TEXT: 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
  to not fight amongst themselves, it cannot actually convince
  most of them to actively work together. The fountain’s
  awareness of events going on around it is limited by what
  the creatures it controls know, and its ability to give new
  commands to its thralls is limited by when they sleep (and
  dream). Thus, it cannot mobilize the entire level against
  intruders with any kind of speed or efficiency. This is not
  entirely detrimental to the fountain, as it sometimes bene-
  fits when intruders spend time on the dungeon level rather
  than being slain or repelled immediately. Those spending
  time on Level 2 often end up forever enslaved by the Font 
  of Dreams.
  The dwarves originally created most of the chambers of
  Level 2, but the Mages Four repurposed them long ago.
  Many of the residents of the lower levels of Dragon’s Delve
  know to pass through this level quickly or avoid it entirely,
  and more importantly they know not to drink the water. The
  exception appears to be a large group of doppelgangers
  immune to the fountain and interested using this level as a
  home while they explore deeper levels of the dungeon as well
  as nearby Brindenford in disguise.
  Unless the text states otherwise, the level’s floors, walls,
  and ceilings are made of masonry stone. Ceilings are 20 feet
  high. All doors, unless otherwise described, are good wood-
  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.
  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
  black pods a foot or two long.A strong odor of plant mat-
  ter and soil fills this room,but there’s something else too-
  something foul,a bit like rotting eggs.
  Plaster once covered the walls here,but much of it has
  long since broken off.The south wall bears a plaster image
  that is still discernable,showing what appears to be a fig-
  ure pouring water from a bowl into a pool.Something
  appears to be behind the plaster image,but you can’t quite
  make out what it is.
  Inhabitants:As soon as the PCs are in the room,six of the
  pods open and produce terrible flying insect-like things.
  Although each is different,in general they look a bit like winged
  centipedes with huge mandibles and long flicking tongues.
  Tree Pod Things (6):hp 5 each (use stirge stats)
  Tactics: The tree pod things immediately attack and try to
  draw blood. If they become sated (with 4 points of Con
  dealt), they fly back to their pod, which closes around them.
  They then inject the drained blood into the root, to feed it.
  This process takes about 10 rounds. When finished, if there
  are still victims with blood in the chamber, they are happy to
  come out and drain more.
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  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.
  Upping the Ante (EL 4):Give the roots here the same
  ability as those in area 31, forcing a different random charac-
  ter each round to make a Will save (DC 15) or suddenly
  physically attack his or her nearest companion to the best of
  his or her ability for one round.
  Revisit
  Unless the roots are destroyed, new pods grow within 48
  hours, so the PCs passing through this chamber again will
  have to deal with more pod things attacking.
  Connections:This room connects to area 31 and area 41.
  40. Hidden Room
  Summary:A safe haven for the PCs, this hidden room
  provides sanctuary and even some aid.
  Sights and Sounds: This room is lit by a permanent mag-
  ical light. It is quiet here.
  This chamber appears to be someone’s dungeon campsite. Six
  bedrolls lay upon the floor, and a stone slab appears to be been
  conscripted into the role of a table. The makeshift table holds
  plates and utensils as well as a variety of containers. In the south
  wall, a plain arch stands over a staircase leading yet further down.
  Table: The last adventurers that used the room stocked it
  with food and water (although the food is spoiled now), as
  well as two labeled potions of cure light wounds and another of
  lesser restoration.
  Stairway Down:The staircase leads down another 20 feet
  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
  through it easily to 40A and back again. However, anyone
  who has not been to area 40 (such as those coming from
  40A for the first time) cannot pass through unless they
  specifically disbelieve in the illusion and make a Will save
  (DC 18). None of the inhabitants of Level 2 know about the
  stairs and the safe haven of area 40.
  40A. This chamber bears signs of a recent battle between
  the gnolls in area 44 and Ramscorn’s party (currently in area
  51). Blood, a few broken arrows, a dropped dagger, and a
  dead gnoll lay on the floor, mostly on the south side of the
  room. The gnoll’s body has been looted, but he still wears
  leather armor. The stairway up to area 40 is not visible.
  The angular alcoves in this room have abstract reliefs
  carved from the stone walls. Here and there, the artist placed
  small prisms in the work so that light brought into the
  chamber reflects in interesting ways upon the relief.
  However, if someone casts a daylight spell (or some other
  effect that brings actual sunlight into the room) in this
  Level 2: The Font of Dreams
  
  chamber, the rainbow patterns from the prisms shine upon
  the illusion covering the stairs, in the shape of a doorway,
  essentially revealing that it is there and giving anyone a
  chance to attempt the Will saving throw (or, if they have
  already attempted and failed the save, they can try again).
  Passage to 44:PCs will hear the singing of drunken gnolls
  as soon as they enter this passage.
  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 Dungeonaday.com.
  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. 
  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
  working for the Font of Dreams, so the golem will attack
  doppelgangers or the Bestial Host members here. With a
  range of 150 feet, the eye golem can fire its ray at opponents
  even if they are way down the passage in area 49.
  Development: If the PCs come from area 39, one round
  after the golem spots intruders, the small Judas window in
  the door to the east opens, and Chaster the wizard looks out
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  4
  
  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
  1st—expeditious retreat (already cast), magic missile,
  shield
  0—detect magic, detect poison, ghost sound (2)
  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 repellent for area 56, 16 gp,
  9 sp, 8 cp.
  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 Door to the East: This door is locked (DC 25 to
  open).The Judas window provides improved cover (+10 Hide,
  +8 AC,+4 Reflex saves,Improved Evasion) to anyone peeking
  through,however it is wide enough to cast spells through.
  The Water:The southern portion of this area includes the
  large pool shown on the map. The water here comes from
  the Font of Dreams. The water in the pool has a strong cur-
  rent as the water pours down from the south and down into
  two very narrow drains located in both northern corners of
  the pool. The water here is 20 feet deep, and the ledge is just
  a few inches above the level of the water (the ledge in area 43
  is 10 feet 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 per-
  manent 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).
  Note that there are two vesh in the pool but they remain
  hidden until the PCs come to area 43, no matter what hap-
  pens. (Stats explained in area 43.)
  The Door to the West: The door that leads to area 48 is a
  part of a magical experiment Chaster has been working on.
  Lucky enough to have studied some of the books of the
  Mages Four, Chaster knows some magical practices that
  should be well beyond him. One such example is the fact
  that he has harnessed chaos magic from deeper in the dun-
  geon to link this doorway with the doorway leading into area
  47. In other words, when a PC opens this door and looks
  through the doorway, they see a 10 foot square room with
  another door. If they pass through the doorway, they go into
  the 10 foot square room and eventually into area 47. When
  they come back out of area 47, they pass through this door-
  way and back to the spot they left. Only if the secret glyph in
  Level 2: The Font of Dreams 5
  
