L3 Dungeon Module L3 Deep Dwarven Delve by Len Lakofka AN ADVENTURE FOR CHARACTER LEVELS 3-6

This module has lain unseen and forgotten in the TSR design vault for twenty years. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 7979. As a part of the celebration of the Silver Anniversary of the Dungeons & Dragons@ game, we've unearthed this classic adventure and present it here for the very first time-the last rst Edition AD&D® Module ever to be published! 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. Somewhere deep below the surface lies the heart of darkness-a corrupting evil that must be stopped before its influence can spread! If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! ADVANCED DUNGEONS & DRAGONS®, ADVANCED D&D®, and AD&D® are trademarks owned by TSR, Inc. All Rights Reserved Sample© 1979, 1999, , Inc. All Rights Reserved. file

Wizards of the Coast POB 707 Renton, WA 98057-0707 PRfNTED rt~ 'U.S.A. 9844 The first ® convention was a tremendous success. Almost l 00 people had shown up for the Saturday convention sponsored by the International Federation of Wargaming, E. , Vice President. We had prepared the Horticulture Hall the Friday before, setting up the tables and game areas-although we had no vendors that first year. and Strategy & Tactics board games dominated the convention. People also played Diplomacy and a few miniatures games, the Napoleonics games having the largest displays.

On the following Sunday, we took the morning to clean up the hall. Afterward, we were invited to play a set of medieval miniatures rules that Gary was working on. He had quite a large collection of 40mm Elastolin figures and we used them to playtest the rules. Believe it or not, this was the inception of the Dungeons & Dragons® game. Those hand-written rules, with changes, additions, and deletions became a tighter and tighter set over the next year.

Gary got Don Lowry to produce the book that he called the ChainmaifM rules. It was a 60-0r-so-page booklet with an ugly yellow cover. In the rear of the book was the tail that ended up wagging the dog: the 'Fantasy Supplement' section.

The most important fantasy novel of the day was J. R.R. Tolkien's Lord of the Rings. Gary had taken a few of the creatures from that work (Balrog, Hobbits, Ents, etc., as well as races of beings: Dwarves, Elves, and Ores) and made the 'Fantasy Supplement.' As time passed, players were playing fantasy miniatures using the Chainmail rules, and a line of fantasy fig­ ures appeared (Grenadier, I think, with Roi Partha a few years later). On sand tables in Lake Geneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules were becoming fantastically popular.

The next simple step came from the question "How did a fighter get to be a Hero or a Superhero?" This caused the concept of levels and training as well as sliding saving throws based on level. From there, it was a year or two until the Dungeons & Dragons game came out in a humble boxed set. It was the germ of an idea that spread like wildfire on both high school and college campuses all over the US.

I had been at the first GEN CoN convention (in fact, I ran the GEN CoN II convention the fol­ lowing year). 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 the editors who got to see the typed manuscripts for the Player's Handbook and the DUNGEON MAsrEf?S Guide. I got to write a bunch of spells and add a few pages here and there in both books-with Gary always being the final arbitrator, of course.

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. I was then asked to take 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 first two were issued as Ll and L2, but then turmoil at TSR prevented L3 from coming out. It sat in the TSR archives for these twenty years!

Finally someone found it and decided to organize it for publication. What you see in front of you is that organized work; more than what was submitted twenty years ago, but not fully up to today's AD&D® standard. We decided that depth and clarification were what was needed, as opposed to changing the backbone of the material altogether.

