TEXT: 1
  TABLE OF CONTENTS
  Level Map  .  .  .  .  .  .  .  .  .  .  .2
  Room 315  .  .  .  .  .  .  .  .  .  .  .  .3
  Room 316  .  .  .  .  .  .  .  .  .  .  .  .4
  Room 317  .  .  .  .  .  .  .  .  .  .  .  .5
  Room 318  .  .  .  .  .  .  .  .  .  .  .  .6
  Room 319  .  .  .  .  .  .  .  .  .  .  .  .7
  Room 320  .  .  .  .  .  .  .  .  .  .  .  .8
  Room 321  .  .  .  .  .  .  .  .  .  .  .  .9
  Room 322  .  .  .  .  .  .  .  .  .  .  .10
  Room 323  .  .  .  .  .  .  .  .  .  .  .12
  Room 324  .  .  .  .  .  .  .  .  .  .  .13
  Room 325  .  .  .  .  .  .  .  .  .  .  .14
  Room 326  .  .  .  .  .  .  .  .  .  .  .15
  Room 327  .  .  .  .  .  .  .  .  .  .  .16
  Room 328  .  .  .  .  .  .  .  .  .  .  .17
  Room 329  .  .  .  .  .  .  .  .  .  .  .18
  Room 330  .  .  .  .  .  .  .  .  .  .  .19
  Room 331  .  .  .  .  .  .  .  .  .  .  .20
  Room 332  .  .  .  .  .  .  .  .  .  .  .21
  Room 333  .  .  .  .  .  .  .  .  .  .  .22
  Room 334  .  .  .  .  .  .  .  .  .  .  .23
  Room 335  .  .  .  .  .  .  .  .  .  .  .24
  Appendices
   A: Spells & Magic   .  .26
   B: Handouts  .  .  .  .  .  .  .27
   C: Glossary  .  .  .  .  .  .  .  .30
  
  2
  DRAGON’S DELVE 
  LEVEL 11: THE TOMB OF ORR
  
  3
  LEVEL 11:  
  THE TOMB 
  OF ORR
  The Tomb of Orr is not like 
  other levels of Dragon’s 
  Delve . The entire level is 
  hidden, and most of the 
  residents of the dungeon 
  don’t even know it’s there .
  Orr died of an interplanar 
  wasting disease for which no 
  cure was ever found--even 
  the most potent spells had 
  no effect. The wizard-priest 
  himself supervised much of 
  the construction of his own 
  tomb . When he became too 
  ill to do so, he acquired the 
  services of a satyr named 
  Jumanik to finish the job for 
  him . Jumanik put many of 
  the puzzles in the level where Orr would 
  have just put straightforward wards. The 
  satyr also left clues out in the dungeon (such 
  as in area 308) suggesting where the tomb 
  could be found--he thought that if no one 
  encountered his traps and puzzles, there 
  would be no point to them .
  Until the PCs arrive, however, Jumanik’s 
  clues have been for naught . No one has ever 
  discovered the tomb or breached its defenses 
  before . The level is exactly as Jumanik and 
  Orr’s servants left it .
  There 
  are 
  very 
  few 
  combat 
  encounters 
  on 
  Level 11 . Most challenges 
  are traps, puzzles, or other 
  misdirections. Getting to 
  the end (the actual tomb-
  -area 335) of the level is a 
  true accomplishment . Not 
  every party will be up to 
  the challenge . However, 
  because of all the false 
  tombs, those that do not 
  actually make it may never 
  realize that they never 
  found the real tomb, and 
  the real (awe-inspiring) 
  treasure .
  Unless the text states 
  otherwise, 
  the 
  level’s 
  floors, walls, and ceilings 
  are 
  made 
  of 
  masonry 
  stone, covered in stained, 
  light brown plaster bearing 
  frequent cracks and bare 
  spots exposing bare stone . Ceilings are 15 
  feet high .  Unless otherwise described, the 
  doors on this level are locked (Open Locks 
  DC 30) and relock if closed . They are made of 
  six-inch-thick stone with a hardness 8, and 90 
  hit points . They have a Break DC of 32 .
  There are no random encounters for Level 11 .
  315. COLLAPSING HALL 
  (EL 6)
  Summary: Even the entry hall to the tomb is 
  dangerous .
  Entry Pit: To reach this hall, PCs must 
  descend a narrow circular shaft lined with 
  smooth bricks . It is 40 foot deep and at the 
  far eastern end of the corridor . This secret 
  entrance can be found in area 308 .
  Sights and Sounds: This hallway is dark 
  and quiet .
  A long hallway stretches to the west, where 
  you see a stone door. The walls of the corridor 
  angle inward toward the top, making the ceiling 
  at least three feet narrower than the floor. Cracked 
  plaster walls bear detailed frescoes of scenes from 
  a myriad of myths and well-known, if quiet old, 
  folktales. At your feet, black letters have been 
  inscribed on the floor, reading, “Beyond lays the 
  crypt of the Wizard-Priest Orr. Trespass here 
  and provoke the gods themselves.” 
  Frescoes: Simple checks of any of a varied 
  number of skills, including Knowledge 
  (religion), Knowledge (local), Knowledge 
  (history), or Knowledge (arcana), will 
  reveal some or all of the myths and legends 
  depicted here . The common theme appears 
  to be mortals taking actions that anger one 
  or more gods and are punished for it . 
  
  4
  Rigged Collapse: Should the PCs 
  proceed down the hall, they hear a 
  booming voice say in Common, “Do 
  you test the wrath of the gods!” This 
  is followed by a tremor beneath the 
  PCs’ feet, and dust falling from the 
  ceiling .
  If they make it halfway down the 
  corridor, another, much stronger 
  tremor occurs, and blocks from the 
  walls and ceiling fall down in an 
  apparent collapse . This is not an 
  actual tremor and certainly isn’t the 
  work of the gods . Instead, it’s a bit 
  of well-done (but still dangerous) 
  fakery .
  Falling Stone Blocks Trap: CR 6; mechanical; 
  location trigger; manual reset; Damage 
  6d6, Reflex save (DC 22 for half damage); 
  multiple targets (all characters in hallway); 
  Search DC 20 (35); Disable Device DC 25 . 
  Regarding the Search check DC of 
  the trap, a DC 20 check reveals that the 
  hallway is unstable and dangerous, but a 
  DC 35 check is needed to determine that it 
  is in fact just a carefully and intentionally 
  rigged trap to stage a collapse . However, 
  a Knowledge (engineering) check (DC 18) 
  after the “collapse” can confirm that the 
  collapse here was rigged and there in fact is 
  no further danger by proceeding . 
  Door: The stone door at the western end is 
  locked (Open Locks DC 35) .
  Development: If the PCs leave the entrance 
  to the pit in area 308 open, various dungeon 
  inhabitants will learn of Level 11’s existence . 
  Upping the Ante (EL 8): Increase the 
  damage of the trap to 10d6 and the Reflex 
  save DC to 25 .
  Connections: This area connects to area 308 
  and area 316 .
  See the map of Level 11 .
  316. SHRINE (EL 11)
  Summary: A shrine dedicated to the glory 
  of the Wizard-Priest Orr himself.
  Door from the East: This door is locked 
  (Open Locks DC 35)
  Sights and Sounds: This area is dark and 
  quiet .
  A rough stone floor and drab, cracked, 
  plaster-covered walls make up this room. Both 
  the north and south walls have two large alcoves 
  that appear empty. A pair of pillars made of what 
  appears to be solid bronze stand near each other 
  in the western half of the room.  
  Alcoves: If anyone comes within 10 feet 
  of any of the alcoves, a projected image-
  -obviously an illusory creation--appears 
  within . Although each alcove produces the 
  image of a different figure, all are human, 
  with regal bearing and clothing . All wear 
  amber rings . The images move and speak 
  although each remains within the alcove in 
  which it appeared . They speak Common, 
  and recite a litany of praises for the Wizard-
  Priest Orr . 
  They speak of monsters Orr defeated, 
  diseases he cured, fortresses and cities that 
  he built, and wondrous places (many on 
  different planes) that he discovered and 
  explored .
  Of particular note, however, one figure 
  tells the legend of the Crucible of Orr:
  “After Orr began to study arcane magic, he 
  met a mysterious woman named Alissafon. She 
  asked him if he wanted to be more than a typical 
  wizard, to rise above the ranks of most others, 
  he would have to test himself. Orr did not know 
  what Alissafon meant. Did a wizard not always 
  test himself with each knew bit of lore learned, or 
  each new challenge overcome? 
  