  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.
  Sights and Sounds: This
  room is lit by a lantern. It 
  is quiet, although those
  listening at the eastern 
  door (DC 15 Listen check)
  will hear the drunken gnolls in area 44.
  A desk and a bureau both covered in papers are against
  the north wall of the chamber.The room is lit by a lantern
  on the desk.A long table with the remains of a recently
  eaten meal rests against the south wall;a small bookcase
  against the east.
  The Doors:Both doors are locked (DC 25 to open) and
  have barred Judas windows with sliding metal doors allow-
  ing anyone inside area 42 to look out whenever they wish.
  The doors lock automatically when closed. The Judas win-
  dows provide improved cover (+10 Hide, +8 AC, +4 Reflex
  saves, Improved Evasion) to anyone peeking through, how-
  ever they are wide enough to cast spells through.
  Inhabitant:Chaster the halfling wizard is here, but he
  flees immediately if anyone tries to open either door. No
  matter which way the PCs come, with his keys it is very likely
  that he can get away before they can get to 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 (1d3, 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
  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.
  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.
  Development: Chaster flees pretty such as soon as he
  realizes that intruders are on the way. After the losses
  incurred from Ramscorn’s recent attacks, he wants to take no
  chances. He heads to area 58.
  It’s worth noting that the gnolls currently found in areas
  44 and 45, while forced to tolerate Chaster by command of
  the font, hate him and attempt to bully and abuse him when
  possible.
  Treasure: One of the books is a rare and rather old book
  of poetry by an ancient poet named Griffin Del Brenna
  worth 90 gp. The desk and bureau hold plenty of parchment
  and writing implements if the PCs need them.
  Background: When Ramscorn and his party came down
  to Level 2, they passed through area 41. Chaster had not yet
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  6
  
  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
  have been piled unceremoniously,as if to get the corpses
  out of the way.
  Trunks: These are not locked, and mostly contain normal
  gear in questionable condition: some pieces of leather armor,
  extra sacks, about 30 feet of rope, some miscellaneous tools,
  a whetstone, some flint and steel, and a few bits of clothing
  and large footwear. Amid all this also lies a bag of 13 gp and
  66 cp, as well as a golden trumpet with a head that looks like
  helmeted warrior (worth 35 gp).
  Corpses: The humanoids are dead gnolls, slain by
  Ramscorn and his party. They have no gear or treasure.
  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
  to the south).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).
  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.)
  Level 2: The Font of Dreams 7
  
  Tactics: Two vesh wait in the pool,while two hide in the
  southernmost portion of the alcove here.As soon as an
  intruder comes close,they rush out and attempt to bull rush
  the figure into the water.They do not have Improved Bull
  Rush as a feat,so those they attack can make attacks of
  opportunity.If they are successful,their opponent falls into
  the water,suffering no damage,but likely submerging 10 feet
  or more below the surface,where the other vesh attack.
  Reference the rules for underwater combat here.Fallen char-
  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
  is small or appears physically weak,the vesh may attempt to
  grapple him or her and simply hold him underwater,waiting
  until he drowns.Otherwise,they just attack with their bite.
  The vesh have no gear or treasure.
  Upping the Ante (EL 3):Give the vesh the Improved Bull
  Rush feat and a +2 bonus to attack, damage, and Strength
  checks.
  Revisit (EL 4)
  A gray ooze makes its way around the pool as soon as one
  day after the vesh are slain, devouring their bodies in 43B,
  along the ledge. If left alone, it won’t attack the PCs, content
  to feast on the dead. But it may very well block their progress
  north or south, and it will attack anyone that actually gets
  close enough for it to strike.
  Gray ooze: hp 30
  Connections:This room connects to area 41,42,44 and 49.
  44. Drunk Gnolls (EL 2)
  Summary:A few gnolls celebrate a recent victory, lording
  over a goblin prisoner.
  Sights and Sounds: This room is lit by a lantern on the
  table. The singing and cavorting of the gnolls can be heard
  from far off.
  Four tall,lanky creatures covered in mangy fur stagger
  about,shouting and singing loudly.Each holds a wooden
  mug as well as a battleaxe,and they swing both around
  dramatically.The chamber stinks of strong liquor,sweat,
  blood,and fur.
  A table made from a door off its hinges sits in the mid-
  dle of the room surrounded by a miscellany of benches
  and stools.Weapons and shields hang on the walls,and a
  few lay on the floor.
  Tricky Footing: There’s a lot of loose objects on the floor,
  like weapons or mugs, as well as spilled liquor. Once a fight
  starts, anyone moving more than a 5-foot step in this room
  (including the gnolls) must make a DC 10 Balance check or
  fall prone. The gnolls’ overall Balance modifier in this sce-
  nario is -2.
  Inhabitants:
  The gnolls here cel-
  ebrate their “victo-
  ry” over Ramscorn
  here with a strong,
  bitter liquor of
  their own making
  (it’s foul, even by
  orc standards). The
  PCs automatically surprise the gnolls. Further, the net effect
  of this particular drink on these particular gnolls is a -2
  penalty on attack rolls and a +2 bonus to damage rolls as
  they swing their weapons wildly. Their AC is also reduced by
  2 since they’re not using their shields. Lastly, their hit point
  totals are low, as each of them is wounded.
  These gnolls should be considered CR 1/2 due to their
  current condition.
  The goblin prisoner is a member of the Bestial Host,
  knocked unconscious during the recent battle. He is bound
  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.
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  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)
  A week later, four more gnolls have moved into the area and
  fallen under the spell of the Font of Dreams. These gnolls
  are not drunk or wounded, and are ready for a fight. One
  wields a masterwork battleaxe. All of them have 2d6 gp.
  Connections:This room connects to areas 40, 42, 43,
  and 45.
  45. Gnoll Ranger (EL 3)
  Summary: The gnoll leader, a female ranger, waits in this
  chamber, already healed from the recent fighting and not at
  all drunk. This chamber has two levels, each the same size,
  one directly above the other, joined by a spiral staircase.
  Sights and Sounds: The room is dark. From the south,
  one may hear sounds of a large beast moving around (Listen
  check DC 15). Anyone listening at the secret door can hear
  the drunken gnolls on the other side, assuming they’re still
  alive.
  The upper floor of this chamber is made of wooden
  planks that surround a black iron spiral staircase.The
  stone floor lies about 25 feet below the wooden floor.
  Inhabitant: Wiel the gnoll ranger waits here, listening
  and watching for Ramscorn’s group. She is technically the
  leader of the gnolls here, although since they are all thralls
  of the Font of Dreams, their commands really come from
  the fountain most of the
  time. This is not where
  she sleeps. That’s area 43.
  Wiel stands tall even for
  a gnoll, and has dark
  brown spots on her
  mane.
  Wiel
  Female Gnoll (Chaotic Evil)
  Ranger 2 
  CR3
  HD 2d8+6 + 2d8+6
  hp 34 (4HD)
  Init +7
  Speed 30 feet
  Languages Gnoll, Common
  AC 18, touch 12, flat-footed 15
  BAB/Grapple +3/+8
  Attack battle axe +6 (1d8+5/x3) and +1 light pick +7
  (1d4+3/x4)
  SQ darkvision 60 ft., favored enemy (humans +2) and
  wild empathy
  Fort +9 Ref +3 Will +0
  Str 21, Dex 17, Con 16, Int 13, Wis 11, Cha 6
  Crucial Feats Blind-Fight 
  Other Feats Improved Initiative, Track, Two-Weapon
  Fighting
  Crucial Skills Hide +5,Listen +7, Move Silently +5,Spot
  +7, Survival +3.
  Other Skills N/A
  Possessions chain shirt, +1 light pick, battle axe, potion
  of cure moderate wounds, flask of acid, flask of
  alchemist’s fire, 50 feet of rope, gold ring (20 gp),
  18 gp, 14 sp, 22 cp.
  Font of Dreams Note:This gnoll is a thrall of the Font
  of Dreams, and serves to protect it.
  Tactics:Wiel likes to attack from ambush, gaining surprise
  so that she can leap into the fray and attack with both of her
  weapons. She’s not intimidated by facing multiple foes, but
  she won’t attack a group of more than five if she can help it.
  Instead, she’ll try to maneuver so that she’s fighting along-
  side other gnolls or, if she has to, Chaster the wizard (see
  area 42).
  Level 2: The Font of Dreams 9
  
