Believe itor not, this was the inception of the Dungeons & Dragons game. 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 hisaged to return to Lake Farmin with directions to the power. About 100 feet inside the tunnel, next to a torch,is a large bronze gong. In other classic D&D news, a "lost" classic adventure scenario for Advanced Dungeons & Dragons is available as a print-on-demand softcover book and PDF download. 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. I had been at the first GEN CON convention (in fact, I ran the GEN CON II convention the fol-lowing year). Thecreatures spotted the ranger hiding in the scrub most powerful agent of Baalzebul was a clericand fired at her with their crossbows. 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. The basins are filled with a to dust when touched. found only by inspection and are not obvious to casual searchers. Afterward, we wereinvited to play a set of medieval miniatures rules that Gary was working on. 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. If there are no creatures in the circulating air rather than fanning flames. The passage from area 4 also contains six sconces, but only4. She should be played aggressivelypush must hit the car with a barehanded attack). The lock is not trapped. throw may be rolled. Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. Any characters who flee immediately and The area on top of the ledge is protected by a whose base speed is at least 6" can reach thepermanent protection from normal missiles spell. Several soldiers were killed, face when the world was young. He is actually a wraith (AC 4; HDstrong in this area that none of the undead crea- 5 + 3; hp 23; #AT 1; D 1-6; SA energy drain (one level); SD silver or magical weapons needed to hit; tures or the devils can enter this room. Ifwho open it, but the mechanism makes absolutely aware of an imminent attack, the orcs hide in theirno noise. There is a 20% chance thattorches. The first 3rd Edition adventure module published (not counting OGL/d20 STL modules) by Wizards of the Coast was The Sunless Citadel, in 2000. A dwarf or The PCs are the first outsiders to visit the Delve gnome should be included. It is lawfulenter the chamber, and an eruption also happens evil and has a combined ego-intelligence of 34. Each ventfocus of his gate ability back to this plane. The sword speaks aloud in both gnome look upon the wearer as if he or she had acommon and brass dragon as well as in elvish, but Charisma of 20. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. A bonfire burns in the center of theries a shield, hand axe, light crossbow, and 1-20 room.gp. Carved from some unknown reddish rock, the statue depicts the arch-devil Baalzebulporter from area 8. 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. (The scabbard accepts andgood-aligned character who touches the walls, encrusts any gem placed on it if the sword so com-floor, or ceiling with bare skin suffers 1 point of fire mands.) 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. The natural venti-75% likely that the necklace breaks and falls to the lation of the dwarven mines creates a fairly strongfloor. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. ), but was only recently completed and publicly released in August 1999. This cham-entrant is a halfling. The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. Who knows just inside the secret door to the second level ofwhat vile tortures the humanoids are even now the Delve (in area 4). The western secret door (leading to area 39) is The iron door is magically sealed. In thirteen days, when Vezenorthe PCs do not need to face them again.) Number Title Levels Author(s) Published Setting Notes 953827400 Scourge of the Howling Horde 01 Gwendolyn F.M. y,CDMkq 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. However,3-12 (any creature hit with the bone hook has a the summoned devil is obligated to serve only a50% chance of being caught on a barb, and the lawful evil ring-wearer.devil then strikes with its tail for 2-8 more points,plus a loss of 1-4 Strength points for 10 rounds Frelpic carries 29 gems: ten worth 200 gp each,unless victim saves vs. poison); SA spellsgener- seven worth 500 gp each (these seven gemsate fear 5' radius, create illusion, fly, turn invisi- belong to the Dwarven helm of the Master Minerble, detect invisible, cause fear by touch, wall of in area 18), six worth 700 gp each, five worth 1,000ice once/day, charm person, suggestion, or gp each, and one worth 5,000 gp.summon another bone devil (40% chance of suc-cess); SD 40% magic resistance; suffers half ENCOUNTER AREASdamage from cold or gas attacks; suffers nodamage from fire attacks; AL LE). Any non-evil person who uses it is subject to a arch-fiend. 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 . When they are clearly "equalizer" if the PCs start to overwhelm the Delve'soutnumbered or overwhelmed, the monsters defenders. A detect magic spell throw vs. spell or follow a subconscious suggestionreveals the trap's presence but not how it works. Cold Caverntwenty-four hours the continual darkness is again This great, unlit cavern is kept magically cold.in place. Characters who remain in this room formore than 3 turns carry the stench for days unless 31-36. Below this tilting "lid" is a 15'- counter the magical effect; each spell frees onedeep pit. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. The only solid objects seem to be the forge, the anvil, and the axe. Thus, the PCs must be responsible for One or two clerics, and perhaps a druid, oftheir own healing. Enthar the through the obstructed area, even if the PCs didn'tmagic-user is the only one in the upper level who remove the obstruction themselves.is permitted to enter the lower levels. door. Characters within 50 feet candetect a flickering light coming from the chamber. Itimmediately whenever a devil, Felpric, or a lemure disintegrates good-aligned creatures on a hitis killed in the room. Find more similar flip PDFs like Deep Dwarven Delve. The stairwell is lit by a continual light continual light spell. As the DM,plex. (If both devilsaged ten years. 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. We sculpt by hand to make every tiny detail a work of art. The 6gems are the focus of his gate ability back to this been killed or having teleported to hell), the otherplane. 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. Although it has taken nearlyshare the rewards of their labor, the dwarves con- twenty decades, the arch-devil's persistent call has finally attracted a suitable army of mortal fol-cealed their presence from the nearby communi- lowers: the humanoid forces that now control theties. This page may be a Stub or not include some information. Each chunk is worth 150 gp. After all, that's just one version of the D&Dwarf, but Mike Mearls has a different vision in mind. Troll Lair The corridors leading to this chamber are lined1. 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. 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. Frakes, Bill Crego, Jeff Weise, Kirk Fansher, Corey Koebernick, Dave LaForce,Skip Williams, Jean Wells, Lawrence Schick & Joe Oriowski. these ancient torches is lit, it burns furiously for 1-4These funds constitute the ores' payroll and treas- rounds before turning to ashes.ure recovered from raids. Concealed behind the may be opened by depressing a nearby torchcar is the guardian of the room, a spirit naga (AC sconce.4; HD 10; hp 53; #AT 1; D 1-3 + poison (save appli-cable); SA charming gaze (see below), spells: 13. Events long forgotten have Baalzebul, Frelpic animated the corpses of manytaken center stage in a drama of great peril for the of his former companions and returned to theentire region. The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. 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. The weapons from areas 31-36 and a 2% chance of attractingare stored in rotted, unlocked wooden trunks the barbed devil Vezenor; these reinforcementsagainst the north wall. 2137. Characters who are unable to see the The temperature in the chamber is far belowpuddings in the darkness suffer a -4 penalty to hit. 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). Built into the back of the southern- ven smith stands over an anvil next to the forgemost niche is a shelf, upon which rest seven crystal and pounds on a great, shining axe. Deep Dwarven Delve [L3] [WotC] Deep Freeze [Dungeon] Demonclaw [Dungeon] Descent into the Depths of the Earth [D1-2] [TSR] Descent into the Depths of the Earth [D1] [TSR] Determined Pirates [The Scarlet Brotherhood] Devilspawn [L4] [Independent] 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 10 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. 1 iron golem F. 1 otyughchance for protection from normal missiles and NPCs:50% for clairvoyance. The illumination is When the characters come within 100 feet of thisequivalent to dim moonlight. Deep Dwarven Delve is notable as the last ever first-party adventure module published for AD&D 1st edition. 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). His increasing interest in Diplomacy led him to join the International Federation of Wargamers, and through the IFW he met its vice-president, game designer Gary Gygax. However, the cleric was drivenaster. The found his long-lost fane. Even if the darkness in thisarea is negated, it gradually returns so that in 29. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5A. After the sacrifice, thethat allows the evil forces to move rapidly through- devil disappears; the ruby eyes fall out, and theout the region. Alright, let's talk Dwarves. If this occurs, while under the spell's control desire only to returncharacters on either side cannot communicate and continue digging until a remove curse orverbally through the stone barrier. A dwar-and 16 feet tall. Report DMCA, Ad&d 1.0 L3 Level 3-6 Adventure - Deep Dwarven Delve (no Map), D&d 1.0 9342 Level 2-3 Adventure - Quest For The Silver Sword, Old Dragon - Guia De Regras Opcionais - Combate, 249-oxford American Handbook Of Clinical Examination And Practical Skills (oxford American Handbo, 182167008 Amorc Cosmic Geomancy As Used By The Veiled Prophets 1918 Pdf. In each chestadditional spells, see ROSTER; SD suffer half are 4-24 pp.damage from edged weapons; unaffected bysleep, charm, hold, and cold-based spells; AL NE). There is a 1 % chance that Vezenor is present as18. This volume was originally intended only for the use of Team Greyhawk members. The most important fantasy novel of the day was J. R. R. Tolkien's Lord of the Rings. Each zombie has a pouch ing of value here.containing 4-24 mithril nuggets worth 10 gpapiece. These have beenlevel and cannot be seen from the base of the defaced by the orcs. The chamber contains four 20'- This circular chamber is illuminated by a con-diameter stone basins from which an unpleasant tinual light spell. -5 if carrying heavy gear (70+ Ibs.) Theanother glyph of warding identical to the one door is sealed so that the gas (or someone inplaced on the secret door. Joined: Thu May 11, 2006 7:00 am. Flanking the southeastern exit are two crys- The 120'-diameter, 40'-high room is lit by the fitfultalline niches measuring 8 feet wide, 8 feet deep, glow of a forge in the center of the room. Ceilings. A Lair in the Darkness by the naga. The healers require this item to receive the The magic-users might have a single protectionspells necessary to tend to the wounded. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. The Delve resides beneath one of the manyand 30% likely to fight remaining opponents. Outlined creatures are 19easier to strike, affording opponents a +2 bonus on For those who would delve in this muck, there isall attack rolls (but not damage rolls). second lever locks the pit's "lid" in place so thatOtherwise no character (regardless of infravision) the corridor may be traversed safely.notes the glow of the chamber until it is entered.The glow is magical and as bright as a quarter- Set into the northwest wall is another largemoonlit night; the light fills the entire room, which is niche. The soundton. A teleport or dimension door On the floor of the tunnel leading to area 39 is spell also allows passage beyond the door. If the charactera careful search of the passage is conducted. Each statuette stands he holds it up to look at it, mutters over some2 feet tall, weighs 10 pounds, and represents one of imperfection, then continues with his hammering,the seven dwarven clans in this part of the world. Every aspect of the internet, we believe, ought to be free. The skeleton is not animated,and three straw pallets. 10 dwarven skeletons B. The figure holds a trident and wears a seven-pointed crown.25. 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. When the Delve was inhab- Constitution. In seconds, the character's bend bars percentage. Fifty feet from the chamber This is an old, deserted barracks. entrance. 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 the at the steps leading to area 31.saving throw fails, the weapon loses 1-4 proper-ties, including "plusses" to attack and damage. 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. The This 30'-high circular room is empty. Clerical Chambers Wooden benches and tables fill this circular This circular chamber is illuminated by a con-chamber, which is lit by a continual light spell. 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 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. although listeners of evil alignment suffer a -3 penalty). Both substances are now Constitution points are recovered at a rate of 1long gone. Just add L3 - Deep Dwarven Delve of archangel777 to My Favorites. 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. +M)CsGO. (This is not a secret door, androck, about 25 feet from the floor. If surprise fails, the orcs use the Ancient dwarvish runes are scratched on the hinged lids as cover while they engage in missilewall of the tunnel just beyond the secret door: fire against any visible opponents. 33. PDF $1.95 $1.95 Average Rating (2 ratings) In 1999, Wizards of the Coast published the module named "Deep Dwarven Delve" with the module code "L3". 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 passage ends before a ter of its hit points.heavy iron door. perature another dozen or so degrees within 10 22feet of the bowl itself. The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. Since that time, orcs and worse have defiled their sacred halls. 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. A. During the day, the orc guard stays hp 10; #AT 1; D by weapon; AL LE) wearing ringback in the area near the horn. (This was originally a ventilation spells; AL NE). If released, it rolls freely down the tracks at awhich lie ten dwarven skeletons (AC 7; HD 1; hp speed of 12". Heroes should make a normal sur- 95% likely to attack without warning. There are a dozen chunks of 10th-level magic. If the secret mechanism is found and pallets. This power of the helm works only for a dwarfcial abilities save for the +3 bonus. Check L3 - Deep Dwarven Delve from archangel777 here. Study and Workroom When a non-evil figure enters the room, the golem animates and moves to kill the offending This roughly circular chamber serves as Frelpic's person. 5. #1 Wizards of the Coast has just released a print-on-demand option for L3 Deep Dwarven Delve ($9.99) over on DriveThruRPG! Then something went terribly wrong deep in upper level of the Delve. Any character who falls reveals its abilities only as it wishes. Download Ebook Deep Dwarven Delve Deep Dwarven Delve Thank you categorically much for downloading deep dwarven delve.Most likely you have knowledge that, people have look numerous Treasure Room All tunnels have torch sconces made of iron Entry to this room requires the key held by spaced about 60-70 feet apart. Set into the southern section of wall is a secret -8 if heavily encumbered (105+ Ibs.) Ifmiddle of the room. A dwarf orhand. 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. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. All about Deep Dwarven Delve (L3) by Len Lakofka. Naturally, this places the guards in that area on alert. His purpose is to kill, and there will be no bar- gaining unless he has complete control of the situation.THIRD LEVEL ROSTER If forced to teleport to 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. angle.Smashed and broken weapons also litter the floor,as do torn armor and battered shields. Trapped Corridor the trap in area 14. 