  5
  “Alissafon told him that a truly great 
  wizard does not test himself against 
  the spells he acquires or the enemies he 
  defeats. A wizard can only test himself 
  against... himself. So he created a test 
  for himself: an almost impossible test. 
  He called it his crucible. No one knows 
  exactly what the test comprised, but we 
  do know one thing. Orr passed the test.” 
  Knowing this legend may turn out 
  to be useful to PCs in area 324 .
  Door to the West: This door is locked 
  (Open Locks DC 35), and trapped 
  so that when it opens and someone 
  passes through, the next application 
  of 250 pounds of weight placed upon it 
  (probably the next two people going in) 
  trigger a pit trap that opens beneath them . 
  Two rounds after the pit trap opens, poison 
  gas fills this entire room. Like with many 
  of the traps on this level, magic has been 
  applied to make these difficult to find and 
  disarm . Although there is no magical aura, 
  this effect can be dispelled (CL 15), reducing 
  the Search and Disable Device DCs by 15 .
  Wide Poison-Spiked Pit Trap: CR 10; 
  mechanical; location trigger, manual reset; 
  multiple targets (all in 10 foot by 10 foot area 
  east of the door); DC 20 Reflex save avoids; 
  100 feet deep (10d6, fall); pit spikes (Attack 
  +10 melee, 1d4 spikes per target for 1d4+5 
  each); poison (DC 20 Fortitude save resists, 
  1d6 Dex/1d6 Dex); Search DC 35; Disable 
  Device DC 35 . 
  Poison Vapor Trap: CR 8; mechanical; 
  location trigger; repair reset; multiple 
  crypt?--built in the center, but now it is mostly 
  a pile of rubble. The ceiling, floor and walls are 
  bare stone, filled with cracks and broken sections. 
  Ruins: Searching through the rubble, PCs 
  can find a few bits of human bones, and 
  very old torn silk . Those succeeding at a 
  Search check (DC 20) find a broken stone 
  plaque that reads, “Here Lies the Grea” but 
  the rest is broken .   
  In addition to the other things amid the 
  ruined crypt, PCs can find a pair of bracers 
  of defenselessness, one of them still on the 
  dried husk of a human arm . There is also a 
  small golden cask (worth 100 gp) containing 
  a gold ring with the inscription, “Orr” on 
  the inside (worth 150 gp) and a smoking 
  pipe of ivory and wood (worth 75) . Those 
  succeeding at a more difficult Search check 
  (DC 25) find a small wooden box containing 
  one dose of tobacco of runesmoke . 
  Secret Door to the West: This secret door 
  will very likely be found before the other 
  door in the south. It slides into the floor 
  when a secret button (Search check DC 30) 
  is found and pressed .
  targets (all targets in the room); onset delay 
  (2 rounds); poison (gas, DC 18 Fortitude 
  save resists, 1 Con drain/3d6 Con); Search 
  DC 35; Disable Device DC 35 . 
  Development: It is possible that one or more 
  PCs will be teleported to this chamber from 
  area 321 . They appear in the middle of the 
  room .
  Connections: This area connects to area 315 
  and area 317 . See the map of Level 11 .
  317. RUINED CRYPT (EL 10)
  Summary: The first of many false crypts on 
  this level .
  Door: The door into this room is locked and 
  trapped . See area 316 for more information .
  Sights and Sounds: This area is dark and 
  quiet .
  This chamber lies in ruin. Perhaps once there 
  was some kind of large central structure--a 
  
  6
  Secret Door to the South: This door is 
  hidden behind a pile of rubble and rock 
  which must be cleared away before it can 
  be found . This takes 4 man-hours of work . 
  Once the rubble is cleared, finding the door 
  requires a Search check (DC 35) . The door 
  is locked (Open Locks DC 35) and trapped 
  so that a prismatic spray blasts into the 
  chamber when the door opens .
  Prismatic Spray Trap: CR 10; magic device; 
  no reset; spell effect (prismatic spray, 15th-
  level wizard, DC 20 Reflex, Fortitude, or 
  Will save, depending on effect); Search DC 
  47; Disable Device DC 47 .
  Like with many of the traps on this 
  level, magic has been applied to make the 
  trap difficult to find and disarm. Although 
  there is no magical aura, this effect can be 
  dispelled (CL 15), reducing the Search and 
  Disable Device DCs by 15 .
  Background: The rubble and wreckage here 
  was all intentionally placed by Jumanik . It’s 
  not real . It’s stage dressing of a sort .
  Connections: This area connects to 
  areas 316, 318, and 319 .
  See the map of Level 11 .
  New Item
  Tobacco of Runesmoke: This magical 
  tobacco is only activated if smoked in 
  a pipe of fine craftsman ship (worth at 
  least 30 gp) . Once imbibed, the tobacco 
  allows the smoker to blow smoke in 
  the shape of a magical symbol of his 
  choosing (sleep, fear, stunning, weakness, 
  persuasion, insanity, pain or death) as 
  a full round action up to three times . 
  The symbols must be created within 15 
  minutes of initially lighting the pipe .  
  Strong 
  Necromancy; 
  CL 
  15; 
  Craft 
  Wondrous Item, symbol of sleep, symbol of 
  fear, symbol of stunning, symbol of weakness, 
  symbol of persuasion, symbol of insanity, symbol 
  of pain, symbol of death; Price 15,000 gp
  318. SECRET PUZZLE (EL 6)
  Summary: The solution to a puzzle here 
  gives access to Orr’s treasure--or does it? 
  Sights and Sounds: This area is lit but quiet .
  Flames burn in large, open braziers made of 
  brass blackened by fire. These braziers flank a 
  large stone panel that rests against the western 
  wall bearing a relief carving of a set of scales with 
  one side slightly lower than the other. 
  Secret Door: This door is clearly visible 
  from the western side, as is the button that 
  causes it to sink into the floor.
  The Braziers: The braziers each burn with a 
  continual flame, and are affixed to the floor.
  Relief Panel: The relief clearly has two spots 
  where something is missing . Something 
  about the size of a man’s fist can fit into one 
  of two niches in the carving, each positioned 
  on one side of the scale, so that if something 
  was placed in each niche, it would appear 
  as if the scale was weighing the two objects. 
  Placing anything other than the keyed stones 
  hidden in the floor, however, produces no 
  effect.
  Hidden 
  Floor 
  Cache: 
  On 
  the 
  floor 
  immediately in front of the stone panel, 
  a removable stone (Search DC 30) may be 
  moved to reveal a small cache containing 
  two fist-sized stones, each bearing an 
  inscription in Draconic. The first reads, “The 
  holy days celebrated in a thousand years .” 
  The second reads, “All the inches in a single 
  mile walked by a living man .” 
  The Puzzle: The stones in the hidden cache 
  are meant to be placed within the relief . 
  Figuring out which stone goes into which 
  niche is a puzzle. The solution to the puzzle 
  is to place the first stone in the higher niche 
  and the second in the lower niche, so that 
  when complete, it appears that inches 
  
  7
  in a mile is heavier than holy days in a 
  thousand years . This is because there are 
  63,360 inches in a mile and about 52,000 
  holy days in a thousand years . (Note to DM: 
  this puzzle assumes that the campaign’s got 
  7 day weeks, 52-week years, and one holy 
  day each week, and that this is common 
  knowledge . If this is not the case, you will 
  need to change this .)
  If the stones are placed in the wrong 
  niches, everyone in the room must make a 
  Will saving throw (DC 22) to avoid being 
  permanently feebleminded . If the PCs place 
  the correct stones into the correct niches, a 
  golden chest appears in front of the stone 
  relief . The chest bears the inscription in 
  Draconic, “The hoard of the Wizard-Priest 
  Orr, to give him comfort in the afterlife .”
  Background: Jumanik, of course, put 
  together this puzzle.
  Treasure: The beautiful gold and oak chest 
  itself is worth 500 gp . It has a simple lock 
  (DC 20) and no trap . Inside are 3,500 
  gp, a carved teakwood box (50 gp) 
  containing a wand of owl’s wisdom 
  (50 charges), a pair of magical shoes 
  that conform to the wearer’s feet, are 
  supremely comfortable and never wear 
  out (100 gp), a small silver box (50 gp) 
  containing 3 silver rings (100 gp each), 
  and two sticks of incense of meditation .
  This is, of course, a fake treasure to 
  throw off tomb-robbers.
  Development: It is possible that one 
  or more PCs’ gear and clothing will be 
  teleported to this chamber from area 321 . 
  It appears in the middle of the floor.
  Connections: This area connects to area 317 .
  See the map of Level 11 .
  319. CRUSH AND BURN (EL 9)
  Summary: The hallway is an elaborate and 
  deadly trap . You will need the Crush and 
  Burn diagram (see Appendix B) .
  Sights and Sounds: The hall is dark and 
  quiet .
  This corridor runs mainly east and west, with 
  a bend to the north at the eastern end. 
  Secret Door: This door is clearly visible from 
  the south side . It is locked (Open Locks DC 
  35) and trapped (see area 317 for details) .
  Floor: A very simple Search check (DC 
  13) reveals that portions of the corridor’s 
  floor appear to be thin wooden panels 
  covered with plaster made to look like 
  stone. Specifically--assuming the PCs are 
  coming from the north, the first 10 foot by 
  10 foot section of the east-west portion of 
  the corridor after the turn (see the diagram) . 
  Cautious PCs will likely find a way to jump, 
  climb, or even fly over it, but even if they 
  do not, it is safe to walk across (for now) . 
  Beyond it, they’ll find a 5 foot section (10 
  feet wide--the width of the corridor) of solid 
  stone, and then another fake floor section. 
  The trap really activates when the second 
  (of four) fake floor sections is crossed, and 
  the center of the corridor is reached by any 
  means (even flying).
  At this point, porticulises (hardness 10, 
  60 hit points, Break/Lift DC 25) drop 55 feet 
  apart, 10 feet from the western door and 5 
  feet from where the corridor turns to the 
  north. Magical flames below the fake floor 
  sections ignite, quickly destroying them . 
  Anyone standing on them falls 20 feet into 
  ultra-hot flames below. Anyone standing on 
  the stone portion of the floor is safe--for one 
  round. Then, the floor sections smash up 
  into the roof with great force .
  If at any time the PCs intentionally break 
  or remove a fake floor section, it simply 
  appears to be a 20 foot deep pit .
  Fiery Pit Trap: CR 6; mechanical; location 
  trigger, repair reset (floor); multiple targets 
  (all in four 10 foot by 10 foot sections of the 
  