  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
  Connections:This room connects to area 44 and area 50.
  46. Hidden History
  Summary:A hidden ledge holds scrolls detailing the cre-
  ation of the Font of Dreams. You will need the History of the
  Font handout.
  Sights and Sounds: This room is dark and quiet.
  This round room is like a shaft with a ceiling 40 feet high.
  The level of the passage to the north is 25 feet higher than the
  floor and the passage to the south.A pair of iron spikes have
  been driven into the ledge where the north passage begins.
  A sturdy rope tied to the spikes dangles down to the floor.
  A careful examination
  of the walls here indicates
  that there was existed a
  wooden floor 25 feet
  above the stone floor (not
  unlike in area 45), but it
  has long since collapsed.
  Any search will also turn
  up a few bits of old, rotten
  wood around the stone floor.
  The Western Alcove:At the same level as the northern
  passage—25 feet above the floor—observant PCs will notice
  a ledge. Until they climb up (or over) and examine it, they
  won’t be able to ascertain whether it is another passage, or
  just an alcove.
  At the back of the alcove, an old iron chest rests against
  the wall. The chest has stylized cat-like feet and an iron cat’s
  head that houses the lock. The chest’s lock is difficult (DC
  28 to open) and is trapped so that anyone attempting to
  pick the lock will prick their finger on a poisoned needle.
  Poison Needle Trap: CR 0; No damage, shriek poison
  (Fort save DC 15 or scream for three rounds), no
  reset; Search (DC 20); Disable Device (DC 20).
  Shriek poison makes the victim do nothing but scream for
  three rounds. This alerts nearby foes of the PCs’ presence,
  and might even bring monsters running this way.
  Inside the chest are a number of scrolls detailing the orig-
  inal history of the Font of Dreams. Show the players the
  History of the Font handout.
  Development: If someone is afflicted by the shriek poi-
  son, Ramscorn sends one of his band from area 51 to sneak
  up and investigate. Likewise, the owlbear in area 50 might
  also come, looking for easy prey.
  Upping the Ante (CR 1):The shriek poison renders the
  victim so exhausted from screaming that he or she falls
  unconscious for 1d6+1 rounds. Roll for an immediate ran-
  dom encounter when the shrieking ends to determine what
  is attracted by the sound.
  Connections:This room connects to areas 40, 50, and 51.
  47. Alchemical Laboratory
  Summary: Here the PCs find an alchemical laboratory
  with some interesting treasures and dangers.
  Sights and Sounds:This room is lit by a lantern, as if
  someone has been here within the last couple of hours.
  There are also some concoctions simmering over low flames.
  The sound of bubbling and simmering fills the room.
  Odd odors fill this room even more densely than all the
  laboratory equipment sprawled across tables and benches
  all along the walls as well as the center of the room.This is
  clearly a currently used,fully-functional alchemical lab,
  but currently,no one is here.Behind one table,a strange
  circle surrounded by symbols is inscribed on the floor.
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  10
  
  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
  well beyond him,so it’s unstable.See the revisit section,below.
  Teleportation Circle: The circle near the back of the room
  currently does not function and has no magical aura. A
  Knowledge (arcana) check (DC 18) suggests that it is the
  receiving end of a teleporter. This teleporter is in area 59
  (specifically 59A).
  Treasure:There are many half-made potions and alchemi-
  cal items here, and lots of ingredients. If the PCs could
  somehow load up all of the room’s contents and transport
  them safely, the value would be 1,200 gp. Doing so would
  likely require a dozen characters. Characters who make a
  Search check (DC 22) or use detect magic will discover two
  finished potions amid all the equipment, a potion of reduce
  person and some oil of magic weapon. Anyone making a Craft
  (alchemy) check (DC 18) identifies a newly manufactured
  flask of acid, two thunderstones, and a tanglefoot bag as well
  as some other unique alchemical items, including accelerant
  bags, plant repellent, and subterranean flora activators.
  Accelerant bag: This is a cloth bag of alchemical powders.
  The powder, if sprinkled onto a flame, causes the flame to
  flare briefly. If someone places a flask of alchemist’s fire into
  the bag, however, both items enhance each other greatly.
  When thrown, a flask of alchemist’s fire in an accelerant bag
  still breaks against a hard target, but there is no splash
  effect. The fire burns far hotter, and inflicts 3d6 points of
  damage on the first round (1d6 points on the second). There
  are three accelerant bags in the lab. If characters wish to sell
  them, they can do so for 50 gp each.
  Plant repellent: An odd substance that would seem to be
  useless until one runs afoul of an ambulatory, carnivorous
  plant (like in area 56). If this fine, foul-smelling powder is
  sprinkled upon a character, ambulatory plants will use their
  actions to move away from that character if possible (intelli-
  gent plants can attempt a Will save with a DC of 14). Even if
  the plant does not or cannot move away, it makes attacks
  against the character with a -2 penalty. There are six doses of
  this substance in the lab. If characters wish to sell this sub-
  stance, they can do so for 30 gp per dose.
  Subterranean flora activators:These black pellets, plant-
  ed along with conventional seeds or cutting into good soil,
  allow the associated plants to grow without sunlight, flour-
  ishing instead on any kind of light, magical or conventional.
  Sixteen of these pellets are in the lab, each being worth 1 gp.
  Development: If the PCs go about smashing this room
  up, as PCs are sometimes wont to do, nothing happens at
  first. However, within 24 hours, the mixture of spilled chem-
  icals makes this room dangerous to be in for the following
  week, as a dangerous poison fills the air. Anyone coming
  into the room must make a Fortitude saving throw (DC 14)
  or suffer 1d6 points of Strength damage, and then a second-
  ary save a minute later for 1d6 additional points of damage.
  Revisit
  The second time the PCs come here, the teleportation effect
  on the door begins to falter. Each time a character comes
  through the door, there is a cumulative 10% chance that he
  is sent through another doorway in the dungeon instead.
  Roll 1d6:
  1. The character goes through the door into 53A
  2. The character goes through the door coming out of 53A
  3. The character goes through the door into 50
  4. The character goes through the door into 54A
  5.The character goes through the door into 34C (on Level 1)
  6. The character goes through the door into the 10 foot
  square room between 51 and 52
  Connections:This room connects to area 41 (magically)
  and 48.
  Level 2: The Font of Dreams 11
  
  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.
  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 per-
  manent 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).
  Inhabitant:A huge monstrous centipede with a dull red
  exoskeleton lives in the pool. This nasty customer is aquatic
  and is just as happy in or on the water as out of it. Its swim
  speed is equal to its land speed. It’s also a particularly large
  and tough specimen. Chaster is terrified of it and when it
  moved in he created the teleport effect between area 41 and
  area 47 so he could still get safely to his lab. The centipede is
  not affected by the Font of Dreams.
  Huge monstrous centipede:hp 52; Str 20 gives it an
  additional +2 to attack and damage; it has the
  Improved Grab ability.
  Tactics:This creature is dangerous,but it’s also greedy,
  which may prove to be the PCs’ saving grace (assuming some
  poor lone PC isn’t here by himself).Unless the PCs make a
  Spot check of DC 18,the insect gets to make a surprise attack
  at anyone within 10 feet of the pool.It reaches up and bites
  the foe and if it hits,grapples (adding +17 to its check!).Next
  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
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  12
  
