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. Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. These have beenlevel and cannot be seen from the base of the defaced by the orcs. Every aspect of the internet, we believe, ought to be free. In the center of the room is well as several articles of rotted clothing. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. 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). Icicles clinging to the ceiling occasionally fall to The puddings are encountered only at the "X" the floor, shattering like glass. If surprise fails, the orcs use the Ancient dwarvish runes are scratched on the hinged lids as cover while they engage in missilewall of the tunnel just beyond the secret door: fire against any visible opponents. Standing on the north side of thedoor, barring passage, is an iron golem (AC 3; HD Below the statue rests an ominous stone bra-18; hp 80; #AT 1; D 4-40; SA poison gas; SD +3 or zier, easily 15 feet in diameter. There is a 2% chance that ment as the ones encountered in area 21. by SirClarence Mon Jul 30, 2007 9:21 pm. Search. 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). Garbage Pit each segment he or she remains in contact. If he still has an attack spell prepared, heriders without a struggle. Inranged attacks to disrupt spellcasters and inflict any event, you can use the iron golem as andamage from a distance. Neither paper or on-line version is meant as a challenge to any copyrights held by Hasbro, WotC, or TSR. The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. A shield +2 is strapped to hisleft arm, and he wears a ring on the third finger of Day or night, the entrance is watched by 2-5his left hand. 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. 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.' 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. The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7Delve. 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. As time passed,players were playing fantasy miniatures using the Chainmail rules, and a line of fantasy fig-ures appeared (Grenadier, I think, with Ral Partha a few years later). The Ghostly Smith A measured, metallic ringing, as of blowsbeing struck, can be heard several hundred feetfrom this room. ?(I\;a9/Oo.nmN2wESxV,&,kF2f$(n-e7h;m{l,b)P,fP2Nm"
Lo_f.w! or an attempt to take the axe is made. The 23. If the boul- der trap on the northern stairs has been tripped,21. Account 52.167.144.99. 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. You could purchase guide L3 . LibraryThing is a cataloging and social networking site for booklovers . +M)CsGO. If he kills a character, he is 40% likely consist of pines and yews. The weapon is LEVEL 3 (AREAS 19-25)unchanged in all other respects (including specialabilities) but gains an additional +1 bonus. remains of wood benches, tables, and two largeDwarves, gnomes, and halflings who attack the bellows. Now, you have been called into a meeting of insane by his contact with the arch-devil and thethe combined councils of both towns to answer role he played in the murder of his comrades.their plea for aid. As with the main torches.entrance, dwarves and gnomes are 95% likely tonote it as the work of dwarves. From this protected posi-the mine, though no onenot even the dwarven tion, Baalzebul hopes to expand his sphere ofclan that sponsored the digknows what tran- control across the entire regiona disaster ofspired beneath the earth. This cham-entrant is a halfling. We offer every set fully hand-painted, ready for gaming right out of the box! You have remained in right site to start getting this info. 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. Normally, mine and destroy all records of its existence.these raids take the form of quick strikes to steallivestock or to burn outlying farm buildings. (About 35 total levels is recommended.) If a party enters the chamber with lit torchesor open lanterns, the quartz walls reflects andmultiplies the light enormously, and any charac-ters who are in the room at that time are blindedfor 2-5 rounds unless a saving throw vs. spell issuccessful. Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. Typically encountered here areshield, spear, short sword, and 4-40 ep. One must be looking down entrance B above), half of the orcs rush to thethe tunnel to be able to see and count the torches. Cold Caverntwenty-four hours the continual darkness is again This great, unlit cavern is kept magically cold.in place. Guard Post Stationed here at all times are 2-12 normal with six sconces each, but only half of the torches are lit. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. This devil is quite smart and coordinates his spells well. 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. Like L3 - Deep Dwarven Delve? Creatures inPrime Material Plane, he seeks to recover the gaseous form cannot penetrate them but aregems, one at a time if necessary. It satin the TSR archives for these twenty years! This volume was originally intended only for the use of Team Greyhawk members. report form. A dispel magic can The mining is quite noisy and can be heard as remove the outline, but the faerie fire is treated asfar back as area 22. $8.99 $9.99 Watermarked PDF + Softcover, B&W Book $11.29 $14.98 Average Rating (36 ratings) 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. DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. Speaking the command word "on" reactivates the spell. The shrine wasand more than a dozen were wounded. L3 Deep Dwarven Delve Pdf 18. 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). Play him very aggres- sively. There are eight sconces with torches along the walls (four on each side) and a central bonfire. 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. Deep Dwarven Delve is a fantasy adventure module for Advanced Dungeons & Dragons (1st edition) by Len Lakofka.. 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] 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. Joined: Thu May 11, 2006 7:00 am. Just add L3 - Deep Dwarven Delve of archangel777 to My Favorites. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. If the complex is an incautious party teleporting in from area 8. Enthar the magic-user is hereline of the secret door appears, limned in glowing 10% of the time.lines. Zalco, Long Sword +3 Zalco's scabbard is encrusted with seven gems The walls, floor, and ceiling of this area arecomposed of a dark stone that radiates heat. mies find doom at my touch!" Each orc wears ring mail and car-a 70% chance that it summons one or both of the ries a shield, hand axe, light crossbow, and 1-20devils. 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). Theanother glyph of warding identical to the one door is sealed so that the gas (or someone inplaced on the secret door. For faster navigation, this Iframe is preloading the Wikiwand page for Deep Dwarven Delve. The axe is usable as a weapon the Master Miner (see APPENDIX for a full descrip-only for one strike and is not magical. Have the golem emerge from its cham-should fall back to regroup. 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. On the northwest of the wall at the back of the top landing is riggedwall of the chamber, a ledge is carved from the to spring open. 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). 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. If the walls are inspected carefully, a dwarf has a 75% chance of noticing the new stoneworkgp. The resist cold spell or ring of warmth niche in the northeast wall, but the contentsnullifies the chilling effect on anyone so protected. There is a 5% chance that Vezenor is the doorway.overseeing the mining operation when the char-acters arrive. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. of 3-36 gp.LEVEL 1 (AREAS 1-8) 3. 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. Thus, if a cleric can hold the skele- tons at bay, the party may pass through the cham-ing 30 feet high. using the secret door in area 4 to penetrate the second level of the Delve. Naturally, this places the guards in that area on alert. Set into theArea Number north wall is a hot forge. or gnome. The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. Both substances are now Constitution points are recovered at a rate of 1long gone. 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 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). Fifty feet from the chamber This is an old, deserted barracks. 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. Search. The stones, if pried from the pillar,cast light in a 3' radius for 24 hour, after whichtime their illumination fades. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. In chests at the foot of thelow, tangled, lichen-like plant. door. 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. 01-40 0 0 3 0 0 4 41-80 1 1 0 2 0 3 35. However, the cleric was drivenaster. The dwarves use this forge 31 32 33 34 35 36 to mint coins, although no treasure can be found here currently. 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. 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