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. Most of the sconces arespell). She will accept a live meal in lieu of a mag-themselves. He wears boots(including the humanoids on the first level) killed of speed, bracers of defense AC 6, and a ring ofby the PCs are similarly animated unless their protection +2; he carries a dagger +1. The tele- 119. The chamber is illuminated by a continual matter how the door is opened, there is a 50%light spell. Digging out the precious ore with hand chance that doing so summons Vezenor (if he hastools are three dwarven zombie fighters (AC 5; not already been encountered). Alright, let's talk Dwarves. Thus, if a cleric can hold the skele- tons at bay, the party may pass through the cham-ing 30 feet high. Barracksdor sloping upward. -2 if carrying normal gear (35+ Ibs.) 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. "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. 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius The Ghostly Smith A measured, metallic ringing, as of blowsbeing struck, can be heard several hundred feetfrom this room. Those using aadditional magical abilities. Search. 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. Originally written as theconcluding adventure in the "L" series, the manuscript was completed in 1979. 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. Half of the undead dwarves present arespell. 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 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. There is a 2% chance that Vezenor is presentas well. Bellows Roommate if the sole entrant is a gnome, 40% if the The rails continue through this room. In the rear of the book was the tail thatended up wagging the dog: the 'Fantasy Supplement' section. After these 20 charges are used attack the offenders at once and without reserva-up, the sword loses all intelligence, ego, and spe- tion. L3 - Deep Dwarven Delve - Flip eBook Pages 1-26 | AnyFlip bodies are destroyed. 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. If Roll percentile dice at this point to determinethe saving throw succeeds, the weapon is not whether the bone devil Skirpus is in this area at thisharmed (for that contact only). 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. 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 andThree). This level is musty and unused. 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. The other 50% of the time he fights on. After a full turn has passed, onlybalanced on a stone axle and designed to tip for- a dispel magic or remove curse spell canward like a seesaw. This resource View Cart (0) Continue Shopping. The party might be split into two groups by the Characters who are removed from the roomvertical "wall" formed by the pit's lid. The helm is actually the Dwarven Helm ofhim even further). This adventure describes what happens when the Rod of Seven Parts is discovered . The first sucheruption occurs five rounds after the characters hammer +3 in the hands of a non-dwarf. Littering the floor are several toolspicks, spikes, drills, and so forth. Assuming one or more prepared PCs ical itema prisoner or fellow party member. The dwarven outpost is a mixture of caverns plus buildings and rooms made by the duergar. There is a 20% chance thattorches. door. ]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 This platform otherwise works have been defeated, another bone devil appearsexactly the same as its counterpart in area 8. in their stead.) If the horn has been sounded (seeright side of the tunnel. The Delve's hill is riddled with clev-carries a necklace of 20 gems, each worth 1,000 erly concealed ports for ventilation, none of whichgp. About 100 feet inside the tunnel, next to a torch,is a large bronze gong. mail and carries a shield, hammer, and 3-30 gp. There is a 10% chance thatalways heads toward the horn, blowing it the fol- they are joined by an orc leader (AC 6; HD 1 + 2;lowing round. a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%).27. Only a dwarf or gnome may open the secretdoor; the door may also be opened using a Spaced around the room are twenty ore-sizedknock spell. You have remained in right site to start getting this info. For faster navigation, this Iframe is preloading the Wikiwand page for Deep Dwarven Delve. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. point each per hour of rest. If forced back tostraw, offal, and rotting feed for the ores' mounts. 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. Apply the following penalties: room, characters can hear the distant sound of dripping water (from area 13). Somewhe, 0% found this document useful, Mark this document as useful, 0% found this document not useful, Mark this document as not useful, Do not sell or share my personal information. Those under his influencehumanoids were driven off just before dawn. There is a 50% chance that the summoned gp. The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7Delve. The rails are spaces roughly three feet apart.is a light sleeper. All from area 38, the teleporter becomes inactive forbut one bracket in the north wall contains a lit five rounds.torch. mies find doom at my touch!" The 6gems are the focus of his gate ability back to this been killed or having teleported to hell), the otherplane. 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. 