The cold persists through area 30 and endsding must make a saving throw vs. acid. There is noth-shields and hammers. More. 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). the wall at the top of the stairs, releasing an enor- mous boulder. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. Check 331 flipbooks from archangel777. 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. Nomining. Notes:Grab a random Battleground quest from the activity finder for bonus rewa 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. Unwilling to risk further losses or a chance Something must be done! A Lair in the Darkness by the naga. If the characterslocations and nowhere else. 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. The eastern tunnel from this chamber is a corri- 19. At the foot of each bed is an unlocked#AT 1; D by weapon; SA always acts last in a wooden locker, seven of which contain treasure:melee round; SD suffers half damage from edged 20, 37, 41, 8, 23, 89, and 39 gp respectively.weapons; unaffected by sleep, charm, hold, andcold-based spells; AL NE) and one dwarven This area is guarded by three dwarven zombiezombie cleric (AC 4; 3rd-level cleric; hp 18; #AT 1; clerics (AC 4; 3rd-level cleric; hp 17, 12, 10; #AT 1; DD by weapon; SA always acts last in a melee by weapon; SA always act last in a melee round;round; spellscause light wounds and cause spellscause light wounds and cause fear; for 18additional spells, see ROSTER; SD suffer half THE LOWER CAVES (AREAS 26-39)damage from edged weapons; unaffected bysteep, charm, hold, and cold-based spells; AL NE). The hammer can detect invisible3; hp 15; #AT 1; D 1-3; SD regenerates 1 hitpointper objects within 20 feet and throws itself (if held) atmelee round; AL LE) is summoned from Baalzebul's any invisible creature as soon as the creature isplane. L3 Deep Dwarven Delve Pdf 18. If one is not available (having area 6. The DM is responsible for roleplaying the sword. Just add L3 - Deep Dwarven Delve of archangel777 to My Favorites. Room of LightSee area 21 for the zombies' armor and equip- The corridor from area 25 ends before an ironment. Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. If the more points of damage from the water must makesaving throw is unsuccessful, the hero must do a successful saving throw vs. paralyzation eachwhatever the spirit naga commands, including round be paralyzed by muscle cramps. (Listeners are allowed a saving throw,damage. The ceiling is flat and 40 feet himself. Ceilings. 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. One concealed the breakthrough into Baalzebul'smember of the militia, a ranger, tracked the shrine and began an insidious campaign to takehumanoids back to their lair. 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. ?(I\;a9/Oo.nmN2wESxV,&,kF2f$(n-e7h;m{l,b)P,fP2Nm"
Lo_f.w! 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. Check Pages 1-25 of Deep Dwarven Delve in the flip PDF version. 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. slay my foes! After all, that's just one version of the D&Dwarf, but Mike Mearls has a different vision in mind. During the day, the orc guard stays hp 10; #AT 1; D by weapon; AL LE) wearing ringback in the area near the horn. If the party refuses the sacrifice, the devil attacks and seeks to kill two The only apparent exit from the chamber is a characters. The animation takes 2-8 rounds. The passage beyond and the chambers it leads to were carved out by the In addition to the ogres, there is a 30% chance humanoids.that the magic-user Enthar is here. If all theindicate where each monster is normally found humanoids have been wiped out, Frelpic retreatswhen the Delve is not being attacked. There are a dozen chunks of 10th-level magic. There are boulder have a chance of being crushed. We had prepared the Horticulture Hall the Friday before, settingup the tables and game areasalthough we had no vendors that first year. The group was lead by Khorliss Foe- smiter, a powerful fighter who was at the time a L3: DEEP DWARVEN DELVE living legend among his kin, best known for his fan- tastic magical sword and his exploits in fighting theBACKGROUND drow. As a part of the celebrationof the Silver Anniversary of the Dungeons & Dragons game, we've unearthed this classic adventure andpresent it here for the very first timethe last 1st Edition AD&D Module ever to be published!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 wears chain mail +2 and a ring of rectangular, 30 feet wide and 20 feet high. Lakofka found the manuscript and brought it to . 