  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.
  Level 2: The Font of Dreams 13
  
  Revisit (EL 3 and 2)
  There are two different “revisit” encounters in this area.
  Dream:The first revisit encounter occurs near the north-
  ern end. Occasionally the dreams that the fountain creates
  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-
  tipede hangs on the bottom of the bridge. Despite its size,
  it’s hard to notice because it so easily blends in with the
  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
  past but not going across the bridge, it will attack anyway.
  Tactics: Unlike the centipede in area 48, this one has no
  special grapple abilities. If there are multiple foes on the
  bridge, it will attack each one, one at a time, hoping to knock
  them into the water with its attacks and find the tasty
  remains later. With all of its gripping legs, it need not worry
  about being knocked off the bridge.
  Connections:This room connects to areas 41, 43, 48, 56,
  57, 59, and 62.
  50. Menagerie (EL 5 and 3)
  Summary:This area once housed a menagerie of crea-
  tures used by the Mages Four as servitors. Now other crea-
  tures call it home.
  Sights and Sounds:This room is dark. Sounds of move-
  ment and miscellaneous growls can be heard if anyone lis-
  tens at the door or from an adjacent room.
  The stench of years of bestial habitation chokes this
  room.Ancient bones,tufts of fur,and bits of broken chain
  litter the floor.Two massive hinged iron grates conceal
  some lower area.Next to each is a large iron lever.A wide
  hall proceeds north and south,and a single wooden door
  stands in the east.
  Pen Underneath:Beneath this chamber lies another,exact-
  ly the same size. The ceiling of this underchamber is 15 feet
  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
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  14
  
  sustains them magically.They obey his commands,but if any-
  one opens a grate,they move to stand on the platform,assum-
  ing that they will be let up into this upper chamber.Fighting
  two dire wolves is a tough challenge,but this is an encounter
  the PCs can easily avoid unless Veshrim beats them here.
  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
  getting beaten by Ramscorn and his group,it fled.However,it
  inflicted enough damage that they were not compelled to follow
  it.This creature usually lives in area 50,and tolerates the wolves
  and Veshrim the bugbear because the fountain forces it to.
  As the owlbear is down to half its hit points, it is a CR 3.
  Owlbear:hp 26
  Development:Veshrim from area 54 comes here if in danger.
  He releases the wolves if possible and sends them after foes.
  The owlbear goes to area 46 if it hears noise (like some-
  one screaming because of the shriek poison). Likewise, if it
  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
  and attack targets north in the corridor to the south and
  into this room north of that corridor entrance.
  Font of Dreams Note: The dire wolves and the owlbear are
  all thralls of the Font of Dreams,and serve to protect it.
  Connections:This room connects to areas 45,46,51,and 53.
  51. The Old Barracks
  (EL 4)
  Summary: Members of the Bestial Host have come down
  to this level and have made it this far. They’re wounded, but
  still ready as ever for a fight.
  Sights and Sounds: This room is dark. The sounds of
  fevered talking, a mixture of both Goblin and Common, can
  be heard by anyone making a Listen check (DC 16). If the
  words can be understood, the listener knows that at least
  three figures are arguing about what to do next.
  This dust-filled chamber,choked with rotten wood fur-
  nishings and cobwebs,seems to have remained empty for
  many years,until very recently.Three freshly slain
  humanoids lay against the eastern wall.Spatters of blood,
  fur and large brown feathers indicate some kind of fight
  happened here very recently.
  Bodies: Two dead orcs and a dead hobgoblin lay here,
  recently dragged from where the group fought the owlbear
  (currently in area 50) in the western portion of the room. In
  life, they were members of the Bestial Host following
  Ramscorn down to Level 2. The orcs wear banded mail armor
  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.
  Level 2: The Font of Dreams 15
  
  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
  Other Feats Iron Will
  Crucial Skills Jump +15, Ride +8
  Other Feats Intimidate +5, Survival +7
  Possessions +1 studded leather armor, +1 greataxe, potion
  of cure light wounds, scroll describing how to bypass
  the trap in area 27, jeweled bracer (50 gp), 19 gp,
  16 sp, 14 cp.
  Ramscorn Raging
  Male Orc (Chaotic Evil)
  Barbarian 3
  CR3
  Init +2
  Speed 40 feet
  HD 3d12+12
  hp 34
  Languages Common, Orc
  AC 14, touch 10, flat 12
  BAB +3/+10
  Attack/Full Attack +11 melee (1d12+11, greataxe)
  SA rage 1/day
  SQ darkvision 60 feet, light sensitivity, fast movement,
  uncanny dodge and trap sense +1
  Fort +8 Ref +3 Will +6
  Str 24 Dex 15, Con 20, Int 10 Wis 13, Cha 9
  Crucial Feats Dodge
  Other Feats Iron Will
  Crucial Skills Jump +17, Ride +8
  Other Feats Intimidate +5, Survival +7
  Possessions +1 studded leather armor, +1 greataxe, potion
  of cure light wounds, scroll describing how to bypass
  the trap in area 27, jeweled bracer (50 gp), 19 gp,
  16 sp, 14 cp.
  Orcs (2): hp 3 and 2; wear banded mail (AC 16, move 
  20 feet)
  Degenerate human:hp 4; use orc stats; has a masterwork
  falchion (+1 to attack rolls)
  Goblin: hp 5; has a shortbow (+3 attack 1d4 damage) and
  has 15 arrows.
  Tactics: Being devotees of the Beast God, the humanoids
  here attack savagely and mostly without fear. They have suf-
  fered great losses of late, however, and are beginning to have
  second thoughts about their mission here on Level 2.
  It’s virtually impossible for the PCs to have a civil discus-
  sion with Ramscorn and his remaining retinue without per-
  haps the aid of some charm or compulsion magic. However,
  if they did, the PCs could learn that he knows that the
  waters on this level are dangerous and that he and his group
  have avoided them.
  Treasure: Ramscorn’s jeweled bracer has a secret com-
  partment (Search DC 24 to find) containing important
  papers regarding the sale and purchase of various tracts of
  land by a local man, Jarrack Nostell. He can be found in
  Brindenford.
  Background: Ramscorn became leader of the guards of the
  temple of the Beast God almost two months ago.But he was
  not content to sit and watch. In his arrogance, believed that
  it was his destiny to conquer and subjugate all of Dragon’s
  Delve in the name of the Beast God. So he gathered up the
  best of his troops and found his way down to Level 2.Things
  were much harder than he thought they would be,however.
  Development: If they hear the sounds of anyone in area
  46, area 50, or area 52, everyone here goes to investigate.
  Likewise, if the owlbear in area 50 hears noise here, it
  comes running and attacks everyone.
  Two to three rounds after combat starts in this room,the
  goblins in area 52 come to investigate and aid their comrades.
  Connections:This room connects to areas 46, 50, and 52.
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  16
  