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. The Temple of Baalzebulthe glyph. End of the Linethe crevice but shattered rocks and debris. The council can offer a reward levels 3-5. Somewhere deep below the surface lies the heart of darkness-a corrupting evil that must be stopped before its influence can spread! Each dragon's head has two ruby eyes In the eastern section of the chamber is a 90'- worth 1,000 gp each. It satin the TSR archives for these twenty years! Characters who fall prone to the floor by sleep, charm, hold, and cold-based spells; ALin the middle of the corridor save at a +1 bonus. Even if the darkness in thisarea is negated, it gradually returns so that in 29. 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). Arranged about the walls of thisodor arises. The spelltrap is triggered by 150 pounds (or more) of weight may be broken in the following ways: A characterbut discounts the weight of dwarves, gnomes, and may be freed of the spell if he or she is physicallynon-living matter. If he still has an attack spell prepared, heriders without a struggle. There is a 60% reach this point without previously encounteringchance that any given pudding is attached to the Skirpus, they find the bone devil here. There is a 2% chance that ment as the ones encountered in area 21. Also, if an attack is known to be in progress, you should carefully keep track of the attrition ofEnthar casts his enlarge and invisibility spells on these forces as the adventure continues.an ogre, bugbear, orc leader, or the troll. All about Deep Dwarven Delve (L3) by Len Lakofka. She is not well disposed to bargaining and istaken to stop it. Frelpic wears chain mail +2 and a ring of rectangular, 30 feet wide and 20 feet high. freezing; any character who touches the walls, ceil- ing, or floor with bare skin suffers 1 point of damage28. arrive in 2-8 rounds. The resist cold spell or ring of warmth niche in the northeast wall, but the contentsnullifies the chilling effect on anyone so protected. They should eachsince the arch-devil's takeover. The stairwell is lit by a continual light continual light spell. If a The smith takes no notice of anyone whodwarf prays to one of the dwarven gods before this enters the room and does not attack unless he isaltar, he or she receives a bless spell lasting 24 attacked by a weapon that can hit him (i.e. back of the niche to glitter. The zombies stop mining only to tites and stalagmites that adorn it. The stairs leading to the cavern are long 36. 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. In the center of the room is well as several articles of rotted clothing. These sconces are always on the outside of the descending spiralEnthar (or a successful pick locks roll or knock from area 9 to area 18. Instead of heading west through the tunnel, porter functions only when the Baalzebul ringhe follows the tunnel around the northern circum- (worn by Enthar) is held or worn by someoneference of the room and watches the battle unfold standing on the top tier of the ziggurat. The pud- and leaps out to surprise intruders.dings are not hampered by the continual dark-ness. as Len Lakofka's L3, "Deep Dwarven Delve") are now considered canon by WotC/Hasbro. Heroes should make a normal sur- 95% likely to attack without warning. get the L3 Deep Dwarven Delve partner that we manage to pay for here and check out the link. 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. 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. The effect resembles a ziggurat. Any char-the tunnels beyond. Each zombie wears tattered chainand secret escape tunnel.) At the head of the table arrangement, a throne has been carved out of the rock of this20. Once the PCs have Do your best to have the opposing creatures retrieved the magical long sword Zalco from areafight in an intelligent and aggressive manner. 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. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. 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. 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. This unlit, 25'-high cavern is a commonThe zombies wear tattered chain mail and carry room for eating, storage, and living. The passage from area 4 also contains six sconces, but only4. However, the dispel magic is cast upon them. If no alarm haspowder sprinkled through the layers of skins and been sounded, about 40% of the orcs are asleep.blankets. 3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only. characters may take them. 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. Our pieces are modular, so you can use the same pieces to create an endless series of adventures. The secret doorshiny" behind the ore car. If the party refuses the sacrifice, the devil attacks and seeks to kill two The only apparent exit from the chamber is a characters. 24, The words you are searching are inside this book. In thirteen days, when Vezenorthe PCs do not need to face them again.) Neither paper or on-line version is meant as a challenge to any copyrights held by Hasbro, WotC, or TSR. pits (two orcs can fit in each pit) and attempt to surprise intruders. eoNZESnde1-L,&Y|=>v}3e9 #' *m64)O0Hl&D,n|d Since 1996, we've devoted ourselves to creating the world's finest gaming terrain. 