Dungeonaday.
com: Dragon’s Delve
Level 2: The Font of Dreams
The Second Level of the dungeon is dominated by a magical, intelligent fountain called the Font of Dreams. Created by the
infamous Mages Four, this fountain’s original purpose was to keep the various servitor creatures used by the mages from
fighting amongst themselves by giving them instructions in their dreams.
W ith its creators long gone, the fountain now
controls a number of monsters through their
dreams, and uses them to defend itself. The
fountain’s power is subtle. For example, while it has con-
vinced many of the inhabitants of Level 2 to defend it, and
Roots of a tree, stretching down the stairs that come
from the level above as well as through cracks and holes
forced through the ceiling, fill this room. Although they
seem like natural-albeit quite large and, since they are
here, deep-roots, here and there they have produced odd
to not fight amongst themselves, it cannot actually convince black pods a foot or two long. A strong odor of plant mat-
most of them to actively work together. The fountain’s ter and soil fills this room, but there’s something else too-
awareness of events going on around it is limited by what something foul, a bit like rotting eggs.
the creatures it controls know, and its ability to give new Plaster once covered the walls here, but much of it has
commands to its thralls is limited by when they sleep (and long since broken off. The south wall bears a plaster image
dream). Thus, it cannot mobilize the entire level against that is still discernable, showing what appears to be a fig-
intruders with any kind of speed or efficiency. This is not ure pouring water from a bowl into a pool. Something
entirely detrimental to the fountain, as it sometimes bene- appears to be behind the plaster image, but you can’t quite
fits when intruders spend time on the dungeon level rather make out what it is.
than being slain or repelled immediately. Those spending
time on Level 2 often end up forever enslaved by the Font Inhabitants: As soon as the PCs are in the room, six of the
of Dreams. pods open and produce terrible flying insect-like things.
The dwarves originally created most of the chambers of Although each is different, in general they look a bit like winged
Level 2, but the Mages Four repurposed them long ago. centipedes with huge mandibles and long flicking tongues.
Many of the residents of the lower levels of Dragon’s Delve
know to pass through this level quickly or avoid it entirely, Tree Pod Things (6): hp 5 each (use stirge stats)
and more importantly they know not to drink the water. The
exception appears to be a large group of doppelgangers Tactics: The tree pod things immediately attack and try to
immune to the fountain and interested using this level as a draw blood. If they become sated (with 4 points of Con
home while they explore deeper levels of the dungeon as well dealt), they fly back to their pod, which closes around them.
as nearby Brindenford in disguise. They then inject the drained blood into the root, to feed it.
Unless the text states otherwise, the level’s floors, walls, This process takes about 10 rounds. When finished, if there
and ceilings are made of masonry stone. Ceilings are 20 feet are still victims with blood in the chamber, they are happy to
high. All doors, unless otherwise described, are good wood- come out and drain more.
en doors, unlocked, 1 and a half inch thick, with a hardness
of 5, and 15 hp.
39. Deadly Roots (EL 3)
Summary: The roots of the Moontree fill this room, pro-
ducing strange pods that produce even stranger creatures
(that attack the PCs).
Sights and Sounds: The room is dark. A strange rustling
sound can be heard here. Those making a Listen check (DC
20) can hear distant running water.
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Level 2: The Font of Dreams
3
The Pods: There are twelve pods total. Each pod has a
hardness of 5 and 5 hit points (and a Break DC of 18).
Cutting or tearing a closed pod open exposes the pod thing
inside it. The thing is helpless for 1d4 rounds if so exposed.
Only when it comes out can it fight or defend itself.
The Roots: The Moontree’s roots extend from above this
chamber, through it, and down into the floor. The roots are
magical (they have a moderate aura of enchantment) and
possess a rudimentary intelligence. That intelligence is
malevolent. Unlike in area 31, there is no conflict here.
Although a particular root or root section can be destroyed
(Hardness 8, 200 hp, Break DC 35), only a miracle, wish or
similarly high level magic can destroy all the roots.
The Plaster Image: The image is identical to the Font of
Dreams in area 62. The plaster, however, does conceal a
loose, corroded copper plate that can be fairly easily
removed. Placed here by the Mages Four just in case some-
thing should ever go wrong with the Font of Dreams, this
copper plate is a special scroll of break enchantment that can
be cast by any spellcaster with no chance of scroll mishap
even if the caster is not high enough level to cast the spell
normally. (A Spellcraft check of DC 20 reveals this special
ability.)
Development: The Font never allows its creatures to come
here. It cannot control the roots or its spawn, and it doesn’t
want its creatures to leave this level. Table: The last adventurers that used the room stocked it
Upping the Ante (EL 4): Give the roots here the same with food and water (although the food is spoiled now), as
ability as those in area 31, forcing a different random charac- well as two labeled potions of cure light wounds and another of
ter each round to make a Will save (DC 15) or suddenly lesser restoration.
physically attack his or her nearest companion to the best of Stairway Down: The staircase leads down another 20 feet
his or her ability for one round. or so, to what appears to be a blank wall. Anyone investigat-
ing it finds that it is a powerful illusion, and they can pass
Revisit through it easily to 40A and back again. However, anyone
Unless the roots are destroyed, new pods grow within 48 who has not been to area 40 (such as those coming from
hours, so the PCs passing through this chamber again will 40A for the first time) cannot pass through unless they
have to deal with more pod things attacking. specifically disbelieve in the illusion and make a Will save
Connections: This room connects to area 31 and area 41. (DC 18). None of the inhabitants of Level 2 know about the
stairs and the safe haven of area 40.
40. Hidden Room 40A. This chamber bears signs of a recent battle between
Summary: A safe haven for the PCs, this hidden room the gnolls in area 44 and Ramscorn’s party (currently in area
provides sanctuary and even some aid. 51). Blood, a few broken arrows, a dropped dagger, and a
Sights and Sounds: This room is lit by a permanent mag- dead gnoll lay on the floor, mostly on the south side of the
ical light. It is quiet here. room. The gnoll’s body has been looted, but he still wears
leather armor. The stairway up to area 40 is not visible.
This chamber appears to be someone’s dungeon campsite. Six The angular alcoves in this room have abstract reliefs
bedrolls lay upon the floor, and a stone slab appears to be been carved from the stone walls. Here and there, the artist placed
conscripted into the role of a table. The makeshift table holds small prisms in the work so that light brought into the
plates and utensils as well as a variety of containers. In the south chamber reflects in interesting ways upon the relief.
wall, a plain arch stands over a staircase leading yet further down. However, if someone casts a daylight spell (or some other
effect that brings actual sunlight into the room) in this
4 [Link]: Dragon’s Delve
Inhabitants: The eyeball is an eye golem. It is positioned
right at the top of the southernmost set of stairs. Its eye ray
puts victims to sleep. The golem was created by a wizard
named Chaster (currently in area 42) in area 59, using secret
formulas developed by the Mages Four.
Eye Golem: hp 39
Font of Dreams Note: Once an adventurer exploring
Dragon’s Delve, Chaster is now a thrall of the Font of
Dreams, and serves to protect it. The eye golem then, in
effect, serves the Font of Dreams.
Tactics: The eye golem has been commanded to attack any
creature that does not dwell on this level. In installing this
command, Chaster specifically described all the inhabitants
chamber, the rainbow patterns from the prisms shine upon working for the Font of Dreams, so the golem will attack
the illusion covering the stairs, in the shape of a doorway, doppelgangers or the Bestial Host members here. With a
essentially revealing that it is there and giving anyone a range of 150 feet, the eye golem can fire its ray at opponents
chance to attempt the Will saving throw (or, if they have even if they are way down the passage in area 49.
already attempted and failed the save, they can try again). Development: If the PCs come from area 39, one round
Passage to 44: PCs will hear the singing of drunken gnolls after the golem spots intruders, the small Judas window in
as soon as they enter this passage. the door to the east opens, and Chaster the wizard looks out
Revisit
A wandering gray ooze has devoured the gnoll’s body entirely
two days after the PCs first come to this room.
Connections: This room connects to areas 31, 44 and 46.
41. The Eye and the Pool
(EL 2)
Summary: A wide hall leading down to a massive pool of
water, this chamber is watched by a strange golem. Note:
Stats for the new monster in this area can be found in the
New Monsters page on [Link].
Sights and Sounds: The room is dark. Those making a
Listen check (DC 10) can hear distant running water to the
south, even as they enter from the northern part of the room.
The air is damp and cool. Steps descend to the south. Something
appears to be lightly scratched onto the western wall.
The Scratching on the Wall: The words “don’t go to sleep”
are scratched on the western wall of the north landing.
Nearby, a similar “don’t d” is scratched. Someone was going
to inscribe, “don’t drink the water,” but they never finished it.
Down the steps, you see a door to the east with a grate covering
a hole cut into the middle of it, which is covered on the other side.
Ahead, though, to the south, you see a horrific sight: an eyeball at
least two feet in diameter floats three feet off the floor, seemingly
anchored there by a cord of bone, nerves, and viscera.
Level 2: The Font of Dreams
5
from area 42. He uses his burning hands wand immediately,
and if that doesn’t take out the whole group, he closes the
metal sliding door covering the window and flees to area 58.
Even if the PCs follow immediately, the locked door and
other issues make it virtually impossible that the PCs will
reach him. Just in case, however, his stats are presented here:
Chaster
Male Halfling (Neutral)
Wizard 3 CR3
HD 3d4+6 hp 14
Init+2 Speed 20 feet (50 feet currently)
Languages Common, Halfling, Gnome, Orc, Dwarven
AC 13, touch 13, flat-footed 11
BAB/Grapple +1/-3
Attack/Full Attack +2 melee (1d4, dagger)
Fort +4 Ref +4 Will +5
Str 10, Dex 15, Con 14, Int 16, Wis 13, Cha 9
Crucial Skills Concentration +4, Listen +7, Move
Silently +6, Spot +3.
Other Skills: Craft (alchemy) +7, Craft (leatherwork-
ing) +5, Knowledge (Arcana) +9, Spellcraft +11
Crucial Feats Dodge
Other Feats: Alertness, Brew Potion, Scribe Scroll
Spells 3/3/2; CL 3, +1 melee touch, +3 ranged touch
2nd—blur, invisibility Anyone drinking the water must make a DC 13 Will save
1st—expeditious retreat (already cast), magic missile, to avoid being affected by the Font of Dreams. This is also
shield true of anyone fully immersed in the water. Control does not
0—detect magic, detect poison, ghost sound (2) occur until the drinkers sleep, at which time the pool speaks
Possessions wand of sleep (12 charges), wand of burning to them in their dreams, commanding them to take up per-
hands (15 charges), potion of see invisibility, scroll of manent residence on Level 2 and attack intruders.
invisibility, dagger, keys to both doors in area 42, key The font sustains its thralls magically in their dreams, so
to area 58, alchemical repellent for area 56, 16 gp, that they do not need to eat (although they still need to
9 sp, 8 cp. drink).
