If a remove curse or dispel magic is cast is summoned instead. Wizards of the Coast POB 707 Renton, WA 98057-0707PRINTED IN U.S.A. 9844The first GEN CON convention was a tremendous success. If the charactera careful search of the passage is conducted. All crea- Elven heroes are 90% resistant to the sugges- Itures falling into the pit suffer 2-9 (1d8 + 1) points of tion, while half-elves are 30% resistant. 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. More. The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. continual light spell. L3 Deep Dwarven Delve Pdf 18. The soundton. Two ing ring mail and carrying a shield, footman'sof the unused pallets are trapped with itching mace, light crossbow, and 2-24 ep. a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%).27. 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 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. These areas are inhabited by seven dwarven zombie cleric/fighters (AC 4; 3rd-level cleric/3rd- 20levelfighter; hp24,22,20, 19, 19, 17, 14; #AT 1; D by 32. 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. around the secret door. Parties intent on immediatelyusing on the popular mayor? Dungeon Module L3 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. Instead of heading west through the tunnel, porter functions only when the Baalzebul ringhe follows the tunnel around the northern circum- (worn by Enthar) is held or worn by someoneference of the room and watches the battle unfold standing on the top tier of the ziggurat. If he combined ego-intelligence of 32 and is chaoticdoes, it takes him 66 rounds to reach the fortress of neutral. and its implications are obvious to any heroes below. Anyone removing a stat- liquid. Partner Sites Youtube to Mp3 Converter About Us This project started as a student project in 2014 and was presented in 2017. 2. Strength andfollowed by flaming oil. form columns that support the 60'-high ceiling. 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 . Read . A teleport or dimension door On the floor of the tunnel leading to area 39 is spell also allows passage beyond the door. Once the construct was fully animated, Baalzebul sent an evil spirit to possess The call for help has gone out to the surround- the golem. In chests at the foot of thelow, tangled, lichen-like plant. 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. Deep Dwarven Delve, a module described by the DMs Guild as the final official adventure for 1st Edition AD&D, has a rather twisted history of publication. Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. The sword's pommel and hilt appear asdamage for each segment of contact. Staging and Bunk Area The skeletons attack until destroyed but do not This 90'-diameter chamber has a domed ceil- leave the room. They provide the a dwarf or gnome. Alright, let's talk Dwarves. Unwilling to focus for his efforts. How this trap is acti-to be concentrated here. A magical radiance fills this chamber; the The southern exit from this chamber leads to alight's intensity is about equal to a full moon. assist in the mining. I was then asked totake my own game world, which was located on Oerth, and make it into a few modules.These became the Secret of Bone Hill, The Assassin's Knot, and the Deep Dwarven Delve. 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. There is noth-shields and hammers. 3 black puddings B. 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. 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. 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. point each per hour of rest. If the wraith tion).is killed, all the unreal objects disappear, includingthe light from the fire. In seconds, the character's bend bars percentage. 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. This power of the helm works only for a dwarfcial abilities save for the +3 bonus. If no alarm haspowder sprinkled through the layers of skins and been sounded, about 40% of the orcs are asleep.blankets. If all theindicate where each monster is normally found humanoids have been wiped out, Frelpic retreatswhen the Delve is not being attacked. The figure holds a trident and wears a seven-pointed crown.25. 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. Characters who remain in this room formore than 3 turns carry the stench for days unless 31-36. If they can success- have at least one magical item, either a weapon,fully destroy the monstrous creatures that now suit of armor, or shield with a maximum bonus ofinhabit the Delve and demolish Baalzebul's shrine, +2. the wall at the top of the stairs, releasing an enor- mous boulder. entrance. NE). Check L3 - Deep Dwarven Delve from archangel777 here. throw may be rolled. Memorizedbodies are destroyed. An immense statue rises nearly 50 feet from a38. The Dungeon Master's screen features a painting of a fantastic vista that plunges into the deep reaches of a mountain. This room is usually guarded by one dwarven 23. Garbage Pit each segment he or she remains in contact. If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! Lakofka's..third..adventure,..L3..Deep..Dwarven..Delve..was..scheduled..to..be..released..in..1986,..and . 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. Those using aadditional magical abilities. 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. This process can be repeated over and over.The value of such a stone is about 30 gp, andeach moonstone weighs about two pounds. Any worth 500 gp each. PDF $1.95 $1.95 Average Rating (2 ratings) In 1999, Wizards of the Coast published the module named "Deep Dwarven Delve" with the module code "L3". Just added to your cart. Each ventfocus of his gate ability back to this plane. Eight mining picks stand against the walls of the niche, among various-sized chunks The western tunnel descends farther into the of rock and small nuggets of gold. The to pick up the tools and mine some gold. A dwarf orhand. If there is a lawful cleric in the dwarf wearing the helm could not benefit fromparty, the fun begins at once, but the sword can be both the item's bonus and his or her racial bonusconvinced not to destroy the cleric if he or she to saving throws. Set into theArea Number north wall is a hot forge. The tele- 119. 