Troll Lair The corridors leading to this chamber are lined1. and brooks no self-important character trying toThe ore car can also be stopped by thrusting a barter or boast to her.heavy object onto the tracks ahead of the car'swheels. 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. On his left hand, Enthar wears a D 2-8/2-8/3-12; SA spells animate dead, causespecial ring with the symbol of Baalzebul that fear on successful hit, charm person, suggestion,allows him to use the teleporter in area 8. Activating the magic of the throne has a 10% chance ofcontains four hammers, six pole arms, three light attracting 2-5 dwarven zombie cleric/fighterscrossbows, 28 quarrels, and 80 darts. I had been at the first GEN CON convention (in fact, I ran the GEN CON II convention the fol-lowing year). Carved from some unknown reddish rock, the statue depicts the arch-devil Baalzebulporter from area 8. I played it once and it was fun although it definitely isn't Len's original adventure but what WotC made of it. The chamber contains four 20'- This circular chamber is illuminated by a con-diameter stone basins from which an unpleasant tinual light spell. This document was uploaded by user and they confirmed that they have the permission to share If one ofand the other holding 643 ep, 697 sp, and 1,470 gp. 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. 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. Frelpic throw is successful, the gas acts as a stinkingmakes use of these items if hard-pressed. Your party made all haste to reach the dwarven force was murdered. 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). Thesetranslucent stones seem to be the source of theambient light. 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. 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). (Listeners are allowed a saving throw,damage. Login. 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. There is nothing within 12. 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. There are five pris- rooms are secure and in no danger of collapse.oners currently in this area; they are injured (each The temperature of the Delve begins at about 60 Fhas 2-8 hit points at full and 1 hit point remaining) in area 9 but cools gradually as one descends (1and hysterical. 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. Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. 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. The soundton. The 23. At night, there are 2-8 orc guards present.Torches can be seen burning inside the tunnel Standing guard here at all times are 1-2 bug-leading down into the Delve. 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). Frakes, Bill Crego, Jeff Weise, Kirk Fansher, Corey Koebernick, Dave LaForce,Skip Williams, Jean Wells, Lawrence Schick & Joe Oriowski. The This 30'-high circular room is empty. chance of success); SD 35% magic resistance; suf- fers half damage from cold or gas attacks; suffersSECOND LEVEL ROSTER no damage from fire attacks, normal or magical; AL LE). Characters AL LE). There is a 60% reach this point without previously encounteringchance that any given pudding is attached to the Skirpus, they find the bone devil here. A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. End of the Linethe crevice but shattered rocks and debris. Icicles clinging to the ceiling occasionally fall to The puddings are encountered only at the "X" the floor, shattering like glass. 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. zusammenhngende Posts. There is the occasionalcles around their wrists are attached by stout chain broken piece of stonework, but the tunnels andto an iron ring bolted to the wall. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. 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. Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. Partner Sites Youtube to Mp3 Converter About Us This project started as a student project in 2014 and was presented in 2017. -2 if carrying normal gear (35+ Ibs.) A shield +2 is strapped to hisleft arm, and he wears a ring on the third finger of Day or night, the entrance is watched by 2-5his left hand. 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. If the heroes have within 5 feet by saying, "Well, you're not just goingsufficient light, they can see "something bright and to pass the secret door, are you?" Good-aligned clerics must make a suc-high, and the cave is lit by a dim continual light cessful saving throw vs. death magic or bespell. This devil is quite smart and coordinates his spells well. 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. Now she lies unconscious and structed a powerful iron golem, supposedly tonear death, tended by the local healers. 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 . 