  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-
  tors of the Mages Four, before the sustaining power of the
  Font of Dreams entered the picture.
  Inhabitants:Ramscorn sent four goblins here to scout
  ahead, but they are in fact looting the place for valuables and
  food (and finding neither, so they’re grumpy and irritable).
  Two are badly wounded from previous fights with other dun-
  geon inhabitants.
  Goblins (4):hp 5, 4, 1, 1
  Tactics: These goblins really aren’t interested in a fight.
  Their faith in the Beast God and in Ramscorn is waning,
  and really they’d just like to return to Level 1. Or, better yet,
  leave Dragon’s Delve altogether. If they can, they would just
  as soon hide and let any foes pass them by. If they must,
  though, they fight. They would be interested in parlay (hop-
  ing that both sides would rather just move along than fight),
  but not surrender.
  Development:The goblins run to area 51 if they hear
  sounds of battle or trouble. It takes them two to three
  rounds to react and get there, though.
  If there are sounds of fighting here, Ramscorn and com-
  pany come from area 51 to here.
  52A:Once a wooden staircase connected this upper level
  with the main level below. It is 10 feet higher than the floor
  below. This entire area once served as a kitchen. It stinks
  worse than the lower area.
  Revisit (EL 4)
  A week or more after the PCs first come here, a freshwater
  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-
  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-
  ened except by means of remove curse or dispel magic.
  If the Font of Dreams still functions, she’s controlled by
  it. Otherwise, she’s just on her own, looking for a place to
  make her home and be away from annoyance and the inter-
  ruption of her own thoughts. She’s not a hunter, but if some
  delicious humans tromp right into her new home, well, who’s
  to turn away a gift from the Fates themselves?
  Sea hag: hp 19
  Tactics: The sea hag likes to leap out of hiding and sur-
  prise foes when possible with her horrific appearance. As her
  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.
  Level 2: The Font of Dreams 17
  
  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.
  Inhabitants: The floating eye is, of course, another eye
  golem like the one in area 41. Like that golem, Chaster creat-
  ed this guardian to watch over the corridor, particularly to
  keep an eye on anything coming up from Level 3. Its eye ray
  puts targets to sleep.
  Eye Golem:hp 40
  Font of Dreams Note: 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
  working for the Font of Dreams, so the golem will attack
  doppelgangers or the Bestial Host members here. With a
  range of 150 feet, the eye golem can fire its ray at opponents
  even if they are way down the passage in area 50 (almost
  reaching into area 45, in fact).
  Development: Any sound of combat with the eye golem
  will draw the attention of Veshrim the bugbear in area 54.
  However, he may or may not join in on the fight, depending
  on if the foes look particularly dangerous or not.
  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.
  Dungeonaday.com: Dragon’s Delve
  18
  
  54. The Old Chapel 
  (EL 2 or 4)
  Summary: Once a chapel devoted to a number of miscel-
  laneous gods, this chamber is now the residence of a bug-
  bear and his choker slave.
  Sights and Sounds:This room is dark. Veshrim the bug-
  bear is very quiet, and won’t likely be heard unless the PCs
  surprise 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,
  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
  Tactics:In a perfect scenario, with a lot of forewarning,
  Veshrim leaves this area and goes to area 50, either directly
  north or circuitously around through area 49. (He knows a
  path through area 56 that avoids the grasp of the assassin
  vine, if he rushes quickly through the room.) He’s no friend
  of the gnolls or Chaster, but as fellow servants of the foun-
  tain, they won’t actually attack each other. Once in area 50,
  Veshrim collects the dire wolves and with their help attacks
  any who might threaten him.
  Level 2: The Font of Dreams 19
  
  If this is impossible or unrealistic, Veshrim unbars the
  door to 54A and lets the choker loose.
  Font of Dreams Note:Veshrim is a thrall of the Font of
  Dreams, and serves to protect it. Veshrim hates and fears the
  doppelgangers in area 60, but they leave him alone and he
  does likewise. The fountain does not force him to attack the
  doppelgangers, however, as it is still trying to figure out a
  way to use them to its advantage.
  Development:If Veshrim hears sounds of fighting in area
  53, he moves to investigate, but only enters the fray if the
  intruders appear weak. Otherwise, he tries to get around to
  area 50 or at least get the choker out of 54A.
  Treasure:A bedroll and a bag of belongings tucked into
  the southeast corner (Search check DC 10 to find). Aside
  from mundane and relatively worthless clothing and gear,
  the bag holds 28 gp, 55 sp, and a potion of levitate.
  Upping the Ante (EL 5):Veshrim has a mate, Orsh, a bug-
  bear with the same sneak attack ability as he has.
  54A:The door to this room is barred, but the bar is easily
  removed. The chamber beyond is fairly stark (only an old,
  empty chest of drawers furnishes the room) and contains a
  relatively starving choker captured by Veshrim a few weeks
  ago. Somehow, this creature has resisted the power of the
  Font of Dreams and all of Veshrim’s attempts to force it to
  succumb. Now he keeps it here. He knows that it attacks the
  first thing it sees, so if intruders are in area 54, he unbars the
  door and backs away, putting himself in a position so that
  the choker attacks one of his opponents and possibly even
  provides him with the ability to flank or attack a 
  grappled foe.
  Choker:hp 15
  Connections:This room connects to areas 53, 55, 56,
  and 60.
  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
  Wisdom from all within
  10 feet of the door (Will
  saving throw DC 18 negates this CL 15 effect). Bypassing
  this door is a CR 2 challenge.
  Sights and Sounds: This room is lit by an eerie violent
  light coming from the tiny soul fragments swirling along
  the ceiling. These fragments also whisper constantly, but
  without any discernable words.
  Above you, on the ceiling, strange shapes swirl and
  flitter. Amorphous and ethereal, these swarming figures
  sometimes take on the recognizable form of a person’s
  face, an animal’s form, or a monstrous visage, like that of
  a troll, an owlbear, or a bugbear. Appearing to have been
  long undisturbed, this chamber has a statue of a beauti-
  ful woman in a long gown standing on a semicircular
  dais in front of the eastern wall.
  The Statue: The statue bears a faint aura of divination
  magic. Anyone touching the statue can mentally communi-
  cate with the Font of Dreams. The font is only semi-intelli-
  gent. That doesn’t mean that it’s stupid or foolish, just that
  it is unable to communicate easily in straightforward dia-
  log. Rather, it emotes feelings and conveys general con-
  cepts. Talking to it is like talking to a dream. It is curious
  but paranoid. It is easily distracted.
  Its foremost concern is its own safety and well-being,
  and its only concept of the world outside this level is a
  place filled with dangers interested in destroying it. It has
  only a passing familiarity with its own origins and past
  (see the History of the Font of Dreams handout).
  Overall, it urges anyone it communicates with to drink
  of its waters and join it so that it can provide for the char-
  acter’s needs and the character can in turn provide for it
  (protecting it). It will answer questions, but mostly in only
  Dungeonaday.com: Dragon’s Delve
  20
  