So, from the crypts of TSR, is DEEP DWARVEN DELVE! Sample - fileLen lakofka

2 Advanced Dungeons & Dragons" investigate. 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 the . Neither Foesmiter nor any of his party ever returned. Unwilling to risk further losses or a chance BACKGROUND of detection by the residents of Restenford and Lake Farmin, the dwarves decided to abandon the Something must be done! For months, maraud­ mine and destroy all records of its existence. ing humanoids have been attacking the small towns of Restenford and Lake Farmin. Normally, these raids take the form of quick strikes to steal livestock or to burn outlying farm buildings. The THE MISTS OF TIME ... most recent engagement was much more serious. Three days ago, a group of well organized and As the dwarves carved ever deeper shafts fol­ equipped ores, bugbears, and ogres descended lowing the vein of mithril, they broke through into a on Restenford and engaged in a pitched battle hidden·· chamber, one created far below the sur­ with the local militia. Several soldiers were killed, face when the world was young. The shrine was and more than a dozen were wounded. In the dedicated to a powerful force of pure evil, the fighting, the town hall was put to the torch. The arch-devil Baalzebul. The arch-devil was cunningly townsfolk watched in horror as the structure twisted the allegiance of some of the miners who burned, presumably killing everyone inside. The found his long-lost tone. Those under his influence humanoids were driven off just before dawn. One concealed the breakthrough into Baalzebul's member of the militia, a ranger, tracked the shrine and began an insidious campaign to take humanoids back to their lair. Unfortunately, the control of the mining complex from within. The creatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a cleric and fired at her with their crossbows. Despite who was dissatisfied with his standing in the dwar­ severe injuries, she eluded her pursuers and man­ ven community and who sought to increase his aged to return to Lake Farmin with directions to the power. With Baalzebul's aid, this dwarf, Frelpic, con­ raider's stronghold. Now she lies unconscious and structed a powerful iron golem, supposedly to near death, tended by the local healers. assist in the mining. 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. In one long, bloody night, the entire ing lands. Your party made all haste to reach the dwarven force was murdered. Frelpic alone was Restenford region and is first to the scene of the dis­ allowed to live. However, the cleric was driven aster. Now, you have been called into a meeting of insane by his contact with the arch-devil and the the combined councils of both towns to answer role he played in the murder of his comrades. their plea for aid. Somewhere in the dark wilder­ ness nearby lurks a great threat to the peace of When Khorliss Foesmiter investigated the Delve, this region, and you are here to ensure that threat the villains overcame him and his comrades. is dealt with quickly! Following this encounter, Frelpic, the iron golem, two summoned devils loyal to Baalzebul, and a spirit naga residing in the Delve ensured that Baalzebul would have time to work his fell plans NOTES FOR THE DM without further danger of discovery.

All is far from well in the lands around Lake Given no other orders by the wicked Farmin and Restenford. Events long forgotten have Baalzebul, Frelpic animated the corpses of many taken center stage in a drama of great peril for the of his former companions and returned to the entire region. More than two hundred years ago, work of mining the mithri/ 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 a a rich vein close to the two towns. Unwilling to focus for his efforts. Although it has taken nearly share the rewards of their labor, the dwarves con­ twenty decades, the arch-devil's persistent call cealedSample their presence from the nearby communi­ has finally attracted a suitablefile army of mortal fol­ ties. Then something went terribly wrong deep in lowers: the humanoid forces that now control the the mine, though no one-not even the dwarven upper level of the Delve. From this protected posi­ clan that sponsored the dig-knows what tran­ tion, Baalzebul hopes to expand his sphere of spired beneath the earth. When contact was lost control across the entire region-a disaster of with the mine, the dwarves sent an armed party to unmitigated proportions for all life nearby. 3 PREPARING TO PLAY highest-level character should be 6th level and the lowest 3rd level. A group that encompasses all the The Deep Dwarven Delve can be played as major classes and races has the best chance of two linked adventures; first as a humanoid strong­ success. Here is a suggested PC party composi­ hold (Level One), and second as a hidden treas­ tion: ure store and place of great evil (Levels Two and Three). Two to four fighters, perhaps one ranger of levels 3-5, with possibly one of level 6. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. They should each since the arch-devil's takeover. 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 of inhabit the Delve and demolish Baalzebul's shrine, +2. Miscellaneous magic, if any, should be minor they will earn the gratitude (and rewards) justly or defensive: A bag of holding, boots of speed, a due such heroes! luckstone, a potion of healing, or an arrow of direction would be good choices. 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. One should be heroes to undertake this mission. They provide the a dwarf or gnome. Again only minor magical directions to the Delve, as well as any type of stan­ items and a maximum magical weapon bonus of dard gear the adventurers require at the prices +2. Perhaps bracers of defense AC 4 1 5 or 6, a listed in the PLAYER'S HANDBOOK. They have no ring of protection + 1 , or a potion of gaseous magical items, potions, or scrolls, and the local form. clerics are busy tending to the wounds of the townsfolk. Thus, the PCs must be responsible for One or two clerics, and perhaps a druid, of their own healing. The council can offer a reward levels 3-5. They should have one magical weapon of l 00 gp per slain humanoid as a bounty (the sev­ per character (but no maces of disruption) and ered heads must be provided as proof), and they perhaps a suit of chain mail + 1 or a shield + 1. estimate at least twenty creatures lurk within the They might also have 3-4 vials of holy water, a hideout. 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. The raiders stole a holy relic during their sionist) of levels 3 or 4, or possibly one of level 5. attack. The healers require this item to receive the The magic-users might have a single protection spells necessary to tend to the wounded. Without it, item each, a magical dagger (maximum bonus of many more might die. (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.) or a single attack wand (such as a wand of fire.

