the wall at the top of the stairs, releasing an enor- mous boulder. Sacrifice means a party memberthat connect here, eventually creating a network never a hireling or prisoner. 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. It was a60-or-so-page booklet with an ugly yellow cover. 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 sickly purple stuff bunks are 40, 30, 20, 71, 48, 30, 20, and 26 gp.grows in a brown sludge that fills the bottom half ofeach basin. Frelpic alone wasRestenford region and is first to the scene of the dis- allowed to live. Each chunk is worth 150 gp. 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. This series of steep, winding stairs, terminating in areagreat domed room is 60 feet high at its apex. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. 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. or an attempt to take the axe is made. Keep track of those destroyed so 500 gp each. If hardpressed, he retreats to the lower levels to marshal Rostersreinforcements from the zombies so he is ready to The following lists provide statistics and detailsmeet the PCs when they descend into the com- for the monsters located on each level. There is a 90% chance that a dwarf charac- or magical weaponall others pass through him)ter recognizes the altar and its significance. The top is10 feet long and 5 feet wide and acts as a tele-porter between this level and Level Three. thick vein of gold. feet. Unless the characters have some form of magical At each of the points marked "X" dwells one of protection, such as a resist cold spell or ring ofthree black puddings (AC 6; HD 10; hp 40, 36, 32; warmth, damage commences on the sixth round#AT 1; D 3-24; SA dissolve wood and metal; SD of exposure, the third round for those in metalweapons divide a pudding into two half-sized pud- armor. 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. If the at the steps leading to area 31.saving throw fails, the weapon loses 1-4 proper-ties, including "plusses" to attack and damage. A Lair in the Darkness by the naga. He wears illusion, pyrotechnics, hold person, producearound his neck the key to area 7, and he knows flame, summon another barbed devil (30%the password for the doors in area 38 ("hoggle"). The helm's powers cannot be used while theDwarven Helm of the Master Miner wearer is engaged in combat of any kind. Sit down with Mike Mearls and learn more. Below is a list of modules released for 1st Edition AD&D and D&D Basic. a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%).27. Most of the sconces arespell). I wrote some short articles for DRAGON Magazine before my regular column, called"Leomund's Tiny Hut," which ran almost monthly for four or five years. 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. 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. Alright, let's talk Dwarves. As with the main torches.entrance, dwarves and gnomes are 95% likely tonote it as the work of dwarves. Have the golem emerge from its cham-should fall back to regroup. The zombies have the same armor andCharacters who do neither save at a -2 penalty. 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. 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. . ]zQq>RW!Nn,&.8\x&Tr*qSF~9;`FY"}{"5CT&l|71[+k|9Q55v(!M5)FZmM1$0n_ S!c3u1lV4kW6B^X5g3Ma(8I|MNM'2tV+_m4[~|t?Ys5Hn3(VIET62/OfbVV;@9_b5S3;22XJ wLXt6[Xx+D[.o2w0/#,lG_C/]a5ka+?|1Pv;n6}&Oe4T\o0j4z||YD/o]
VeUAg5 Search. 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. This circular chamber is illuminated by aand steep. bottom of the stairs just ahead of the boulder. The stairs leading to the cavern are long 36. 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. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5A. Strength andfollowed by flaming oil. Almost 100 people had shownup for the Saturday convention sponsored by the International Federation of Wargaming, E.Gary Gygax, Vice President. The secret doors in western corridor digging deeper. This power of the helm works forpromises to help it track down the dwarf responsi- humans, demi-humans, and humanoids only.ble for slaying its former wielder. When worn, it makes any dwarf orleast not reveal it. Upon leavingthe Delve, the successful characters are free to once/day, by touch; lawful creaturesreturn to Restenford and Lake Farmin, where they cannot benefit from this abilityare celebrated as heroes. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. Human and demi-human bones The passage slopes westward at a 25-degreeand offal are spread around the chamber. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 1979. bonuses the wearer already possesses. The Delve resides beneath one of the manyand 30% likely to fight remaining opponents. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. This cham-entrant is a halfling. Thesetranslucent stones seem to be the source of theambient light. 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. L3 Deep Dwarven Delve Pdf 18 . Home; Translate. 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. Heroes should make a normal sur- 95% likely to attack without warning. This volume was originally intended only for the use of Team Greyhawk members. PCs must tion (but not damage).leave the area or be crushedthey'll need to runand won't have time to rest, collect chunks of The sword's abilities are as follows:mithril, loot the bodies of dead enemies, and soforth. $8.99 $9.99 Watermarked PDF + Softcover, B&W Book $11.29 $14.98 Average Rating (36 ratings) 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. throw may be rolled. Useful . 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 . In thirteen days, when Vezenorthe PCs do not need to face them again.) People also played Diplomacyand a few miniatures games, the Napoleonics games having the largest displays. 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. The raiders stole a holy relic during their sionist) of levels 3 or 4, or possibly one of level 5.attack. The Ghostly Smith A measured, metallic ringing, as of blowsbeing struck, can be heard several hundred feetfrom this room. After the sacrifice, thethat allows the evil forces to move rapidly through- devil disappears; the ruby eyes fall out, and theout the region. 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. Unwilling to risk further losses or a chance Something must be done! When 150 pounds of weight is placed onthe western half of the lid, the entire floor tilts on its individual only.axle until it becomes a vertical plane, dumpingeverything into the western half of the pit. The gems are the instead blown away from the vents. The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. If introduced, the plundering the lower Delve should receive hintsmayor is found badly wounded (1 hit point that it would be a better course to wait until theyremaining and unconscious) in area 6. To get more targeted content, please make full-text search by clicking. (This was originally a ventilation spells; AL NE). Any char-the tunnels beyond. 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. 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. AL N). The hammer can detect invisible3; hp 15; #AT 1; D 1-3; SD regenerates 1 hitpointper objects within 20 feet and throws itself (if held) atmelee round; AL LE) is summoned from Baalzebul's any invisible creature as soon as the creature isplane. 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. If he kills a character, he is 40% likely consist of pines and yews. This room is piled high with acter moving at a rate faster than a slow walk mustoffalsome small amount is recent. L3 Deep Dwarven Delve is a fantasy adventure module or "module" for Advanced Dungeons & Dragons . Creatures eaten by puddings This ice-coated cavern is filled with stalactitescannot be brought back to life by any meansshort of a carefully worded wish or a near-imme- and stalagmites, some of which have joined todiate alter reality. (See the APPENDIX for a full description dwarven work.of this magical item.) With Baalzebul's aid, this dwarf, Frelpic, con-raider's stronghold. (Listeners are allowed a saving throw,damage. This is not cumulative with anydwarf (Frelpic) wielding a hammer +3, pulverizer. This document was uploaded by user and they confirmed that they have the permission to share pi"M;:Q!atg(*xs!"9W:mM}FGc? Kestrel 2006 D&D Generic . Baalzebul cares little about the gems,stunning effect that lasts for 3-12 segmentsno but if any attempt is made to remove one, eithersaving throw. If attacked, one orc halberd and 1-20 ep. 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 bugbears are accompanied by 2-8 normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; Approximately 75 feet inside the tunnel is an AL LE), each dressed in ring mail and carrying aalarm horn hung on a peg. or gnome. 31. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. ucla environmental science graduate program; four elements to the doctrinal space superiority construct; woburn police scanner live. Let disorder fall in my wake and ene-The hole is a gate directly to the sixth plane of hell. 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. 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. The party, rolled up just an hour beforehand, consisted of two halfling thieves, a gnome assassin, a dwarven fighter, and an elven cleric. 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. 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. most, with no more than 45 total levels. 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 tele- 119. 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