Font of Dreams Note: Once an adventurer exploring Note that there are two vesh in the pool but they remain
Dragon’s Delve, Chaster is now a thrall of the Font of hidden until the PCs come to area 43, no matter what hap-
Dreams, and serves to protect it. pens. (Stats explained in area 43.)
The Door to the West: The door that leads to area 48 is a
The Door to the East: This door is locked (DC 25 to part of a magical experiment Chaster has been working on.
open). The Judas window provides improved cover (+10 Hide, Lucky enough to have studied some of the books of the
+8 AC, +4 Reflex saves, Improved Evasion) to anyone peeking Mages Four, Chaster knows some magical practices that
through, however it is wide enough to cast spells through. should be well beyond him. One such example is the fact
The Water: The southern portion of this area includes the that he has harnessed chaos magic from deeper in the dun-
large pool shown on the map. The water here comes from geon to link this doorway with the doorway leading into area
the Font of Dreams. The water in the pool has a strong cur- 47. In other words, when a PC opens this door and looks
rent as the water pours down from the south and down into through the doorway, they see a 10 foot square room with
two very narrow drains located in both northern corners of another door. If they pass through the doorway, they go into
the pool. The water here is 20 feet deep, and the ledge is just the 10 foot square room and eventually into area 47. When
a few inches above the level of the water (the ledge in area 43 they come back out of area 47, they pass through this door-
is 10 feet above the level of the water). way and back to the spot they left. Only if the secret glyph in
6 [Link]: Dragon’s Delve
area 47 is activated can you pass from area 41 or 47 into area
48. However, if one is in area 48, they can use this door to
get to area 41 normally. Unless someone uses detect magic
(in which case they will notice a moderate aura of transmu-
tation), they have no idea that they have magically shifted.
Connections: This room connects to areas 39, 42, 43, 47
(magically), 48, and 49.
42. Chaster’s Waiting
Room (EL 3)
Summary: A halfling wiz-
ard controlled by the Font of
Dreams waits here, but if
confronted he flees. Fort +4 Ref +4 Will +5
Sights and Sounds: This Str 10, Dex 15, Con 14, Int 16, Wis 13, Cha 9
room is lit by a lantern. It Crucial Skills Concentration +4, Listen +7, Move
is quiet, although those Silently +6, Spot +3.
listening at the eastern Other Skills: Craft (alchemy) +7, Craft (leatherwork-
door (DC 15 Listen check) ing) +5, Knowledge (Arcana) +9, Spellcraft +11
will hear the drunken gnolls in area 44. Crucial Feats Dodge
Other Feats: Alertness, Brew Potion, Scribe Scroll
A desk and a bureau both covered in papers are against Spells 3/3/2; CL 3, +1 melee touch, +3 ranged touch
the north wall of the chamber. The room is lit by a lantern 2nd—blur, invisibility
on the desk. A long table with the remains of a recently 1st—expeditious retreat (already cast), magic missile, shield
eaten meal rests against the south wall; a small bookcase 0—detect magic, detect poison, ghost sound (2) (DC
against the east. 13/W)
Possessions wand of sleep (12 charges), wand of burning
The Doors: Both doors are locked (DC 25 to open) and hands (15 charges), potion of see invisibility, scroll of
have barred Judas windows with sliding metal doors allow- invisibility, dagger, keys to both doors in area 42, key
ing anyone inside area 42 to look out whenever they wish. to area 58, alchemical plant repellent for area 56,
The doors lock automatically when closed. The Judas win- 16 gp, 9 sp, 8 cp.
dows provide improved cover (+10 Hide, +8 AC, +4 Reflex Font of Dreams Note: Once an adventurer exploring
saves, Improved Evasion) to anyone peeking through, how- Dragon’s Delve, Chaster is now a thrall of the Font of
ever they are wide enough to cast spells through. Dreams, and serves to protect it.
Inhabitant: Chaster the halfling wizard is here, but he
flees immediately if anyone tries to open either door. No Development: Chaster flees pretty such as soon as he
matter which way the PCs come, with his keys it is very likely realizes that intruders are on the way. After the losses
that he can get away before they can get to him. incurred from Ramscorn’s recent attacks, he wants to take no
Just in case, however, his stats are presented here: chances. He heads to area 58.
It’s worth noting that the gnolls currently found in areas
Chaster 44 and 45, while forced to tolerate Chaster by command of
Male Halfling (Neutral) the font, hate him and attempt to bully and abuse him when
Wizard 3 CR3 possible.
HD 3d4+6 hp 14 Treasure: One of the books is a rare and rather old book
Init+2 Speed 20 feet (50 feet currently) of poetry by an ancient poet named Griffin Del Brenna
Languages Common, Halfling, Gnome, Orc, Dwarven worth 90 gp. The desk and bureau hold plenty of parchment
AC 13, touch 13, flat-footed 11 and writing implements if the PCs need them.
BAB/Grapple +1/-3 Background: When Ramscorn and his party came down
Attack/Full Attack +2 melee (1d3, dagger) to Level 2, they passed through area 41. Chaster had not yet
Level 2: The Font of Dreams
7
put the eye golem in place, nor was he here at the time (he
was working in area 59). In fact, the doors in this room were
propped open, and the Bestial Host party just waltzed right
through to area 43, where they fought a number of gnolls
under control of the Font. The gnolls retreated, and
Ramscorn’s group proceeded to area 44, which was empty at
the time, and into area 40 (specifically 40A), where they
were attacked again by the regrouped and reinforced gnolls.
The gnolls retreated again, and Ramscorn and his party
moved to area 51 where they fought the owlbears, killing one
and driving the other away.
Connections: This room connects to area 41, 43, and 44.
43. Gnolls and Vesh (EL 2)
Summary: This serves as a barracks room for some gnolls,
but the danger lurks near the water’s edge, where the fish-
like humanoid vesh wait in ambush.
Sights and Sounds: This room is dark and quiet other
than the sounds of sloshing water coming from the nearby
pool.
This room stinks like a kennel. A disheveled mess, a
number of large creatures clearly make their home here.
You see eight beds and two wooden trunks, a few stools,
and a large keg. Some blood is spattered on the walls and
floor, and a few broken arrows and a broken spear haft lay
on the ground. Along the east wall, two dead humanoids Corpses: The humanoids are dead gnolls, slain by
have been piled unceremoniously, as if to get the corpses Ramscorn and his party. They have no gear or treasure.
out of the way. 43A: The ledge here is 10 feet above the level of the pool
(which in turn is 20 feet deep, fed from the Font of Dreams
Trunks: These are not locked, and mostly contain normal to the south). Anyone drinking the water must make a DC 13
gear in questionable condition: some pieces of leather armor, Will save to avoid being affected by the Font of Dreams. This
extra sacks, about 30 feet of rope, some miscellaneous tools, is also true of anyone fully immersed in the water. Control
a whetstone, some flint and steel, and a few bits of clothing does not occur until the drinkers sleep, at which time the pool
and large footwear. Amid all this also lies a bag of 13 gp and speaks to them in their dreams, commanding them to take up
66 cp, as well as a golden trumpet with a head that looks like permanent residence on Level 2 and attack intruders.
helmeted warrior (worth 35 gp). The font sustains its thralls magically in their dreams, so
that they do not need to eat (although they still need to
drink).
43B: Four vesh wandered up from Level 3 and fell victim
to the Font of Dreams’ control. Now they serve it here as
guardians. Vesh are humanoid creatures covered in scales
with massive mouths filled with long, needle-like teeth. They
have a pronounced underbite and huge milky white eyes.
Basically, they are blind, carnivorous fish-men with blind-
sight and wicked bite attacks.
Vesh (4): hp 8, 9, 9, and 10 (use locathah stats, but use the
stats provided for their spear for their bite instead;
give them blindsight.)
8 [Link]: Dragon’s Delve
Tactics: Two vesh wait in the pool, while two hide in the Four tall, lanky creatures covered in mangy fur stagger
southernmost portion of the alcove here. As soon as an about, shouting and singing loudly. Each holds a wooden
intruder comes close, they rush out and attempt to bull rush mug as well as a battleaxe, and they swing both around
the figure into the water. They do not have Improved Bull dramatically. The chamber stinks of strong liquor, sweat,
Rush as a feat, so those they attack can make attacks of blood, and fur.
opportunity. If they are successful, their opponent falls into A table made from a door off its hinges sits in the mid-
the water, suffering no damage, but likely submerging 10 feet dle of the room surrounded by a miscellany of benches
or more below the surface, where the other vesh attack. and stools. Weapons and shields hang on the walls, and a
Reference the rules for underwater combat here. Fallen char- few lay on the floor.
acters must make an immediate Swim check (DC 15) or they
lose their first round in the water entirely. If a foe in the water Tricky Footing: There’s a lot of loose objects on the floor,
is small or appears physically weak, the vesh may attempt to like weapons or mugs, as well as spilled liquor. Once a fight
grapple him or her and simply hold him underwater, waiting starts, anyone moving more than a 5-foot step in this room
until he drowns. Otherwise, they just attack with their bite. (including the gnolls) must make a DC 10 Balance check or
The vesh have no gear or treasure. fall prone. The gnolls’ overall Balance modifier in this sce-
Upping the Ante (EL 3): Give the vesh the Improved Bull nario is -2.
Rush feat and a +2 bonus to attack, damage, and Strength Inhabitants:
checks. The gnolls here cel-
ebrate their “victo-
Revisit (EL 4) ry” over Ramscorn
A gray ooze makes its way around the pool as soon as one here with a strong,
day after the vesh are slain, devouring their bodies in 43B, bitter liquor of
along the ledge. If left alone, it won’t attack the PCs, content their own making
to feast on the dead. But it may very well block their progress (it’s foul, even by
north or south, and it will attack anyone that actually gets orc standards). The
close enough for it to strike. PCs automatically surprise the gnolls. Further, the net effect
of this particular drink on these particular gnolls is a -2
Gray ooze: hp 30
penalty on attack rolls and a +2 bonus to damage rolls as
Connections: This room connects to area 41, 42, 44 and 49. they swing their weapons wildly. Their AC is also reduced by
2 since they’re not using their shields. Lastly, their hit point
44. Drunk Gnolls (EL 2) totals are low, as each of them is wounded.
Summary: A few gnolls celebrate a recent victory, lording These gnolls should be considered CR 1/2 due to their
over a goblin prisoner. current condition.
Sights and Sounds: This room is lit by a lantern on the The goblin prisoner is a member of the Bestial Host,
table. The singing and cavorting of the gnolls can be heard knocked unconscious during the recent battle. He is bound
from far off. and gagged. If freed, he will tell the PCs that Ramscorn is on
Level 2, down from Level 1, and is going to conquer this level
in the name of the Beast God. He won’t say any more than
that, but he doesn’t actually know much more.
Drunk, Wounded Gnolls (4): hp 6, 5, 5, and 3
Goblin Prisoner: hp 1
Development: Two rounds after hearing the sounds of
battle, Wiel the gnoll ranger in area 45 will come into this
room and help her comrades. The caveat is, if the battle is
already essentially over at that point, Wiel stays where she is,
and simply listens to monitor her foes’ movements, waiting
for a time when an ambush is possible.