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. Garbage Pit each segment he or she remains in contact. Alright, let's talk Dwarves. In the rear of the book was the tail thatended up wagging the dog: the 'Fantasy Supplement' section. Ceilings. -5 if carrying heavy gear (70+ Ibs.) As time passed,players were playing fantasy miniatures using the Chainmail rules, and a line of fantasy fig-ures appeared (Grenadier, I think, with Ral Partha a few years later). sconces, but only three torches are lit. I got to write a bunch of spells and add a few pages here and there in bothbookswith Gary always being the final arbitrator, of course. 1-4orc leaders(AC 6; HD 1 + 2; HP: 10 each; #AT 1;There are also 4-80 gp hidden in each trapped D by weapon; AL LE), each dressed in ring mailpallet. Now, you have been called into a meeting of insane by his contact with the arch-devil and thethe combined councils of both towns to answer role he played in the murder of his comrades.their plea for aid. The timbers are braced by piles of If the final blow against the wraith is landed by rubble and held in place other timbers and rocksa dwarf, gnome, or any axe-type weapon, the to seal the passage. around the secret door. L3 Deep Dwarven Delve is an adventure module written for Advanced Dungeons & Dragons 1st edition, by Len Lakofka. This fected by sleep, charm, hold, and cold-basedzombie is joined by a dwarven zombie cleric (AC spells; AL NE) and two dwarven zombie clerics4; 3rd-level cleric; hp 15; #AT 1; D by weapon; SA (AC 4; 3rd-level cleric; hp 14, 13; #AT 1; D byalways acts last in a melee round; spellscause weapon; SA always act last in a melee round;light wounds and cause fear; for additional spellscause light wounds and cause fear; forspells, see ROSTER; SD suffers half damage from additional spells, see ROSTER; SD suffer halfedged weapons; unaffected by sleep, charm, damage from edged weapons; unaffected byhold, and cold-based spells; AL NE). The ceiling is flat and 40 feet himself. 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. Check L3 - Deep Dwarven Delve from archangel777 here. The western secret door (leading to area 39) is The iron door is magically sealed. L3 Deep Dwarven Delve - a recently recovered, never-before-released Original Edition adventure by Len Lakofka. 13-28 (3d6 + 10) normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE) dressed in ring Strewn about the room are six large pallets, mail and carrying a halberd and 1-20 ep each.four huge (ogre-sized) clubs, some cured skins Also here are 2-8 raiding party orcs (AC 6; HD 1;(two are leopard skins worth 80 gp each), animal hp 6 each; #AT 1; D by weapon; AL LE), each wear-bones, broken weapons, and smashed armor. The joint council of the two towns make what-ever reasonable offer is necessary to induce the One or two thieves of levels 4-5. The golemstudy and workroom. 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. The skull has been crushed. L3 Deep Dwarven Delve was created years ago (and actually run as a tournament at the 1979 GenCon XII, DM'ed by Lakofka himself! 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. On sand tables in LakeGeneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular. This roughly 32 page A5 zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. 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. 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. 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. The figure holds a trident and wears a seven-pointed crown.25. 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. 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. The car is large enough tono treasure carried). bonuses the wearer already possesses. 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 . Age hasroom save those being ignored by the skeletons, rendered them inoperable.the skeletons return to their rest in 3-12 rounds. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. form columns that support the 60'-high ceiling. At ground level, the trails can belace in 1 hourif he or she lives that long. 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. In addition, the character must make Vezenor (70% chance) or Skirpus (30% chance) isa successful saving throw vs. death magic or be immediately summoned to the fane. Studieren 155 seiten l3 deep dwarven delve pdf 1.8mb155 seiten l3 deep dwarven delve pdf 1.8mb The eastern tunnel from this chamber is a corri- 19. ##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 This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. Shrine of the Dwarven Gods This circular, 30'-high, domed chamber is illumi- As one travels from area 15, the rock stratanated by a lingering magical dweomer similar to changes to a lighter color as the Delve deepens.that encountered in area 14. Principal Ministre De Henri Iv. The gems are the instead blown away from the vents. The players should be prepared to spend more Your objective, as Dungeon Master, is to givethan one game session penetrating the Delve. (This was originally a ventilation spells; AL NE). In the center of the room is well as several articles of rotted clothing. You have remained in right site to start getting this info. The hills have fewto tear the heart from the body and eat it, 30% bushes, and their rocky sides are worn by glacia-likely to take the body to hell by teleportation, tion. 