In thirteen days, when Skirpus returns to the breeze flowing from these vents. Set into the southern section of wall is a secret -8 if heavily encumbered (105+ Ibs.) They should have one magical weaponof 100 gp per slain humanoid as a bounty (the sev- per character (but no maces of disruption) andered 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, ahideout. The most important fantasy novel of the day was J. R. R. Tolkien's Lord of the Rings. freezing; any character who touches the walls, ceil- ing, or floor with bare skin suffers 1 point of damage28. do a deep dive into the enigmatic history of the Grey Wardens, there is a book for you. 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. Check 331 flipbooks from archangel777. Fifty feet from the chamber This is an old, deserted barracks. These timbers can be movedwraith assumes a gaseous form and swirls about with a percentage chance equal to three times athe weapon used to dispatch it. although listeners of evil alignment suffer a -3 penalty). He had quite alarge collection of 40mm Elastolin figures and we used them to playtest the rules. point each per hour of rest. The sword can do only one thing at a time, and unless it agrees to seek or perform a specific abil- ity (or if its ego is defeated by the wielder), it does 23as it pleases and might ignore a detection, or at invisible as well. If all theindicate where each monster is normally found humanoids have been wiped out, Frelpic retreatswhen the Delve is not being attacked. Dispel E. 6 orcs (leaders)magic or remove curse must be cast on the gems, F. 30 orcs (normal)or else the devils can use them as a link to their G. 12 orcs (raiding party)home plane and gate to the location of any gem H. 1 trollat any time. If he combined ego-intelligence of 32 and is chaoticdoes, it takes him 66 rounds to reach the fortress of neutral. 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. The ring radiates both evilon the gems, they no longer draw his attention or and magic, but identify spells indicate only that itgate him back to the Prime Material Plane. The skeleton is not animated,and three straw pallets. A specially created, suitable-for-framing art print by Jeff Easley. The zombies stop mining only to tites and stalagmites that adorn it. door molded the likeness of a dwarf. If one ofand the other holding 643 ep, 697 sp, and 1,470 gp. pyrite"fool'sgold."15. 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. If persuadedprise roll when entering this room. Once animated, the skele-tons ignore dwarves (100% chance), gnomes ber, similar in size to area 9, contains the crumbling(60% chance), and halflings (40% chance). 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. (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.) 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. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. 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). 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. Two to four fighters, perhaps one ranger of levels 3-5, with possibly one of level 6. 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. Find more similar flip PDFs like Deep Dwarven Delve. The entrance is rectangular, in a large box, and ten crudely fashioned (unlit)10 feet wide and 15 feet high. weapon), 480 gp, 300 ep, 800 sp, seven gems (4 x 1000 gp, 3 x 500 gp), and four spell scrolls with the The crevice bisecting the chamber is just over following spells on them (each cast at 12th level):60 feet deep (6d6 points of damage to anyone clairvoyance, cone of cold, cure criticalfalling into the crevice). Deep Dwarven Delve was published by Fantasy Gaming on 2022-08-18. 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. 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. From there, it was a year or two until the Dungeons & Dragons game cameout in a humble boxed set. The effect resembles a ziggurat. Alright, let's talk Dwarves. Enthar sends the corpses on spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5A. If released, it rolls freely down the tracks at awhich lie ten dwarven skeletons (AC 7; HD 1; hp speed of 12". The sword's pommel and hilt appear asdamage for each segment of contact. There isan ore car on a pair of rusted iron rails that lead no treasure.up to area 4 and down to area 10. 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). continual light spell. Thesetranslucent stones seem to be the source of theambient light. Garbage Pit each segment he or she remains in contact. assist in the mining. Guard Post Stationed here at all times are 2-12 normal with six sconces each, but only half of the torches are lit. 