  8
  floor); DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); flames (6d6 damage per round); 
  Search DC 13 (30); Disable Device DC 35 . 
  Regarding the Search check DC of the 
  trap, a DC 13 check reveals the fake sections 
  of the floor, but a DC 30 check is needed to 
  determine magical flames will ignite if the 
  center of the hall is reached .
  Crushing Floor Trap: CR 8; mechanical; 
  location trigger; automatic reset; multiple 
  targets (all targets on three 5 foot by 10 
  foot sections of the floor); onset delay (1 
  round); crush (12d6 damage, DC 25 Reflex 
  save avoids, but successful characters 
  automatically fall into Fiery Pit Trap, above); 
  Search DC 35; Disable Device DC 35 .
  Like with many of the traps on this level, 
  magic has been applied to make these 
  difficult to find and disarm. Although 
  there is no magical aura, this effect can be 
  dispelled (CL 15), reducing the Search and 
  Disable Device DCs by 15 .
  The raised floor sections retract 
  on the next round, but the flames do 
  not extinguish . Those in the pit, even 
  partially, suffer the fire damage--no 
  save . If the center of the hallway is 
  crossed again, the stone sections 
  smash into the ceiling again on the 
  following round .
  Getting Back Across: Should the PCs 
  cross the hallway after setting off the 
  trap, getting back out is almost as 
  much a challenge, with four fiery 
  pits to cross, and three crushing 
  floor sections when anyone crosses 
  the middle of the passage . 
  Connections: This hall connects area 317 
  and area 320 .
  320. STATUE OF ORR (EL 10)
  Summary: A statue of Orr himself presides 
  over this trap-filled chamber. 
  Sights and Sounds: This room is dark and 
  quiet .
  The statue of a robed man with a short beard 
  and a kind face looks over this chamber from a 
  wide, two-tiered dais. The walls are painted with 
  a variety of active scenes. The bronze double doors 
  in the western wall bear the images of hounds 
  carved into the lintel, and the doors themselves 
  are inscribed with a flowing script.  
  320A: Immediately in front of the door, in 
  the spot marked here on the map, the entire 
  section of the floor is a pit trap. Those falling 
  into the trap are also doused with acid one 
  round later .
  Wide Pit Trap with Acid Jets: CR 8; 
  mechanical; location trigger, manual reset; 
  DC 25 Reflex save avoids; 40 feet deep (4d6, 
  fall); multiple targets (all targets within 
  a 10-foot-by-10-foot area) plus 4d6 acid 
  damage one round later; DC 20 Reflex save 
  for half, affects all in pit; Search DC 35; 
  Disable Device DC 35 .
  Like with many of the traps on this level, 
  magic has been applied to make this difficult 
  to find and disarm. Although there is no 
  magical aura, this effect can be dispelled 
  (CL 15), reducing the Search and Disable 
  Device DCs by 15 .
  Wall Paintings: These paintings show the 
  figure depicted by the statue (Orr) doing 
  various things, using via spells--building 
  towers, summoning creatures, fighting 
  monsters, destroying walls, and so on . 
  Statue: The statue depicts the Wizard-
  Priest Orr . If touched, even slightly, it 
  activates a mechanism that fires poison 
  
  9
  needles from tiny, otherwise hidden holes 
  in the sculpture at everyone in the room, 
  one round after being touched . And then 
  again, 1d3 rounds later, and again, up to 
  1d3+2 times total .
  Barrage of Needles Trap: CR 8; mechanical; 
  touch trigger; automatic reset; Atk +18 
  ranged (1d6 plus poison, needles); poison 
  (DC 17 Fortitude save resists, 1d2 Con/1d2 
  Con); multiple targets (all targets in room, 
  up to 1d3+2 times, with 1d3 rounds between 
  each barrage); Search DC 35; Disable Device 
  DC 35 .
  Like with many of the traps on this level, 
  magic has been applied to make this difficult 
  to find and disarm. Although there is no 
  magical aura, this effect can be dispelled 
  (CL 15), reducing the Search and Disable 
  Device DCs by 15 .
  Doors to the West: These doors are locked 
  (Open Locks DC 30) . The inscription says, 
  in Elvish, “Please allow him to sleep further . 
  He has earned the rest .”
  Secret Door to the North: This door is only 
  moderately difficult to find (Search DC 25). 
  It pivots in the center, pushing open fairly 
  easily once the hidden catch is released 
  (found when the door is found) .
  Secret Door to the South: This door is very 
  difficult to find (Search DC 35) and cannot 
  be opened unless the secret door to the 
  north opens .
  Connections: This hall connects areas 319, 
  321, 322, and 325 .
  See the map of Level 11 .
  321. THE SECOND FALSE 
  TOMB (EL 12 OR 14)
  Summary: Another false tomb of the 
  Wizard-Priest Orr to make PCs believe they 
  are finished with the level.
  Sights and Sounds: This chamber is dark 
  and quiet (at first).
  Dust covers a lavish tomb. Gold-coated reliefs 
  of a wise old man in robes line both north and 
  south walls as one enters from the east. A beautiful 
  tiled floor of white and gray marble flecked with 
  gold stretches before you, toward a short set of 
  very steep stairs that leads up to a raised area in 
  the far western end of the chamber. Pillars there, 
  decorated with bright, jeweled paint, surround a 
  marble sarcophagus of exquisite design. 
  A voice rings out, “You have found the true 
  tomb of the great and powerful wizard-priest 
  Orr. Let him rest in peace.” 
  Steps: Each of the eight marble steps has a 
  separate ward placed upon them . Regardless 
  of whether the steps are stepped upon or 
  merely crossed (such as jumped or flown 
  over), the ward is activated . Avoiding the 
  steps altogether, however (climbing directly 
  onto the ledge on either side, for example) 
  does not activate the steps, but that’s bad 
  since the 8th step is important to the affect 
  of the pillars. All step effects affect those 
  going down as well as up . All have a CL of 
  15 and a strong aura of abjuration. The steps 
  are a CR 12 challenge .
  Step 1: To use or cross this step, a character 
  must make a Strength check (DC 15) to push 
  against an invisible, magical force . Failure 
  means the character can progress no further . 
  Step 2: To use or cross this step, a character 
  must make a Will saving throw (DC 22) to 
  overcome the urge to flee back to the doors 
  in the east . 
  
  10
  Step 3: When crossing or using this step, a 
  character suffers 10d6 sonic damage from a 
  sudden wall of sound (Reflex save 20 for half 
  damage) . Those failing the save are knocked 
  back down to Step 1 .
  Step 4: To use or cross this step, a character 
  must make a Fortitude save (DC 22) to grit 
  their way through the intense pain inflicted 
  upon them . Failure means that they step 
  down one step . 
  Step 5: To use or cross this step, a character 
  must make a Will save (DC 20) to avoid being 
  teleported to the middle of area 316, with all 
  their gear and clothing appearing in area 318 .
  Step 6: When crossing or using this step, a 
  character suffers 10d6 cold damage from a 
  sudden wall of frigid air (Reflex save 20 for 
  half damage) . Those failing the save are 
  knocked back down 1d6 steps .
  Step 7: When crossing or using this step, a 
  character turns to stone (Fortitude save 20 
  negates this affect). 
  Step 8: Crossing or using this step deactivates 
  the pillars, but only if all previous 7 steps 
  have been crossed or used by the same 
  character .
  Pillars: If anyone attempts to enter the 
  central area bounded by the four pillars 
  here, an ice devil appears and attacks for 15 
  rounds. This effect is disabled automatically 
  if Step 8 is used properly .
  Devil Summoning Trap: CR 10; magic 
  device; proximity trigger (alarm); no reset; 
  magical effect (15th-level wizard), Search 
  DC 46; Disable Device DC 46 .
  Like with many of the traps on this level, 
  magic has been applied to make these 
  difficult to find and disarm. Although 
  there is no magical aura, this effect can be 
  dispelled (CL 15), reducing the Search and 
  Disable Device DCs by 15 .
  Ice Devil: hp 144
  Tactics: The ice devil uses his cone of cold 
  and ice storm abilities until forced into 
  melee . Due to its regeneration, unless the 
  PCs have good-aligned weapons, the best 
  they can likely hope for is to outlast it . It 
  disappears in 15 rounds, regardless .
  Sarcophagus: Delicate reliefs of funerary 
  processions 
  cover 
  each 
  side 
  of 
  the 
  sarcophagus, which is sealed with an arcane 
  lock spell .
  Treasure: The bones of a human man, still 
  draped in yellowing robes lie amid dust 
  inside the rotting (painted) wooden coffin 
  inside the sarcophagus. He also wears five 
  different rings. Three are gold and worth 
  100 gp each, one is set with an emerald and 
  is worth 1,000 gp, and the last is a +1 ring 
  of protection . Around his neck he wears a 
  +2 periapt of wisdom . At his sides lay a wand 
  of shield (45 charges) and a wand of unseen 
  servant (13 charges) . At his feet, there is a 
  golden box with alabaster panels set into 
  the top (500 gp) . The box contains six crystal 
  vials with gemstone stoppers (250 gp each), 
  each containing a potion: cure serious wounds, 
  lesser restoration, displacement, oil of greater 
  magic weapon +3, fly, and see invisibility . 
  A false bottom in the box (Search DC 20) 
  conceals a scroll of teleport .
  Connections: This hall connects area 320 .
  See the map of Level 11 .
  322. HEADLESS HARRON 
  AND THE DREAM 
  DRAPERIES (EL 11)
  Summary: An undead spirit haunts the 
  Tomb of Orr . . . but it’s not Orr .
  Sights and Sounds: This area is dark . Those 
  making a Listen check (DC 25 through the 
  door, DC 15 otherwise) can hear a gurgling 
  moan droning on here .
  This broad area is decorated with flowing 
  draperies on the walls that shimmer with an odd 
  aura and inexplicable undulations at strange 
  angles. Suddenly, in the dark distance, you see 
  a figure of glowing whitish-green. It appears to 
  be a headless man in simple clothes, his arms 
  outstretched toward you.   
  Inhabitant: Harron was one of the builders 
  of the tomb who died in an accident during 
  