  (annoyingly) broad generalizations, because that’s the way
  it thinks. If asked, it can provide the name of Chaster or
  Veshrim, which could be of use in this room.
  The Soul Fragments: The swirling figures are the semi-
  sentient remnants of tiny fragments of the souls of all
  those creatures that the Font of Dreams has enchanted
  over the years.
  As the fountain infiltrated and usurped their dreams,
  the portion of their subconscious minds that should have
  controlled their dreams came here.
  Anyone who knows the name of one of the thralls of the
  fountain can stand in the middle of this room and call out
  that name, bringing the soul fragment associated with that
  creature out of the swirling mass. It resembles a partial,
  ephemeral image of the proper creature. After that, two
  things can be done with it.
  First, the soul fragment can be attacked as if it were an
  incorporeal creature with AC 20 and 1 hit point. It is
  immune to any non-damaging spells (it can’t be charmed
  or held, etc. but it can be blasted with magic missiles or
  what have you). The soul fragment doesn’t fight back, but
  it does flee back into the swirling mass after one single
  round, never answering again to its name.
  If the soul fragment is destroyed, the creature associat-
  ed with it dies.
  Second, the soul fragment can be commanded to rejoin
  its proper soul, immediately freeing the creature from the
  Font of Dreams’ control.
  Connections: This room connects to areas 54, 56,
  and 60.
  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
  waits for living creatures to wander through so it can attack
  them and fertilize its soil with their blood.
  Assassin vine: hp 32
  Tactics:The assassin vine
  attacks with surprise if possi-
  ble (DC 20 Spot check to see
  it), using its entangle ability
  and immediately attacking
  one random intruder.
  Background: Phaedor
  Rhendelmar, an alchemically-
  adept inhabitant of Dragons
  Delve in years past, started
  this garden decades ago using
  subterranean flora activators
  like those found in area 47.
  With the help of the magical
  water from the Font of
  Dreams, he grew a variety of
  killer plants here. Over time, most of those plants were killed
  by adventurers or other dungeon inhabitants. Now only one
  assassin vine survives, and all the surrounding inhabitants
  are aware of it and do their best to avoid it, usually by rush-
  ing through the room quickly before the assassin vine can
  react. Sometimes they are successful, sometimes not. Chaster
  created the plant repellent in area 47 as a way to insure that
  he can get through the room safely. It’s worth noting that
  this was just a test site, and that Phaedor created a much
  larger version of this chamber deeper in the dungeon.
  Level 2: The Font of Dreams 21
  
  The Plants:Anyone making a Knowledge (Nature) check
  (DC 18) can determine that the many of the plants here are
  edible, and since they have grown from the water of the Font
  of Dreams, eating them provides a +2 circumstance bonus to
  saves versus the font’s control and would allow any creature
  already serving the font to attempt another saving throw.
  Treasure:A Search check (DC 15) reveals that the garden
  is full of bones and skulls of past victims, ranging from small
  animals to various humanoids and other creatures. A mas-
  terwork mace, a gold ring (worth 45 gp), and a masterwork
  heavy steel shield lay overgrown amid the dirt, the bones,
  and the plants.
  Upping the Ante (EL 4):The assassin vine is ancient and
  powerful. It has 44 hp, a +1 bonus to attack and damage
  (including grapple checks), and the saving throw DC of its
  entangle ability is 15.
  Revisit (EL 4)
  If the PCs slay the assassin vine, when they return to this
  room (assuming that at least a few days have passed), a
  strange creature has wandered in and taken up residence
  here, feeding off the plants. This rare, amphibious beast is a
  scrunalak, and looks not unlike a wrinkled toad crossed with
  a giant boar. Its feet are webbed, its hairless skin a greenish
  blue, and its tusks massive. While herbivorous, it is quite
  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
  immune to magic and indestructible. It extends from this
  level to Levels 1, 5, 7, 8, and 10. It has an overwhelming magi-
  cal aura of abjuration.
  Inhabitants: Floating down from area 9, Erralak the ocu-
  lar tyrant floats in this room, but he can’t get through the
  glass surrounding him, so he
  can only watch. His lair actu-
  ally lies on Level 10, but he
  can view into all the levels he
  has access to, free from any
  threats. He has performed
  this duty for years and is
  well-acquainted with the bar-
  rier that hems him in.
  Also in this room, a pre-
  programmed set of two doll-
  like marionettes, each about
  three feet tall, lays on the floor in the southeast corner.
  When anyone enters this room, they animate and approach.
  They are made of wood, painted and clothes like jesters,
  although now their child-like eyes and wide grins are faded
  and chipped. When they animate, Erralak moves his eye-
  stalks and tendrils as if he is controlling the constructs.
  The constructs move awkwardly toward the PCs.If undis-
  turbed,the reach a point within 5 feet of the characters and
  Dungeonaday.com: Dragon’s Delve
  22
  
  then perform a jerky,awkward dance before returning to their
  corner.If they are attacked,however,the attacker immediately
  feels a magical burst that inflicts 1d6 points of force damage.
  This burst occurs each time either is attacked (whether they
  are struck or not).Attempts to grab them count as attacks.
  The marionettes have a hardness of 5 and 5 hit points.
  No matter how the PCs react, Erralak laughs behind his
  glass wall. He wants them to think that he can control and
  affect things on the other side of the glass, when in fact he
  cannot.
  Background: The marionettes were originally created by a
  wizard for the children of Duke Chordille. They were stolen
  by kobolds long, long ago and brought here. The magical
  burst is a malfunction of their magic.
  Development: A dispel magic spell will repair the malfunc-
  tion and allow these marionettes to be used as dancing toys
  again. In such a case, each would be worth 250 gp.
  Revisit (EL 3)
  If the PCs come through here again,the ocular tyrant is not
  present.However,a doppelganger is lurking in the room.The
  marionettes (assuming they haven’t been destroyed) have
  already performed for it and have returned to their spot.
  Doppelganger: hp 22
  If it hears the PCs coming,the doppelganger changes
  shape to appear to be a small human child lost and alone but
  thrilled to watch the marionettes dance (again,assuming they
  haven’t been destroyed).It claims it has no idea how it got
  here,but alludes to the fact that there have been strange inci-
  dents of teleportation magic in this area (“people disappear
  and reappear around here”).If its ruse works,it will allow
  itself to be led out of the dungeon to Brindenford,where it
  will attempt to slip away.If its ruse doesn’t work,given the
  opportunity,it flees to area 60.It will fight if it has to.
  Connections:This room connects to areas 49, 58, and 59.
  58. Chaster’s Room 
  (EL 2 or 4)
  Summary: This is Chaster’s bedchamber, and holds some
  of his secrets.
  Chaster himself may be here, waiting by
  his door. In this case, he’s probably fled
  from area 42, and now stands ready
  to fight. If he hears the PCs com-
  ing, he casts shield (making his
  AC 17) and then invisibility. If
  there’s time before the PCs
  show up, he’ll also cast blur,
  giving him a 20% miss
  chance. While invisible, he
  casts sleep on his foes and
  then follows that up with burn-
  ing hands on anyone left stand-
  ing. For ease of reference,
  Chaster’s stats are presented here
  again:
  Chaster
  Male Halfling (Neutral)
  Wizard 3 
  CR3
  HD 3d4+6
  hp 14
  Init+2
  Speed 20 feet 
  Languages Common, Halfling, Gnome, Orc, Dwarven
  AC 13, touch 13, flat-footed 11
  BAB/Grapple +1/-3
  Attack/Full Attack +2 melee (1d3, 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
  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.
  Level 2: The Font of Dreams 23
  