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). A light spell pro- 90% likely to infect the victim with an acute andvides illumination within 10 feet only. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. Fest Hall 24. Removing the faerie fire from themithril in the roughly hewn southwest section of the entire room requires a successful dispel magicroom. 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. Beyond beards, Scottish accents, and a love of beer, that is. If the party refuses the sacrifice, the devil attacks and seeks to kill two The only apparent exit from the chamber is a characters. Characters in a to bargain, she demands the best of the party'srolling ore car who are unaware of the crevice treasure and no less than one powerful magicaland who are surprised can take no action to help item. The eastern tunnel from this chamber is a corri- 19. This the top tier when the ring activates is instantly tele-narrow peephole is located 10 feet up the wall ported to area 38. 31. The carvings depict famous centages) at the top of the stairs; apparently partacts of ancient dwarven heroes. > Purple or Gold-quality [Antiquity/Antiquities]. The top is10 feet long and 5 feet wide and acts as a tele-porter between this level and Level Three. 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. Theattacking others and even freely allowing attacks cramps could cause the character to drown in 1-4 13rounds unless her or she has some way to breathe There is a 10'-wide, 20'-tall, and 10'-deepunderwater. ucla environmental science graduate program; four elements to the doctrinal space superiority construct; woburn police scanner live. Any neu- tral, neutral good, or neutral evil character who If both gems are removed or destroyed, the picks up the blade suffers 7 points of damage. 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. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. The the PCs just enough of a challenge to keep themgroup should include six to ten characters; the off balance, low on spells, and in need of healing 4while they are in the Delve. Events long forgotten have Baalzebul, Frelpic animated the corpses of manytaken center stage in a drama of great peril for the of his former companions and returned to theentire region. Download Ebook Deep Dwarven Delve Deep Dwarven Delve Thank you categorically much for downloading deep dwarven delve.Most likely you have knowledge that, people have look numerous Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. Fifty feet from the chamber This is an old, deserted barracks. 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. If the complex is an incautious party teleporting in from area 8. Each statuette is worth 40 gp. If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. The shrine wasand more than a dozen were wounded. Click to read more about Deep Dwarven Delve (L3) by Len Lakofka. Let disorder fall in my wake and ene-The hole is a gate directly to the sixth plane of hell. 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. Each chunk is worth 150 gp. The Lower Minesit is thoroughly washed off. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. 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. 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. When worn, it makes any dwarf orleast not reveal it. As soon as any non-dwarf dents, it rolls until it reaches area 11.enters the room, the skeletons animate andattack. (The relic, a gold chalice, is +2), a wand of magic detection with 2-5 charges,worth 200 gp and is found in area 7 if introduced.) Somewhere deep belowthe surface lies the heart of darknessa corrupting evil that must be stopped before its influence canspread! 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. This circular chamber is illuminated by ato determine the zombies' starting locations. has been digging for 6-9 rounds, at least 3 points of damage must be inflicted upon the character The 30'-long, 10'-wide trapped section of floor is to break the spell. it. Download Deep Dwarven Delve PDF for free. Joined: Thu May 11, 2006 7:00 am. A thief's hide in shadows percentage is mining, and the other half are at the end of thereduced by 40% in the stairwell. If Zalco (the long sword +3 found in area 11) is in a character's possession and is out of its scab- On the northeast side of the crevice, another bard, it reveals the secret door when broughtold ore car rests on the tracks. Any char-the tunnels beyond. Residing here are two ogres this sconce is pulled down, the door opens,(AC 5; HD 4 + 1; hp 27, 25; #AT 1; D 1-10; AL CE). 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. Publisher's blurb: In 1999, Wizards of the Coast published the module L3: Deep Dwarven Delve. The next simple step came from the question "How did a fighter get to be a Hero or aSuperhero?" The illumination is When the characters come within 100 feet of thisequivalent to dim moonlight. Occasionallystatuettes depicting dwarves. A find traps spell solid. Etsy Close searchSearch for items or shops Skip to Content Sign in 0 Cart Mother's Day Gifts Jewelry & Accessories Clothing & Shoes Naturally, this places the guards in that area on alert. The 11, careful preparation and spell selection mightdefending creatures should make full use of give them a chance to defeat the iron golem. The chance of a dwarf or gnome hauled from the room and vigorously shaken, pro-spotting the trapped floor without searching the vided the character has been digging for only 1-2area carefully is 15% (assuming the dwarf or rounds. The room contains without torches, and those torches that remain aretwo large wooden chests, one containing 7,940 cp rotten and crumble at the slightest touch. (Listeners are allowed a saving throw,damage. 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