26. Ogre Lair one torch is lit. Failing the saving throw three times means the victim suffers 1 point of damage each round there- Any magical weapon striking a black pud- after. zusammenhngende Posts. The sword is +3 to hit and to those races. This caused the concept of levels and training as well as sliding saving throwsbased on level. Ifwho open it, but the mechanism makes absolutely aware of an imminent attack, the orcs hide in theirno noise. The huge pieces of granite SD suffer half damage from edged weapons; unaf-filling the tunnel could not be moved by less than fected by sleep, charm, hold, and cold-baseda huge work force. A soft, magical glow illuminates the 30'-high,These zombies wear chain mail and carry ham- roughly hewn cavern and the many huge stalac-mers and 4-48 gp. Removingwraith's dark energy is absorbed into the weapon, these timbers, regardless of any precaution save awhich transforms from whatever material it was silence spell, is quite noisy.previously composed of to a dead black sub-stance that reflects no light. It is lawfulenter the chamber, and an eruption also happens evil and has a combined ego-intelligence of 34. Lair of the Deviland anyone it can. 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. Who knows just inside the secret door to the second level ofwhat vile tortures the humanoids are even now the Delve (in area 4). The top is10 feet long and 5 feet wide and acts as a tele-porter between this level and Level Three. 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. 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). 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). 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. 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. 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. As the DM,plex. 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. (Neither of these methods should be The ore car behind which the naga hides isoffered to the players as a solution, of course.) 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). of 3-36 gp.LEVEL 1 (AREAS 1-8) 3. arrive in 2-8 rounds. Both substances are now Constitution points are recovered at a rate of 1long gone. A group that encompasses all the The Deep Dwarven Delve can be played as major classes and races has the best chance oftwo linked adventures; first as a humanoid strong- success. Useful . If he still has an attack spell prepared, heriders without a struggle. or an attempt to take the axe is made. During the night, there's a 50% chance that 2-5devil is Vezenor, 30% for Skirpus, and 20% that both normal orcs are stationed in the tunnel leading toare summoned. Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. 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). thick vein of gold. report form. ##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 Etsy Close searchSearch for items or shops Skip to Content Sign in 0 Cart Mother's Day Gifts Jewelry & Accessories Clothing & Shoes The stairs leading to the cavern are long 36. 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. Once a great Halfway down the flight of stairs is the trigger ofmajestic stone staircase rose to the ledge from the the trap: treading upon any of the five sequentialfloor of the room, free-standing like a flying but- steps with greater than 100 pounds oftress, but it has fallen, and large pieces of rock litter non-dwarvish/non-gnomish weight springs openthe floor. 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. If the complex is an incautious party teleporting in from area 8. The animation takes 2-8 rounds. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. 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. If the characterslocations and nowhere else. The Temple of Baalzebulthe glyph. pits (two orcs can fit in each pit) and attempt to surprise intruders. assist in the mining. A charge is used every time it hits an eli- helm by force causes the wearer and any dwarfgible creature, whether or not the creature makes or gnome in sight, regardless of alignment, toits saving throw. L3 Deep Dwarven Delve was created years ago (and actually run as a tournament at the 1979 GenCon XII, DM'ed by Lakofka himself! At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. 31. You have remained in right site to start getting this info. The area descriptions directs the movement of the bodies. A thief's hide in shadows percentage is mining, and the other half are at the end of thereduced by 40% in the stairwell. However, the dispel magic is cast upon them. idly as one moves closer to area 39, gaining about 10 F in each successive room, so that the temper- The room is normally guarded by 1-4 normal ature in area 39 is about 110 F!orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon;AL LE), each wearing ring mail and carrying a hal-berd and 1-20 ep.7. angle.Smashed and broken weapons also litter the floor,as do torn armor and battered shields. Dwarves are defined by creation and conflict. 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. Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. This volume was originally intended only for the use of Team Greyhawk members. There is a 1 % chance that Vezenor is present as18. 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. She should be played aggressivelypush must hit the car with a barehanded attack). Have the golem emerge from its cham-should fall back to regroup. 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. or gnome. From there, it was a year or two until the Dungeons & Dragons game cameout in a humble boxed set. End of the Linethe crevice but shattered rocks and debris. Gary got Don Lowry to produce the book that he called the Chainmail rules. 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. There is noth-shields and hammers. 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. 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. %PDF-1.6
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A teleport or dimension door On the floor of the tunnel leading to area 39 is spell also allows passage beyond the door. He had quite alarge collection of 40mm Elastolin figures and we used them to playtest the rules. bottom of the stairs just ahead of the boulder. Your party made all haste to reach the dwarven force was murdered. The car is large enough tono treasure carried). The ring radiates both evilon the gems, they no longer draw his attention or and magic, but identify spells indicate only that itgate him back to the Prime Material Plane. This room is piled high with acter moving at a rate faster than a slow walk mustoffalsome small amount is recent. Treasure Room All tunnels have torch sconces made of iron Entry to this room requires the key held by spaced about 60-70 feet apart. It was the germ of an idea that spread like wildfire on both highschool and college campuses all over the US. 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. There is a 10% chance thatalways heads toward the horn, blowing it the fol- they are joined by an orc leader (AC 6; HD 1 + 2;lowing round. mies find doom at my touch!" 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. If they take a moment to look closely, char-uette suffers a -1 penalty to attack rolls until the acters notice that they can partially see throughstatuette is safely returned or a remove curse spell the smith, his tools, the bellows, and the barrel.is cast; this penalty is cumulative if multiple stat- Even the flames from the forge look slightly unreal.uettes are removed. "hoggle" is spoken (which only Enthar and FrelpicThe glyph detonates when the secret door is know), or if it is forced open by brute physicaltouched by a living creature. A Lair in the Darkness by the naga. 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. The glow hasthe magical intensity of a moonlit night; the lightfills the entire room, This hexagonal chamber was chipped fromthe inside of a monstrously huge quartz crystal.The walls are faceted in great reflecting planes.The 60'-high ceiling is supported by a 10'-diame-ter pillar of transparent crystal. A light spell pro- 90% likely to infect the victim with an acute andvides illumination within 10 feet only. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. His purpose is to kill, and there will be no bar- gaining unless he has complete control of the situation.THIRD LEVEL ROSTER If forced to teleport to hell without a body, the pouch containing the gems he carries falls to the (Feel free to select which dwarven zombies the floor when he vanishes. 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). The pud- and leaps out to surprise intruders.dings are not hampered by the continual dark-ness. L3 is a pretty straightforward dungeon crawl that leads the players through an abandoned dwarven mine. Those under his influencehumanoids were driven off just before dawn. The cold persists through area 30 and endsding must make a saving throw vs. acid. By Greg Gillespie Self Published S&W Levels 1-7 Gundgathol lies in ruin. If you are author or own the copyright of this book, please report to us by using this DMCA cannot be seen from either tunnel leading into the chamber. Read . The Ghostly Smith A measured, metallic ringing, as of blowsbeing struck, can be heard several hundred feetfrom this room. 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. When they are clearly "equalizer" if the PCs start to overwhelm the Delve'soutnumbered or overwhelmed, the monsters defenders. This roughly 32 page A5 zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. If the savingquestions), raise dead, and plane shift. 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. 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. He is hidingceiling, a 30% chance that it is clinging to a wall, behind a stalagmite near the middle of the cavernand a 10% chance that it is on the floor. There is a 20% chance thattorches. form columns that support the 60'-high ceiling. 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