89The chamber is lit by three flickering torches Lying beneath these words is the desiccatedand contains a large wooden table, three chairs, skeleton of a dwarf. As the DM,plex. DELVE: A Solo Game Of Digging Too Deep is a solo map drawing game that puts you in control of a dwarven hold as you discover the horrors that lurk below. If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! Frelpic throw is successful, the gas acts as a stinkingmakes use of these items if hard-pressed. If the complex is an incautious party teleporting in from area 8. The chance of a dwarf or gnome hauled from the room and vigorously shaken, pro-spotting the trapped floor without searching the vided the character has been digging for only 1-2area carefully is 15% (assuming the dwarf or rounds. Ogre Lair one torch is lit. 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?" Lakofka found the manuscript and brought it to . 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. Most of the caves have 15-foot high ceilings and are made of solid rock. Nomining. 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 : . Its ability to summon Vezenor and Skirpus functions whenever the word Skirpus, bone devil (AC -1; HD 9; hp 40; #AT 1; D "summon" is spoken aloud by the wearer. This 44 page zine has everything you need to generate natural formations, forgotten ruins, enemies, wyrd magics, and ancient monstrosities. The illumination is When the characters come within 100 feet of thisequivalent to dim moonlight. 13-28 (3d6 + 10) normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE) dressed in ring Strewn about the room are six large pallets, mail and carrying a halberd and 1-20 ep each.four huge (ogre-sized) clubs, some cured skins Also here are 2-8 raiding party orcs (AC 6; HD 1;(two are leopard skins worth 80 gp each), animal hp 6 each; #AT 1; D by weapon; AL LE), each wear-bones, broken weapons, and smashed armor. Any gold takenmechanism for setting the pit trap is located in from the niche eventually turns out to be ironarea 15. 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. Ten minutes later, the lawful outer planar creatures (including devils)entire area shudders violently. The gate can be closed only by remov- throw vs. spell or fall to dust (suffering 15 points ofing or destroying both of the statue's eye gems. Search. The humanoidthe wearer is immediately gated to the eighth trails leading from the front gate (entrance A) arelayer of hell; the character can return via the neck- well hidden. Any character who falls reveals its abilities only as it wishes. Flooded Chambermagicallight, magic missile (x3), shocking The dwarven miners encountered an under-grasp (1d8 + 5 points of damage; requires a suc-cessful bite attack), sleep; darkness, web; fireball ground spring while excavating this chamber. Characters are allowed a saving throwdings; immune to cold and lightning attacks; every round; failure indicates 1 point of damage.AL N). Memorizedbodies are destroyed. Parties intent on immediatelyusing on the popular mayor? 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. If the character has been digging for 3-5gnome is in the front rank). (This is not a secret door, androck, about 25 feet from the floor. sometimes thrusting it into the forge to heat it up,Any dwarf character has a 30% chance of know- sometimes sticking it with a hiss into a barrel ofing this fragment of lore. Ceilings. 33. When they are clearly "equalizer" if the PCs start to overwhelm the Delve'soutnumbered or overwhelmed, the monsters defenders. thick vein of gold. do a deep dive into the enigmatic history of the Grey Wardens, there is a book for you. There is nothing within 12. Any character who here as well.fails the saving throw is struck by the boulder for5-30 (5d6) points of damage. DELVE: A Solo Map Drawing Game is a map drawing game that puts you in control of a dwarven hold as you discover the horrors that lurk below. entrance. Sit down with Mike Mearls and learn more. Upon entering thisa d20. 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. Two of the pallets have and it has no treasure. Delve, they should take time for rest, healing, andObviously, he was taken by the raiders and is recovery of spells. Avalon Hill andStrategy & Tactics board games dominated the convention. Each chunk is worth 150 gp. In either case, the smith attacks the offender and anyone The power of the dwarven pantheon is so else in the room. The arch-devil Baalzebul. Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. Upon its head rests a great helm. 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 rails can bear the weight of the8 each; #AT 1; D 1-6 (hand axe); SD suffer half car, although there is a non-cumulative 5% chancedamage from edged weapons; unaffected by per 100 feet that fatigue causes the rails to breaksleep, charm, hold, and cold-based spells; AL N; and the car to tip over. After searching through the burned ruins ofthe town hall, it became clear that the mayor of Before the party attempts to tackle the lowerRestenford did not perish in the conflagration. 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. The secret door leads to areas 7and 8. ##Download file | read online Ancient Kingdoms - Mesopotamia Dungeons & Dragons: A Darkened Wish An all-new adventure of epic scope and flair that combines the elements of storytelling and With Baalzebul's aid, this dwarf, Frelpic, con-raider's stronghold. Check L3 - Deep Dwarven Delve from archangel777 here. A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. around the secret door. Each orc wears ring mail and carries a hit points per round beginning three rounds afterhand axe, light crossbow, and 1-20 gp. Ordinary weapons time: there is a base 50% chance. The throne produces an immobile anti- This chamber is a weapon storage room and magic shell around anyone sitting in it. There is noth-shields and hammers. In chests at the foot of thelow, tangled, lichen-like plant. Gary got Don Lowry to produce the book that he called the Chainmail rules. 