  11
  construction in which he was decapitated . 
  Now he haunts the tomb as a dread wraith, 
  moaning and gurgling incoherently from his 
  severed neck . He’s asking for the return of 
  his head, and attacking anyone who does not 
  present it to him . While in the Tomb of Orr, 
  he has +4 turn resistance . Further, even if 
  destroyed, he reforms in one hour if he is not 
  reunited with his head (found in area 326 .)
  Harron, dread wraith: hp 100
  Draperies: The drapes are made by a 
  material discovered by Orr called dream 
  matter. Literally stuff taken from the minds 
  of dreaming creatures, this matter takes on 
  the shape of the thoughts of those around 
  it . PCs looking at the draperies will see the 
  faces of loved ones, scenes from places well 
  known to them, and even people, places, 
  and events that they had forgotten about 
  or only imagined . If a character uses a full 
  round action and makes a successful Will 
  save (DC 20), he can intentionally shape 
  a portion of the curtains into whatever 
  mundane Medium size or smaller object he 
  can imagine (anything from the equipment 
  list, for example, or any weapon or armor) . 
  He could make it a coil of rope, lower 
  himself down into a dark pit, and then 
  reshape it into a torch that he could then 
  light to see his way . He couldn’t make it into 
  a lantern with oil, however (he could make 
  it into one or the other), nor could he make 
  it into a wand of light or a rope of climbing . 
  Or, for that matter, a +1 shield to protect 
  himself. Once set, the dream matter remains 
  in its state until it is changed intentionally 
  (by another Will save) or if within 10 feet 
  of a dreaming creature . If near a dreamer, 
  it takes on some unconscious form from 
  the creature’s dreams . 95% of the time it’s 
  harmless (although likely strange), but 5% of 
  the time (a roll of a 1 on d20), it is dangerous . 
  Treat it as a phantasmal killer spell cast on 
  the sleeping creature, although the horrific 
  form is visible to any awake nearby . 
  If dream matter is within 10 feet of more 
  than one dreamer, it taps into the dream 
  imagery of one character at random .
  The mass of dream matter is unimportant 
  as it fluctuates. So whether the PCs try to 
  take all the dream matter in the room or just 
  a handful, each character desiring some will 
  end up with “some .” You either have “some” 
  or you don’t . If one character with dream 
  matter gives his to another who already 
  has some, now there’s still just “some.” 
  “Some” dream matter, once removed from 
  this room, cannot be separated into more . 
  “Some” dream matter is worth 1,000 gp if 
  sold .
  Secret Door to the South: This door is 
  visible from the north .
  Development: While Harron reforms after 
  being destroyed, he doesn’t always reform 
  in the same location . 
  REVISIT
  When the PCs next come here, the dream 
  matter draperies are gone, regardless of 
  their actions .
  Connections: This hall connects area 320 
  and area 323 .
  See the map of Level 11 .
  
  12
  323. THE DISCIPLES OF ORR
  Summary: Four mummified servants stand 
  watch over this corridor .
  Sights and Sounds: This area is dark and 
  quiet .
  A wide corridor runs east and west. On the 
  far eastern end, a pair of bronze doors, sealed 
  with lead, blocks further progress. Along the 
  north and south walls of the hallway are shallow, 
  circular alcoves, two in each wall. Each of these 
  has a numeral engraved in the stone above it, 1 
  through 4. Propped up within each alcove is a 
  desiccated mummified human corpse adorned 
  with silver and bronze tools and jewelry. 
  On the smooth floor between all the alcoves, 
  you see an inscription cut deep into the granite. 
  The inscription reads, in Common: 
  Four stand before you . 
  Forty are their tools . 
  Doubly right in heroic tale . 
  The middle is what you seek . 
  First of each, counting back . 
  The Inscription: The inscription, placed by 
  Jumanik, is a clue to getting through the 
  doors. To find the secret, PCs should use the 
  last two lines to look at the middle line . The 
  first letter of each word of middle line, read 
  backward, spells “third .” 
  The Mummies: Touching any of the 
  mummies other than that the one marked 
  with a “3” grants immediate mummy rot 
  to a character--no save, although those 
  immune to magical diseases are still 
  immune . Onset time is immediate, and 
  only magic can cure it .
  Searching the third mummy (Search 
  DC 30) reveals a double-ended iron 
  key--basically a loop with two different 
  keys sticking out in opposite directions . 
  Each end of the key opens one of the 
  locks on the eastern doors .
  The Doors: Although there’s an 
  obvious large lock at the center of 
  both halves of this double door, the (non-
  magical) lead sealing the doors must be 
  removed before any attempt at picking the 
  lock or using the key have any chance of 
  succeeding (anyone making a Open Locks 
  or Knowledge [engineering] check (DC 18) 
  can determine this) . Prying out the lead 
  requires some kind of proper tools (DM’s 
  discretion) and 8 man-hours of work . When 
  this work begins, and the first bit of lead is 
  removed, PCs making Listen checks (DC 14) 
  can hear a hissing sound coming from the 
  cleared space . This is a ruse created to scare 
  off tomb robbers. Nothing happens and 
  eventually the sound fades .
  With the lead removed, PCs can attempt 
  to open the locks. Picking them is difficult 
  and dangerous . Not only are they tricky 
  locks (DC 32) but they must be opened at 
  the same time or they can’t be opened at all . 
  The key found with the third mummy will 
  open one, while the other is picked by an 
  expert, or if the party is fortunate to have 
  to master thieves good with locks, they can 
  try to skip the use of the key . They could 
  also take the Gordian knot approach and 
  somehow break the key into two halves .
  Trap on the Doors: But that’s still not the 
  complete solution, for the door is magically 
  trapped . This is a trap that cannot be found 
  until the lead is removed and the locks are 
  opened. It activates when someone attempts 
  to open the doors . Not only are they still 
  stuck (!) but when the PC attempts this, globs 
  of green slime appear in all four mummies’ 
  hands and they begin to hurl them at living 
  creatures in the hall . The mummies are not 
  undead, but simply turned into magically-
  animated objects. They cannot be turned 
  or affected by anything that does not affect 
  objects. Each is AC 12 and has 20 hit points. 
  Remember, however, that touching the 
  mummies (including with melee weapons) 
  gives automatic mummy rot with immediate 
  onset time .
  
  13
  Slime-Slinging Trap: CR 7; magical; touch 
  trigger; no reset; +5 ranged touch (green 
  slime); multiple targets (4 targets per round 
  until the mummies are destroyed); Search 
  DC 25; Disable Device DC 30
  Opening the Doors at Last: Once the trap is 
  disabled or the mummies are destroyed, the 
  doors will open .
  Connections: This hall connects area 322 
  and area 324 .
  324. ANOTHER FALSE 
  TOMB (EL 9)
  Summary: This elaborate tomb is designed 
  to throw off intruders.
  Sights and Sounds: This chamber is dark 
  and quiet .
  An almost supernatural calm hangs in the 
  air of this large chamber. Four thick, elaborate 
  columns stand in the western half of the chamber, 
  carved with the images of cloaked figures on four 
  sides. In the north, a wide alcove holds a shrine 
  with the painted statue of a weeping woman. Its 
  opposite in the south holds a smaller shrine with 
  an engraved plaque. Between them, a dust-
  covered but still serviceable carpet of black 
  and gold threads lays on the floor. 
  In the eastern end of the chamber you 
  see three sarcophagi. The centralmost 
  reclines in a painted alcove, bearing many 
  registered panels of relief carvings. The 
  other two, flanking it, are smaller and have 
  carved lids. 
  The Voice: As soon as characters enter 
  this room, a voice echoes throughout 
  the chamber: “You have accomplished 
  much by reaching this place . To prove 
  their true worth, all men and women 
  must survive a crucible set before them 
  by those who came before . And you have 
  succeeded. You need no gold, jewels, or 
  treasures of the mundane world . My real 
  treasure is my blessing .”
  Those who remember the legend told in 
  area 316 may recognize this as a subtle clue 
  that this is not the real tomb of Orr .
  The Columns: Each of the four columns has 
  four robed figures carved into it. A Search 
  check (DC 25) reveals that one of the figures 
  on the northeast column has a hidden 
  switch . If activated, this switch makes the 
  figure in the northern shrine begin to cry 
  real tears .
  The Northern Shrine: This shrine features 
  a mourning human woman in traditional 
  funerary dress . If the switch on one of the 
  columns is activated, the woman sheds a few 
  actual tears . (This is a partially mechanical, 
  partially magical effect, with a faint aura of 
  conjuration.)
  The Southern Shrine: This shrine features a 
  plaque with engraved writing . No manner 
  of magic or skill can decipher the words--
  they appear to be in no known language . 
  However, if touched with the tears produced 
  by the northern shrine, the writing becomes 
  clear . It reads, “This is the true tomb of 
  the Wizard-Priest Orr. Do not disturb his 
  bodyguards . Rather, put your hand upon 
  his coffin and ask for his blessing.”
  The Side Sarcophagi: Both of these show a 
  lid with a great warrior defending a robed 
  figure from great dangers--assassins, beasts, 
  and even natural threats like landslides . They 
  are supposed to be the final resting places of 
  Orr’s bodyguards . If one is opened (Strength 
  check 17), they both open. A skeletal figure 
  armed with a sword leaps out immediately 
  and grows to tremendous size--that of a 
  cloud giant--attacking anyone in the room 
  and fighting to the death. When slain, the 
  skeleton and sword return to medium size. 
  The swords are nonmagical but have jeweled 
  hilts making each worth 500 gp .
  
