When contact was lost unmitigated proportions for all life nearby.with the mine, the dwarves sent an armed party to 3PREPARING TO PLAY highest-level character should be 6th level and the lowest 3rd level. Then something went terribly wrong deep in upper level of the Delve. Partner Sites Youtube to Mp3 Converter About Us This project started as a student project in 2014 and was presented in 2017. Any other living creatures S 10, W 13, I 16, D 16, C 13, Ch 12). However, it begins to warm rap-transported from the lair. the wall at the top of the stairs, releasing an enor- mous boulder. Those using aadditional magical abilities. Check L3 - Deep Dwarven Delve from archangel777 here. There isan ore car on a pair of rusted iron rails that lead no treasure.up to area 4 and down to area 10. You have remained in right site to start getting this info. 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. 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. 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 a sustaining damage; body must be burned or dis-50% chance that these orcs are accompanied by solved in acid to destroy completely; AL CE).an orc leader (AC 6; HD 1 + 2; hp 10; #AT 1; D byweapon; AL LE) wearing ring mail and carrying a There is a 20% chance that the troll is joined byshield, spear, short sword, and 4-40 ep. 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. The ore car is held in place by a large chunk of Along the walls are ten wooden beds, upon 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. L3 Deep Dwarven Delve 1 Download File PDF L3 Deep Dwarven Delve Recognizing the pretension ways to acquire this ebook L3 Deep Dwarven Delve is additionally useful. Somewhere in the dark wilder-ness nearby lurks a great threat to the peace of When Khorliss Foesmiter investigated the Delve,this region, and you are here to ensure that threat the villains overcame him and his comrades.is dealt with quickly! The safest place for this respite isbeing held captive in their stronghold. Mithril Mine The door has no lock but it is barred from the east This room has been the source of recent mithril side. The skull has been crushed. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. 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 . Dispel E. 6 orcs (leaders)magic or remove curse must be cast on the gems, F. 30 orcs (normal)or else the devils can use them as a link to their G. 12 orcs (raiding party)home plane and gate to the location of any gem H. 1 trollat any time. 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 . The Dungeon Master's screen features a painting of a fantastic vista that plunges into the deep reaches of a mountain. 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. Any character who falls reveals its abilities only as it wishes. 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. Useful . 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. The animation takes 2-8 rounds. There is also 2-8 raiding party orcs (AC 6; HD 1; hp 6 each; #ATa 15% chance that they are joined by a bugbear 1; D by weapon; AL LE), each wearing ring mail(AC4; HD3 + 1; hp 17; #AT 1; D byweapon; ALCE) and carrying a shield, footman's mace, light cross-dressed in splint mail and carrying a club and bow, and 2-24 ep. The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. Prison & Stables continual light spell, but the command word "off" The floor of this circular room is strewn with of extinguishes the light. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 1979. Upon its head rests a great helm. Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. It contains a desk, writingequipment, a table, and two chairs. Carved from some unknown reddish rock, the statue depicts the arch-devil Baalzebulporter from area 8. The bellows point this room is attacked by two dwarven zombieeastward, away from the forge. -5 if carrying heavy gear (70+ Ibs.) 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. 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. If a search iswalls are decorated in alternating sections of bas- conducted, a trap may be detected (normal per-reliefs and bare 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. Like this book? 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. Even if the darkness in thisarea is negated, it gradually returns so that in 29. Teleporter Room The walls of most tunnels and chambers are The floor of this room consists of three raised smooth and true; there are no places to hide along the walls.tiers, each tier approximately 5 feet above the onebeneath. 1 L3deepdwarvendelve This is likewise one of the factors by obtaining the soft documents of this L3deepdwarvendelve by online. 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. When they are clearly "equalizer" if the PCs start to overwhelm the Delve'soutnumbered or overwhelmed, the monsters defenders. Each orc wears ring mail and carries a hit points per round beginning three rounds afterhand axe, light crossbow, and 1-20 gp. If the at the steps leading to area 31.saving throw fails, the weapon loses 1-4 proper-ties, including "plusses" to attack and damage. The pud- and leaps out to surprise intruders.dings are not hampered by the continual dark-ness. Two ing ring mail and carrying a shield, footman'sof the unused pallets are trapped with itching mace, light crossbow, and 2-24 ep. Play him very aggres- sively. If released, it rolls freely down the tracks at awhich lie ten dwarven skeletons (AC 7; HD 1; hp speed of 12". Finally someone found it and decided to organize it for publication. Dragon Bound - Thea Harrison 2011 "Half-human and half-wyr, Pia Giovanni spent her life keeping a low prole among the wyrkind and They provide the a dwarf or gnome. and carrying a shield, spear, short sword, and 4-40 ep. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. Thewounds, protection from good; hold person, western edge of the floor drops 30 feet to the sur-silence 15' radius, create food and water; face of the spring, which is 150 feet deep.AL CE). The top is10 feet long and 5 feet wide and acts as a tele-porter between this level and Level Three. The picks lookDelve, toward area 15. If hardpressed, he retreats to the lower levels to marshal Rostersreinforcements from the zombies so he is ready to The following lists provide statistics and detailsmeet the PCs when they descend into the com- for the monsters located on each level. If either ability drops to 0, the charac-ited and maintained, cold water would fill the pit, ter falls unconscious from exhaustion. to a complete stop. 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). entrance. 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. While living in Chicago in the 1960s, Len Lakofka became involved in wargames, including Avalon Hill's Diplomacy. 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. Returning the chalice earns each hero 500 The average level of the party should be 4 atexperience points. NE). The only solid objects seem to be the forge, the anvil, and the axe. The lock is not trapped. At the head of the table arrangement, a throne has been carved out of the rock of this20. Anyno other objects save rotted clothes and the great character who flattens against the side wall to 1617avoid the rolling stone must making a successful fear; for additional spells, see ROSTER; SD sufferssaving throw vs. death magic at +3 to avoid suffer- half damage from edged weapons; unaffecteding damage. ##Download file | read online Ancient Kingdoms - Mesopotamia Dungeons & Dragons: A Darkened Wish An all-new adventure of epic scope and flair that combines the elements of storytelling and The corridors leading from areas 2 and 5 are Eight torch-filled sconces line the walls of thislined with six sconces apiece, but only one torch in chamber, and all are lit save the one closest toeach tunnel is lit. 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. arrive in 2-8 rounds. Download 2020-2021 Planner: 2 Year Weekly and Daily Organizer, Calendar & Agenda with Funny Holidays, To-Do's, Inspirational Quotes, +20 Notes Pages & Vision Boards - Cute Coffee Loving Sloth Print Doc . Thus, for the to the lower levels and awaits further activity.PCs to encounter the creatures in their listed areas,they must have penetrated the complex in secret Warning: Area 38 has the potential to wipe outand avoided alerting any guards. 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. LibraryThing is a cataloging and social networking site for booklovers . Ogre Lair one torch is lit. tinual light spell. 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. There isVezenor is here also. Upon it sits a dwarven skele- ing and careening down the next flight. Characters who remain in this room formore than 3 turns carry the stench for days unless 31-36. 1 spirit naga Vezenor attempts to gate another barbed devil C. 1 wraith if he falls below 18 hit points. Littering the floor are several toolspicks, spikes, drills, and so forth. The helm's powers cannot be used while theDwarven Helm of the Master Miner wearer is engaged in combat of any kind. The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7Delve. 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. Typically encountered here areshield, spear, short sword, and 4-40 ep. This room is piled high with acter moving at a rate faster than a slow walk mustoffalsome small amount is recent. The council can offer a reward levels 3-5. Each dragon's head has two ruby eyes In the eastern section of the chamber is a 90'- worth 1,000 gp each. The stairs leading to the cavern are long 36. In the middle of the floor stands a four-tiered, affected by a fear spell upon first viewing thestone ziggurat, each tier 5 feet higher than the one statue.beneath. The chamber contains four 20'- This circular chamber is illuminated by a con-diameter stone basins from which an unpleasant tinual light spell. The chamber is 150 feet in diameter and has adomed ceiling 50 feet above. 33. The sword is +3 to hit and to those races. 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 found his long-lost fane. 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. Deep Dwarven Delve | Etsy Check out our deep dwarven delve selection for the very best in unique or custom, handmade pieces from our shops. When worn, it makes any dwarf orleast not reveal it. using the secret door in area 4 to penetrate the second level of the Delve. Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. 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. Lakofka's..third..adventure,..L3..Deep..Dwarven..Delve..was..scheduled..to..be..released..in..1986,..and . The secret doors in western corridor digging deeper. This unlit, circular chamber is used for ore 81-90 0 2 2 0 1 2 storage and contains nothing else of value. (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) There is a 60% chance they do not ani- 10. sconces, but only three torches are lit. Bellows Roommate if the sole entrant is a gnome, 40% if the The rails continue through this room. It was the germ of an idea that spread like wildfire on both highschool and college campuses all over the US. %PDF-1.6