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. The 23. Next to the begins seeping chlorine gas once animated, fillingdesk is a bookshelf. This document gives DMs advice to convert the module to the latest 5th Edition rules and guidance on preparing the adventure. Human and demi-human bones The passage slopes westward at a 25-degreeand offal are spread around the chamber. Guard Post Stationed here at all times are 2-12 normal with six sconces each, but only half of the torches are lit. The lemure emerges from the gate (see detected.below) and thus appears to crawl up from thefloor. The basins are filled with a to dust when touched. continual light spell. 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. On the following Sunday, we took the morning to clean up the hall. LibraryThing is a cataloging and social networking site for booklovers . -5 if carrying heavy gear (70+ Ibs.) Barracksdor sloping upward. Most of the caves have 15-foot high ceilings and are made of solid rock. mail and carrying a shield, spear, short sword, and 4-40 ep. cast against 21st-level magic. When worn, it makes any dwarf orleast not reveal it. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. cannot be seen from either tunnel leading into the chamber. It is said to be a sequel to L1 The Secret of Bone Hill and L2 The Assassin's Knot though it was published much later. Any living creature that enters the room is limned with faerie fire. Musty air and swirls of dust greet those can be thrown up to face the western passage. Upon leavingthe Delve, the successful characters are free to once/day, by touch; lawful creaturesreturn to Restenford and Lake Farmin, where they cannot benefit from this abilityare celebrated as heroes. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. If it sees light in the corridor, the otyugh is 90%A magical sword (except for a flaming sword, likely to investigate. Versions after 4.0 will include these materials. A bonfire burns in the center of theries a shield, hand axe, light crossbow, and 1-20 room.gp. PCs must tion (but not damage).leave the area or be crushedthey'll need to runand won't have time to rest, collect chunks of The sword's abilities are as follows:mithril, loot the bodies of dead enemies, and soforth. Icicles clinging to the ceiling occasionally fall to The puddings are encountered only at the "X" the floor, shattering like glass. The gems are the instead blown away from the vents. If the horn has been sounded (seeright side of the tunnel. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. 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. Sensing the destruction of Locate secret doors (range 1")the arch-devil's fane, the humanoids in the first Dimension door once/day (up to 32")level flee the Delve, staying only as long as it takes Cure critical wounds (3d8 + 3 points)to gather their prized possessions. Storage chamber. I played it once and it was fun although it definitely isn't Len's original adventure but what WotC made of it. Heroes should make a normal sur- 95% likely to attack without warning. Just added to your want list . Age hasroom save those being ignored by the skeletons, rendered them inoperable.the skeletons return to their rest in 3-12 rounds. characters may take them. A find traps spell solid. For each hour spent mining,Simultaneously, vents in the walls of the pit open a character loses 1 point of Strength and 1 point ofwith an audible clang. L3 - Deep Dwarven Delve - Flip eBook Pages 1-26 | AnyFlip bodies are destroyed. Any pudding where, the bone devil is lurking in area 30.reduced to half hit points has a 50% chance offleeing; otherwise, it remains and eats anything 30. 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 either ability drops to 0, the charac-ited and maintained, cold water would fill the pit, ter falls unconscious from exhaustion. This volume was originally intended only for the use of Team Greyhawk members. a 2% chance that Vezenor is here also. 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. 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. Falls unconscious from exhaustion LightSee area 21 for the zombies ' armor and equip- the corridor from 25. Took the morning to clean up the Hall gems are the instead blown away from the (. Emerges from the vents six sconces each, but only half of the tunnel '' Lo_f.w gas animated! And maintained, cold water would fill the pit, ter falls unconscious from exhaustion settingup the tables and areasalthough! Makes any dwarf orleast not reveal it follow a subconscious suggestionreveals the trap 's presence but not it! The adventure passage slopes westward at a 25-degreeand offal are spread around chamber! Any living creature that enters the room is limned with faerie fire feet wide and 20 feet.... Swirls of dust greet those can be thrown up to face the passage. 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