  14
  Cloud Giant Skeleton (2): hp 123 and 105
  The Main Sarcophagus: This stone edifice 
  has bas relief carvings showing a robed 
  figure performing many great deeds, 
  some of which seem to relate to the deeds 
  mentioned by the images in area 316 . It 
  opens easily, revealing a coffin. Should 
  anyone touch the coffin and speak the name 
  of Orr, a voice booms throughout the tomb . 
  “You are worthy of my blessing .” Roll 1d6 
  to determine the blessing that the character 
  gains:
  1. When the character drinks potions, the 
  durations are double normal .
  2. Once each day, when the character drinks 
  a potion, a character touching him also gains 
  the effect of the potion.
  3. When someone casts a healing spell on the 
  character, the character gains an additional 
  20% extra healing (minimum 1 point) .
  4. When someone casts a beneficial spell 
  on the character with a range of touch, the 
  range is actually Close (25 feet + 5 feet/2 
  levels) .
  5. If the character wears a magic item that 
  adds to his AC, once per day, the character 
  can choose to have the bonus from that 
  item increase by 50% for 10 rounds as a free 
  action .
  6. The character gains a +1 luck bonus to all 
  saving throws made against spells .
  No character can gain more than one 
  blessing. Anyone attempting to do loses the 
  first blessing and never gains another. The 
  coffin contains only dust. 
  Connections: This area connects to area 323 .
  See the map of Level 11 .
  325. TWISTING PASSAGE 
  (EL 7 AND 8)
  Summary: A trapped passage seems to lead 
  nowhere .
  Sights and Sounds: This hallway is dark 
  and quiet .
  This hallway seems to wind more than it 
  needs to. 
  Secret Door to the North: This door is very 
  difficult to find (Search DC 35) and cannot 
  be opened unless the secret door in the 
  north of area 320 is opened first.
  325A: The extension to the north here 
  appears to have caved-in . This is fake, and 
  a Knowledge (engineering) or Knowledge 
  (dungeoneering) check (DC 22) confirms 
  this .
  325B: The secret door leading to this area 
  is devilishly hard to find (Search check DC 
  36), located eight feet high off the floor.
  325C: This side room is filled with collapsed 
  and rotting wooden scaffolding. There’s 
  nothing abnormal about it .
  325D: The secret door here (Search DC 30) 
  is locked (Open Locks DC 35) and trapped 
  so that if opened, a blade barrier springs 
  into place across the eastern end of this 
  area . Anyone standing within 5 feet of the 
  
  15
  eastern wall (including whomever opened 
  the door) is caught in the barrier . It lasts for 
  11 minutes .
  Blade Barrier Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; 
  spell effect (blade barrier, 11th-level cleric, 
  11d6 slashing, DC 19 Reflex save half 
  damage); Search DC 31; Disable Device DC 
  31 .
  325E: The door here is iron (Hardness 10, 60 
  hit points, Break DC 30) and locked (Open 
  Locks DC 35) . The door is water-tight, and 
  the small room to the east is filled entirely 
  with toxic water, both poisonous and acidic . 
  When the door opens, the water gushes out 
  immediately .
  Water Behind the Door Trap: CR 8; 
  mechanical; repair reset; wall of toxic water, 
  3d6 impact plus 1d6 acid plus poison; DC 
  20 Reflex save half damage; DC 20 Fort 
  save versus poison 1d2 Str/1d2 Str; multiple 
  targets (all within 10 foot by 10 foot area in 
  front of door); Search DC 31; Disable Device 
  DC 31
  The secret door in the water-filled room 
  (Search DC 30) is not locked, but it is quite 
  stuck (Strength check DC 25 to open) .
  Connections: This hall connects areas 320, 
  326, and 327 .
  See the map of Level 11 .
  326. CONTROL ROOM
  Summary: PCs can find important devices 
  here that make getting to the end of the 
  tomb possible .
  Sights and Sounds: This room is dark and 
  quiet .
  This octagon-shaped chamber contains 
  a pair of glass pedestals . One bears three 
  glass buttons of different colors: red, yellow, 
  and blue . The other appears to hold a glass 
  case, about a foot on each side, containing 
  a single brown leather glove . Each of the 
  glove’s fingers is tipped with copper. 
  Pedestal with Buttons: Although PCs 
  will likely assume that the buttons on the 
  pedestal are used to open the glass case, this 
  is not the case . Instead, they control other 
  defenses that lie ahead in the tomb . If the 
  red button is pressed, the secret door in the 
  floor of area 327 unseals for 1 hour. If the 
  yellow button is pressed, the disintegration 
  wall in area 329 disappears for 1 hour . If the 
  blue button is pressed, the floor in area 330 
  becomes fully solid for 1 hour .
  Glass Case: The glass case is not glass at all, 
  but a cube of force, acting in all ways like a 
  wall of force . It is immobile and can only be 
  affected by a disintegration spell . There is, 
  however, another trick which will make it 
  go away . Jumanik placed a secret switch on 
  the pedestal holding the cube (Search DC 
  30) . If activated, the switch makes a magical 
  voice sound throughout the room . It says: 
  “The king is the weakness, the queen is 
  the strength . The counting of the squares 
  
  16
  found 
  upon 
  the 
  field 
  of 
  battle in which 
  they struggle 
  eternally 
  is 
  both quest and 
  key .”
  Basically, 
  the 
  question 
  is, how many 
  squares on a 
  chessboard . 
  The answer is 
  204 
  squares: 
  64 one-by-one squares, 49 two-by-two, 36 
  three-by-three, 25 four-by-four, 16 five-by-
  five, 9 six-by-six, 4 seven-by-seven, and 1 
  eight-by-eight .
  Speaking aloud “two hundred four” in 
  the room makes the cube of force disappear 
  for one minute . If, during that minute, 
  someone says “sixty four,” the cube not 
  only reappears immediately, but it cannot 
  be brought down (even by disintegrate) for 
  24 hours .
  The glove is Jumanik’s glove and has a 
  strange magical benefit. It also offers the 
  only means to open the door between area 
  333 and area 334 . 
  Connections: This area connects to area 325 .
  See the map of Level 11 .
  New Item
  Jumanik’s Glove: The fingers of this leather 
  glove each end with a tip of copper . If a 
  ranged or melee weapon is used in the hand 
  wearing this glove, the wearer suffers a -4 
  penalty to attack rolls. However, should he 
  still score a hit against a particular foe, the 
  penalty goes away and he instead gains a +2 
  luck bonus to attack rolls and +1d6 bonus 
  to damage rolls against that particular foe . 
  These bonuses last one hour .
  It is possible to wear this magical glove 
  with any other singular magical glove . 
  Thus, with a glove of storing, but not gloves 
  of Dexterity .
  Moderate transmutation; CL 10; Craft 
  Wondrous Item, bless, bestow curse; Price 
  10,000 gp
  327. SECRET SHRINE (EL 7)
  Summary: This is the room where the 
  Wizard-Priest Orr was embalmed after his 
  death--it also hides the secret to getting 
  deeper into the tomb .
  Sights and Sounds: This room is dark and 
  quiet .
  You stand before a long chamber with a high, 
  vaulted ceiling supported by stone arches. It is 
  cold here and smells of something acrid. In the 
  middle of the room is a granite slab about the size 
  of a low table. There appear to be shelves built in 
  the underside of the slab, holding dust-covered 
  bottles and jars. An unlit chandelier hangs from 
  the ceiling above the platform. 
  Secret Door in the West: The secret door 
  here (Search DC 30) is locked (Open Locks 
  DC 35) and trapped . See area 325 for more 
  information .
  Secret Door in the Floor: The secret door 
  in the floor lies under the platform. The 
  platform must be moved (Strength check 
  DC 22) to even search for the door (Search 
  DC 30 once the platform moves) . This door 
  cannot be opened unless the red button 
  