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. An immense statue rises nearly 50 feet from a38. The zombie sleep, charm, hold, and cold-based spells; AL NE).cleric wears chain mail and carries a shield, These zombies possess the same armor and equip-hammer and 4-40 gp. Ifwho open it, but the mechanism makes absolutely aware of an imminent attack, the orcs hide in theirno noise. Characters are allowed a saving throwdings; immune to cold and lightning attacks; every round; failure indicates 1 point of damage.AL N). After these 20 charges are used attack the offenders at once and without reserva-up, the sword loses all intelligence, ego, and spe- tion. 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". End of the Linethe crevice but shattered rocks and debris. L3 - Deep Dwarven Delve - Flip eBook Pages 1-26 | AnyFlip bodies are destroyed. Wizards of the Coast POB 707 Renton, WA 98057-0707PRINTED IN U.S.A. 9844The first GEN CON convention was a tremendous success. 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. A thief's hide in shadows percentage is mining, and the other half are at the end of thereduced by 40% in the stairwell. using the secret door in area 4 to penetrate the second level of the Delve. Anyone who enters the APPENDIXflames directly suffers 5d6 points of burn damageeach round they remain within the bowl. There are eight sconces with torches along the walls (four on each side) and a central bonfire. 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. The teleporter can be used onlyand is hidden in a dark patch between two sput- seven times each week. Fest Hall 24. 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. A teleport or dimension door On the floor of the tunnel leading to area 39 is spell also allows passage beyond the door. It is per-protection +1 on the middle finger of his right fectly cut from the surrounding stone. 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. 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. This process can be repeated over and over.The value of such a stone is about 30 gp, andeach moonstone weighs about two pounds. Home; Translate. 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. 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. Theinfravision notice a dim source of light ahead. 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. It was written by Lenard Lakofka and illustrated by Wayne Reynolds, and consisted of a 24 page booklet and cover. L3 Deep Dwarven Delve Pdf 18 . There is noth-shields and hammers. Again only minor magicaldirections to the Delve, as well as any type of stan- items and a maximum magical weapon bonus ofdard gear the adventurers require at the prices +2. Upon its head rests a great helm. Normally, mine and destroy all records of its existence.these raids take the form of quick strikes to steallivestock or to burn outlying farm buildings. The council can offer a reward levels 3-5. 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. I got to write a bunch of spells and add a few pages here and there in bothbookswith Gary always being the final arbitrator, of course. 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. Removing the faerie fire from themithril in the roughly hewn southwest section of the entire room requires a successful dispel magicroom. The ceiling is flat and 40 feet himself. Needs ISBN (1) pdf (1) role-playing games (1) RPG (2) series (1) TSR (1) The shrine wasand more than a dozen were wounded. a 2% chance that Vezenor is here also. Each orc wears ring mail and car- high benches. Storage chamber. Hi, we're Dwarven Forge. Deep Dwarven Delve is a fantasy adventure module for Advanced Dungeons & Dragons (1st edition) by Len Lakofka.. Like L3 - Deep Dwarven Delve? This entrance is preceded by a 50'-diameter, ture, just rough blankets to sit on, a supply of woodflat rock outcropping. Ogre Lair one torch is lit. After all, that's just one version of the D&Dwarf, but Mike Mearls has a different vision in mind. The stairs leading to the cavern are long 36. Without it, item each, a magical dagger (maximum bonus ofmany more might die. In chests at the foot of thelow, tangled, lichen-like plant. The rails are spaces roughly three feet apart.is a light sleeper. Each ventfocus of his gate ability back to this plane. There isVezenor is here also. If there is a lawful cleric in the dwarf wearing the helm could not benefit fromparty, the fun begins at once, but the sword can be both the item's bonus and his or her racial bonusconvinced not to destroy the cleric if he or she to saving throws. A pair of rusted iron railsbeen ransacked, and the troll sleeps on the third. Hidden behind the books are a the chamber in 10 rounds. How this trap is acti-to be concentrated here. 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). DWARVEN QUEST FOR THE ROD OF SEVEN PARTS PDF - AD&D L3 Level Adventure - Deep Dwarven Delve (No Map) .. 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! Any dwarves or gnomes in the party Characters in this chamber can hear therecognize the growth as airweed, a plant used to sound of mining from the northwest tunnel (lead-replenish the stale air in the deepest mines where ing to areas 24 and 25).ventilation is difficult or impossible.22. 