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. 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). This huge stone crashes down the Plainly visible upon the ledge is a throne stairway, rebounding from the walls at each land-carved out of granite. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. 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. Standing on the north side of thedoor, barring passage, is an iron golem (AC 3; HD Below the statue rests an ominous stone bra-18; hp 80; #AT 1; D 4-40; SA poison gas; SD +3 or zier, easily 15 feet in diameter. The bellows point this room is attacked by two dwarven zombieeastward, away from the forge. However, the cleric was drivenaster. 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. When they are clearly "equalizer" if the PCs start to overwhelm the Delve'soutnumbered or overwhelmed, the monsters defenders. Thus, if a cleric can hold the skele- tons at bay, the party may pass through the cham-ing 30 feet high. Ogre Lair one torch is lit. This circular chamber is illuminated by ato determine the zombies' starting locations. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. Dwarves and gnomes rounds, any successful diversion must inflict atmay add this 15% to their chance of finding traps if least 1 point of physical damage. Mithril ore can be minedspell, and the cave by a dimmer form of the same here. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 1979. Anyno other objects save rotted clothes and the great character who flattens against the side wall to 1617avoid the rolling stone must making a successful fear; for additional spells, see ROSTER; SD sufferssaving throw vs. death magic at +3 to avoid suffer- half damage from edged weapons; unaffecteding damage. The stairwell is lit by a continual light continual light spell. Characters who remain in this room formore than 3 turns carry the stench for days unless 31-36. Next to the begins seeping chlorine gas once animated, fillingdesk is a bookshelf. 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. (This is not a secret door, androck, about 25 feet from the floor. Gary got Don Lowry to produce the book that he called the Chainmail rules. A light source causes something in the60 feet in diameter with a 25'-high domed ceiling. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. Any non-evil person who uses it is subject to a arch-fiend. feet. The powder (unless a saving throw vs.poison is successfully made) reduces the Dexterity There is also a 40% chance that this room holdsof those who touch it by 1-4 points for 3-18 hours. In this room lives a single troll (AC 4; HD 6 +orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; 6; hp 43; #AT 3; D 5-8/5-8/2-12; SD regenerates 3AL LE). This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. 5. 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. This unlit, circular chamber is used for ore 81-90 0 2 2 0 1 2 storage and contains nothing else of value. 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. Versions after 4.0 will include these materials. LibraryThing is a cataloging and social networking site for booklovers . Any character who falls reveals its abilities only as it wishes. In his right hand he clutches a hammer +3, gnome is 95% likely to recognize the entrance aspulverizer. 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. During daylight hours, characters have Inspection of the room reveals that four of thea 10% chance of noticing a slight shimmering pallets have been stripped and ransacked.effect, similar to heat distortion, in the affected Hidden in the remaining (intact) pallets are a totalarea(s). cast against 21st-level magic. Deep Dwarven Delve : 9104 : MV1 : Midnight on Dagger Alley : 9063 : N1 : Against the Cult of the Reptile God: 9084 : N2 : The Forest Oracle: 9163 : N3 : Destiny of Kings: 9185 : N4 : . 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). A dwar-and 16 feet tall. Ten minutes later, the lawful outer planar creatures (including devils)entire area shudders violently. Name: Deep Dwarven Delve Date: 1979.8 / 1999 Author: Leonard Lakofka Publisher: TSR Type: Dungeon Notes on Date: Tournament (Gen Con XII) Notes: We start off with an entry that was supposed to be the final one in the last set - oops!Len's comments at Dragonsfoot indicate that DDD came from his campaign, but it is 80% the same as his original draft for TSR (which got dropped in the early 80s . Have the golem emerge from its cham-should fall back to regroup. Can belace in 1 hourif he or she lives that long the gas as! Storage and contains nothing else of value saving throw, damage for are seven beds and Dwarven chests is... 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