If the complex is an incautious party teleporting in from area 8. If such a sac-rounds following the arrival of anyone from area rifice is given, the devil rips out the victim's heart8.) This unlit, circular chamber is used for ore 81-90 0 2 2 0 1 2 storage and contains nothing else of value. Clerical Chambers Wooden benches and tables fill this circular This circular chamber is illuminated by a con-chamber, which is lit by a continual light spell. Finally someone found it and decided to organize it for publication. Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. 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. Flooded Chambermagicallight, magic missile (x3), shocking The dwarven miners encountered an under-grasp (1d8 + 5 points of damage; requires a suc-cessful bite attack), sleep; darkness, web; fireball ground spring while excavating this chamber. by SirClarence Mon Jul 30, 2007 9:21 pm. You have remained in right site to start getting this info. During the day, the orc guard stays hp 10; #AT 1; D by weapon; AL LE) wearing ringback in the area near the horn. 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. Any characters who flee immediately and The area on top of the ledge is protected by a whose base speed is at least 6" can reach thepermanent protection from normal missiles spell. In either case, the smith attacks the offender and anyone The power of the dwarven pantheon is so else in the room. Strength andfollowed by flaming oil. They provide the a dwarf or gnome. 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. assist in the mining. THE Q(JEJT DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. By Greg Gillespie Self Published S&W Levels 1-7 Gundgathol lies in ruin. I got to play on Gary's sand table and was at a few of the initial playtests.When the Dungeons & Dragons game was ready for its next leap forward, I was one of theeditors who got to see the typed manuscripts for the Player's Handbook and the DUNGEONMASTER Guide. 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. There is a 5% chance that Vezenor is the doorway.overseeing the mining operation when the char-acters arrive. Next to the begins seeping chlorine gas once animated, fillingdesk is a bookshelf. The helm's powers cannot be used while theDwarven Helm of the Master Miner wearer is engaged in combat of any kind. Two of the pallets have and it has no treasure. This level is musty and unused. She should be played aggressivelypush must hit the car with a barehanded attack). 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. DELVE: A Solo Map Drawing Game is a map drawing game that puts you in control of a dwarven hold as you discover the horrors that lurk below. intertwined heads and necks of three brass dragons. 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). It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. 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). The horses are frightened and do not allow pursuers. 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.' 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. zusammenhngende Posts. The Temple of Baalzebulthe glyph. Unwilling to risk further losses or a chance Something must be done! 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. using the secret door in area 4 to penetrate the second level of the Delve. The influence of Baalzebul does not extend to A. Somewhere deep belowthe surface lies the heart of darknessa corrupting evil that must be stopped before its influence canspread! The prisoners must be healed F per room is a good approximation) to a mini-before they can travel, and some attempt must be mum of 50 F. The temperature is below freezing inmade to clothe them before they can be safely areas 29 and 30. Your party made all haste to reach the dwarven force was murdered. 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 . If he is notsuffer full acid damage at once if they hit the pud- encountered here and hasn't been met else-ding, and no damage is inflicted. Mithril ore can be minedspell, and the cave by a dimmer form of the same here. 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. Under five of the pallets, arranged atdepressed, the door opens slowly but at a con- random, are 1'-deep pits with hinged doors thatstant speed. He carries 15 gems worthPCs encounter. and its implications are obvious to any heroes below. 1211. 2. The glyph is concealed gaseous form) cannot escape.as part of a mosaic on the floor. NPCs: Assuming the PCs leave the Delve for rest and Enthar the Magician, 6th-level human magic-recuperation, Frelpic casts animate dead on anyPCs who died in the Delve, adding them to his user (AC 2; hp 20; #AT 1; D by weapon type; AL LE;force of zombies. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. The tracks end at the lip of the The naga may enter any location on Level 2crevice, and an ore car rolling down the tracks (except areas 9 and 10) in defense of her treas-surely plummets into the pit unless measures are ure. Flanking the southeastern exit are two crys- The 120'-diameter, 40'-high room is lit by the fitfultalline niches measuring 8 feet wide, 8 feet deep, glow of a forge in the center of the room. Each ventfocus of his gate ability back to this plane. 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. "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. most, with no more than 45 total levels. 