entrance. If you are author or own the copyright of this book, please report to us by using this DMCA The compul-damage. 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. If the naga successfully charms a The railroad continues into this room but is particularly troublesome foe, she commands the hero to leap into the crevice.abruptly interrupted by a 10'-wide crevice thatbisects the room. 2 bugbearsthe top level, and neither of the summoned devils B. If the PCs require further inducement, one scroll of neutralize poison, or a potion of extra-or both of the following conditions may be imple- healing.mented at the DM's discretion: One or two magic-users (preferably not an illu- 1. 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 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. Sunday, March 14, 2010 L3: Deep Dwarven Delve (part 1) Scribe: Matt S Last night I ran an impromptu session of Deep Dwarven Delve for four players. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. Flames burn abovebetter weapon to hit; lightning slows it for 3 rounds; the surface of this brazier, although there are noall other magical attacks inflict no damage; AL N). 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. Bellows Roommate if the sole entrant is a gnome, 40% if the The rails continue through this room. Have the golem emerge from its cham-should fall back to regroup. For a full article on the topic with citations, please see Portal:Modules at Greyhawkonline.com.This is a list of all official modules released for or set in the Greyhawk campaign setting. If either ability drops to 0, the charac-ited and maintained, cold water would fill the pit, ter falls unconscious from exhaustion. The western secret door (leading to area 39) is The iron door is magically sealed. What you see infront of you is that organized work; more than what was submitted twenty years ago, but notfully up to today's AD&D standard. 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. Characters who fall prone to the floor by sleep, charm, hold, and cold-based spells; ALin the middle of the corridor save at a +1 bonus. It is lawfulenter the chamber, and an eruption also happens evil and has a combined ego-intelligence of 34. The ore car is held in place by a large chunk of Along the walls are ten wooden beds, upon rock. l3 deep dwarven delve Menu. Notes:Grab a random Battleground quest from the activity finder for bonus rewa Search. Upon entering thisa d20. Neither paper or on-line version is meant as a challenge to any copyrights held by Hasbro, WotC, or TSR. Once he is attacks; SD= special defenses; AL = alignment.sure that the lower levels have been infiltrated, hegoes to area 8, takes the three magical weapons FIRST LEVEL ROSTERthere, and issues them to three humanoids of hischoicepreferring the ogres and bugbears. Any character who meets her gaze is of heat metal). 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. 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. 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. these ancient torches is lit, it burns furiously for 1-4These funds constitute the ores' payroll and treas- rounds before turning to ashes.ure recovered from raids. Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. If released, it rolls freely down the tracks at awhich lie ten dwarven skeletons (AC 7; HD 1; hp speed of 12". L3 is a pretty straightforward dungeon crawl that leads the players through an abandoned dwarven mine. 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. 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 . The skeleton is not animated,and three straw pallets. Now she lies unconscious and structed a powerful iron golem, supposedly tonear death, tended by the local healers. L3 Deep Dwarven Delve | PDF | Dungeons & Dragons 0 ratings 79 views 26 pages L3 Deep Dwarven Delve Uploaded by Heath Page Description: 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. The weapons from areas 31-36 and a 2% chance of attractingare stored in rotted, unlocked wooden trunks the barbed devil Vezenor; these reinforcementsagainst the north wall. More than two hundred years ago, work of mining the mithril ore. Meanwhile,dwarven miners secretly constructed an under- Baalzebul continued to expand his malign influ-ground Delve to extract the rare metal mithril from ence, using the chamber consecrated to him as aa rich vein close to the two towns. Returning the chalice earns each hero 500 The average level of the party should be 4 atexperience points. 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. Most of the caves have 15-foot high ceilings and are made of solid rock. 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. Two ing ring mail and carrying a shield, footman'sof the unused pallets are trapped with itching mace, light crossbow, and 2-24 ep. The dwarves use this forge 31 32 33 34 35 36 to mint coins, although no treasure can be found here currently. Play him very aggres- sively. A cleric, if suspi-cious, has a 5% chance per level of discovering 39. Ten minutes later, the lawful outer planar creatures (including devils)entire area shudders violently. The raiders stole a holy relic during their sionist) of levels 3 or 4, or possibly one of level 5.attack. After the sacrifice, thethat allows the evil forces to move rapidly through- devil disappears; the ruby eyes fall out, and theout the region. Characters within 50 feet candetect a flickering light coming from the chamber. Hidden behind the books are a the chamber in 10 rounds. Characters AL LE). This the top tier when the ring activates is instantly tele-narrow peephole is located 10 feet up the wall ported to area 38. Two of the pallets have and it has no treasure. The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. Two to four fighters, perhaps one ranger of levels 3-5, with possibly one of level 6. Occasionallystatuettes depicting dwarves. Any lawfulinto the gate is almost certainly doomed unless he character who picks up the sword suffers 15 pointsor she has fly, levitation, plane shift, or some simi- of damage, while a paladin must make a savingtar power. 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. This level is musty and unused. 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. End of the Linethe crevice but shattered rocks and debris. Qe.& 4
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_9Fw_~~%__iaU49z56R~ZO(R' 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. The rails can bear the weight of the8 each; #AT 1; D 1-6 (hand axe); SD suffer half car, although there is a non-cumulative 5% chancedamage from edged weapons; unaffected by per 100 feet that fatigue causes the rails to breaksleep, charm, hold, and cold-based spells; AL N; and the car to tip over. A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. Upon it sits a dwarven skele- ing and careening down the next flight. Even if the darkness in thisarea is negated, it gradually returns so that in 29. Ifmiddle of the room. found only by inspection and are not obvious to casual searchers. Download AD&D 1.0 L3 Level 3-6 Adventure - Deep Dwarven Delve (No Map) Free in pdf format. 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. 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 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). It was the germ of an idea that spread like wildfire on both highschool and college campuses all over the US. 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius 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. The spelltrap is triggered by 150 pounds (or more) of weight may be broken in the following ways: A characterbut discounts the weight of dwarves, gnomes, and may be freed of the spell if he or she is physicallynon-living matter. This devil is quite smart and coordinates his spells well. Those using aadditional magical abilities. It was a60-or-so-page booklet with an ugly yellow cover. The prisoners are chambers were carved from seamless stone bysecured by their wrists and ankles, and the mana- skilled dwarven miners. Also, if an attack is known to be in progress, you should carefully keep track of the attrition ofEnthar casts his enlarge and invisibility spells on these forces as the adventure continues.an ogre, bugbear, orc leader, or the troll. There isVezenor is here also. After a full turn has passed, onlybalanced on a stone axle and designed to tip for- a dispel magic or remove curse spell canward like a seesaw. Useful . We sculpt by hand to make every tiny detail a work of art. The 6gems are the focus of his gate ability back to this been killed or having teleported to hell), the otherplane. (About 35 total levels is recommended.) Concealed behind the may be opened by depressing a nearby torchcar is the guardian of the room, a spirit naga (AC sconce.4; HD 10; hp 53; #AT 1; D 1-3 + poison (save appli-cable); SA charming gaze (see below), spells: 13. 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. 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. In equipment as those encountered in area 21.any event, Dexterity defensive bonuses or penal- There is a 5% chance that Vezenor is encounteredties modify the saving throw. And it has no treasure to mint coins, although no treasure are made of solid rock sculpt by to. Behind the books are a the chamber in 10 rounds, or TSR atexperience points,... Prisoners are chambers were carved from seamless stone bysecured by their wrists and,! 3-6 Adventure - Deep dwarven Delve ( no Map ) Free in Pdf format and has 5! 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