  17
  in area 326 has been pressed . (It can be 
  destroyed as normal, however, hardness 8, 
  90 hit points, Break DC of 32.) The floor lies 
  60 feet beneath the trap door . There are no 
  stairs nor is there a ladder . 
  Slab: Anyone with experience with such 
  things or those making a Craft (alchemy) 
  check can recognize the table-like slab and 
  the chemicals stored beneath as a place 
  where the dead are embalmed and readied 
  for burial .
  Any humanoid touching the platform, 
  however, may become dominated. The first 
  such victim is forced to lie down on the 
  slab--forever, regardless of what anyone 
  does. All subsequently affected victims (if 
  any) are forced to begin the embalming 
  procedure, which involves cutting out the 
  internal organs. This is effectively a coup 
  de gras maneuver . Since killing his friend is 
  probably not in the character’s nature, the 
  second victim gains an immediate second 
  saving throw with a +2 bonus, as per the 
  spell description. The first victim does not 
  gain a new save, but if the coup de gras fails, 
  they can get up from the slab and defend 
  themselves (because obviously suicidal 
  acts are outside the purview of the spell 
  effect). The first victim will likely seem to 
  all concerned (Sense Motive check DC 22) 
  to be now free of the domination effect, 
  but this is not true . The second stage of the 
  domination kicks in when the slab is moved 
  and the secret door beneath it is open . At 
  this time, the affected character attempts to 
  push any and all other creatures in the room 
  down through the door to the floor 60 feet 
  below. Treat this as a bull rush attempt. The 
  first such victim will certainly be flat-footed. 
  The dominated character likely gets a new 
  save with a +2 bonus for each character he 
  tries to push .
  Domination trap: CR 7; magic device; 
  touch trigger; automatic reset; spell effect 
  (dominate person, 15th-level wizard, 
  DC 22 Will save negates); Search DC 
  45; Disable Device DC 45 .
  Like with many of the traps on 
  this level, magic has been applied 
  to make this difficult to find and 
  disarm . Although there is no magical 
  aura, this effect can be dispelled (CL 
  15), reducing the Search and Disable 
  Device DCs by 15 .
  Chemicals: 
  The 
  embalming 
  chemicals beneath the slab are 
  worth about 800 gp if they are all 
  safely removed from the dungeon .
  Connections: This area connects to areas 
  325, 328, and 329 .
  See the map of Level 11 .
  328. FAKE DOOR (EL 11)
  Summary: This dead-end room is just a trap.
  Sights and Sounds: This room is dark and 
  quiet .
  This dusty, cobweb-filled room is twenty feet 
  across and forty feet long. A long drapery covers 
  the north wall, and the door to the east has a 
  grinning gargoyle of stone with arms and wings 
  spread wide above the lintel. Strangest of all, 
  however, a copper and brass insect of some kind, 
  six inches across with clockwork guts and wings 
  of glass, flitters around the room. 
  Insect: Orr crafted this magical construct 
  entirely for amusement . It is fragile (AC 14, 
  6 hit points) and nonaggressive . It obeys 
  no commands, and instead just flies about 
  randomly in whatever space it currently 
  occupies . If captured without damage, it is 
  worth 1200 gp . In parts, it is worth about 
  200 gp . Orr’s name is etched into its wings 
  in small letters (Search DC 14).
  
  18
  Eastern Door: The eastern door is false . 
  While made of sturdy stone and locked like 
  all doors on this level, once the PCs get it 
  open, they see nothing but a blank wall . 
  Inscribed on the wall is a symbol of stunning 
  cast by a 15th level wizard (Will save DC 20). 
  Further, opening the door triggers a series 
  of traps. Being stunned as they take effect 
  is going to make things much worse for the 
  characters . 
  First, the entire room’s floor splits in the 
  middle--east to west--dumping everyone 
  into an 80 feet deep pit . One round later, 
  all at the bottom of the pit are peppered 
  with magical arrows that make the targets 
  heavier. Finally, the pit fills with poisonous 
  gas that makes the victims weaker . The 
  net effect being that it is very difficult to 
  climb out of the pit . The walls of this pit are 
  particularly sheer (Climb DC 25) .
  Entire Room Pit Trap: CR 8; 
  mechanical; repair reset; 80 
  feet deep, 8d6; DC 25 Reflex 
  save avoids; multiple targets 
  (all within room); Search DC 
  35; Disable Device DC 35 .
  Hail of Arrows Trap: CR 6; 
  mechanical; location trigger; 
  onset delay (1 round); manual 
  reset; 
  Attack 
  +18 
  ranged 
  (1d8+1, magical arrow); each 
  arrow adds 50 pounds of 
  weight to the target for 24 hours 
  (-1 penalty to Climb checks for 
  each arrow as well as normal 
  encumbrance effects), DC 17 
  Fortitude save resists; multiple targets (1d6 
  arrows per target in the bottom 10 feet of the 
  pit); Search DC 33; Disable Device DC 40 .
  Poison Gas Trap: CR 8; mechanical; location 
  trigger; repair reset; gas; never miss; onset 
  delay (2 rounds); poison (DC 17 Fortitude 
  save resists, 1d4 Str/1d4 Str); multiple 
  targets (all targets in room); Search DC 40; 
  Disable Device DC 35 .
  Like with many of the traps on this level, 
  magic has been applied to make these 
  difficult to find and disarm. Although 
  there is no magical aura, this effect can be 
  dispelled (CL 15), reducing the Search and 
  Disable Device DCs by 15 .
  Connections: This area connects to area 327 
  and area 329 .
  See the map of Level 11 .
  329. THE DISINTEGRATION 
  FIELD AND THE PIT TRAP
  Summary: 
  Two 
  devious 
  traps 
  here 
  make 
  progression 
  farther into the tomb 
  quite 
  difficult. 
  You 
  will need the Trapped 
  in a Pit Trap diagram 
  (see Appendix B) .
  Sights and Sounds: 
  This room is dimly 
  lit . 
  Anyone 
  can 
  here a faint, high 
  pitched whine if the 
  disintegration field is 
  up .
  You see a long room that runs at least seventy 
  feet north and south, a coved ceiling about twenty 
  feet above your head. The chamber appears 
  mostly empty, although a strange crackling wall 
  of translucent viridian light stands between you 
  and the other side, about 20 feet from the northern 
  end of the room. In addition to pale green light, 
  the wall seems to give off an annoying whine. 
  Disintegration Field: Anyone or anything 
  touching this barrier is affected as if by a 
  disintegrate spell (CL 15, Fort save DC 19) . If 
  the yellow button in area 326 is pressed, the 
  disintegration field disappears for 1 hour. 
  Otherwise, it can be dispelled normally or 
  safely bypassed by teleportation . It is not a 
  physical barrier, so those passing through 
  it, making a successful save and surviving 
  the partial damage can get to the other side .
  
  19
  329A: This is the location of a pit trap, 
  immediately in front of the door into area 
  330, 10 feet wide and 60 feet deep . Refer to 
  the Trapped in a Pit Trap diagram . The point 
  of this trap is to capture the victim(s) that 
  has fallen in a sealed room, while making 
  his comrades believe he has been teleported 
  or disintegrated . This trap has three stages . 
  It is important to realize that events move 
  through all three stages extremely quickly--
  in less than a round .
  Stage 1. Secret trap doors at the top of the 
  pit are closed . A door near the center of the 
  shaft down is open, blocking off the bottom 
  of the pit .
  Stage 2. PC triggers the trap and falls down 
  into the pit . The character hits the open, 
  angled door and is deflected down a sloping 
  shaft into a small (10 foot by 10 foot) side 
  chamber .
  Stage 3. The open door closes, sealing the 
  PC into the soundproof side room . Only a 
  Strength check (DC 30) will open the door . 
  Spikes protrude from the sloping shaft 
  making climb up very difficult (Climb DC 
  25, 3d6 damage per 5 feet moved, Reflex 
  save for half damage). A magical flash 
  of light at the bottom of the pit makes 
  it appear to those looking down the pit 
  as though the fallen victim has been 
  magically transported or destroyed . 
  Trapped in a Pit Trap: CR 7; mechanical; 
  location trigger, manual reset; DC 25 
  Reflex save avoids; 60 ft. deep (6d6, fall); 
  multiple targets (all targets within a 10 
  foot-by-10-foot area); victims are sealed 
  inside room; Search DC 41; Disable 
  Device DC 40 .
  Like with many of the traps on this 
  level, magic has been applied to make 
  this trap difficult to find and disarm. 
  Although there is no magical aura, this 
  effect can be dispelled (CL 15), reducing 
  the Search and Disable Device DCs by 
  15 .
  Connections: This area connects to areas 
  327, 328, and 330 .
  See the map of Level 11 .
  330. FLOOR IN FLUX (EL 10)
  Summary: The floor in this chamber 
  maintains a random amount of solidity .
  Sights and Sounds: This room is dark and 
  quiet . 
  Another long room stretches from east to west 
  here. There is a stone door on the western end, 
  but no other exits. Opposite the door, all the way 
  across the room, are three oaken cabinets with 
  stained glass doors and copper accents. The room 
  smells of scorched air, not unlike the smell when 
  a mage casts a lightning bolt or fireball spell. 
  Floor: Each character in the room can attempt 
  a Spot check (DC 20) . A success means that 
  they notice an odd shimmer to the floor. The 
  shimmer quickly moves about in no regular 
  pattern, sometimes crossing the entire room 
  like a faint wave, and other times staying in 
  one ill-defined area for a few seconds before 
  moving on .
  The floor is a construct of magic (strong 
  aura of conjuration). Its tangibility is 
  basically random . This means that every 
  time a character moves five feet, or stays in 
  position for one round, roll 1d6:
  