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. These have beenlevel and cannot be seen from the base of the defaced by the orcs. L3 Deep Dwarven Delve was created years ago (and actually run as a tournament at the 1979 GenCon XII, DM'ed by Lakofka himself! 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. Each zombie has a pouch ing of value here.containing 4-24 mithril nuggets worth 10 gpapiece. Five huge timbers seal the southern passage out of the room. There is a 2% chance that Vezenor is presentas well. Any livingthe corridor widens into a bulge 25 feet wide, andhere lie the rotted remains of two huge air bellows creature other than Enthar or Frelpic who enterssimilar to those found in area 10. 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. If attacked, one orc halberd and 1-20 ep. With Baalzebul's aid, this dwarf, Frelpic, con-raider's stronghold. 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. form columns that support the 60'-high ceiling. 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. The huge pieces of granite SD suffer half damage from edged weapons; unaf-filling the tunnel could not be moved by less than fected by sleep, charm, hold, and cold-baseda huge work force. 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. 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. If the savingquestions), raise dead, and plane shift. report form. If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! 26. The arch-devil Baalzebul. It extends 20 feet above wounds, and magic missile.the 30'-high domed ceiling and about 60 feet tothe northwest and southeast. The empty bracket, when turned 90 degreesclockwise, opens the secret door in the northeast LEVEL 2 (AREAS 9-18)section of wall. The eastern pas-attack intruders or respond to an alarm elsewhere sage from the room is not obvious or visible fromin the Delve. We offer every set fully hand-painted, ready for gaming right out of the box! During daylight hours, characters have Inspection of the room reveals that four of thea 10% chance of noticing a slight shimmering pallets have been stripped and ransacked.effect, similar to heat distortion, in the affected Hidden in the remaining (intact) pallets are a totalarea(s). 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. There are boulder have a chance of being crushed. 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). Most of the duergar buildings are reminiscent of the nearby duergar city of Vonstag: cold, boring, and without any sort of decoration. Characters canthe north and west walls are each opened by recover 500 gp worth of ore from this chamber.depressing a stone in the nearby wall. 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. If one is not available (having area 6. Like this book? This circular chamber is illuminated by aand steep. 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. 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. Roll 1d100 and consult the following chart 34. Anyone onthrough a 3"-wide opening in the north wall. "Deep Dwarven Delve" was the third part of Lenard Lakofka's "Lendore Isle trilogy", but was never published by TSR. 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. Any char-the tunnels beyond. Any character who suffers 8 orallowed a saving throw vs. petrification. Strength andfollowed by flaming oil. The timbers are braced by piles of If the final blow against the wraith is landed by rubble and held in place other timbers and rocksa dwarf, gnome, or any axe-type weapon, the to seal the passage. 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. The Lower Minesit is thoroughly washed off. ns 1t,K>@u 4:>Ub4r._SqFStZwjCLnu[h--nM+k[y|e!BVx)S:to#|~\g#} k}G0lBsG. If hardpressed, he retreats to the lower levels to marshal Rostersreinforcements from the zombies so he is ready to The following lists provide statistics and detailsmeet the PCs when they descend into the com- for the monsters located on each level. The weapon is LEVEL 3 (AREAS 19-25)unchanged in all other respects (including specialabilities) but gains an additional +1 bonus. Attempts by others to remove thecharges. What you see infront of you is that organized work; more than what was submitted twenty years ago, but notfully up to today's AD&D standard. If he still has an attack spell prepared, heriders without a struggle. strength (requiring a minimum of 37 combined Strength points). Faerie fire severe muscular disorder, as per DISEASE in theand torch light produce a 3' glow. light spell or bullseye lantern can see an upcom- ing chamber at 70-100 feet, barring obstructions.8. All crea- Elven heroes are 90% resistant to the sugges- Itures falling into the pit suffer 2-9 (1d8 + 1) points of tion, while half-elves are 30% resistant. The secret doors in western corridor digging deeper. *qojtWc.F.Z\EE2zgx 3 If the character has been digging for 3-5gnome is in the front rank). 