It has the ability to give any cleric who uses it as a frost. lightning, or paralyzation1 but not polymor­ normal part of religious services the ability to cast phing) with about 3 charges. two additional cure light wounds spells each day.) Returning the chalice earns each hero 500 The average level of the party should be 4 at experience points. most, with no more than 45 total levels. (About 35 total levels is recommended.) 2. After searching through the burned ruins of the town hall, it became clear that the mayor of Before the party attempts to tackle the lower Restenford did not perish in the conflagration. Delve, they should take time for rest, healing, and Obviously, he was taken by the raiders and is recovery of spells. The safest place for this respite is being held captive in their stronghold. Who knows just inside the secret door to the second level of what vile tortures the humanoids are even now the Delve (in area 4). Parties intent on immediately using on the popular mayor? If introduced, the plundering the lower Delve should receive hints mayor is found badly wounded ( l hit point that it would be a better course to wait until they remaining and unconscious) in area 6. 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 them Sampleto receive free room and board for life file whenever they visit Restenford. RUNNING THE DELVE

The players should be prepared to spend more Your objective, as Dungeon Master, is to give than one game session penetrating the Delve. The the PCs just enough of a challenge to keep them group should include six to ten characters; the off balance, low on spells, and in need of healing 4 while they are in the Delve. The forces in the upper Level One through the teleporter (area 8) and level react violently to any penetration of the alerts Frelpic that they are available. If Enthar is stronghold. Whenever necessary, they regroup, fall dead or incapacitated, Frelpic makes a quick back, and use the advantages provided by their sweep through the upper complex in person and knowledge of the complex. The area descriptions directs the movement of the bodies. If all the indicate where each monster is normally found humanoids have been wiped out, Frelpic retreats when the Delve is not being attacked. 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 out and avoided alerting any guards. If the complex is an incautious party teleporting in from area 8. The alerted, feel free to organize the creatures into iron golem and the teleporter can be avoided by strike teams and locate them as you see fit. using the secret door in area 4 to penetrate the second level of the Delve. Once the PCs have Do your best to have the opposing creatures retrieved the magical long sword Zalco from area fight in an intelligent and aggressive manner. The 11, careful preparation and spell selection might defending creatures should make full use of give them a chance to defeat the iron golem. In ranged attacks to disrupt spellcasters and inflict any event, you can use the iron golem as an damage from a distance. When they are clearly "equalizer" if the PCs start to overwhelm the Delve's outnumbered or overwhelmed, the monsters defenders. Have the golem emerge from its cham­ should fall back to regroup. Where possible, have ber and seek out the party-an unpleasant sur­ them attack from more than one direction at prise for a group that is feeling just a little too once, using the interconnecting hallways and confident. secret doors to their advantage. Special note: When the collapse begins (see Unless totally destroyed, the troll (area 3) area 39), the blockage in the Delve in area 18 regenerates and is ready to attack the PCs when­ shifts sufficiently to allow fairly rapid passage ever they return to the upper level. Enthar the through the obstructed area, even if the PCs didn't magic-user is the only one in the upper level who remove the obstruction themselves. is permitted to enter the lower levels. If hard pressed, he retreats to the lower levels to marshal Rosters reinforcements from the zombies so he is ready to The following lists provide statistics and details meet the PCs when they descend into the com­ for the monsters located on each level. As the DM, plex. Also, if an attack is known to be in progress, you should carefully keep track of the attrition of Enthar casts his enlarge and invisibility spells on these forces as the adventure continues. an ogre, bugbear, ore leader, or the troll. Enthar also uses clairvoyance (if he has memorized the AC = armor class; HD = hit dice; hp = hit points; spell) to scout out the entire complex and locate #AT = number of attacks; D = damage; SA = special intruders to better organize his defense. Once he is attacks; SD= special defenses; AL = alignment. sure that the lower levels have been infiltrated, he goes to area 8, takes the three magical weapons there, and issues them to three humanoids of his choice-preferring the ogres and bugbears. FIRST LEVEL ROSTER