Level 2: The Font of Dreams
9
Treasure: Each gnoll has 1d6 gp and 3d6 sp. The weapons
and shields laying around the room are all normal, but if a
PC wants a battleaxe, a spear, or a heavy steel shield, they’re
in luck (there’s at least 10 of each, including those that the
gnolls use).
Font of Dreams Note: These gnolls are all thralls of the
Font of Dreams, and serve to protect it. They’re still gnolls,
however, and like their heavy drink.
Secret Door: The secret door in the south wall is a well-
hidden panel that slides down into the floor when one of the
shields on the wall is turned counterclockwise (DC 20 to
find).
Upping the Ante (EL 4): Keep the gnolls wounded and
drunk, but double their number.
Revisit (EL 4) Wiel
A week later, four more gnolls have moved into the area and Female Gnoll (Chaotic Evil)
fallen under the spell of the Font of Dreams. These gnolls Ranger 2 CR3
are not drunk or wounded, and are ready for a fight. One HD 2d8+6 + 2d8+6 hp 34 (4HD)
wields a masterwork battleaxe. All of them have 2d6 gp. Init +7 Speed 30 feet
Connections: This room connects to areas 40, 42, 43, Languages Gnoll, Common
and 45. AC 18, touch 12, flat-footed 15
BAB/Grapple +3/+8
45. Gnoll Ranger (EL 3) Attack battle axe +6 (1d8+5/x3) and +1 light pick +7
Summary: The gnoll leader, a female ranger, waits in this (1d4+3/x4)
chamber, already healed from the recent fighting and not at SQ darkvision 60 ft., favored enemy (humans +2) and
all drunk. This chamber has two levels, each the same size, wild empathy
one directly above the other, joined by a spiral staircase. Fort +9 Ref +3 Will +0
Sights and Sounds: The room is dark. From the south, Str 21, Dex 17, Con 16, Int 13, Wis 11, Cha 6
one may hear sounds of a large beast moving around (Listen Crucial Feats Blind-Fight
check DC 15). Anyone listening at the secret door can hear Other Feats Improved Initiative, Track, Two-Weapon
the drunken gnolls on the other side, assuming they’re still Fighting
alive. Crucial Skills Hide +5,Listen +7, Move Silently +5, Spot
+7, Survival +3.
The upper floor of this chamber is made of wooden Other Skills N/A
planks that surround a black iron spiral staircase. The Possessions chain shirt, +1 light pick, battle axe, potion
stone floor lies about 25 feet below the wooden floor. of cure moderate wounds, flask of acid, flask of
alchemist’s fire, 50 feet of rope, gold ring (20 gp),
Inhabitant: Wiel the gnoll ranger waits here, listening 18 gp, 14 sp, 22 cp.
and watching for Ramscorn’s group. She is technically the Font of Dreams Note: This gnoll is a thrall of the Font
leader of the gnolls here, although since they are all thralls of Dreams, and serves to protect it.
of the Font of Dreams, their commands really come from
the fountain most of the Tactics: Wiel likes to attack from ambush, gaining surprise
time. This is not where so that she can leap into the fray and attack with both of her
she sleeps. That’s area 43. weapons. She’s not intimidated by facing multiple foes, but
Wiel stands tall even for she won’t attack a group of more than five if she can help it.
a gnoll, and has dark Instead, she’ll try to maneuver so that she’s fighting along-
brown spots on her side other gnolls or, if she has to, Chaster the wizard (see
mane. area 42).
10 [Link]: Dragon’s Delve
Secret Door: The secret door in the north wall is a well-
hidden panel that slides down into the floor when a hidden
lever at the top of the staircase is pulled (DC 20 to find).
The Lower Tier: Old moldy sacks of grain, beans, and
other long-since rotten foodstuffs fill much of this area.
Revisit (EL 5)
The next time the PCs come to this area, if the inhabitants of
area 50 are all gone, the lower area will teem with rats. Three
dire rats and two rat swarms scurry about here, attacking
anything that moves.
Dire rats (3): hp 8, 6, and 4
Rat swarms (2): hp 24 and 20 Poison Needle Trap: CR 0; No damage, shriek poison
(Fort save DC 15 or scream for three rounds), no
Connections: This room connects to area 44 and area 50. reset; Search (DC 20); Disable Device (DC 20).
46. Hidden History Shriek poison makes the victim do nothing but scream for
Summary: A hidden ledge holds scrolls detailing the cre- three rounds. This alerts nearby foes of the PCs’ presence,
ation of the Font of Dreams. You will need the History of the and might even bring monsters running this way.
Font handout. Inside the chest are a number of scrolls detailing the orig-
Sights and Sounds: This room is dark and quiet. inal history of the Font of Dreams. Show the players the
History of the Font handout.
This round room is like a shaft with a ceiling 40 feet high. Development: If someone is afflicted by the shriek poi-
The level of the passage to the north is 25 feet higher than the son, Ramscorn sends one of his band from area 51 to sneak
floor and the passage to the south. A pair of iron spikes have up and investigate. Likewise, the owlbear in area 50 might
been driven into the ledge where the north passage begins. also come, looking for easy prey.
A sturdy rope tied to the spikes dangles down to the floor. Upping the Ante (CR 1): The shriek poison renders the
victim so exhausted from screaming that he or she falls
A careful examination unconscious for 1d6+1 rounds. Roll for an immediate ran-
of the walls here indicates dom encounter when the shrieking ends to determine what
that there was existed a is attracted by the sound.
wooden floor 25 feet Connections: This room connects to areas 40, 50, and 51.
above the stone floor (not
unlike in area 45), but it 47. Alchemical Laboratory
has long since collapsed. Summary: Here the PCs find an alchemical laboratory
Any search will also turn with some interesting treasures and dangers.
up a few bits of old, rotten Sights and Sounds: This room is lit by a lantern, as if
wood around the stone floor. someone has been here within the last couple of hours.
The Western Alcove: At the same level as the northern There are also some concoctions simmering over low flames.
passage—25 feet above the floor—observant PCs will notice The sound of bubbling and simmering fills the room.
a ledge. Until they climb up (or over) and examine it, they
won’t be able to ascertain whether it is another passage, or Odd odors fill this room even more densely than all the
just an alcove. laboratory equipment sprawled across tables and benches
At the back of the alcove, an old iron chest rests against all along the walls as well as the center of the room. This is
the wall. The chest has stylized cat-like feet and an iron cat’s clearly a currently used, fully-functional alchemical lab,
head that houses the lock. The chest’s lock is difficult (DC but currently, no one is here. Behind one table, a strange
28 to open) and is trapped so that anyone attempting to circle surrounded by symbols is inscribed on the floor.
pick the lock will prick their finger on a poisoned needle.
Level 2: The Font of Dreams
11
Door: It is very likely that
the PCs first arrive here by
magically transporting through
the doorway in area 41 and
enter through the first of the
two doors bracketing the small
entry room at the south end of
this chamber. This means that
they’ll believe that the come
into the room from the east
and are facing west, when in fact they’re coming from the
south and facing north.
When they leave, they’ll likely go out the same way, transport-
ing to area 41 without realizing it. Unless someone uses detect
magic (in which case they will notice a moderate aura of trans-
mutation), they have no idea that they have magically shifted.
But Chaster created this magic, and he’s using magic that’s gent plants can attempt a Will save with a DC of 14). Even if
well beyond him, so it’s unstable. See the revisit section, below. the plant does not or cannot move away, it makes attacks
Teleportation Circle: The circle near the back of the room against the character with a -2 penalty. There are six doses of
currently does not function and has no magical aura. A this substance in the lab. If characters wish to sell this sub-
Knowledge (arcana) check (DC 18) suggests that it is the stance, they can do so for 30 gp per dose.
receiving end of a teleporter. This teleporter is in area 59 Subterranean flora activators: These black pellets, plant-
(specifically 59A). ed along with conventional seeds or cutting into good soil,
Treasure: There are many half-made potions and alchemi- allow the associated plants to grow without sunlight, flour-
cal items here, and lots of ingredients. If the PCs could ishing instead on any kind of light, magical or conventional.
somehow load up all of the room’s contents and transport Sixteen of these pellets are in the lab, each being worth 1 gp.
them safely, the value would be 1,200 gp. Doing so would Development: If the PCs go about smashing this room
likely require a dozen characters. Characters who make a up, as PCs are sometimes wont to do, nothing happens at
Search check (DC 22) or use detect magic will discover two first. However, within 24 hours, the mixture of spilled chem-
finished potions amid all the equipment, a potion of reduce icals makes this room dangerous to be in for the following
person and some oil of magic weapon. Anyone making a Craft week, as a dangerous poison fills the air. Anyone coming
(alchemy) check (DC 18) identifies a newly manufactured into the room must make a Fortitude saving throw (DC 14)
flask of acid, two thunderstones, and a tanglefoot bag as well or suffer 1d6 points of Strength damage, and then a second-
as some other unique alchemical items, including accelerant ary save a minute later for 1d6 additional points of damage.
bags, plant repellent, and subterranean flora activators.
Accelerant bag: This is a cloth bag of alchemical powders. Revisit
The powder, if sprinkled onto a flame, causes the flame to The second time the PCs come here, the teleportation effect
flare briefly. If someone places a flask of alchemist’s fire into on the door begins to falter. Each time a character comes
the bag, however, both items enhance each other greatly. through the door, there is a cumulative 10% chance that he
When thrown, a flask of alchemist’s fire in an accelerant bag is sent through another doorway in the dungeon instead.
still breaks against a hard target, but there is no splash Roll 1d6:
effect. The fire burns far hotter, and inflicts 3d6 points of 1. The character goes through the door into 53A
damage on the first round (1d6 points on the second). There 2. The character goes through the door coming out of 53A
are three accelerant bags in the lab. If characters wish to sell 3. The character goes through the door into 50
them, they can do so for 50 gp each. 4. The character goes through the door into 54A
Plant repellent: An odd substance that would seem to be 5. The character goes through the door into 34C (on Level 1)
useless until one runs afoul of an ambulatory, carnivorous 6. The character goes through the door into the 10 foot
plant (like in area 56). If this fine, foul-smelling powder is square room between 51 and 52
sprinkled upon a character, ambulatory plants will use their Connections: This room connects to area 41 (magically)
actions to move away from that character if possible (intelli- and 48.
12 [Link]: Dragon’s Delve
48. Terror in the Water
(EL 3)
Summary: The pool here hides a dangerous monster that
is not controlled by the Font of Dreams.
Sights and Sounds: This room is dark. The sounds of
running and splashing water are quite loud.
This large chamber is dominated by a pool of water at
least 70 feet long and 40 feet wide, fed from the east by a
10 foot wide channel. The western wall is covered by a vast
mural of ceramic tiles now coated in a slick, gray slime.
The mosaic depicts a man in robes holding forth a gnarled
staff and causing the water in a pool to rise up like a thing
alive.
