This document gives DMs advice to convert the module to the latest 5th Edition rules and guidance on preparing the adventure. In either case, the smith attacks the offender and anyone The power of the dwarven pantheon is so else in the room. 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. Len Lakofka2Advanced Dungeons & Dragons investigate. 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. Player's Secrets of Mden - PDF only : 3101 : Blood Enemies: Abominations of Cerilia: 3140 : Blood Spawn: Creatures of Light and Shadow - PDF only: 3147 L3 Dungeon Module L3 Deep Dwarven Delve by Len Lakofka AN ADVENTURE FOR CHARACTER LEVELS 3-6This module has lain unseen and forgotten in the TSR design vault for twenty years. If the horn has been sounded (seeright side of the tunnel. 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. 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. The glyph is concealed gaseous form) cannot escape.as part of a mosaic on the floor. In the Black The total number of coins in the entire room is 40 This area is covered with twelve separate and cp, 30 sp, 20 gp, and 10 pp.permanent continual darkness spells; thus, dispel The room is guarded by an otyugh (AC 3; HD 6;magic (if successful) or continual light negates hp 30; #AT 3; D 1-8/1-8/2-5; SA disease (a bite isonly one-twelfth of the darkness. This circular chamber is illuminated by ato determine the zombies' starting locations. Age hasroom save those being ignored by the skeletons, rendered them inoperable.the skeletons return to their rest in 3-12 rounds. 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. most, with no more than 45 total levels. The stairs are unused and dusty. "B" BACK DOOR The walls of this chamber (like others on this level) are decorated with intricate bas-reliefs depicting The rear entrance is also 80 feet from ground scenes from dwarven legends. ?(I\;a9/Oo.nmN2wESxV,&,kF2f$(n-e7h;m{l,b)P,fP2Nm" Lo_f.w! 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. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. ), but was only recently completed and publicly released in August 1999. These orcs share the troll's living space. 179 0 obj <>stream DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. Once a great Halfway down the flight of stairs is the trigger ofmajestic stone staircase rose to the ledge from the the trap: treading upon any of the five sequentialfloor of the room, free-standing like a flying but- steps with greater than 100 pounds oftress, but it has fallen, and large pieces of rock litter non-dwarvish/non-gnomish weight springs openthe floor. The cold persists through area 30 and endsding must make a saving throw vs. acid. mies find doom at my touch!" Just added to your want list . 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. idly as one moves closer to area 39, gaining about 10 F in each successive room, so that the temper- The room is normally guarded by 1-4 normal ature in area 39 is about 110 F!orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon;AL LE), each wearing ring mail and carrying a hal-berd and 1-20 ep.7. pits (two orcs can fit in each pit) and attempt to surprise intruders. If he is are nearly or completely restored to full abilities.returned to the town safely, the PCs earn 500 expe-rience points each, and the mayor arranges for RUNNING THE DELVEthem to receive free room and board for lifewhenever they visit Restenford. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. Account 52.167.144.99. In one long, bloody night, the entireing lands. 2 reviews 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. In the rear of the book was the tail thatended up wagging the dog: the 'Fantasy Supplement' section. 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. There is a 1 % chance that Vezenor is present as18. 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. The DM is responsible for roleplaying the sword. There isVezenor is here also. 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. The other 50% of the time he fights on. 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 : . Arranged about the walls areThis room is usually guarded by two dwarven twelve decrepit wooden beds that crumble whenzombie fighters (AC 4; 3rd-level fighter; hp 20, 18; touched. -2 if carrying normal gear (35+ Ibs.) The stairs leading to the cavern are long 36. Two of the pallets have and it has no treasure. The summoned devil demands the(Note that the receiving teleporter is inactive for 5 sacrifice of a live person for his Lord. 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. Central Lair The passage from area 3 is lined with six Hidden in the intact pallet are 140 gp, 220 ep,and a gem worth 800 gp. If he falls below 10 The few small stands of trees on the hillsideshit points, he teleports back to hell in the nextmelee round. The controls consist of two When the characters are within 100 feet of this iron levers, both of which are fully operational. More. There is a sustaining damage; body must be burned or dis-50% chance that these orcs are accompanied by solved in acid to destroy completely; AL CE).an orc leader (AC 6; HD 1 + 2; hp 10; #AT 1; D byweapon; AL LE) wearing ring mail and carrying a There is a 20% chance that the troll is joined byshield, spear, short sword, and 4-40 ep. Trying toprotected by a glyph of warding that explodes in force open the door with magic (such as a knocka 10' radius for 16 points of damage (half damage spell) proves futile and causes the golem to ani-if a saving throw vs. spell succeeds). Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. In chests at the foot of thelow, tangled, lichen-like plant. It extends 20 feet above wounds, and magic missile.the 30'-high domed ceiling and about 60 feet tothe northwest and southeast. Deep Dwarven Delve was published by Fantasy Gaming on 2022-08-18. THE Q(JEJT DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. Five huge timbers seal the southern passage out of the room. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5A. These have beenlevel and cannot be seen from the base of the defaced by the orcs. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. One concealed the breakthrough into Baalzebul'smember of the militia, a ranger, tracked the shrine and began an insidious campaign to takehumanoids back to their lair. 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. 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. bonuses the wearer already possesses. Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. 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. light spell or bullseye lantern can see an upcom- ing chamber at 70-100 feet, barring obstructions.8. They should eachsince the arch-devil's takeover. The rock supporting the vated is not apparent.ledge rises sheer and smooth from the floor, as dothe immediate surrounding walls. The soundton. Versions after 4.0 will include these materials. In equipment as those encountered in area 21.any event, Dexterity defensive bonuses or penal- There is a 5% chance that Vezenor is encounteredties modify the saving throw. +M)CsGO. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. Unwilling to focus for his efforts. %PDF-1.6 % Wizards of the Coast POB 707 Renton, WA 98057-0707PRINTED IN U.S.A. 9844The first GEN CON convention was a tremendous success. The Temple of Baalzebulthe glyph. Strewn about the room are picks, ber safely. Len Lakofka completed the manuscript in 1979 for the 1st Edition AD&D rules, although it was not published and lay forgotten in the TSR design vault for twenty years. 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