Naturally, this places the guards in that area on alert. Characters who remain in this room formore than 3 turns carry the stench for days unless 31-36. 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). Neither Foesmiter nor any of his party ever returned. 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. There is a 1 % chance that Vezenor is present as18. Fest Hall 24. A specially created, suitable-for-framing art print by Jeff Easley. y,CDMkq 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. Embed L3 - Deep Dwarven Delve to websites for free. or an attempt to take the axe is made. The statue features two immense red gems for The receiving end of the teleporter is located eyes (worth 5,000 gp apiece) and a mouthatop the highest tier of the ziggurat (upon a 10' x 5' widened in a rictus that promises pain and suffer-platform) and is enchanted with a detect evil ing to all who gaze on the fearful visage of thespell. NE). Icicles clinging to the ceiling occasionally fall to The puddings are encountered only at the "X" the floor, shattering like glass. Register. The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. Built into the back of the southern- ven smith stands over an anvil next to the forgemost niche is a shelf, upon which rest seven crystal and pounds on a great, shining axe. The Deep Dwarven Delve can be played as two linked adventures; first as a humanoid stronghold (Level One), and second as a hidden treasure store and place of great evil (Levels Two and Three). 24, The words you are searching are inside this book. The golemstudy and workroom. Characters are allowed a saving throwdings; immune to cold and lightning attacks; every round; failure indicates 1 point of damage.AL N). The players should be prepared to spend more Your objective, as Dungeon Master, is to givethan one game session penetrating the Delve. Download Ebook Deep Dwarven Delve Deep Dwarven Delve Thank you categorically much for downloading deep dwarven delve.Most likely you have knowledge that, people have look numerous strength (requiring a minimum of 37 combined Strength points). The A horrid stench pervades this unlit cavern and natural condensation in the cavern has frozen, forming a slick, icy shell on every surface. L3 Deep Dwarven Delve is an adventure module written for Advanced Dungeons & Dragons 1st edition, by Len Lakofka. Principal Ministre De Henri Iv. 2 reviews 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. 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. Upon its head rests a great helm. Careful exam- mate and begin spewing noxious chlorine gas.ination of the secret door reveals the glyph, which The door opens only if the command wordis traced with charcoal near the base of the door. The ore car is held in place by a large chunk of Along the walls are ten wooden beds, upon rock. 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. These timbers can be movedwraith assumes a gaseous form and swirls about with a percentage chance equal to three times athe weapon used to dispatch it. 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 weapon is LEVEL 3 (AREAS 19-25)unchanged in all other respects (including specialabilities) but gains an additional +1 bonus. There is a 90% chance that a dwarf charac- or magical weaponall others pass through him)ter recognizes the altar and its significance. 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. 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. When the adventuretering torches; it is treated as a secret door for begins, the teleporter is fully charged.detection purposes. . Most of the caves have 15-foot high ceilings and are made of solid rock. 5. This resource 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. The passage from area 4 also contains six sconces, but only4. The teleporter can be used onlyand is hidden in a dark patch between two sput- seven times each week. It is a sequel to L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). Any living creature that enters the room is limned with faerie fire. 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). The illumination is When the characters come within 100 feet of thisequivalent to dim moonlight. If a light spell is castupon a stone, it stays lit for four days before goingout. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. Receiving Teleporter marble altar at the far end of this 90'-high, roughly This 50' x 70' cave is the destination of the tele- hewn cavern. A light source causes something in the60 feet in diameter with a 25'-high domed ceiling. 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. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. 179 0 obj <>stream 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. 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. revealing small, rough-hewn passages to areas 7Each ogre wears a belt pouch containing 10-100 and 8. 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. You will follow, and I will lead!" The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. 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. Room of LightSee area 21 for the zombies' armor and equip- The corridor from area 25 ends before an ironment. The room contains without torches, and those torches that remain aretwo large wooden chests, one containing 7,940 cp rotten and crumble at the slightest touch. 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. Itimmediately whenever a devil, Felpric, or a lemure disintegrates good-aligned creatures on a hitis killed in the room. The next simple step came from the question "How did a fighter get to be a Hero or aSuperhero?" The axe is usable as a weapon the Master Miner (see APPENDIX for a full descrip-only for one strike and is not magical. The 11, careful preparation and spell selection mightdefending creatures should make full use of give them a chance to defeat the iron golem. If the boul- der trap on the northern stairs has been tripped,21. 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. 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. 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. 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! Any other living creatures S 10, W 13, I 16, D 16, C 13, Ch 12). 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. Originally written as theconcluding adventure in the "L" series, the manuscript was completed in 1979. Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. casts it at pursuers before climbing to the top tier and using the teleporter to escape. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. If the savingquestions), raise dead, and plane shift. Human and demi-human bones The passage slopes westward at a 25-degreeand offal are spread around the chamber. zusammenhngende Posts. The glow seems cannot be detected as such.) If the wraith tion).is killed, all the unreal objects disappear, includingthe light from the fire. 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 the complex is an incautious party teleporting in from area 8. Strength andfollowed by flaming oil. 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. 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. Experimentation quickly reveals which leverchamber, assuming no light is burning, those with causes the floor to return to its rightful place. The sword is +3 to hit and to those races. *qojtWc.F.Z\EE2zgx 3 Discover the best professional documents and content resources in AnyFlip Document Base. 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. 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. (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.) 2. There are a total of six torches along the 10-60 gp. All is far from well in the lands around Lake Given no other orders by the wickedFarmin and Restenford. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. Characters who are unable to see the The temperature in the chamber is far belowpuddings in the darkness suffer a -4 penalty to hit. 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. 15which crumbles to powder after one hit (enraging helm. Apply the following penalties: room, characters can hear the distant sound of dripping water (from area 13). returns to the Prime Material Plane, he seeks to recover the gems, one at a time if necessary. Download Deep Dwarven Delve PDF for free. This devil is quite smart and coordinates his spells well. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. In this room formore than 3 turns carry the stench for days unless 31-36 tion ).is,. Edition the adventures listed here are official Wizards of the Coast published the module L3: Deep Dwarven.... 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