The Water: The water here comes from the Font of
Dreams. The water in the pool has a strong current as the
water pours in from the east and down into narrow drain
located at the southern end of the pool. The water here is 20
feet deep, and the ledge is just a few inches above the level of
the water. moved in he created the teleport effect between area 41 and
Anyone drinking the water must make a DC 13 Will save area 47 so he could still get safely to his lab. The centipede is
to avoid being affected by the Font of Dreams. This is also not affected by the Font of Dreams.
true of anyone fully immersed in the water. Control does not
occur until the drinkers sleep, at which time the pool speaks Huge monstrous centipede: hp 52; Str 20 gives it an
to them in their dreams, commanding them to take up per- additional +2 to attack and damage; it has the
manent residence on Level 2 and attack intruders. Improved Grab ability.
The font sustains its thralls magically in their dreams, so
that they do not need to eat (although they still need to Tactics: This creature is dangerous, but it’s also greedy,
drink). which may prove to be the PCs’ saving grace (assuming some
Inhabitant: A huge monstrous centipede with a dull red poor lone PC isn’t here by himself). Unless the PCs make a
exoskeleton lives in the pool. This nasty customer is aquatic Spot check of DC 18, the insect gets to make a surprise attack
and is just as happy in or on the water as out of it. Its swim at anyone within 10 feet of the pool. It reaches up and bites
speed is equal to its land speed. It’s also a particularly large the foe and if it hits, grapples (adding +17 to its check!). Next
and tough specimen. Chaster is terrified of it and when it round, it pulls the victim into the water. Normally, this would
be almost certain death for that character, as the grapple
check is hard to beat and all the monster has to do is hold the
character underwater long enough to drown them (not to
mention continuing biting). But the creature is greedy. Once
underwater, it lets go of its victim and goes for another, and
another, until every prospective meal is in the water.
Development: If the PCs make a lot of noise while lingering
in area 49, the centipede here will go there and make its attacks.
Treasure: PCs diving down to the bottom of the pool can
find a skull wedged into a crack right at the edge of the drain
(Search DC 22, Swim check DC 18 to get there and get the
skull without losing it down the drain). The skull is wearing
a +2 headband of intellect. However, time spent underwater
Level 2: The Font of Dreams
13
has damaged the headband, so that in stressful situations (DM’s discretion), but no more
than once every 24 hours, the wearer sees a foe that isn’t there. Roll 1d8 to determine the
creature the wearer sees:
1. Huge Viper 5. Troll
2. Dire Wolf 6. Wyvern
3. Five-headed Hydra 7. Umber Hulk
4. Manticore 8. Large Black Dragon
Since this happens at times of stress, the creature will often just appear to be another
foe in a battle. It attacks and menaces the wearer, not causing any damage but likely terri-
fying them. Only after the wearer interacts with the creature does he get to try a Will save
(DC 14) to disbelieve as if it’s an illusion. Success means that the imaginary creature goes
away. A remove curse spell will take away this defect, although it may take some time for
the PCs to figure out that it is the headband that is causing the hallucinations.
Connections: This room connects to areas 41, 47, and 49.
49. The Waterfalls
Summary: This long and wide corridor leads to the Font of Dreams.
Sights and Sounds: The hall is dark. The sounds of running and splashing water are
quite loud.
Steps ascend toward the south, up along either side of a pair of artificial waterfalls
10 feet high. The air here is cool and moist, and the mist from the water seems to
lower visibility ever so slightly.
The Water: The water here comes from the Font of Dreams. The water in the channel
has a strong current as the water pours in from the south. The water here is less than 5
feet deep, but the strong current moving at about 10 feet per round, makes it somewhat
tricky to ford (Balance check DC 15 or slip and fall and be carried 10 feet north). The
ledge on either side is just a few inches above the level of the water.
Anyone drinking the water must make a DC 13 Will save to avoid being affected by the
Font of Dreams. This is also true of anyone fully immersed in the water. Control does not
occur until the drinkers sleep, at which time the pool speaks to them in their dreams,
commanding them to take up permanent residence on Level 2 and attack intruders.
The font sustains its thralls magically in their dreams, so that they do not need to eat
(although they still need to drink).
49A: The bridge here is made from a monstrous centipede even larger than the one in
area 48.
A curved bridge spans the 20 foot wide channel of water. Something seems very strange about this bridge, however,
and as you get a better look, you realize that it has been fashioned from some monstrously huge segmented insect, like a
centipede, well over 20 feet in length. Its exoskeleton is dark gray and well-worn, and its legs are all curled beneath it.
The dead beast is affixed to either side of the water with some kind of hardened goo.
On the Bridge: The bridge is barely four feet across, smooth, slick, and rounded. Walking across very slowly (5 feet per
round) is perfectly safe. Any faster than that, and a character must make a Balance check (DC 15) or fall off. This is also true
should anyone take any dramatic actions while on the bridge, such as fighting-the Balance check must be made each round
during such activities, and again if a character is struck in combat.
Development: The centipede in area 48 may come and attack PCs that make a lot of noise while they linger in this area.
14 [Link]: Dragon’s Delve
Revisit (EL 3 and 2) 50. Menagerie (EL 5 and 3)
There are two different “revisit” encounters in this area. Summary: This area once housed a menagerie of crea-
Dream: The first revisit encounter occurs near the north- tures used by the Mages Four as servitors. Now other crea-
ern end. Occasionally the dreams that the fountain creates tures call it home.
get lost in its waters and take on a sort of “life” of their own.
These manifest as undead allips which moan, chatter, and
whisper their maddening words to the waking world. One
such embodied dream sending lurks about the northern por-
tion of this area when the PCs return.
Dream: hp 26 (use allip stats)
Tactics: The dream craves to enter the subconscious mind
of a thinking creature. If it successfully drains 4 points of
Wisdom from a single foe, the foe must make a Will save
(DC 14). Failure means that the dream enters the character’s
mind and forces him or her to immediately fall unconscious,
where the dream sending communicates the Font of
Dreams’ commands (remain on this level and protect the
fountain). If this happens, the dream disappears forever and
the encounter is over. Of course, now the group needs to
deal with their affected comrade.
Centipede: The second revisit encounter should happen
on a different pass through the area (as area 49 is a bit of a
“freeway” through the level, it’s likely the PCs will pass
through it multiple times). This time, a huge monstrous cen- Sights and Sounds: This room is dark. Sounds of move-
tipede hangs on the bottom of the bridge. Despite its size, ment and miscellaneous growls can be heard if anyone lis-
it’s hard to notice because it so easily blends in with the tens at the door or from an adjacent room.
bridge. PCs must make a Spot check (DC 20) to notice it. It
would love to attack foes on the bridge, but if a meal is going The stench of years of bestial habitation chokes this
past but not going across the bridge, it will attack anyway. room. Ancient bones, tufts of fur, and bits of broken chain
Tactics: Unlike the centipede in area 48, this one has no litter the floor. Two massive hinged iron grates conceal
special grapple abilities. If there are multiple foes on the some lower area. Next to each is a large iron lever. A wide
bridge, it will attack each one, one at a time, hoping to knock hall proceeds north and south, and a single wooden door
them into the water with its attacks and find the tasty stands in the east.
remains later. With all of its gripping legs, it need not worry
about being knocked off the bridge. Pen Underneath: Beneath this chamber lies another, exact-
Connections: This room connects to areas 41, 43, 48, 56, ly the same size. The ceiling of this underchamber is 15 feet
57, 59, and 62. high, so with the 5 foot thick floor, the drop is 20 feet from the
edge of an open grate to the floor below. There are mechanical
platforms, 10 foot square, below each grate that rise and lower.
The Grates: These iron grates are not currently latched,
although they can be. There is no lock.
The Levers: When pulled, the lever causes the mechanical
platform in the underchamber to rise or lower. It takes two
full rounds for a platform to change position, but once they
begin moving, they cannot be stopped.
Inhabitants: Two dire wolves live in the underchamber.
Veshrim the bugbear in area 54 cares for these creatures,
although they have little need for anything, since the fountain
Level 2: The Font of Dreams
15
sustains them magically. They obey his commands, but if any- 51. The Old Barracks
one opens a grate, they move to stand on the platform, assum-
ing that they will be let up into this upper chamber. Fighting (EL 4)
two dire wolves is a tough challenge, but this is an encounter Summary: Members of the Bestial Host have come down
the PCs can easily avoid unless Veshrim beats them here. to this level and have made it this far. They’re wounded, but
still ready as ever for a fight.
Dire Wolves (2): hp 50 and 42
Tactics: If the PCs attempt to use ranged weapons to kill the
wolves from above, this will work with the wolves leaping and
snarling and snapping to get at their foes. When either wolf has
suffered 10 points of damage, they move to the far eastern por-
tion of the room, out of sight. (This does not count as overcom-
ing a challenge for determining xp awards.) If given the chance
to actually fight foes, they attack savagely and without fear.
50A: Waiting in the intersection of three hallways, a massive
owlbear catches its breath after being driven away by the Bestial
Host members in area 51. Even though owlbears usually fight to
the death, this one is a bit wiser than its kin, and when it was Sights and Sounds: This room is dark. The sounds of
getting beaten by Ramscorn and his group, it fled. However, it fevered talking, a mixture of both Goblin and Common, can
inflicted enough damage that they were not compelled to follow be heard by anyone making a Listen check (DC 16). If the
it. This creature usually lives in area 50, and tolerates the wolves words can be understood, the listener knows that at least
and Veshrim the bugbear because the fountain forces it to. three figures are arguing about what to do next.
As the owlbear is down to half its hit points, it is a CR 3.
This dust-filled chamber, choked with rotten wood fur-
Owlbear: hp 26 nishings and cobwebs, seems to have remained empty for
Development: Veshrim from area 54 comes here if in danger. many years, until very recently. Three freshly slain
He releases the wolves if possible and sends them after foes. humanoids lay against the eastern wall. Spatters of blood,
The owlbear goes to area 46 if it hears noise (like some- fur and large brown feathers indicate some kind of fight
one screaming because of the shriek poison). Likewise, if it happened here very recently.
hears a fight in area 51, it will come in to attack everyone.
Note that it is possible for the eye golem in area 53 to see Bodies: Two dead orcs and a dead hobgoblin lay here,
and attack targets north in the corridor to the south and recently dragged from where the group fought the owlbear
into this room north of that corridor entrance. (currently in area 50) in the western portion of the room. In
Font of Dreams Note: The dire wolves and the owlbear are life, they were members of the Bestial Host following
all thralls of the Font of Dreams, and serve to protect it. Ramscorn down to Level 2. The orcs wear banded mail armor
Connections: This room connects to areas 45, 46, 51, and 53. and have spears. The hobgoblin wears masterwork studded
leather and has a longsword. Each figure has 2d4 gp and
2d10 sp. Their comrades haven’t even had a chance to loot
the bodies yet.
Furnishings: Wooden bunk beds fill this room, although
all are on the verge of collapse. This room once housed at
least 24 people. Small wooden trunks are pushed beneath a
number of the beds. They are all empty.
Inhabitants: A contingent of the Bestial Host, down from
Level 1, rest here. A few of their number are scouting ahead
in area 52. All of them are wounded except the goblin.