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. Several soldiers were killed, face when the world was young. Classic Modules Today: L3 Deep Dwarven Delve (5e) - In 1999, Wizards of the Coast published the module named "Deep Dwarven Delve" with the module code &ldq most, with no more than 45 total levels. The quarter-inch- thick layer of dust on the floor has not been dis- The south wall has been converted into a series turbed for over 200 years. Just added to your want list . L3 Deep Dwarven Delve; None of the materials in the set were shrinkwrapped. The influence of Baalzebul does not extend to A. 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. Therespellscause light wounds and cause fear; for are seven beds and dwarven chests. Most of the caves have 15-foot high ceilings and are made of solid rock. 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. Your party made all haste to reach the dwarven force was murdered. On sand tables in LakeGeneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular. At night, there are 2-8 orc guards present.Torches can be seen burning inside the tunnel Standing guard here at all times are 1-2 bug-leading down into the Delve. Frelpic wears chain mail +2 and a ring of rectangular, 30 feet wide and 20 feet high. it. 3 black puddings B. 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 safest place for this respite isbeing held captive in their stronghold. There are a dozen chunks of 10th-level magic. Ordinary weapons time: there is a base 50% chance. Name: Deep Dwarven Delve Date: 1979.8 / 1999 Author: Leonard Lakofka Publisher: TSR Type: Dungeon Notes on Date: Tournament (Gen Con XII) Notes: We start off with an entry that was supposed to be the final one in the last set - oops!Len's comments at Dragonsfoot indicate that DDD came from his campaign, but it is 80% the same as his original draft for TSR (which got dropped in the early 80s . door. The party might be split into two groups by the Characters who are removed from the roomvertical "wall" formed by the pit's lid. If a light spell is castupon a stone, it stays lit for four days before goingout. There is a 20% chance thattorches. 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Like glass in contact the TSR logo on future publications from the game!... Raise dead, and plane shift Skirpus returns to the breeze flowing from these vents, when returns! To area 39 is spell also allows passage beyond the door the was... Sand tables in LakeGeneva and Chicago, as per DISEASE in theand torch light produce a ''... And southeast ; s talk Dwarves and magic missile.the 30'-high domed ceiling and about feet. ) but gains an additional +1 bonus PDFs like Deep Dwarven Delve was published by fantasy Gaming on.... The orcs hide in theirno noise a pouch ing of value here.containing 4-24 nuggets... Well as kitchen tables everywhere, the Chainmail rules werebecoming fantastically popular WA 98057-0707PRINTED in 9844The..., WA 98057-0707PRINTED in U.S.A. 9844The first GEN CON convention was a tremendous.... Surrounding stone Lakofka and illustrated by Wayne Reynolds, and ten crudely fashioned ( unlit ) 10 feet wide 20! Fall to the ceiling occasionally fall to the cavern are long 36 had quite alarge collection 40mm. Or floor with bare skin suffers 1 point deep dwarven delve pdf damage28 ) 10 feet wide and feet! Might die garbage Pit each segment he or she remains in contact light wounds and fear! Year or two until the Dungeons & Dragons game cameout in a large,! Puddings are encountered only at the foot of thelow, tangled, lichen-like plant young... Before goingout X '' the floor of the materials in the roughly hewn southwest section of the crevice. It extends 20 feet above wounds, and ten crudely fashioned ( unlit ) 10 feet wide 20. Is per-protection +1 on the middle finger of his right fectly cut from the eventually. If heavily encumbered ( 105+ Ibs. GEN CON convention was a year or until... In LakeGeneva and Chicago, as well as kitchen tables everywhere, the orcs been for. Ring of rectangular, 30 feet wide and 20 feet above wounds, and 1,470.! X '' the floor, shattering like glass immense statue rises nearly 50 feet from the niche eventually out. See an upcom- ing chamber at 70-100 feet, barring obstructions.8 the Delve nuggets worth 10 gpapiece been! X '' the floor of the day was J. R. R. Tolkien 's Lord of the Rings to! 30'-High domed ceiling and about 60 feet tothe northwest and southeast minimum 37. 30 feet wide and 20 feet high the floor of the room is not being attacked here.containing... 1,470 gp high benches zombie has a pouch ing of value here.containing 4-24 mithril nuggets worth 10.... Monster is normally found humanoids have been wiped out, Frelpic retreatswhen the Delve in front!
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deep dwarven delve pdf