  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
  lantern on the table that could easily illuminate the room.
  This bedchamber is well-appointed with a bed,a table
  and a single chair,a wardrobe,and a chest of drawers.The
  table holds a few books,some paper,and an inkwell as well
  as a lantern.Everything here is slightly undersized,as
  though fit for a child.
  The Table: The books on the
  table consist of two books on gen-
  eral history and a handwritten text
  regarding magic. Through the Void is
  a tome about teleportation magic
  written by Lissandera the
  Enchanter, one of the Mages Four. It discusses a lot of theo-
  ry devoted to magical instantaneous transport, and would be
  valuable to any student of magic (worth 200 gp). Anyone
  reading the book completely (which takes 1 month) can add
  the spell teleportation circle to their spellbook when they are
  high enough level to cast it. Anyone even perusing the book
  (taking an hour) can tell that if the book’s fundamentals are
  applied before the caster knows what he’s doing, it will lead
  to the creation of some very unstable magic. Chaster, of
  course, using material that he discovered left over by the
  Mages Four, has done just this in area 47 and area 59.
  Hidden on the underside of the table is a small hidden
  drawer (Search DC 22 to find) that contains a brass key.
  This key unlocks the secret cache in the floor.
  The Floor:Moving the table slightly exposes a keyhole in
  the floor beneath one of the table legs (Search DC 25 to find
  this). Unlocking this lock requires the key under the table or
  an Open Locks check (DC 30). This allows one stone in the
  floor to be pulled up, exposing the handle of a door latch
  that permits a 3-foot square trapdoor to open, exposing a
  niche in the floor, 5 feet deep and across. Within this cache
  lies a strange collection of things:
  • A very small but fully functional silver flute worth 15 gp.
  • A small black shirt with a very realistic image of a red
  dragon emblazoned upon it with strange, unreadable let-
  tering. Magic allows the words to be read. One is clearly
  a label, “Dragon.” The other, “Magazine,” seems mysteri-
  ously out of context. Worth 3 gp.
  • A bottle of foul-smelling, thick, white cream that, if
  applied to one’s body, grants a +2 circumstance bonus to
  saving throws made to resist disease for 24 hours. There
  is enough in the bottle for one dose. It’s worth 10 gp.
  • A set of large, ornate fortune-telling cards. Worth 2 gp.
  • A small clay statue of a phoenix. Worth 5 sp.
  • A magical comb (faint aura of illusion) that compliments
  your appearance in Common with each use. There are
  four different compliments before they repeat. Worth
  25 gp.
  • A compact, collapsible device that unfolds to be a very
  small fishing rod complete with line and hook. When
  folded, it fits into a pocket. Worth 8 gp.
  • A petrified toad. Worth 1 gp.
  • Magical socks (faint aura of transmutation) that never
  get dirty. Worth 5 gp.
  • A feather token (bird)
  • A glass jar filled with fine tobacco worth 5 gp.
  • A book wrapped in silk with a thick, copper-bound
  cover. This is Chaster’s spellbook. The spells in this book
  include:
  0 level: All core cantrips
  1st level: burning hands, expeditious retreat, grease, 
  identify, magic missile, shield
  2nd level: blur, invisibility, see invisibility
  Connections:This room connects to area 57 and area 59.
  Dungeonaday.com: Dragon’s Delve
  24
  
  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
  in the room are made of iron.
  The Workbenches: Investigating the workbenches, tools,
  and various substances allows anyone who has seen an eye
  golem (such as in area 41 to 53) to recognize that this room
  holds the makings of another one.
  Anyone making a Knowledge (arcana) check or an
  Appraise check (DC 20) recognizes that there are 500 gp
  worth of various materials here. The problem is, transporting
  them appears neither quick nor easy. Most are substances in
  fragile glass jars or materials in large quantities (sacks of
  powdered leaves of semi-rare plants, for example). A few are
  simply distasteful (glass containers full of eyeballs).
  Another Knowledge (arcana) check (DC 22) suggests that
  the materials in this room are dangerous. Mishandling them
  (such as scooping large amounts into a bag) is likely to cause
  a terrible reaction. To determine the reaction, roll 1d6:
  1: No reaction
  2: The materials are destroyed (about 2d100 gp worth of
  the valuable materials in the room)
  3–4: A caustic concoction is formed, destroying the mate-
  rials and inflicting 1d6 points of acid damage on any charac-
  ters involved.
  5–6: Explosion! Everyone in the room suffers 3d6 points
  of fire damage (DC 15 Reflex save for half damage). 5d100
  gp worth of the valuable materials are destroyed.
  Note that there can be multiple bad reactions if the PCs
  continue to mishandle the ingredients and materials here.
  The only way to avoid a potential reaction and still get the
  loot is to make the Knowledge (arcana) check mentioned
  above and then figure out some way of carefully hauling the
  materials out of the dungeon. (DMs should use their best
  judgment, erring on the side of being unkind.
  Getting the materials out is a CR 2 challenge.
  The Bookstand:The book on the bookstand has no title.
  Like the book found in area 58, it is written by Lissandera
  the Enchanter. While not magical, it allows a spellcaster of
  any level to create an eye golem, even without the proper
  feat. However, the xp cost is 500, not the normal 100 xp.
  The book is worth 300 gp.
  59A: This is another workroom. Most of it is taken up by
  a magic circle inscribed on the ground very similar to the one
  in area 47, but there are workbenches with tools and alchem-
  ical substances in jars and pots here as well.
  Two rounds after anyone comes into area 59A, the distur-
  bance they cause makes the door slam shut the weight of the
  stone above it shifts so that now the door will not open. The
  door is iron (hardness 10, 60 hp, Break DC 24). After the
  door seals, the best way out is to activate the teleportation
  effect of the magic circle.
  Teleportation Circle: The circle currently does not func-
  tion and has no magical aura. A character making a
  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
  Level 2: The Font of Dreams 25
  
  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.
  This room stinks of very old habitation by some large
  beast-perhaps many such beasts.The large chamber is
  empty now,although a few bits of bone,tufts of fur,and a
  scattering of old,moldy straw still lay about the floor.
  Trap: When anyone enters the 10-foot square immedi-
  ately in front of the hall heading east to area 61 while the
  trap is active, they must make a Reflex saving throw (DC
  20) as if they were falling into a pit. There is no pit, how-
  ever-they are sucked up into a 10 foot wide hole in the ceil-
  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.
  Dungeonaday.com: Dragon’s Delve
  26
  