16 [Link]: Dragon’s Delve
Ramscorn
Male Orc (Chaotic Evil)
Barbarian 3 CR3
Init +2 Speed 40 feet
HD 3d12+12 hp 28
Languages Common, Orc
AC 16, touch 12, flat-footed 14
BAB +3/+8
Attack/Full Attack +9 melee (1d12+8, greataxe)
SA rage 1/day
SQ darkvision 60 feet, light sensitivity, fast movement,
uncanny dodge and trap sense +1
Fort +6 Ref +3 Will +4
Str 20 Dex 15, Con 16, Int 10 Wis 13, Cha 9
Crucial Feats Dodge Degenerate human: hp 4; use orc stats; has a masterwork
Other Feats Iron Will falchion (+1 to attack rolls)
Crucial Skills Jump +15, Ride +8
Other Feats Intimidate +5, Survival +7 Goblin: hp 5; has a shortbow (+3 attack 1d4 damage) and
Possessions +1 studded leather armor, +1 greataxe, potion has 15 arrows.
of cure light wounds, scroll describing how to bypass
the trap in area 27, jeweled bracer (50 gp), 19 gp, Tactics: Being devotees of the Beast God, the humanoids
16 sp, 14 cp. here attack savagely and mostly without fear. They have suf-
fered great losses of late, however, and are beginning to have
Ramscorn Raging second thoughts about their mission here on Level 2.
Male Orc (Chaotic Evil) It’s virtually impossible for the PCs to have a civil discus-
Barbarian 3 CR3 sion with Ramscorn and his remaining retinue without per-
Init +2 Speed 40 feet haps the aid of some charm or compulsion magic. However,
HD 3d12+12 hp 34 if they did, the PCs could learn that he knows that the
Languages Common, Orc waters on this level are dangerous and that he and his group
AC 14, touch 10, flat 12 have avoided them.
BAB +3/+10 Treasure: Ramscorn’s jeweled bracer has a secret com-
Attack/Full Attack +11 melee (1d12+11, greataxe) partment (Search DC 24 to find) containing important
SA rage 1/day papers regarding the sale and purchase of various tracts of
SQ darkvision 60 feet, light sensitivity, fast movement, land by a local man, Jarrack Nostell. He can be found in
uncanny dodge and trap sense +1 Brindenford.
Fort +8 Ref +3 Will +6 Background: Ramscorn became leader of the guards of the
Str 24 Dex 15, Con 20, Int 10 Wis 13, Cha 9 temple of the Beast God almost two months ago. But he was
Crucial Feats Dodge not content to sit and watch. In his arrogance, believed that
Other Feats Iron Will it was his destiny to conquer and subjugate all of Dragon’s
Crucial Skills Jump +17, Ride +8 Delve in the name of the Beast God. So he gathered up the
Other Feats Intimidate +5, Survival +7 best of his troops and found his way down to Level 2. Things
Possessions +1 studded leather armor, +1 greataxe, potion were much harder than he thought they would be, however.
of cure light wounds, scroll describing how to bypass Development: If they hear the sounds of anyone in area
the trap in area 27, jeweled bracer (50 gp), 19 gp, 46, area 50, or area 52, everyone here goes to investigate.
16 sp, 14 cp. Likewise, if the owlbear in area 50 hears noise here, it
comes running and attacks everyone.
Orcs (2): hp 3 and 2; wear banded mail (AC 16, move Two to three rounds after combat starts in this room, the
20 feet) goblins in area 52 come to investigate and aid their comrades.
Connections: This room connects to areas 46, 50, and 52.
Level 2: The Font of Dreams
17
52. Old Dining Hall (EL 1)
Summary: This long-unused chamber has some Bestial
Host goblins exploring it.
Sights and Sounds: It is dark. The goblins here are not
being quiet as they rummage through the ruins for valuables
or food, so anyone listening here hears them tossing about
plates and pots.
There’s a faint odor of rot here. Tables lay overturned
among broken chairs, ruined benches, shattered ceramic
plates, and iron utensils.
Furnishings: There’s nothing of value here, just the
wrecked remains of what you might find in a long-aban-
doned dining hall, once used by the more intelligent servi- 52A: Once a wooden staircase connected this upper level
tors of the Mages Four, before the sustaining power of the with the main level below. It is 10 feet higher than the floor
Font of Dreams entered the picture. below. This entire area once served as a kitchen. It stinks
Inhabitants: Ramscorn sent four goblins here to scout worse than the lower area.
ahead, but they are in fact looting the place for valuables and
food (and finding neither, so they’re grumpy and irritable). Revisit (EL 4)
Two are badly wounded from previous fights with other dun- A week or more after the PCs first come here, a freshwater
geon inhabitants. sea hag, up from Level 3, comes here to make her new lair.
This sea hag is different from others in that her evil eye abili-
Goblins (4): hp 5, 4, 1, 1 ty does not daze or kill. Instead, it puts victims into an eter-
nal sleep (Will save DC 13 to resist). They cannot be awak-
Tactics: These goblins really aren’t interested in a fight. ened except by means of remove curse or dispel magic.
Their faith in the Beast God and in Ramscorn is waning, If the Font of Dreams still functions, she’s controlled by
and really they’d just like to return to Level 1. Or, better yet, it. Otherwise, she’s just on her own, looking for a place to
leave Dragon’s Delve altogether. If they can, they would just make her home and be away from annoyance and the inter-
as soon hide and let any foes pass them by. If they must, ruption of her own thoughts. She’s not a hunter, but if some
though, they fight. They would be interested in parlay (hop- delicious humans tromp right into her new home, well, who’s
ing that both sides would rather just move along than fight), to turn away a gift from the Fates themselves?
but not surrender.
Development: The goblins run to area 51 if they hear Sea hag: hp 19
sounds of battle or trouble. It takes them two to three
rounds to react and get there, though. Tactics: The sea hag likes to leap out of hiding and sur-
If there are sounds of fighting here, Ramscorn and com- prise foes when possible with her horrific appearance. As her
pany come from area 51 to here. first action, she targets any obvious big, burly fighter type
with her evil eye immediately. If no one closes with her, she’ll
keep up the evil eye uses while she has them. Otherwise,
she’s happy to melee with foes.
Treasure: The sea hag wears three rings: one silver with
two small, flawed pieces of amber (worth 50 gp), one elabo-
rately woven gold strands (worth 180 gp), and one gold with
a sapphire (worth 325 gp).
Development: If the hag is not a font thrall, she will have
destroyed the eye golem in area 53 (alternatively, the DM may
rule that she has somehow used a racial ability to comman-
deer the golem and now controls it rather than Chaster).
Connections: This room connects to area 51 and area 53.
18 [Link]: Dragon’s Delve
53. Another Eye Golem (EL 2)
Summary: Chaster the wizard has set up another eye
golem to watch over this corridor. There’s also a side room
with stairs down to Level 3.
Sights and Sounds: The hall is dark and quiet. Careful
listeners can hear the goblins in area 52 rummaging.
Wide, rectangular stones pave the floor of this wide cor-
ridor, although some now sit quite unevenly, making the
surface more like a roiling river of stone rather than a
smooth hallway. The vaulted ceiling is 25 feet high and
bears three black iron chandeliers that no longer hold any
candles.
Broad steps comprise the south end of the corridor,
only slightly more even than the hallway. At the base of the
stairs, a massive bloodshot eye floats, tethered to the floor
by a tendril of bone, muscle, and tendon. Tactics: The eye golem has been commanded to attack any
creature that does not dwell on this level. In installing this
Inhabitants: The floating eye is, of course, another eye command, Chaster specifically described all the inhabitants
golem like the one in area 41. Like that golem, Chaster creat- working for the Font of Dreams, so the golem will attack
ed this guardian to watch over the corridor, particularly to doppelgangers or the Bestial Host members here. With a
keep an eye on anything coming up from Level 3. Its eye ray range of 150 feet, the eye golem can fire its ray at opponents
puts targets to sleep. even if they are way down the passage in area 50 (almost
reaching into area 45, in fact).
Eye Golem: hp 40 Development: Any sound of combat with the eye golem
will draw the attention of Veshrim the bugbear in area 54.
Font of Dreams Note: Chaster is now a thrall of the Font However, he may or may not join in on the fight, depending
of Dreams, and serves to protect it. The eye golem then, in on if the foes look particularly dangerous or not.
effect, serves the Font of Dreams. 53A: This room was once a bakery. Bread ovens, little more
than refuse-filled holes in the walls now, once produced some
of the food for the minions that resided on this level. A rusted
iron cart half filled with coal and a shovel rests in the middle
of the room. A pile of now worthless wooden and metal uten-
sils lies discarded in the southwest corner. Rats now make
their nest in the ovens, but they pose no threat to the PCs.
53B: This room bears an extremely faded mural on the
western wall. The stairs lead down to area 63 on Level 3.
Only careful examination reveals that the mural is a portray-
al of a massive army of troops and various creatures (ogres,
giants, trolls, manticores) on the march.
Special DM Note: DMs not wishing the PCs to go down
to Level 3 yet may want to block 53B off with a bluesteel
door. The password used to open the door could be found
among the doppelgangers in area 60. If this option is taken,
however, a limit should be placed on the number of creatures
coming up from Level 3 (for example, don’t use the revisit
encounter in area 52).
Connections: This room connects to areas 50, 51, 52, 54,
and 63.
Level 2: The Font of Dreams
19
halflings, or dwarves. Instead, they represent gods of intelli-
gent monstrous creatures, such as ogres, trolls, lamia, nagas,
giants, and others.
The Basin: Other than ancient blood stains, the basin
holds nothing of real interest.
Inhabitants: Veshrim is a bugbear font thrall. He long ago
lost an eye in a fight and now wears a patch. This is his
home, and when the PCs first enter he is likely hiding.
Veshrim is not a full-fledged rogue. However, he has
picked up the ability to make sneak attacks like a rogue,
inflicting +1d6 additional damage when a foe is flanked or
loses their Dexterity bonus to AC.
Veshrim, bugbear: hp 20
54. The Old Chapel
Tactics: In a perfect scenario, with a lot of forewarning,
(EL 2 or 4) Veshrim leaves this area and goes to area 50, either directly
Summary: Once a chapel devoted to a number of miscel- north or circuitously around through area 49. (He knows a
laneous gods, this chamber is now the residence of a bug- path through area 56 that avoids the grasp of the assassin
bear and his choker slave. vine, if he rushes quickly through the room.) He’s no friend
Sights and Sounds: This room is dark. Veshrim the bug- of the gnolls or Chaster, but as fellow servants of the foun-
bear is very quiet, and won’t likely be heard unless the PCs tain, they won’t actually attack each other. Once in area 50,
surprise him. Veshrim collects the dire wolves and with their help attacks
any who might threaten him.
Four pillars support the high ceiling in this chamber.
Flat stone slabs about five feet across make up the floor,
each bearing a different symbol. Likewise, the walls bear
ragged, mildew-covered banners with monstrous but
seemingly unrelated images. An alcove in the western wall
holds a small stone basin. The door to the east is closed
and barred on this side.