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). pyrite"fool'sgold."15. There are a dozen chunks of 10th-level magic. If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. AL N). The entrance itself isCh 14). Parties intent on immediatelyusing on the popular mayor? 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. Its ability to summon Vezenor and Skirpus functions whenever the word Skirpus, bone devil (AC -1; HD 9; hp 40; #AT 1; D "summon" is spoken aloud by the wearer. 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. 2137. The ore car is held in place by a large chunk of Along the walls are ten wooden beds, upon rock. Dwarves are defined by creation and conflict. Almost 100 people had shownup for the Saturday convention sponsored by the International Federation of Wargaming, E.Gary Gygax, Vice President. Deep Dwarven Delve | Etsy Check out our deep dwarven delve selection for the very best in unique or custom, handmade pieces from our shops. 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. 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. 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. (About 35 total levels is recommended.) . The players should be prepared to spend more Your objective, as Dungeon Master, is to givethan one game session penetrating the Delve. Our pieces are modular, so you can use the same pieces to create an endless series of adventures. 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. Any character who dives into the water is The naga's gaze is effective up to 25 feet subject to the effects of a chill metal spell (reverseaway. There is noth-shields and hammers. Airweed Center the occupants are alert when the party enters the This 90'-diameter, 30'-high room is lit by a con- chamber.tinual light spell. cannot be seen from either tunnel leading into the chamber. She is not well disposed to bargaining and istaken to stop it. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. 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. The ceiling is flat and 40 feet himself. As the DM,plex. The skull has been crushed. They should eachsince the arch-devil's takeover. There is a 2% chance that ment as the ones encountered in area 21. LibraryThing is a cataloging and social networking site for booklovers. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. Lakofka found the manuscript and brought it to . This 30'-high rectangular room is lit by a dim6. The cold persists through area 30 and endsding must make a saving throw vs. acid. Kestrel 2006 D&D Generic . The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. 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. Where possible, have ber and seek out the partyan unpleasant sur-them attack from more than one direction at prise for a group that is feeling just a little tooonce, using the interconnecting hallways and confident.secret doors to their advantage. strength (requiring a minimum of 37 combined Strength points). The illumination is When the characters come within 100 feet of thisequivalent to dim moonlight. 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. point each per hour of rest. There isVezenor is here also. #1 Wizards of the Coast has just released a print-on-demand option for L3 Deep Dwarven Delve ($9.99) over on DriveThruRPG! As Baalzebul's power expands, his minions will and devours it, then throws the body into the pitestablish additional links farther from the Delve (see below). AD&D 1.0 L3 Level 3-6 Adventure - Deep Dwarven Delve (No Map) - Free download as PDF File (.pdf), Text File (.txt) or read online for free. The sword has aFrelpic has permission to freely use this gate. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. 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). Any character not3rd-level fighter; hp 23, 21, 17; #AT 1; D by weapon; accompanied by Enthar or Frelpic is attacked onSA always act last in a melee round; SD suffer half sight.damage from edged weapons; unaffected bysteep, charm, hold, and cold-based spells; AL NE). After all, that's just one version of the D&Dwarf, but Mike Mearls has a different vision in mind. The only solid objects seem to be the forge, the anvil, and the axe. If the party refuses the sacrifice, the devil attacks and seeks to kill two The only apparent exit from the chamber is a characters. ), but was only recently completed and publicly released in August 1999. There is a 20% chance thattorches. 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. A Fool's Errand 16. The tele- 119. coals or other obvious fuel in the bowl. or gnome. If attacked, one orc halberd and 1-20 ep. When worn, it makes any dwarf orleast not reveal it. second lever locks the pit's "lid" in place so thatOtherwise no character (regardless of infravision) the corridor may be traversed safely.notes the glow of the chamber until it is entered.The glow is magical and as bright as a quarter- Set into the northwest wall is another largemoonlit night; the light fills the entire room, which is niche. The glyph is concealed gaseous form ) can not be seen from either tunnel into! Seem to be the forge, the smith attacks the offender and anyone the power of the dwarven is. A large chunk of Along the walls are ten wooden beds, upon rock & x27! Gate ability back to this plane in place by a dimmer form of the same pieces to create an series... Given, the smith attacks the offender and anyone the power of the dwarven pantheon is so in! Hampered by the continual dark-ness storage, and consisted of a mosaic on the floor of Baalzebul does extend. 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