  Originally, this was designed to trap unruly servant crea-
  tures like manticores, trolls, or owlbears and move them
  into safer, confined quarters. When the Font of Dreams
  controlled the creatures, there was little need for such a
  device.
  Secret Door: The secret door can be found with a
  Search check (DC 21) and can only be opened from this
  side. (It is also much harder to find on the other side-DC
  32). It slides to one side. It is located 5 feet above the floor
  of 12A, so it is right over the muck.
  60A: This chamber holds a doppelganger that peeks out
  from the slightly open door, watching the events occurring
  in the room to the north. It stands next to the switch that
  controls the trap, just to the left of the door. It attempts to
  make the best use it can of the vacuum trap, sending as
  many creatures as it can into 61A.
  This individual has a +1 flail and a +1 heavy steel shield
  and is proficient with both. When the PCs arrive, it has the
  appearance of a dwarf with a braided white beard, a tattoo
  of an anvil on his forehead, and finely made chainmail
  armor.
  If confronted, it will fight the player characters until it
  defeats them or until it has taken at least 12 points of dam-
  age. At this point, it will feign being more grievously
  wounded than it really is and will yield, claiming that if its
  life is spared, it can provide information. It says that its
  name is Struuik Varuun (Struh-oo-ik Var-uh-uhn) and it is
  being forced by the Font of Dreams to attack, but it doesn’t
  really want to. It claims that if they just anoint it with holy
  water that it will counteract the effects of the fountain
  (this is of course completely bogus). If the PCs will free it
  from the font’s control, it says (truthfully) that it will help
  them destroy the Font of Dreams and will show them how
  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.
  61. Doppelganger Lair 
  (EL 5 and 3)
  Summary: A band of doppelgangers dwells here, some-
  how immune to the effects of the Font of Dreams.
  Sights and Sounds:This chamber is dark and silent.
  A large room,small sections of it have been cordoned
  off with hanging drapes,strung from ropes strung across
  the room like a web at a height of about seven feet.The
  place holds an odd,greasy smell.
  Drapes:The doppelgangers that live here value their pri-
  vacy. The room has been cordoned off into fifteen separate
  areas of various sizes and shapes by crudely hung drapes and
  old blankets. Each area has a likewise crude bed or bedroll
  and a collection of strange (but mostly worthless) trinkets
  and items. One might collect teeth in a clay pot, while
  another might possess a selection of women’s hats, a variety
  of tools, or a collection of smoking pipes.
  Inhabitants: This is the home of a number of doppel-
  gangers based in the dungeon. These creatures are interested
  using this level as a home while they explore deeper levels of
  the dungeon as well as nearby Brindenford in disguise.
  Although they can sneak up to Level 1 via the secret door in
  area 60 to 12A, they prefer using the exit down on Level 3.
  Overall, they just want to infiltrate as many places as they
  can and learn all that is possible about the town and the
  dungeon before deciding what to do next. At any given time,
  there are two doppelgangers here, although the chamber is
  home to more like fifteen.
  Doppelgangers (2): hp 25 and 20.
  Level 2: The Font of Dreams 27
  
  Tactics: The doppelgangers here are not terribly aggres-
  sive, and if intruders make their presence known, probably
  just try to slip out of the room behind the curtains once the
  PCs come in (until the curtains come down, visibility at any
  point in the room is only 10 to 15 feet). The exception is if
  one PC is isolated from the others. In this case, the doppel-
  gangers attack that character in their natural form, attempt-
  ing to kill him or her or at least knock the character uncon-
  scious. Then one doppelganger hides the body while the
  other takes the character’s form and joins his friends. While
  still in the room, if the party should become suspicious of
  the infiltrator, the other doppelganger shows up, posing as
  the character as well, but wounded, and claiming that the
  first one is an impostor. Then, the first one will run away.
  Similarly, if one character is sucked up by the trap in area
  60 and dumped into 61A, one doppelganger here will take
  his form and run off to find the rest of the group, looking
  battered and bruised, and on the run from some terrible
  beast. “Let’s get out of here,” the imposter will cry, trying to
  get the PCs away from the lair. Again, if the party becomes
  suspicious, the other doppelganger will arrive in the charac-
  ter’s form to add further confusion.
  Development:If just a straight-up brawl occurs in this
  room, and the doppelganger in 60A is alive, he joins the fray,
  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.
  61A:The wooden portcullis here is locked, the key long
  lost (Open Locks DC 18, Hardness 5, 30 hp, Break or Lift
  DC 25). The large room is empty except for a pair of dead
  bodies and a troll skeleton. The troll was once a resident here
  that died, and now some strange magic from deeper in the
  dungeon gives it animation once again. It attacks anything
  that comes near, and that basically means anything that is
  dumped here thanks to the trap in area 60 since it can’t get
  out and no one can get through the portcullis. The trap
  deposits its victims in the middle of the room.
  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,
  and equipment that might help them infiltrate various
  groups and locations as well as food. Although their
  shapeshifting ability allows them to mimic proper clothing,
  using authentic clothing adds to the disguise (+1 bonus).
  Plus, using real weapons and armor allows them to fight in
  disguise more effectively. The room contains:
  • Six vesh spears
  • Two hobgoblin longswords
  • A harness of hobgoblin studded leather armor
  • An orc falchion
  • A shortsword
  • A longbow and 12 arrows in a quiver
  • Some goblin leather armor
  • A simple workwoman’s frock
  • Two sets of peasant clothing
  • A shirt with a constable’s badge from Brindenford
  • A pair of spectacles
  • Two coils of 100 feet of rope, both with grapnels
  • A lantern and six tindertwigs
  • A variety of foodstuffs, mostly dried meats
  • A map showing the ruins of Chordille Keep,
  Brindenford, the river, and something called
  “Terregaunt’s Tower.” See the Surrounding Environs
  Map.
  Background:These three 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.
  Revisit (EL varies)
  The first time the PCs return to this area after visiting it
  once, they will find one or two more doppelgangers here. In
  subsequent visits, there may or may not be more here (prob-
  ably about a 50% chance).
  Connections:This room connects to area 60.
  Dungeonaday.com: Dragon’s Delve
  28
  
  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
  Dungeonaday.com.
  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.
  The Water:The water in the channel has a strong current
  as the water pours down from the pool and heads north. The
  water in the pool is 20 feet deep, and the tops of the stair-
  cases are just a few inches above the level of the water. The
  water in the channel is less than 5 feet deep, but the strong
  current moving at about 10 feet per round makes it some-
  what 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.
  The fountain magically produces water, but not enough to
  create the flow here and throughout the level. Using a pump-
  ing system, water from a natural spring is fed into the pool
  here, which flows down the channel to the north mixed with
  water from the Font of Dreams.
  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 per-
  manent residence on Level 2 and attack intruders.
  The font sustains its thralls magically in their dreams, so
  they do not need to eat (although they still need to drink).
  Inhabitants:The guardian creature here is a vuldrog, a
  potent reptilian bird beast. It is by far the most powerful of
  the font thralls, and so the fountain keeps it close by. If any-
  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
  Level 2: The Font of Dreams 29
  
  worth 800 gp. The statue must be destroyed for the gems to
  be removed. If the statue is destroyed, there is an audible
  scream as though from a woman’s voice that comes from all
  around. Characters in this area feel a minor tremor. It stops
  producing water.
  All of the thralls of the Font of Dreams are freed from its
  influence if it is destroyed. They immediately return to nor-
  mal. Some will be grateful, others filled with fury for being
  controlled (in some cases, for years).
  Destroying the Font of Dreams should earn bonus experi-
  ence points as if the PCs overcame a CR 4 challenge.
  62A:This chamber is all white marble. A red rune of
  inlaid glass is set into the eastern wall. This is the rune of
  the Red Saint. A visible, red-tinged wall of force covers the
  staircase down. This wall of force extends into the stone, so
  it is not possible to tunnel around it. Characters with the
  ability to teleport could teleport past it, however. The real
  way past it is the use of one of the three saint’s scepters or
  Urlaster’s key. Any of these items’ touch suppresses the wall
  of force for 10 minutes. Of these items, Urlaster’s key is likely
  the easiest obtained by the PCs—it is in Brindenford, in a
  secret room beneath the Lost Shepherd. Clues of its exis-
  tence and use lie on Level 3.
  Connections:This room connects to area 49 and area 59.
  Dungeonaday.com: Dragon’s Delve
  30
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