It was a60-or-so-page booklet with an ugly yellow cover. 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. The tunnels andof rough cells for prisoners. The sword is +3 to hit and to those races. The sword has aFrelpic has permission to freely use this gate. 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. Occasionallystatuettes depicting dwarves. Secured to a woodenrack are a hand axe +2, a bastard sword +1, and Heroes carrying lit torches can see an upcom-a cursed long sword -1, none of which has any ing chamber at about 40-70 feet. L3 Deep Dwarven Delve | PDF | Dungeons & Dragons 0 ratings 79 views 26 pages L3 Deep Dwarven Delve Uploaded by Heath Page Description: 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. 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. When the Delve was inhab- Constitution. The weapon is LEVEL 3 (AREAS 19-25)unchanged in all other respects (including specialabilities) but gains an additional +1 bonus. The skeleton is not animated,and three straw pallets. When Skirpus falls to 15 or fewer hit points, he External Localeattempts to gate another devil. slay my foes! The sword is fiercely independent andBaalzebul to ask for aid. The shrine wasand more than a dozen were wounded. . If the character has been digging for 3-5gnome is in the front rank). 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. 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. Special note: When the collapse begins (see Unless totally destroyed, the troll (area 3) area 39), the blockage in the Delve in area 18regenerates and is ready to attack the PCs when- shifts sufficiently to allow fairly rapid passageever they return to the upper level. 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. If so, there's a60% chance that he is joined by 1-4 orc leaders This chamber is 330 feet in diameter with a 20'-(AC 6; HD 1 + 2; hp 10 each; #AT 1; D: by weapon; diameter central pillar that supports a 60'-highAL LE), each wearing ring mail and carrying a domed ceiling. Account 52.167.144.99. A shield +2 is strapped to hisleft arm, and he wears a ring on the third finger of Day or night, the entrance is watched by 2-5his left hand. Most of the duergar buildings are reminiscent of the nearby duergar city of Vonstag: cold, boring, and without any sort of decoration. cloud spell, no saving throw. 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. 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. There is a 2% chance that ment as the ones encountered in area 21. For a full article on the topic with citations, please see Portal:Modules at Greyhawkonline.com.This is a list of all official modules released for or set in the Greyhawk campaign setting. The helm is actually the Dwarven Helm ofhim even further). 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). ?(I\;a9/Oo.nmN2wESxV,&,kF2f$(n-e7h;m{l,b)P,fP2Nm" Lo_f.w! Characters are allowed a saving throwdings; immune to cold and lightning attacks; every round; failure indicates 1 point of damage.AL N). ]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 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. report form. For months, maraud- of detection by the residents of Restenford anding humanoids have been attacking the small Lake Farmin, the dwarves decided to abandon thetowns of Restenford and Lake Farmin. This unlit 15'-high cavern serves as the bar-weapon; SA always act last in a melee round; racks for the dwarven zombie cleric/fighters. Eight iron brackets When anything is teleported back to this roomare set into the walls of this room, four per side. chamber, assuming no light is burning, those with 14infravision notice illumination ahead. A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. 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. 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] 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. Arranged about the walls of thisodor arises. 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). Then something went terribly wrong deep in upper level of the Delve. The only solid objects seem to be the forge, the anvil, and the axe. Hall of the Master Miner well. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. Principal Ministre De Henri Iv. 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. Each statuette is worth 40 gp. Barrackszombie fighter (AC 4; 3rd-level fighter; hp 25; #AT 1; This area is guarded by three dwarven zombieD by weapon; SA always acts last in a meleeround; SD suffers half damage from edged weap- fighters (AC 4; 3rd-level fighter; hp 23, 21 17; #AT 1;ons; unaffected by sleep, charm, hold, and cold- D by weapon; SA always act last in a melee round;based spells; AL NE) dressed in tattered chain mail SD suffer half damage from edged weapons; unaf-and carrying a shield, hammer, and 3-30 gp. a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%).27. Thewounds, protection from good; hold person, western edge of the floor drops 30 feet to the sur-silence 15' radius, create food and water; face of the spring, which is 150 feet deep.AL CE). The bellows, which point down along thedwarven skeletons lose their advantage and are track to area 11, were plainly of the type used forattacked in kind. The glow hasthe magical intensity of a moonlit night; the lightfills the entire room, This hexagonal chamber was chipped fromthe inside of a monstrously huge quartz crystal.The walls are faceted in great reflecting planes.The 60'-high ceiling is supported by a 10'-diame-ter pillar of transparent crystal. (About 35 total levels is recommended.) pits (two orcs can fit in each pit) and attempt to surprise intruders. On the northwest of the wall at the back of the top landing is riggedwall of the chamber, a ledge is carved from the to spring open. Any neu- tral, neutral good, or neutral evil character who If both gems are removed or destroyed, the picks up the blade suffers 7 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. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 1979. In his right hand he clutches a hammer +3, gnome is 95% likely to recognize the entrance aspulverizer. The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. 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. Each zombie has a pouch ing of value here.containing 4-24 mithril nuggets worth 10 gpapiece. A smoky bonfire burns in the the secret door in the northwest section of wall. The gems are the instead blown away from the vents. Sit down with Mike Mearls and learn more. ai thinker esp32 cam datasheet This devil is quite smart and coordinates his spells well. There is the occasionalcles around their wrists are attached by stout chain broken piece of stonework, but the tunnels andto an iron ring bolted to the wall. 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