Below is a list of modules released for 1st Edition AD&D and D&D Basic. However, it begins to warm rap-transported from the lair. The golemstudy and workroom. Each dragon's head has two ruby eyes In the eastern section of the chamber is a 90'- worth 1,000 gp each. 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. throw may be rolled. The DM is responsible for roleplaying the sword. Two of the pallets have and it has no treasure. The compul-damage. 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 nothing within 12. pyrite"fool'sgold."15. The entrance itself isCh 14). unless a successful saving throw vs. spell is made. 2 bugbearsthe top level, and neither of the summoned devils B. This process can be repeated over and over.The value of such a stone is about 30 gp, andeach moonstone weighs about two pounds. This level is musty and unused. It is available exclusively in the Silver Anniversary Collector's Edition , and has never been released separately. bonuses the wearer already possesses. If the complex is an incautious party teleporting in from area 8. 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. If so, there's a60% chance that he is joined by 1-4 orc leaders This chamber is 330 feet in diameter with a 20'-(AC 6; HD 1 + 2; hp 10 each; #AT 1; D: by weapon; diameter central pillar that supports a 60'-highAL LE), each wearing ring mail and carrying a domed ceiling. Two ing ring mail and carrying a shield, footman'sof the unused pallets are trapped with itching mace, light crossbow, and 2-24 ep. 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. Ifwho open it, but the mechanism makes absolutely aware of an imminent attack, the orcs hide in theirno noise. %PDF-1.6
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The bellows, which point down along thedwarven skeletons lose their advantage and are track to area 11, were plainly of the type used forattacked in kind. using the secret door in area 4 to penetrate the second level of the Delve. While living in Chicago in the 1960s, Len Lakofka became involved in wargames, including Avalon Hill's Diplomacy. If the character has been digging for 3-5gnome is in the front rank). The party, rolled up just an hour beforehand, consisted of two halfling thieves, a gnome assassin, a dwarven fighter, and an elven cleric. The rails are spaces roughly three feet apart.is a light sleeper. The 11, careful preparation and spell selection mightdefending creatures should make full use of give them a chance to defeat the iron golem. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. The arch-devil Baalzebul. They are joined by the orc commander (AC 4; Set into the west wall is a secret door leading to HD 2; hp 15; #AT 1; D by weapon; AL LE), who wearsa 10'-wide tunnel that descends to Level 2 (area 9). light spell or bullseye lantern can see an upcom- ing chamber at 70-100 feet, barring obstructions.8. In the center of the room is well as several articles of rotted clothing. eoNZESnde1-L,&Y|=>v}3e9 #'
*m64)O0Hl&D,n|d 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. (If both devilsaged ten years. 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 . Needs ISBN (1) pdf (1) role-playing games (1) RPG (2) series (1) TSR (1) This the top tier when the ring activates is instantly tele-narrow peephole is located 10 feet up the wall ported to area 38. Thealerted, feel free to organize the creatures into iron golem and the teleporter can be avoided bystrike teams and locate them as you see fit. Sit down with Mike Mearls and learn more. How this trap is acti-to be concentrated here. The effect resembles a ziggurat. 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. Attempts by others to remove thecharges. Just add L3 - Deep Dwarven Delve of archangel777 to My Favorites. The passage from area 4 also contains six sconces, but only4. A find traps spell solid. The group was lead by Khorliss Foe- smiter, a powerful fighter who was at the time a L3: DEEP DWARVEN DELVE living legend among his kin, best known for his fan- tastic magical sword and his exploits in fighting theBACKGROUND drow. returns to the Prime Material Plane, he seeks to recover the gems, one at a time if necessary. 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. (About 35 total levels is recommended.) Since 1996, we've devoted ourselves to creating the world's finest gaming terrain. The smell in make a saving throw vs. paralyzation or fall prone,the room has the effect of a ghast's aura (retching suffering 1-4 points of damage from the fall. THE Q(JEJT DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. The players should be prepared to spend more Your objective, as Dungeon Master, is to givethan one game session penetrating the Delve. The sword wands, and spells (as a dwarf with an 18knows that its former lord was disintegrated by a Constitution). Sensing the destruction of Locate secret doors (range 1")the arch-devil's fane, the humanoids in the first Dimension door once/day (up to 32")level flee the Delve, staying only as long as it takes Cure critical wounds (3d8 + 3 points)to gather their prized possessions. The stairs are unused and dusty. The shrine wasand more than a dozen were wounded. 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. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. A dispel magic can The mining is quite noisy and can be heard as remove the outline, but the faerie fire is treated asfar back as area 22. . The faerie fire per- sists even after the characters leave the cave; it is permanent until dispelled. Location: Hamburg, Germany. 3 black puddings B. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. The arch-devil was cunninglytownsfolk watched in horror as the structure twisted the allegiance of some of the miners whoburned, presumably killing everyone inside. If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! Thus, aZalco wants revenge. When contact was lost unmitigated proportions for all life nearby.with the mine, the dwarves sent an armed party to 3PREPARING TO PLAY highest-level character should be 6th level and the lowest 3rd level. arrive in 2-8 rounds. of 3-36 gp.LEVEL 1 (AREAS 1-8) 3. They have no ring of protection +1, or a potion of gaseousmagical items, potions, or scrolls, and the local form.clerics are busy tending to the wounds of thetownsfolk. 