The Symbols and Banners: This room was once a general
shrine for various gods and pantheons served by the servi-
tors of the Mages Four. The symbols and imagery are all reli-
gious in nature. A Knowledge (Religion) check (DC 17)
allows a character to recognize most if not all of the symbols,
which are notable mainly for the absence of any relationship
to any deities worshipped primarily by humans, elves,
20 [Link]: Dragon’s Delve
55. The Repository of
Dreams (EL 2)
Summary: The Font of Dreams stores a fragment of the
souls of each of its thralls here.
Door: The door leading into this room is made of clear
glass bound in brass. It is sealed with an arcane lock, but is
of course easily broken
(hardness 1, hp 10,
Break DC 12). Anyone
breaking the door, how-
ever, looses a burst of
negative energy that
drains 1d3 points of
If this is impossible or unrealistic, Veshrim unbars the Wisdom from all within
door to 54A and lets the choker loose. 10 feet of the door (Will
Font of Dreams Note: Veshrim is a thrall of the Font of saving throw DC 18 negates this CL 15 effect). Bypassing
Dreams, and serves to protect it. Veshrim hates and fears the this door is a CR 2 challenge.
doppelgangers in area 60, but they leave him alone and he Sights and Sounds: This room is lit by an eerie violent
does likewise. The fountain does not force him to attack the light coming from the tiny soul fragments swirling along
doppelgangers, however, as it is still trying to figure out a the ceiling. These fragments also whisper constantly, but
way to use them to its advantage. without any discernable words.
Development: If Veshrim hears sounds of fighting in area
53, he moves to investigate, but only enters the fray if the Above you, on the ceiling, strange shapes swirl and
intruders appear weak. Otherwise, he tries to get around to flitter. Amorphous and ethereal, these swarming figures
area 50 or at least get the choker out of 54A. sometimes take on the recognizable form of a person’s
Treasure: A bedroll and a bag of belongings tucked into face, an animal’s form, or a monstrous visage, like that of
the southeast corner (Search check DC 10 to find). Aside a troll, an owlbear, or a bugbear. Appearing to have been
from mundane and relatively worthless clothing and gear, long undisturbed, this chamber has a statue of a beauti-
the bag holds 28 gp, 55 sp, and a potion of levitate. ful woman in a long gown standing on a semicircular
Upping the Ante (EL 5): Veshrim has a mate, Orsh, a bug- dais in front of the eastern wall.
bear with the same sneak attack ability as he has.
54A: The door to this room is barred, but the bar is easily The Statue: The statue bears a faint aura of divination
removed. The chamber beyond is fairly stark (only an old, magic. Anyone touching the statue can mentally communi-
empty chest of drawers furnishes the room) and contains a cate with the Font of Dreams. The font is only semi-intelli-
relatively starving choker captured by Veshrim a few weeks gent. That doesn’t mean that it’s stupid or foolish, just that
ago. Somehow, this creature has resisted the power of the it is unable to communicate easily in straightforward dia-
Font of Dreams and all of Veshrim’s attempts to force it to log. Rather, it emotes feelings and conveys general con-
succumb. Now he keeps it here. He knows that it attacks the cepts. Talking to it is like talking to a dream. It is curious
first thing it sees, so if intruders are in area 54, he unbars the but paranoid. It is easily distracted.
door and backs away, putting himself in a position so that Its foremost concern is its own safety and well-being,
the choker attacks one of his opponents and possibly even and its only concept of the world outside this level is a
provides him with the ability to flank or attack a place filled with dangers interested in destroying it. It has
grappled foe. only a passing familiarity with its own origins and past
(see the History of the Font of Dreams handout).
Choker: hp 15 Overall, it urges anyone it communicates with to drink
of its waters and join it so that it can provide for the char-
Connections: This room connects to areas 53, 55, 56, acter’s needs and the character can in turn provide for it
and 60. (protecting it). It will answer questions, but mostly in only
Level 2: The Font of Dreams
21
56. Garden of Doom (EL 3)
Summary: An experiment in alchemy, this is, surprisingly,
a garden of surface plants growing in the dungeon. And one
of them is hungry.
Sights and Sounds: This room is lit by faint magical light.
It is quiet, and the smell of dirt and growing vegetation is
strong.
Strangely—impossibly, in fact—this large chamber
teems with the kind of flora you would expect to see on
the surface. Bushes, grasses, and other miscellaneous
plants grow here in black soil.
Inhabitants: Amid the normal plants, an assassin vine
(annoyingly) broad generalizations, because that’s the way waits for living creatures to wander through so it can attack
it thinks. If asked, it can provide the name of Chaster or them and fertilize its soil with their blood.
Veshrim, which could be of use in this room.
The Soul Fragments: The swirling figures are the semi- Assassin vine: hp 32
sentient remnants of tiny fragments of the souls of all
those creatures that the Font of Dreams has enchanted Tactics: The assassin vine
over the years. attacks with surprise if possi-
As the fountain infiltrated and usurped their dreams, ble (DC 20 Spot check to see
the portion of their subconscious minds that should have it), using its entangle ability
controlled their dreams came here. and immediately attacking
Anyone who knows the name of one of the thralls of the one random intruder.
fountain can stand in the middle of this room and call out Background: Phaedor
that name, bringing the soul fragment associated with that Rhendelmar, an alchemically-
creature out of the swirling mass. It resembles a partial, adept inhabitant of Dragons
ephemeral image of the proper creature. After that, two Delve in years past, started
things can be done with it. this garden decades ago using
First, the soul fragment can be attacked as if it were an subterranean flora activators
incorporeal creature with AC 20 and 1 hit point. It is like those found in area 47.
immune to any non-damaging spells (it can’t be charmed With the help of the magical
or held, etc. but it can be blasted with magic missiles or water from the Font of
what have you). The soul fragment doesn’t fight back, but Dreams, he grew a variety of
it does flee back into the swirling mass after one single killer plants here. Over time, most of those plants were killed
round, never answering again to its name. by adventurers or other dungeon inhabitants. Now only one
If the soul fragment is destroyed, the creature associat- assassin vine survives, and all the surrounding inhabitants
ed with it dies. are aware of it and do their best to avoid it, usually by rush-
Second, the soul fragment can be commanded to rejoin ing through the room quickly before the assassin vine can
its proper soul, immediately freeing the creature from the react. Sometimes they are successful, sometimes not. Chaster
Font of Dreams’ control. created the plant repellent in area 47 as a way to insure that
Connections: This room connects to areas 54, 56, he can get through the room safely. It’s worth noting that
and 60. this was just a test site, and that Phaedor created a much
larger version of this chamber deeper in the dungeon.
22 [Link]: Dragon’s Delve
skittish and temperamental, and attacks anything that might
be a threat to it. Use the stats for a dire boar, with a swim
speed equal to its land speed.
Scrunalak: hp 50
Connections: This room connects to areas 49, 54, 55,
and 60.
57. Cause and Effect
Summary: Erralak the ocular tyrant pretends to send
marionette-like constructs against the PCs.
Sights and Sounds: This room is dark and silent.
The walls of this chamber are visibly battered (meaning
they are thicker at the bottom than at a top). The room is
devoid of furnishing, but much of it is filled with a shaft of
glass running up into the ceiling and down into the floor.
Floating down from above, down into the shaft of glass, is
a horrible thing of eyes and tendrils. Bulbous and bloated,
its central eye stares at you while eyes on eyestalks survey
the rest of the chamber.
And then something stirs in a dark corner of the room.
Glass Cylinder: Just like in area 9, his glass cylinder is
The Plants: Anyone making a Knowledge (Nature) check immune to magic and indestructible. It extends from this
(DC 18) can determine that the many of the plants here are level to Levels 1, 5, 7, 8, and 10. It has an overwhelming magi-
edible, and since they have grown from the water of the Font cal aura of abjuration.
of Dreams, eating them provides a +2 circumstance bonus to Inhabitants: Floating down from area 9, Erralak the ocu-
saves versus the font’s control and would allow any creature lar tyrant floats in this room, but he can’t get through the
already serving the font to attempt another saving throw. glass surrounding him, so he
Treasure: A Search check (DC 15) reveals that the garden can only watch. His lair actu-
is full of bones and skulls of past victims, ranging from small ally lies on Level 10, but he
animals to various humanoids and other creatures. A mas- can view into all the levels he
terwork mace, a gold ring (worth 45 gp), and a masterwork has access to, free from any
heavy steel shield lay overgrown amid the dirt, the bones, threats. He has performed
and the plants. this duty for years and is
Upping the Ante (EL 4): The assassin vine is ancient and well-acquainted with the bar-
powerful. It has 44 hp, a +1 bonus to attack and damage rier that hems him in.
(including grapple checks), and the saving throw DC of its Also in this room, a pre-
entangle ability is 15. programmed set of two doll-
like marionettes, each about
Revisit (EL 4) three feet tall, lays on the floor in the southeast corner.
If the PCs slay the assassin vine, when they return to this When anyone enters this room, they animate and approach.
room (assuming that at least a few days have passed), a They are made of wood, painted and clothes like jesters,
strange creature has wandered in and taken up residence although now their child-like eyes and wide grins are faded
here, feeding off the plants. This rare, amphibious beast is a and chipped. When they animate, Erralak moves his eye-
scrunalak, and looks not unlike a wrinkled toad crossed with stalks and tendrils as if he is controlling the constructs.
a giant boar. Its feet are webbed, its hairless skin a greenish The constructs move awkwardly toward the PCs. If undis-
blue, and its tusks massive. While herbivorous, it is quite turbed, the reach a point within 5 feet of the characters and
Level 2: The Font of Dreams
23
then perform a jerky, awkward dance before returning to their 58. Chaster’s Room
corner. If they are attacked, however, the attacker immediately
feels a magical burst that inflicts 1d6 points of force damage. (EL 2 or 4)
This burst occurs each time either is attacked (whether they Summary: This is Chaster’s bedchamber, and holds some
are struck or not). Attempts to grab them count as attacks. of his secrets.