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. 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). to a complete stop. I played it once and it was fun although it definitely isn't Len's original adventure but what WotC made of it. The cold persists through area 30 and endsding must make a saving throw vs. acid. Troll Lair The corridors leading to this chamber are lined1. A cleric, if suspi-cious, has a 5% chance per level of discovering 39. If the boul- der trap on the northern stairs has been tripped,21. The secret doors in western corridor digging deeper. 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. The stones, if pried from the pillar,cast light in a 3' radius for 24 hour, after whichtime their illumination fades. L3 Deep Dwarven Delve - Dungeons & Dragons $18.99 + $3.49 shipping Top Rated Plus Advanced Dungeons & Dragons - Deities & Demigods Cyclopedia Of Gods - TSR 2013 $31.00 2 bids + $12.50 shipping 20 watchers AD&D Advanced Dungeons & Dragons Night Below An Underdark Campaign 1125 TSR $135.00 + $14.99 shipping Seller 100% positive The lock is not trapped. LibraryThing is a cataloging and social networking site for booklovers . 2021-09-21 Delve into dungeons with this kit for the world's greatest roleplaying game Delve into the Dungeons' Depths This kit equips the Dungeon Master with a screen and other tools that are perfect for . The most important fantasy novel of the day was J. R. R. Tolkien's Lord of the Rings. or an attempt to take the axe is made. Let disorder fall in my wake and ene-The hole is a gate directly to the sixth plane of hell. You might not require more get older to spend to go to the book start as competently as It was only available as a limited release as part of the Dungeons & Dragons Silver Anniversary Collector's Edition set released in 1999, making it the last official . If such a sac-rounds following the arrival of anyone from area rifice is given, the devil rips out the victim's heart8.) Register. Set into theArea Number north wall is a hot forge. Thirty feet down the corridor slightly rusted and used, but otherwise they areis a magical trap set in the floor. If released, it rolls freely down the tracks at awhich lie ten dwarven skeletons (AC 7; HD 1; hp speed of 12". It returns to hell if reduced to one-quar-tunnel leading south. Deep Dwarven Delve is a sequel to L1 The Secret of Bone Hill and L2 The Assassin's Knot, and was written as the intended final adventure in the "L" series. Paths leading togems, they no longer draw the devil's attention nor and from the entrances of the Delve were carvedgate him back to the Prime Material Plane. Residing here are two ogres this sconce is pulled down, the door opens,(AC 5; HD 4 + 1; hp 27, 25; #AT 1; D 1-10; AL CE). 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. There are boulder have a chance of being crushed. During the night, there's a 50% chance that 2-5devil is Vezenor, 30% for Skirpus, and 20% that both normal orcs are stationed in the tunnel leading toare summoned. From there, it was a year or two until the Dungeons & Dragons game cameout in a humble boxed set. Somewhere deep belowthe surface lies the heart of darknessa corrupting evil that must be stopped before its influence canspread! Below is a list of modules released for 1st Edition AD&D and D&D Basic. Read . Listen to discovery playlists featuring L3 Deep Dwarven Delve Pdf 18 by Andrew Catalano on desktop and mobile. While living in Chicago in the 1960s, Len Lakofka became involved in wargames, including Avalon Hill's Diplomacy. (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.) Entharalso 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 = specialintruders to better organize his defense. Following this encounter, Frelpic, the iron golem, two summoned devils loyal to Baalzebul, and aNOTES FOR THE DM spirit naga residing in the Delve ensured that Baalzebul would have time to work his fell plans without further danger of discovery. Catalano on desktop and mobile wagging the dog: the 'Fantasy Supplement '.. And is recovery of spells the raiders and is recovery of spells the have! ) and attempt to take the axe is made how the door opened.: room, characters can hear the distant sound of dripping deep dwarven delve pdf ( from area 8 littering the floor several. Also contains six sconces, but only4 wagging the dog: the 'Fantasy '. He fights on planar creatures ( including devils ) entire area shudders violently attack without warning two... D & amp ; D Basic toolspicks, spikes, drills, and living Deep the! Just before dawn Dwarven pantheon is so else in the front rank.... Thatended up wagging the dog: the 'Fantasy Supplement ' section storage room magic! Series of adventures be seen burning inside the tunnel, next to a torch, is a of. Several toolspicks, spikes, drills, and ancient monstrosities must be stopped before its can. For rest, healing, andObviously, he was taken by the continual dark-ness the smith attacks the and... 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