The influence of Baalzebul does not extend to A. 2 bugbears the top level, and neither of the summoned devils B. 2 ogres who lurk below can manifest beyond the confines C. l ore (commander) of Level Two or Three-unless the heroes possess any D. 8 ores (entrance guard) of the gems carried by the devils and Frelpic. Dispel E. 6 ores (leaders) magic or remove curse must be cast on the gems, F. 30 ores (normal) or else the devils can use them as a link to their G. 12 ores (raiding party) home plane and gate to the location of any gem H. l troll at any time. NPCs: Assuming the PCs leave the Delve for rest and Enthar the Magician, 6th-level human magic­ recuperation,Sample Frelpic casts animate dead on any user (AC 2; hp 20; #AT l; Dfile by weapon type; AL LE; PCs who died in the Delve, adding them to his S 10, W 13, I 16, D 16, C 13, Ch 12). He wears boots force of zombies. Any other living creatures of speed, bracers of defense AC 6, and a ring of (including the humanoids on the first level) killed protection +2; he carries a dagger + 1. Memorized by the PCs are similarly animated unless their spells: enlarge, light, magic missile, protection bodies are destroyed. Enthar sends the corpses on from good; invisibility, web; fireball and 50% 5 A. 3 black puddings B. 11 dwarven zombie fighters C. 7 dwarven zombie clerics

HP Additional Spells 17 silence 15' radius 18 spiritual hammer, cure light wounds 15 know alignment, cure light wounds 14 hold person 13 hold person 12 silence 15' radius 1O spiritual hammer

D. 7 dwarven zombie cleric/fighters

HP Additional Spells 24 hold person, silence 15' radius 22 resist fire, spiritual hammer 20 silence 15' radius, spiritual hammer 19 augury, hold person 19 resist fire, spiritual hammer 17 resist fire, silence 15' radius 14 hold person

E. l iron golem F. 1 otyugh

NPCs: Vezenor, barbed devil (AC O; HD 8; hp 36; #AT 3; D 2-8/2-8/3-12; SA spells- animate dead, cause fear on successful hit, charm person, suggestion, illusion, pyrotechnics, hold person, produce chance for protection from normal missiles and flame, summon another barbed devil (30% 50% for clairvoyance. In a pouch, Enthar keeps chance of success); SD 35% magic resistance; suf­ four gems (worth 500 gp, 100 gp, 100 gp, and 50 fers half damage from cold or gas attacks; suffers gp respectively). On his left hand, Enthar wears a no damage from fire attacks, normal or magical; special ring with the symbol of Baalzebul that AL LE). allows him to use the teleporter in area 8. He wears around his neck the key to area 7, and he knows Vezenor attempts to gate another barbed devil the password for the doors in area 38 ("hoggle"). if he falls below 18 hit points. He teleports back to the hell if he falls below 9 hit points. If Vezenor kills a character, there is a 30% chance that he tears open the victim's chest and eats the character's SECOND LEVEL ROSTER heart, and a 20% chance that he just takes the body and teleports to hell at once. The other 50% A. 10 dwarven skeletons of the time he fights on. This devil is quite smart and B. l spirit naga coordinates his spells well. Play him very aggres­ C. 1 wraith sively. His purpose is to kill, and there will be no bar­ gaining unless he has complete control of the situation. THIRD SampleLEVEL ROSTER If forced to teleport tofile hell without a body, the pouch containing the gems he carries falls to the (Feel free to select which dwarven zombies the floor when he vanishes. He carries 15 gems worth PCs encounter. Keep track of those destroyed so 500 gp each. In thirteen days, when Vezenor the PCs do not need to face them again.) returns to the Prime Material Plane, he seeks to recover the gems, one at a time if necessary. The 6