  20
  1-3 Floor remains solid and normal
  4  Floor is only partially solid . Character 
  can attempt a Reflex save (DC 20) to avoid 
  sinking down into it . Failure means that the 
  character is trapped . Roll again next round, 
  and if the floor is solid, the character suffers 
  3d6 damage .
  5-6 Floor is entirely intangible . Character 
  can attempt a Reflex save (DC 20) to avoid 
  falling through .
  Characters making a successful Reflex 
  save move to an adjacent area, and the DM 
  must roll for the condition of that area as 
  well . If a character must make a save to 
  avoid falling or sinking, the DC increases 
  by +2 for each previous save made in that 
  round .         
  Characters falling through the floor fall 
  100 feet (10d6 damage) with spikes (Attack 
  +10 melee, 1d4 spikes per target for 1d4+5 
  each, plus poison--DC 16 1d3/1d3 Strength 
  damage) . Although this functions like a 
  spiked pit trap, because of the random 
  magical nature, it cannot be found or disabled 
  like a trap . If dispel magic is successfully used 
  (CL 15), the floor disappears entirely for 1 
  hour .
  If the blue button is pressed in area 326, 
  the floor becomes fully solid for 1 hour.
  Three Cabinets: The cabinets are a ruse . 
  Each is, in fact, a disguised defensive magical 
  device designed to attack anyone using 
  magic to help cross the room--fly, levitate, 
  jump, wind walk, feather fall, etc. If someone 
  enters the room with any movement-related 
  magic affecting them, one of the cabinets 
  opens up revealing a carved wooden face 
  of a horned satyr. The satyr’s eyes project 
  a ray at the character (ranged touch attack 
  +8) . If the ray strikes, the magic in question 
  is automatically dispelled, although all other 
  magical effects remain. 
  Because there are three cabinets, three 
  different characters can be attacked each 
  round . So if six characters came 
  into the room under the effects of 
  a fly spell, three of them would be 
  attacked by rays immediately. If, for 
  example, two struck, the following 
  round three of the remaining four 
  flyers would be attacked.
  Each cabinet can be attacked and 
  destroyed (Hardness 5, 25 hit points, 
  Break DC 22) .
  Experience Points: Award PCs 
  experience points equal to a CR 
  11 challenge for coping with and 
  crossing this chamber .
  Secret Door: This door (Search DC 25) is at 
  the same level as the floor. However, it is 
  sealed and impossible to open unless a secret 
  switch directly below it in the bottom of the 
  pit (Search DC 30) is found and depressed, 
  at which time the door slides into the ceiling 
  for 10 minutes .
  Connections: This area connects to area 329 
  and area 331 .
  See the map of Level 11 .
  331. SECRET HALLWAY (EL 13)
  Summary: A hallway filled with a pit of 
  dangerous acid blocks the path here .
  Sights and Sounds: The hallway is dark and 
  quiet, other than a faint bubbling sound .
  A pool of greenish yellow sludge fills the center 
  portion of this hallway. The entire corridor reeks 
  like rotten eggs. 
  Ceiling: The ceiling in the hall is low, only 
  10 feet high .
  Pool: The pool starts 15 feet from either end 
  of the hallway and is about 20 feet long . It is 
  15 feet deep and filled to the top with a thick 
  sludge . The sludge is acidic (1d6 points of 
  damage per round to those touching it, 
  10d6 points of damage per round to anyone 
  immersed in it). It is also thick and difficult 
  to move through--maximum of 5 feet per 
  round unless a character has freedom of 
  movement or a similar active effect.
  The black pudding in the sludge actually 
  fills most of the pool. If it were somehow 
  removed entirely, the pool would likely be 
  filled to a depth of only a few feet.
  
  21
  Inhabitant: Dwelling in 
  the pool of caustic sludge, 
  a very old, very hungry 
  elder black pudding waits . 
  It has been trapped here 
  since the tomb was built 
  and if it doesn’t eat soon, 
  it will die .
  Elder Black Pudding: 301 hp
  Tactics: The black pudding 
  hides in the sludge until 
  someone gets too close or-
  -even better--attempts to 
  jump or fly across it. With 
  its 20 foot reach, it has no difficulty doing 
  so . Basically, any creature within the hall is 
  in its threatened area . It drags prey into the 
  sludge and into itself . It is so hungry and 
  mindless that it fights to the death.
  The Other Inhabitant: If the PCs manage 
  to kill the pudding, a ghost hiding invisibly 
  within the pool makes itself known . A 
  barely visible figure of a human woman in 
  her late 20s, the spirit still bears a hideous 
  headwound--the wound that killed her . 
  This ghostly spirit is Dessina, one of the 
  workers that helped build the tomb . She 
  is indifferent to the PCs, but not hostile, 
  because she is glad that the pudding is dead . 
  Should the PCs successfully use Diplomacy 
  when speaking with Dessina, they can gain 
  some information from her . She knows the 
  location of the control room (area 326) and 
  its importance, including the importance of 
  the glove there . She can tell the PCs that the 
  tomb beyond the north door (area 333) is 
  not Orr’s real tomb, but that the real tomb is 
  close . She can also warn them about the fact 
  that the secret door will close, potentially 
  sealing them in . She can even tell them that 
  they will need special rings with amber up 
  ahead, but she doesn’t know why .
  Dessina will in no way engage in combat, 
  and if a character attempts to attack her, 
  turn her, or cast any kind of spell on her, she 
  disappears forever .
  Secret Door: This door is obviously 
  apparent from within the hall . However, it 
  is sealed and impossible to open unless a 
  secret switch in area 330 is pressed, at which 
  time the door slides into the ceiling for 10 
  minutes . After that 
  time, the only way 
  to open the door is 
  in area 330 unless 
  the PCs prop or 
  jam the door open. 
  Or destroy it . Like 
  most of the doors 
  on this level, the 
  door is made of 
  six-inch-thick stone 
  with a hardness 8, 
  and 90 hit points . It 
  has a Break DC of 
  32 .
  Connections: This 
  hall connects area 
  330 and area 332 .
  See the map of 
  Level 11 .
  332. DEAD FRIENDS (EL 11)
  Summary: Many of Orr’s family, servants, 
  and companions are interred in coffins here.
  Sights and Sounds: This area is dark and 
  quiet .
  Ten iron-reinforced wooden coffins are 
  arranged in two rows in this room, six coffins 
  near the north wall, and four to the south. The 
  eastern wall opens into a larger room, with steps 
  leading down to a lower floor. 
  Each coffin bears a plaque upon it with what 
  appears to be an engraved name. 
  Coffins: Each coffin is perfectly preserved as if 
  it were brand new . Each has a moderate aura 
  of abjuration magic. The coffins can be opened 
  normally, revealing that the corpse inside 
  is also perfectly preserved . However, these 
  corpses are not undead and do not attack. 
  Instead, the coffins are part of a puzzle 
  designed by Jumanik . The names on the 
  coffins, starting in the northern row and 
  proceeding east, and then going to the 
  southern row and proceeding east are:
   
  Patrix  
   
  Shavanen  
   
  Awarrel
   
  Aemon 
   
  Yasterannom  
  Flareth
   
  Evin  
   
  Sythinos  
   
  Le
   
  Subara
  
  22
  If a character touches each coffin in an order 
  so that the first letter of each name spells 
  “PASS SAFELY,” the traps in this room will 
  not affect her.
  Treasure: Each corpse in each coffin 
  possesses 1d10 x 50 gp worth of jewelry or 
  small, valuable grave goods placed in the 
  coffin with them. 
  Traps: The eastern end of this room has 
  magical traps that activate if a character 
  comes within 20 feet of the end of the 
  chamber (20 feet from the drop-off, where 
  the steps are). First, the area is filled with 
  black tentacles . Then, the 20-foot by 30-foot 
  area fills with a flame strike, once per round, 
  as long as there are living creatures within 
  the area . 
  Black Tentacles Trap: CR 8; magic device; 
  proximity trigger (alarm); no reset; spell 
  effect (black tentacles, 15th-level wizard, 1d4+7 
  tentacles, Attack +7 melee [1d6+4, tentacle]); 
  multiple targets (all within 30 foot 
  by 20 foot area); Search DC 44; 
  Disable Device DC 44 .
  Flame Strike Trap: CR 10; magic 
  device; proximity trigger (alarm); 
  automatic reset; spell effect (flame 
  strike, 9th-level cleric, 9d6 fire, 
  DC 17 Reflex save half damage); 
  continues once per round; Search 
  DC 45; Disable Device DC 45 .
  Like with many of the traps on 
  this level, magic has been applied 
  to make these difficult to find 
  and disarm . Although there is no 
  magical aura, this effect can be 
  dispelled (CL 15), reducing the 
  Search and Disable Device DCs by 15 .
  Anyone who touched the coffins in the 
  proper order is entirely unaffected by these 
  traps .
  Connections: This area connects to area 331 
  and area 333 .
  See the map of Level 11 .
  333. LAST OF THE FALSE 
  TOMBS (EL 11)
  Summary: The Tomb of Orr, finally? Nope.
  Sights and Sounds: This room is dimly lit 
  and quiet .
  A soft glow comes from a magnificent golden 
  sarcophagus on a raised area in the northeast 
  corner of the room, giving dim illumination to 
  the entire multi-tiered chamber. From the west, 
  a staircase descends to a ledge fifteen feet down, 
  and another set of stairs leads down from there to 
  the floor ten feet below 
  that. No stairs give 
  access to the northeast 
  raised portion, twenty 
  feet above the floor, 
  where 
  the 
  glowing 
  sarcophagus rests. 
  The 
  plaster-coated 
  walls of this chamber 
  are pure white and 
  without 
  blemish. 
  They bear a multitude 
  of 
  painted 
  frescoes 
  depicting a variety of 
  scenes from history 
  and myth. The room is 
  quiet, still, and smells 
  inexplicably of roses. 
  The Stairs: The steps down from the 
  southwest ledge to the floor are trapped 
  with a power word blind trap affecting the 
  first character that touches them. 
  Power Word Blind Trap: CR 8; magic device; 
  location trigger (alarm); no reset; spell effect 
  (power word blind, 15th-level wizard), Search 
  DC 47; Disable Device DC 47 .
  The Floor: The entirety of the floor is covered 
  with random pressure plates so that every 
  time a character steps into a new 5 foot by 
  5 foot square, there is a 50% chance that 
  they step on one of the plates, which causes 
  a poisoned arrow to fire from one of many 
  hundreds of hidden arrow traps throughout 
  the room . A successful Search check (DC 30) 
  reveals the pressure plates in a given 5 foot 
  area, reducing the chance of activating the 
  