The marionettes have a hardness of 5 and 5 hit points. Chaster himself may be here, waiting by
No matter how the PCs react, Erralak laughs behind his his door. In this case, he’s probably fled
glass wall. He wants them to think that he can control and from area 42, and now stands ready
affect things on the other side of the glass, when in fact he to fight. If he hears the PCs com-
cannot. ing, he casts shield (making his
Background: The marionettes were originally created by a AC 17) and then invisibility. If
wizard for the children of Duke Chordille. They were stolen there’s time before the PCs
by kobolds long, long ago and brought here. The magical show up, he’ll also cast blur,
burst is a malfunction of their magic. giving him a 20% miss
Development: A dispel magic spell will repair the malfunc- chance. While invisible, he
tion and allow these marionettes to be used as dancing toys casts sleep on his foes and
again. In such a case, each would be worth 250 gp. then follows that up with burn-
ing hands on anyone left stand-
Revisit (EL 3) ing. For ease of reference,
If the PCs come through here again, the ocular tyrant is not Chaster’s stats are presented here
present. However, a doppelganger is lurking in the room. The again:
marionettes (assuming they haven’t been destroyed) have
already performed for it and have returned to their spot. Chaster
Male Halfling (Neutral)
Doppelganger: hp 22 Wizard 3 CR3
HD 3d4+6 hp 14
If it hears the PCs coming, the doppelganger changes Init+2 Speed 20 feet
shape to appear to be a small human child lost and alone but Languages Common, Halfling, Gnome, Orc, Dwarven
thrilled to watch the marionettes dance (again, assuming they AC 13, touch 13, flat-footed 11
haven’t been destroyed). It claims it has no idea how it got BAB/Grapple +1/-3
here, but alludes to the fact that there have been strange inci- Attack/Full Attack +2 melee (1d3, dagger)
dents of teleportation magic in this area (“people disappear Fort +4 Ref +4 Will +5
and reappear around here”). If its ruse works, it will allow Str 10, Dex 15, Con 14, Int 16, Wis 13, Cha 9
itself to be led out of the dungeon to Brindenford, where it Crucial Skills: Concentration +4, Listen +7, Move
will attempt to slip away. If its ruse doesn’t work, given the Silently +6, Spot +3.
opportunity, it flees to area 60. It will fight if it has to. Other Skills: Craft (alchemy) +7, Craft (leatherwork-
Connections: This room connects to areas 49, 58, and 59. ing) +5, Knowledge (Arcana) +9, Spellcraft +11
Crucial Feats: Dodge
Other Feats: Alertness, Brew Potion, Scribe Scroll
Spells 3/3/2; CL 3, +1 melee touch, +3 ranged touch
2nd—blur, invisibility
1st—expeditious retreat (already cast), magic missile,
shield
0—detect magic, detect poison, ghost sound (2)
(DC 13/W)
Possessions wand of sleep (12 charges), wand of burning
hands (15 charges), potion of see invisibility, scroll of
invisibility, dagger, keys to both doors in area 42, key
to area 58, alchemical plant repellent for area 56,
16 gp, 9 sp, 8 cp.
24 [Link]: Dragon’s Delve
The stats above assume that he’s cast expeditious retreat
and that it has worn off but he hasn’t had time to rest and
prepare it again. If more than a day has past since the PCs
ran afoul of him in area 42, assume that he’s prepared it and
just cast it again (giving him a speed of 50 feet).
The Door: The door is locked (DC 26 to open) and
trapped. If anyone opens the door without using the key, a
scything metal blade comes out of the western wall, potential-
ly striking anyone in the 10-foot square in front of the door.
Scything Blade Trap: CR 2; +10 attack against everyone in
10-foot square, 2d6+5 damage; manual reset; Search
DC 24; Disable Device DC 24.
Sights and Sounds: The room is dark, but there is a niche in the floor, 5 feet deep and across. Within this cache
lantern on the table that could easily illuminate the room. lies a strange collection of things:
• A very small but fully functional silver flute worth 15 gp.
This bedchamber is well-appointed with a bed, a table • A small black shirt with a very realistic image of a red
and a single chair, a wardrobe, and a chest of drawers. The dragon emblazoned upon it with strange, unreadable let-
table holds a few books, some paper, and an inkwell as well tering. Magic allows the words to be read. One is clearly
as a lantern. Everything here is slightly undersized, as a label, “Dragon.” The other, “Magazine,” seems mysteri-
though fit for a child. ously out of context. Worth 3 gp.
• A bottle of foul-smelling, thick, white cream that, if
The Table: The books on the applied to one’s body, grants a +2 circumstance bonus to
table consist of two books on gen- saving throws made to resist disease for 24 hours. There
eral history and a handwritten text is enough in the bottle for one dose. It’s worth 10 gp.
regarding magic. Through the Void is • A set of large, ornate fortune-telling cards. Worth 2 gp.
a tome about teleportation magic • A small clay statue of a phoenix. Worth 5 sp.
written by Lissandera the • A magical comb (faint aura of illusion) that compliments
Enchanter, one of the Mages Four. It discusses a lot of theo- your appearance in Common with each use. There are
ry devoted to magical instantaneous transport, and would be four different compliments before they repeat. Worth
valuable to any student of magic (worth 200 gp). Anyone 25 gp.
reading the book completely (which takes 1 month) can add • A compact, collapsible device that unfolds to be a very
the spell teleportation circle to their spellbook when they are small fishing rod complete with line and hook. When
high enough level to cast it. Anyone even perusing the book folded, it fits into a pocket. Worth 8 gp.
(taking an hour) can tell that if the book’s fundamentals are • A petrified toad. Worth 1 gp.
applied before the caster knows what he’s doing, it will lead • Magical socks (faint aura of transmutation) that never
to the creation of some very unstable magic. Chaster, of get dirty. Worth 5 gp.
course, using material that he discovered left over by the • A feather token (bird)
Mages Four, has done just this in area 47 and area 59. • A glass jar filled with fine tobacco worth 5 gp.
Hidden on the underside of the table is a small hidden • A book wrapped in silk with a thick, copper-bound
drawer (Search DC 22 to find) that contains a brass key. cover. This is Chaster’s spellbook. The spells in this book
This key unlocks the secret cache in the floor. include:
The Floor: Moving the table slightly exposes a keyhole in 0 level: All core cantrips
the floor beneath one of the table legs (Search DC 25 to find 1st level: burning hands, expeditious retreat, grease,
this). Unlocking this lock requires the key under the table or identify, magic missile, shield
an Open Locks check (DC 30). This allows one stone in the 2nd level: blur, invisibility, see invisibility
floor to be pulled up, exposing the handle of a door latch
that permits a 3-foot square trapdoor to open, exposing a Connections: This room connects to area 57 and area 59.
Level 2: The Font of Dreams
25
59. The Unstable
Workroom (EL 2 and 1)
Summary: Chaster constructs eye golems in this cham-
ber, but his experiments with teleportation magic have made
the room unstable.
Sights and Sounds: The room is barely lit by a few can-
dles which have almost burned down completely. A dripping
sound comes from somewhere.
Clearly a workroom of some kind, tables and benches
here lie covered in tools and supplies, some of them quite
strange. Fluid-filled jars hold various organs and tissue,
most of it strange and unidentifiable. A bookstand holds a
large, old-looking book near the eastern wall. Both doors Note that there can be multiple bad reactions if the PCs
in the room are made of iron. continue to mishandle the ingredients and materials here.
The only way to avoid a potential reaction and still get the
The Workbenches: Investigating the workbenches, tools, loot is to make the Knowledge (arcana) check mentioned
and various substances allows anyone who has seen an eye above and then figure out some way of carefully hauling the
golem (such as in area 41 to 53) to recognize that this room materials out of the dungeon. (DMs should use their best
holds the makings of another one. judgment, erring on the side of being unkind.
Anyone making a Knowledge (arcana) check or an Getting the materials out is a CR 2 challenge.
Appraise check (DC 20) recognizes that there are 500 gp The Bookstand: The book on the bookstand has no title.
worth of various materials here. The problem is, transporting Like the book found in area 58, it is written by Lissandera
them appears neither quick nor easy. Most are substances in the Enchanter. While not magical, it allows a spellcaster of
fragile glass jars or materials in large quantities (sacks of any level to create an eye golem, even without the proper
powdered leaves of semi-rare plants, for example). A few are feat. However, the xp cost is 500, not the normal 100 xp.
simply distasteful (glass containers full of eyeballs). The book is worth 300 gp.
Another Knowledge (arcana) check (DC 22) suggests that 59A: This is another workroom. Most of it is taken up by
the materials in this room are dangerous. Mishandling them a magic circle inscribed on the ground very similar to the one
(such as scooping large amounts into a bag) is likely to cause in area 47, but there are workbenches with tools and alchem-
a terrible reaction. To determine the reaction, roll 1d6: ical substances in jars and pots here as well.
1: No reaction Two rounds after anyone comes into area 59A, the distur-
2: The materials are destroyed (about 2d100 gp worth of bance they cause makes the door slam shut the weight of the
the valuable materials in the room) stone above it shifts so that now the door will not open. The
3–4: A caustic concoction is formed, destroying the mate- door is iron (hardness 10, 60 hp, Break DC 24). After the
rials and inflicting 1d6 points of acid damage on any charac- door seals, the best way out is to activate the teleportation
ters involved. effect of the magic circle.
5–6: Explosion! Everyone in the room suffers 3d6 points Teleportation Circle: The circle currently does not func-
of fire damage (DC 15 Reflex save for half damage). 5d100 tion and has no magical aura. A character making a
gp worth of the valuable materials are destroyed. Knowledge (arcana) check (DC 18) knows that it is the send-
ing end of a teleporter and needs to be activated.
A Knowledge (arcana) or Craft (alchemy) check (DC 20)
suggests that a magical substance actually poured into the
etched recesses of the circle will activate it. A Search check
(DC 15) allows a character to find the required liquid in the
room (assuming the characters knows what they’re looking
for) among other concoctions and materials. There is
enough of the substance to activate the circle for 1 round.
This teleporter will send anyone standing in it to area 47
26 [Link]: Dragon’s Delve
once it is active. Remember the potential development of
poison gas in that area.
Getting out of 59A when trapped is a CR 1 challenge.
Hidden compartment: There is a hidden compartment in
one table leg. Basically, one of the legs of one of the tables in
59A is hollow (Search DC 28 to find). It contains a scroll of
arcane eye Chaster intended to use when creating his latest
eye golem.
Connections: This room connects to areas 57, 58, and 62
(and technically, area 47).
60. Vacuum Trap (EL 4)
Summary: The doppelgangers in area 61 have altered a
strange creature catching mechanism into a trap.
On the wall near the stairs just to the north of this cham-
ber, someone has painted in large lettering, in Common,
“Warning. Go no further. Great danger.” This is accompa-
nied by an arrow pointed south.
Sights and Sounds: This room is dark and quiet. Trap: When anyone enters the 10-foot square immedi-
ately in front of the hall heading east to area 61 while the
This room stinks of very old habitation by some large trap is active, they must make a Reflex saving throw (DC
beast-perhaps many such beasts. The large chamber is 20) as if they were falling into a pit. There is no pit, how-
empty now, although a few bits of bone, tufts of fur, and a ever-they are sucked up into a 10 foot wide hole in the ceil-
scattering of old, moldy straw still lay about the floor. ing with incredible vacuum force that can lift up a creature
up to 2,000 lbs.
Characters that make the save grab hold of a side of the
hole, but then must make a Strength check (DC 15) each
round the suction continues or be pulled up. Those failing
the saving throw (or the subsequent Strength check) are
drawn very quickly through a tube running above this area
and area 61, until they are dropped into 61A. Although
originally designed to be gentle, victims still suffer 1d6
points of damage from the rough handling and sudden
drop.
The trap is activated by a switch in 60A, and cannot be
active for more than three consecutive rounds without
shutting down for a round. While active, it makes a loud
sucking noise, so the doppelganger at the switch doesn’t
turn it on until a foe is in position.
Since this “trap” isn’t a standard trap but in fact has a
living foe at the controls, there isn’t much opportunity to
search for it or disable it. Allow PCs to attempt a DC 18
Spot check to notice the hole in the ceiling, and probably
allow anyone succeeding at a DC 25 check to notice that
the door is ajar and there’s someone peeking out of it.
