and hasn't been met else-ding, and no damage is inflicted. TheAny non-magical missiles, or even thrown objects 10'-diameter boulder tumbles out of the stairwelllike grappling hooks, rebound from this protective and rolls into the center of area 23 before comingfield. 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). 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. ]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 The stairwell is lit by a continual light continual light spell. Just added to your want list . The car is large enough tono treasure carried). Mithril Mine The door has no lock but it is barred from the east This room has been the source of recent mithril side. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. Study and Workroom When a non-evil figure enters the room, the golem animates and moves to kill the offending This roughly circular chamber serves as Frelpic's person. If the secret mechanism is found and pallets. 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). Anyone removing a stat- liquid. 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. Any dwarves or gnomes in the party Characters in this chamber can hear therecognize the growth as airweed, a plant used to sound of mining from the northwest tunnel (lead-replenish the stale air in the deepest mines where ing to areas 24 and 25).ventilation is difficult or impossible.22. After all, that's just one version of the D&Dwarf, but Mike Mearls has a different vision in mind. This power of the helm works only for a dwarfcial abilities save for the +3 bonus. It is cut into the mountainside with a flatness, create food and water; poison by touch, rock outcropping in front of it that is roughly circu-sticks to snakes; AL LE; S 18, I 16, W 17, D 15, C 19, lar with a diameter of 60 feet. 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. Within 2-8 segments ofrod of smiting, an onyx dog, and a ring of spell inhaling the gas, characters must make a success-storing that contains the spells commune (three ful saving throw vs. poison or die. Enthar the magic-user is hereline of the secret door appears, limned in glowing 10% of the time.lines. intertwined heads and necks of three brass dragons. It is a sequel to L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). The council can offer a reward levels 3-5. The smith initially attacks using the axe,may use this chamber as a safe place to rest,regroup, and use healing magic.17. Hi, we're Dwarven Forge. 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). pyrite"fool'sgold."15. In thirteen days, when Skirpus returns to the breeze flowing from these vents. 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. 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. Deep Dwarven Delve is a sequel to L1 The Secret of Bone Hill and L2 The Assassin's Knot, and was written as the intended final adventure in the "L" series. Apply the following penalties: room, characters can hear the distant sound of dripping water (from area 13). There are a total of six torches along the 10-60 gp. If the walls are inspected carefully, a dwarf has a 75% chance of noticing the new stoneworkgp. Principal Ministre De Henri Iv. 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. If he still has an attack spell prepared, heriders without a struggle. 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. On sand tables in LakeGeneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular. The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. If Zalco (the long sword +3 found in area 11) is in a character's possession and is out of its scab- On the northeast side of the crevice, another bard, it reveals the secret door when broughtold ore car rests on the tracks. Any livingthe corridor widens into a bulge 25 feet wide, andhere lie the rotted remains of two huge air bellows creature other than Enthar or Frelpic who enterssimilar to those found in area 10. Typically encountered here areshield, spear, short sword, and 4-40 ep. 1211. Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. L3 Deep Dwarven Delve; None of the materials in the set were shrinkwrapped. L3 Deep Dwarven Delve is a fantasy adventure module or "module" for Advanced Dungeons & Dragons . -5 if carrying heavy gear (70+ Ibs.) 10 dwarven skeletons B. 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. (Listeners are allowed a saving throw,damage. Finally someone found it and decided to organize it for publication. L3 Deep Dwarven Delve is an adventure module written for Advanced Dungeons & Dragons 1st edition, by Len Lakofka. 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. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. 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. 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. This fected by sleep, charm, hold, and cold-basedzombie is joined by a dwarven zombie cleric (AC spells; AL NE) and two dwarven zombie clerics4; 3rd-level cleric; hp 15; #AT 1; D by weapon; SA (AC 4; 3rd-level cleric; hp 14, 13; #AT 1; D byalways acts last in a melee round; spellscause weapon; SA always act last in a melee round;light wounds and cause fear; for additional spellscause light wounds and cause fear; forspells, see ROSTER; SD suffers half damage from additional spells, see ROSTER; SD suffer halfedged weapons; unaffected by sleep, charm, damage from edged weapons; unaffected byhold, and cold-based spells; AL NE). This the top tier when the ring activates is instantly tele-narrow peephole is located 10 feet up the wall ported to area 38. Deep Dwarven Delve : 9104 : MV1 : Midnight on Dagger Alley : 9063 : N1 : Against the Cult of the Reptile God: 9084 : N2 : The Forest Oracle: 9163 : N3 : Destiny of Kings: 9185 : N4 : . Just add L3 - Deep Dwarven Delve of archangel777 to My Favorites. Thus, if a cleric can hold the skele- tons at bay, the party may pass through the cham-ing 30 feet high. cast against 21st-level magic. A specially created, suitable-for-framing art print by Jeff Easley. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. Qe.& 4 LJ64 A^TJA U`w\ &*P<1 [\(NrP dM*rW4 _9Fw_~~%__iaU49z56R~ZO(R' The Delve resides beneath one of the manyand 30% likely to fight remaining opponents. 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