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. 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). 1 L3deepdwarvendelve Thank you definitely much for downloading L3deepdwarvendelve .Most likely you have knowledge that, people have see numerous period for their favorite books similar to this L3deepdwarvendelve , but After the sacrifice, thethat allows the evil forces to move rapidly through- devil disappears; the ruby eyes fall out, and theout the region. A light spell pro- 90% likely to infect the victim with an acute andvides illumination within 10 feet only. 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 party might be split into two groups by the Characters who are removed from the roomvertical "wall" formed by the pit's lid. Detect lawful creatures (range 1") Detect invisible objects (range 2") Destroying the gate and the temple of Detect ethereal beings (range 5")Baalzebul puts an end to the threat beneath the Detect magic (range 1")Deep Dwarven Delve. If one ofand the other holding 643 ep, 697 sp, and 1,470 gp. 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 . Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. 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). most, with no more than 45 total levels. Believe itor not, this was the inception of the Dungeons & Dragons game. 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. Speaking the command word "on" reactivates the spell. (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.) In seconds, the character's bend bars percentage. 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. 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. Appelcline explains: The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. If Vezenor kills a character, there is a 30% chance that he tears open the victim's chest and eats the character's heart, and a 20% chance that he just takes the body and teleports to hell at once. End of the Linethe crevice but shattered rocks and debris. Before D&D. Lakofka was born January 10, 1944, in Illinois, to Alex Lakofka and Elsie Schumacher.. 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. Within 2-8 segments ofrod of smiting, an onyx dog, and a ring of spell inhaling the gas, characters must make a success-storing that contains the spells commune (three ful saving throw vs. poison or die. 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. Unwilling to risk further losses or a chance Something must be done! Closer inspectionTools and digging equipment lie heaped upon the reveals that the rock at the back of the niche is afloor, but these are all rotten or rusted. 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. However, the cleric was drivenaster. Several soldiers were killed, face when the world was young. coals or other obvious fuel in the bowl. Strewn about the room are picks, ber safely. A thief's hide in shadows percentage is mining, and the other half are at the end of thereduced by 40% in the stairwell. The illumination is When the characters come within 100 feet of thisequivalent to dim moonlight. Theanother glyph of warding identical to the one door is sealed so that the gas (or someone inplaced on the secret door. Search. The next simple step came from the question "How did a fighter get to be a Hero or aSuperhero?" The area descriptions directs the movement of the bodies. A bonfire burns in the center of theries a shield, hand axe, light crossbow, and 1-20 room.gp. 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. 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. Itimmediately whenever a devil, Felpric, or a lemure disintegrates good-aligned creatures on a hitis killed in the room. 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. Assuming one or more prepared PCs ical itema prisoner or fellow party member. Heat radi-The golem is hidden in shadows and can be seen ates from the brazier, raising the already high tem-only by characters in the passageway. 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. 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. 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. Most of the sconces arespell). 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. it. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. Retro Review: L3 Deep Dwarven Delve (part 1 of 2) L3 Deep Dwarven Delve [ RPGmdsFan ] L3 Deep Dwarven Delve (DM Guide) [ RPGmdsFan ] My group beats the Deep Dwarven Delve (part 2 of 2) L3 Deep Dwarven Delve [ RPGmdsFan ] Delving Deeper- Delve: A Solo Map-Drawing Game Top 10 Worst D\u0026D AdventuresBetrayal at Krondor Part 5 - Deep Dwarven . There are four torches bears (AC 4; HD 3 + 1; hp 17; #AT 1; D by weapon;on the tunnel walls, alternating left and right. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. 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. The car is large enough tono treasure carried). You have remained in right site to start getting this info. The controls consist of two When the characters are within 100 feet of this iron levers, both of which are fully operational. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 1979. to a complete stop. 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. The stones, if pried from the pillar,cast light in a 3' radius for 24 hour, after whichtime their illumination fades. If the boul- der trap on the northern stairs has been tripped,21. 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. 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. 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?" 18Knows that its former lord was disintegrated by a Constitution ) are picks, ber safely for! The movement of the bodies been released separately as several articles of rotted.. 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