Once the doppelganger in 60A is dealt with, if the PCs
still want to permanently disable the trap, allow it to work
no matter what is rolled-there’s no consequence for failure
(no one will be activating it) and it wasn’t really designed
to be a trap in the first place.
Level 2: The Font of Dreams
27
Originally, this was designed to trap unruly servant crea- 61. Doppelganger Lair
tures like manticores, trolls, or owlbears and move them
into safer, confined quarters. When the Font of Dreams (EL 5 and 3)
controlled the creatures, there was little need for such a Summary: A band of doppelgangers dwells here, some-
device. how immune to the effects of the Font of Dreams.
Secret Door: The secret door can be found with a Sights and Sounds: This chamber is dark and silent.
Search check (DC 21) and can only be opened from this
side. (It is also much harder to find on the other side-DC A large room, small sections of it have been cordoned
32). It slides to one side. It is located 5 feet above the floor off with hanging drapes, strung from ropes strung across
of 12A, so it is right over the muck. the room like a web at a height of about seven feet. The
60A: This chamber holds a doppelganger that peeks out place holds an odd, greasy smell.
from the slightly open door, watching the events occurring
in the room to the north. It stands next to the switch that Drapes: The doppelgangers that live here value their pri-
controls the trap, just to the left of the door. It attempts to vacy. The room has been cordoned off into fifteen separate
make the best use it can of the vacuum trap, sending as areas of various sizes and shapes by crudely hung drapes and
many creatures as it can into 61A. old blankets. Each area has a likewise crude bed or bedroll
This individual has a +1 flail and a +1 heavy steel shield and a collection of strange (but mostly worthless) trinkets
and is proficient with both. When the PCs arrive, it has the and items. One might collect teeth in a clay pot, while
appearance of a dwarf with a braided white beard, a tattoo another might possess a selection of women’s hats, a variety
of an anvil on his forehead, and finely made chainmail of tools, or a collection of smoking pipes.
armor. Inhabitants: This is the home of a number of doppel-
If confronted, it will fight the player characters until it gangers based in the dungeon. These creatures are interested
defeats them or until it has taken at least 12 points of dam- using this level as a home while they explore deeper levels of
age. At this point, it will feign being more grievously the dungeon as well as nearby Brindenford in disguise.
wounded than it really is and will yield, claiming that if its Although they can sneak up to Level 1 via the secret door in
life is spared, it can provide information. It says that its area 60 to 12A, they prefer using the exit down on Level 3.
name is Struuik Varuun (Struh-oo-ik Var-uh-uhn) and it is Overall, they just want to infiltrate as many places as they
being forced by the Font of Dreams to attack, but it doesn’t can and learn all that is possible about the town and the
really want to. It claims that if they just anoint it with holy dungeon before deciding what to do next. At any given time,
water that it will counteract the effects of the fountain there are two doppelgangers here, although the chamber is
(this is of course completely bogus). If the PCs will free it home to more like fifteen.
from the font’s control, it says (truthfully) that it will help
them destroy the Font of Dreams and will show them how Doppelgangers (2): hp 25 and 20.
to get there.
Doppelganger: hp 30; AC 18, +6 melee attack (1d8+2
damage)
Background: These two chambers once housed more
creatures in the service of the Mages Four under the sway
of the Font of Dreams. Close examination shows very old
traces of fur and many claw marks on the floor and walls.
The area behind the secret door was where all the waste
was kept. Originally, it was burned when it filled up-back
then, the shaft went all the way to the surface, but that was
hundreds of years ago.
Connections: This room connects to areas 12, 54, 55, 56,
and 61.
28 [Link]: Dragon’s Delve
Troll skeleton: hp 40
The first of the two dead bodies is a gnoll wearing leather
armor with a heavy wooden shield, a broken spear, and a
pouch with 4 gp and 16 sp. The other is a human woman
wearing chainmail. She has a silver necklace worth 50 gp,
and 33 sp tucked into a small pouch. A masterwork scimitar
and a dagger lie nearby. Both appear to have died within the
last few weeks.
61B: The door here isn’t so much a door as a gate of iron
bars with a sliding rod to bar the door from the south side.
In any event, before the PCs even open the door, they can see
through the bars that this appears to be a storage room of
some kind. Here, the doppelgangers store weapons, armor,
Tactics: The doppelgangers here are not terribly aggres- and equipment that might help them infiltrate various
sive, and if intruders make their presence known, probably groups and locations as well as food. Although their
just try to slip out of the room behind the curtains once the shapeshifting ability allows them to mimic proper clothing,
PCs come in (until the curtains come down, visibility at any using authentic clothing adds to the disguise (+1 bonus).
point in the room is only 10 to 15 feet). The exception is if Plus, using real weapons and armor allows them to fight in
one PC is isolated from the others. In this case, the doppel- disguise more effectively. The room contains:
gangers attack that character in their natural form, attempt- • Six vesh spears
ing to kill him or her or at least knock the character uncon- • Two hobgoblin longswords
scious. Then one doppelganger hides the body while the • A harness of hobgoblin studded leather armor
other takes the character’s form and joins his friends. While • An orc falchion
still in the room, if the party should become suspicious of • A shortsword
the infiltrator, the other doppelganger shows up, posing as • A longbow and 12 arrows in a quiver
the character as well, but wounded, and claiming that the • Some goblin leather armor
first one is an impostor. Then, the first one will run away. • A simple workwoman’s frock
Similarly, if one character is sucked up by the trap in area • Two sets of peasant clothing
60 and dumped into 61A, one doppelganger here will take • A shirt with a constable’s badge from Brindenford
his form and run off to find the rest of the group, looking • A pair of spectacles
battered and bruised, and on the run from some terrible • Two coils of 100 feet of rope, both with grapnels
beast. “Let’s get out of here,” the imposter will cry, trying to • A lantern and six tindertwigs
get the PCs away from the lair. Again, if the party becomes • A variety of foodstuffs, mostly dried meats
suspicious, the other doppelganger will arrive in the charac- • A map showing the ruins of Chordille Keep,
ter’s form to add further confusion. Brindenford, the river, and something called
Development: If just a straight-up brawl occurs in this “Terregaunt’s Tower.” See the Surrounding Environs
room, and the doppelganger in 60A is alive, he joins the fray, Map.
but still in dwarf form. If the fight goes against him, he’ll
still try the “free me from the font with holy water” ruse. Background: These three chambers once housed more
61A: The wooden portcullis here is locked, the key long creatures in the service of the Mages Four under the sway of
lost (Open Locks DC 18, Hardness 5, 30 hp, Break or Lift the Font of Dreams. Close examination shows very old
DC 25). The large room is empty except for a pair of dead traces of fur and many claw marks on the floor and walls.
bodies and a troll skeleton. The troll was once a resident here
that died, and now some strange magic from deeper in the Revisit (EL varies)
dungeon gives it animation once again. It attacks anything The first time the PCs return to this area after visiting it
that comes near, and that basically means anything that is once, they will find one or two more doppelgangers here. In
dumped here thanks to the trap in area 60 since it can’t get subsequent visits, there may or may not be more here (prob-
out and no one can get through the portcullis. The trap ably about a 50% chance).
deposits its victims in the middle of the room. Connections: This room connects to area 60.
Level 2: The Font of Dreams
29
62. The Font of Dreams
(EL 6)
Summary: A magical fountain magically produces water
here that allows it to control creature’s minds through
their dreams. Note: Stats for the new monster in this
area can be found in the New Monsters page on
[Link].
Sights and Sounds: The font gives off a faint whitish
glow that gives the whole area dim light. The sound of rush-
ing water is constant.
Steps on either side of a splashing waterfall lead up to
the very edge of a wide pool. Across the pool stands a
white marble statue of a beautiful woman in a long gown
pouring water from a bowl into the pool. A creature both
massive and loathsome looms behind the statue, equal
parts savage lizard and brooding vulture. here, which flows down the channel to the north mixed with
water from the Font of Dreams.
The Water: The water in the channel has a strong current Anyone drinking the water must make a DC 13 Will save
as the water pours down from the pool and heads north. The to avoid being affected by the Font of Dreams. This is also
water in the pool is 20 feet deep, and the tops of the stair- true of anyone fully immersed in the water. Control does not
cases are just a few inches above the level of the water. The occur until the drinkers sleep, at which time the pool speaks
water in the channel is less than 5 feet deep, but the strong to them in their dreams, commanding them to take up per-
current moving at about 10 feet per round makes it some- manent residence on Level 2 and attack intruders.
what tricky to ford (Balance check DC 15 or slip and fall and The font sustains its thralls magically in their dreams, so
be carried 10 feet north). The ledge on either side is just a they do not need to eat (although they still need to drink).
few inches above the level of the water. Inhabitants: The guardian creature here is a vuldrog, a
The fountain magically produces water, but not enough to potent reptilian bird beast. It is by far the most powerful of
create the flow here and throughout the level. Using a pump- the font thralls, and so the fountain keeps it close by. If any-
ing system, water from a natural spring is fed into the pool one attempts to approach or harm the fountain, it attacks.
Otherwise, it just remains at the fountain’s side.
Vuldrog: hp 94
Tactics: The vuldrog attacks in a straightforward manner,
swooping down and attacking one character, attempting to
pin it and then carrying it up into an area where its friends
will have difficulty getting to them while it kills its captured
prey. It will do this methodically, attacking each character one
at a time. If characters back off or flee, it does not pursue.
This is an excessively dangerous encounter, but the PCs
can avoid it simply by leaving the Font of Dreams alone (per-
haps returning when they are up to the challenge and
destroying the fountain once and for all).
The Fountain: The stone statue here pours water down
into the pool from its bowl.
The fountain looks just like the image in area 39. The stat-
ue matches that in area 55. It has a hardness of 8, 100 hp,
and a break DC of 28. The eyes of the statue are pearls, each
30 [Link]: Dragon’s Delve
worth 800 gp. The statue must be destroyed for the gems to the Red Saint. A visible, red-tinged wall of force covers the
be removed. If the statue is destroyed, there is an audible staircase down. This wall of force extends into the stone, so
scream as though from a woman’s voice that comes from all it is not possible to tunnel around it. Characters with the
around. Characters in this area feel a minor tremor. It stops ability to teleport could teleport past it, however. The real
producing water. way past it is the use of one of the three saint’s scepters or
All of the thralls of the Font of Dreams are freed from its Urlaster’s key. Any of these items’ touch suppresses the wall
influence if it is destroyed. They immediately return to nor- of force for 10 minutes. Of these items, Urlaster’s key is likely
mal. Some will be grateful, others filled with fury for being the easiest obtained by the PCs—it is in Brindenford, in a
controlled (in some cases, for years). secret room beneath the Lost Shepherd. Clues of its exis-
Destroying the Font of Dreams should earn bonus experi- tence and use lie on Level 3.
ence points as if the PCs overcame a CR 4 challenge. Connections: This room connects to area 49 and area 59.
62A: This chamber is all white marble. A red rune of
inlaid glass is set into the eastern wall. This is the rune of
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