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pits (two orcs can fit in each pit) and attempt to surprise intruders. A light spell pro- 90% likely to infect the victim with an acute andvides illumination within 10 feet only. If forced back tostraw, offal, and rotting feed for the ores' mounts. A light source causes something in the60 feet in diameter with a 25'-high domed ceiling. Theanother glyph of warding identical to the one door is sealed so that the gas (or someone inplaced on the secret door. L3 Deep Dwarven Delve - a recently recovered, never-before-released Original Edition adventure by Len Lakofka. Search. 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). or an attempt to take the axe is made. Several soldiers were killed, face when the world was young. remains of wood benches, tables, and two largeDwarves, gnomes, and halflings who attack the bellows. Despite who was dissatisfied with his standing in the dwar-severe injuries, she eluded her pursuers and man- ven community and who sought to increase hisaged to return to Lake Farmin with directions to the power. 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. ucla environmental science graduate program; four elements to the doctrinal space superiority construct; woburn police scanner live. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. 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. ]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 Appelcline explains: We sculpt by hand to make every tiny detail a work of art. Check Pages 1-25 of Deep Dwarven Delve in the flip PDF version. (Listeners are allowed a saving throw,damage. The ceiling is flat and 40 feet himself. Despite the bad smell, the air seems chamber are seven decrepit bunks that crumbleless "used" in this area. unless a successful saving throw vs. spell is made. Deep Dwarven Delve [L3] [WotC] Deep Freeze [Dungeon] Demonclaw [Dungeon] Descent into the Depths of the Earth [D1-2] [TSR] Descent into the Depths of the Earth [D1] [TSR] Determined Pirates [The Scarlet Brotherhood] Devilspawn [L4] [Independent] There are unprocessed chunks of raw ore here with a 91-00 1 1 0 1 0 4 total value of about 500 gp. On sand tables in LakeGeneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular. continual light spell. The cold persists through area 30 and endsding must make a saving throw vs. acid. Half of the undead dwarves present arespell. Have the golem emerge from its cham-should fall back to regroup. In chests at the foot of thelow, tangled, lichen-like plant. If so, there's a60% chance that he is joined by 1-4 orc leaders This chamber is 330 feet in diameter with a 20'-(AC 6; HD 1 + 2; hp 10 each; #AT 1; D: by weapon; diameter central pillar that supports a 60'-highAL LE), each wearing ring mail and carrying a domed ceiling. 1-4orc leaders(AC 6; HD 1 + 2; HP: 10 each; #AT 1;There are also 4-80 gp hidden in each trapped D by weapon; AL LE), each dressed in ring mailpallet. Sit down with Mike Mearls and learn more. Next to the begins seeping chlorine gas once animated, fillingdesk is a bookshelf. 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. To get more targeted content, please make full-text search by clicking. Read . The to pick up the tools and mine some gold. There are a total of six torches along the 10-60 gp. The weapon is LEVEL 3 (AREAS 19-25)unchanged in all other respects (including specialabilities) but gains an additional +1 bonus. We offer every set fully hand-painted, ready for gaming right out of the box! Guard Post Stationed here at all times are 2-12 normal with six sconces each, but only half of the torches are lit. The passage ends before a ter of its hit points.heavy iron door. There is a 5% chance that Vezenor is the doorway.overseeing the mining operation when the char-acters arrive. 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. There is a 90% chance that a dwarf charac- or magical weaponall others pass through him)ter recognizes the altar and its significance. After the sacrifice, thethat allows the evil forces to move rapidly through- devil disappears; the ruby eyes fall out, and theout the region. Once animated, the skele-tons ignore dwarves (100% chance), gnomes ber, similar in size to area 9, contains the crumbling(60% chance), and halflings (40% chance). If the by the original dwarves, as may be determinednecklace is worn and the word "gate" is spoken, after close inspection of the area. She will accept a live meal in lieu of a mag-themselves. 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. The forces in the upper Level One through the teleporter (area 8) andlevel react violently to any penetration of the alerts Frelpic that they are available. L3 is a pretty straightforward dungeon crawl that leads the players through an abandoned dwarven mine. Any character who meets her gaze is of heat metal). . The THE MISTS OF TIMEmost recent engagement was much more serious.Three days ago, a group of well organized and As the dwarves carved ever deeper shafts fol-equipped orcs, bugbears, and ogres descended lowing the vein of mithril, they broke through into aon Restenford and engaged in a pitched battle hidden chamber, one created far below the sur-with the local militia. Nomining. Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. 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 . This circular chamber is illuminated by ato determine the zombies' starting locations. If the horn has been sounded (seeright side of the tunnel. A knock spell opens it, as does a successful bend bars/lift gates roll at a -10% penalty. Those hand-written rules,with changes, additions, and deletions became a tighter and tighter set over the next year. 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