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. Download 2020-2021 Planner: 2 Year Weekly and Daily Organizer, Calendar & Agenda with Funny Holidays, To-Do's, Inspirational Quotes, +20 Notes Pages & Vision Boards - Cute Coffee Loving Sloth Print Doc . Most of the caves have 15-foot high ceilings and are made of solid rock. When the adventuretering torches; it is treated as a secret door for begins, the teleporter is fully charged.detection purposes. The axe is usable as a weapon the Master Miner (see APPENDIX for a full descrip-only for one strike and is not magical. The chamber has no furni-hill. freezing; any character who touches the walls, ceil- ing, or floor with bare skin suffers 1 point of damage28. L3 Deep Dwarven Delve Pdf 18 . He had quite alarge collection of 40mm Elastolin figures and we used them to playtest the rules. 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. There are eight sconces with torches along the walls (four on each side) and a central bonfire. If the characterslocations and nowhere else. 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. Lair of the Deviland anyone it can. Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. There is nothing within 12. Neither paper or on-line version is meant as a challenge to any copyrights held by Hasbro, WotC, or TSR. Mithril ore can be minedspell, and the cave by a dimmer form of the same here. The A horrid stench pervades this unlit cavern and natural condensation in the cavern has frozen, forming a slick, icy shell on every surface. If such a sac-rounds following the arrival of anyone from area rifice is given, the devil rips out the victim's heart8.) A Fool's Errand 16. Just added to your want list . We decided that depth and clarification were what wasneeded, as opposed to changing the backbone of the material altogether.So, from the crypts of TSR, is DEEP DWARVEN DELVE! The ceiling is flat and 40 feet himself. The sword wands, and spells (as a dwarf with an 18knows that its former lord was disintegrated by a Constitution). When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. The Dungeon Master's screen features a painting of a fantastic vista that plunges into the deep reaches of a mountain. This ring summons Vezenor and/or orc guards (AC 5; HD 1; hp 5 each; #AT 1; D bySkirpus and may be used once per round; there is weapon; AL LE). ucla environmental science graduate program; four elements to the doctrinal space superiority construct; woburn police scanner live. 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 This caused the concept of levels and training as well as sliding saving throwsbased on level. Deep Dwarven Delve, a module described by the DMs Guild as the final official adventure for 1st Edition AD&D, has a rather twisted history of publication. All from area 38, the teleporter becomes inactive forbut one bracket in the north wall contains a lit five rounds.torch. If one ofand the other holding 643 ep, 697 sp, and 1,470 gp. 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. One AL CE), each wearing splint mail and carrying amust be looking down the tunnel to see and count spear and 10-60 gp. Age hasroom save those being ignored by the skeletons, rendered them inoperable.the skeletons return to their rest in 3-12 rounds. AL N). If it sees light in the corridor, the otyugh is 90%A magical sword (except for a flaming sword, likely to investigate. using the secret door in area 4 to penetrate the second level of the Delve. LibraryThing is a cataloging and social networking site for booklovers . Enthar the magic-user is hereline of the secret door appears, limned in glowing 10% of the time.lines. 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 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. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. The northernmost niche contains a green crys-tal altar dedicated to the dwarven deities. hX[F+PV_B,$B4M,;M8cmVUU8sf57PAs,-q o*iyJM|V@9`$Pq]R(T#m iA 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 horses are frightened and do not allow pursuers. 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. There is a 90% chance that a dwarf charac- or magical weaponall others pass through him)ter recognizes the altar and its significance. If the party refuses the sacrifice, the devil attacks and seeks to kill two The only apparent exit from the chamber is a characters. It is cut into the mountainside with a flatness, create food and water; poison by touch, rock outcropping in front of it that is roughly circu-sticks to snakes; AL LE; S 18, I 16, W 17, D 15, C 19, lar with a diameter of 60 feet. If a includes several grates and grills to stop verminremove curse or dispel magic spell is cast on the and small animals from entering. 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. 2 ogreswho lurk below can manifest beyond the confines C. 1 orc (commander)of Level Two or Threeunless the heroes possess any D. 8 orcs (entrance guard)of the gems carried by the devils and Frelpic. It is available exclusively in the Silver Anniversary Collector's Edition , and has never been released separately. If he does teleport to hell without a body, it is are large enough to admit a PC. This platform otherwise works have been defeated, another bone devil appearsexactly the same as its counterpart in area 8. in their stead.) 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). The rails are spaces roughly three feet apart.is a light sleeper. 3 black puddings B. Ogre Lair one torch is lit. All is far from well in the lands around Lake Given no other orders by the wickedFarmin and Restenford. Check Pages 1-25 of Deep Dwarven Delve in the flip PDF version. The pud- and leaps out to surprise intruders.dings are not hampered by the continual dark-ness. Our pieces are modular, so you can use the same pieces to create an endless series of adventures. 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. 1211. This level is musty and unused. Etsy Close searchSearch for items or shops Skip to Content Sign in 0 Cart Mother's Day Gifts Jewelry & Accessories Clothing & Shoes