  23
  trap there to 0% . Blind characters have a 
  100% chance of activating a pressure plate 
  every 5 feet .
  Poison Arrow Traps (multiple): CR 10 
  (for all); mechanical; touch trigger; manual 
  reset; Attack +15 ranged (1d8 plus poison, 
  arrow); poison (DC 16 Fortitude save resists, 
  1d2 Con + blindness/1d2 Con + blindness); 
  Search DC 30; Disable Device DC 40 .
  Like with many of the traps on this level, 
  magic has been applied to make the traps 
  here difficult to find and disarm. Although 
  there is no magical aura, this effect can be 
  dispelled (CL 15), reducing the Search and 
  Disable Device DCs by 15 .
  The 
  Sarcophagus: 
  This 
  beautiful 
  sarcophagus--should 
  it 
  somehow 
  be 
  removed from the dungeon--is worth 10,000 
  gp . It is sealed with an arcane lock spell, but 
  bears no trap. Inside, PCs will find only the 
  dust of an ancient corpse, a golden circlet, 
  and an oaken staff. The circlet is a +4 headband 
  of intellect that will stop working after 1 
  week of being worn, becoming worthless, 
  although there is no way to determine 
  this ahead of time. The staff is a staff of 
  transmutation with 5 charges, although it 
  will seem to all spells, tests and trials that it 
  has 25 charges . 
  Secret Door: The secret door here isn’t a door 
  at all, but instead a permanent wall of force 
  covered with a powerful visual and tactile 
  illusion (CL 15, Will save DC 20) . Anyone 
  wearing one of the copper rings with a large 
  piece of amber (found in area 258, 308, or 
  343) can pass through this wall of force easily, 
  but they must find it normally.
  333A: Down a very long flight of very steep 
  stairs lies a square room with a massive 
  relief of a robed man with a staff and a 
  short-cropped beard . This is Orr . Anyone 
  grasping the staff with Jumanik’s glove 
  found in area 326 can open the 
  secret door hidden within the relief 
  (Search DC 35) . Otherwise, the door 
  cannot be opened physically, cannot 
  be damaged, and cannot be affected 
  by magic . Teleportation magic and 
  spells such as passwall or ethereal 
  jaunt have only a 50% chance of 
  success if initiated here to reach 
  area 334 . If they do not function, the 
  caster suffers 1d4 points of Wisdom 
  damage in feedback (no save) .
  Connections: This area connects to 
  area 332 and area 334 .
  See the map of Level 11 .
  334. DEEP PASSAGE (EL 13)
  Summary: The perimeter of a vast chamber, 
  surrounding a tall raised area, seems like 
  a hallway . A hallway guarded by an iron 
  golem .
  Sights and Sounds: This area is dark . Those 
  making a Listen check (DC 18) can hear 
  heavy footfalls coming slowly closer .
  This 20-foot wide corridor has brightly colored 
  murals running both sides of its length as far 
  as you can see. The murals show an elaborate 
  cortege. Hundreds of otherworldly creatures 
  bear a golden bier upon which rests a glowing 
  coffin. Within the procession walk demons and 
  angels, dragons, faeries, knights and wizards, 
  priests of virtually every god or goddess, elves, 
  dwarves, halflings, and even animals of virtually 
  every type. 
  Ceiling: Characters on the ground cannot see 
  the ceiling here, and have no idea they are not 
  in a high-ceilinged hallway, rather than in a 
  
  24
  vast room with a very high central platform . 
  The central area is 60 feet above the floor here, 
  so the actual ceiling is 100 feet above .
  Inhabitant: A variant iron golem constantly 
  patrols the length of this passage, attacking 
  any intruders that it sees . It has darkvision 
  to 120 feet, and gives off 10 foot radius of 
  dim light itself . The golem’s face is not made 
  of iron but glass . It glows with golden light . 
  Rather than being able to breathe poison 
  gas, this golem can fire a double strength 
  ray of searing light from his glass face every 
  other round as a free action that provokes 
  no attack of opportunity, inflicting 10d8 
  damage . This ray has a range of 280 feet .
  It can also levitate itself at will .
  Iron Golem: hp 125
  Tactics: Like most golems, this one is 
  straightforward. It uses its ray attack from 
  range while advancing into melee. It fights 
  fearlessly unto destruction, and pursues 
  those that might flee from it, although not 
  into area 333 .
  REVISIT (EL 13)
  Should the PCs find this place, destroy 
  the golem, leave, and then return, this 
  “corridor” swarms with undead spirits . 
  Some of these take the form of wraiths, 
  while the rest manifest physically as 
  wights. These angry undead attack 
  anything that comes near .
  Wraiths (8): hp 41, 38, 38, 37, 33, 32, 30, 
  27  
  Wights (16): hp 48, 43, 39, 35, 31, 29, 28, 
  26, 26, 25, 24, 21, 20, 19, 18, 15
  Connections: This area connects to area 
  333 and area 335 .
  See the map of Level 11 .
  335. THE TRUE 
  TOMB OF ORR
  Summary: In the middle 
  of 
  a 
  wide, 
  artificial 
  plateau, rests the true 
  tomb of Orr .
  Sights and Sounds: This 
  area is dark and quiet .
  The ceiling is 40 feet 
  above you. Across the 
  smooth stone floor, you see 
  an enormous and elaborate 
  catafalque, 12 feet high and 
  30 feet across its diameter. 
  Four massive stone columns 
  rise up around an alabaster sarcophagus adorned 
  with gold and jewels. At the top of each pillar is 
  a large unlit brazier in the form of a watchful 
  death’s head. The cold and emptiness here makes 
  you feel as though you stand upon the precipice 
  of the land of the dead itself. 
  The Catafalque: This large platform rises 12 
  feet above the rest of the floor. There are no 
  stairs or other means to get to the top .
  The Pillars and Braziers: The pillars are 
  25 feet tall. If the braziers are lit, the smoke 
  given off forces all on the catafalque and all 
  within 30 feet of it to make a Fort save (DC 
  22) . Failure means that the character has a 
  short vision about Orr’s life: Orr learning 
  magic, serving as a priest, roaming as a 
  young knight named Gisseny, using spells 
  to fashion a great tower, curing plagues, 
  fighting monsters, exploring the planes, 
  and so forth. The affected characters are in 
  a reverie for 1d10 
  minutes and cannot 
  be roused .
  If 
  the 
  braziers 
  are unlit, however, 
  the 
  sarcophagus 
  cannot be opened 
  by anything short of 
  a wish .
  The Sarcophagus: 
  The 
  sarcophagus 
  itself 
  is 
  worth 
  10,000 gp . If the 
  gold and jewels are 
  pried free for easier 
  transport, the PCs 
  can make away with 3,000 gp worth of such 
  treasure . The sarcophagus cannot be opened 
  without lighting the braziers on the pillars. 
  
  25
  Regardless of the braziers, however, there 
  is a potent magical trap that activates if the 
  PCs attempt to open the sarcophagus.
  Wail of the Banshee Trap: CR 10; magic 
  device; touch trigger; automatic reset; 
  spell effect (wail of the banshee, 17th-level 
  wizard, DC 23 Fortitude save negates); 
  multiple targets (up to 17 creatures); Search 
  DC 49; Disable Device DC 49 . 
  Like with many of the traps on this 
  level, magic has been applied to make this 
  trap difficult to find and disarm. Although 
  there is no magical aura, this effect can be 
  dispelled (CL 15), reducing the Search and 
  Disable Device DCs by 15 .
  The sarcophagus is empty, and is 
  actually the entrance into Orr’s crypt, which 
  lies inside the catafalque . In this interior 
  chamber gravity is nullified.
  The corpse of a man floats in the middle 
  of this round chamber, clad in robes as gray 
  as his dry, ashen skin. Around him float 
  a staff, a wand, a golden tube, a golden 
  scepter tipped with an enormous emerald, 
  and a jeweled orb. The walls of this room 
  bear grand lettering that reads in Common, 
  “The Wizard-Priest Orr is dead, and the 
  world is a lesser place without him .” 
  Treasure: The robes Orr wears are gray 
  robes of the archmagi . The corpse also wears 
  a medallion of thoughts, a +2 ring of protection, 
  and miscellaneous jewelry: an amulet with 
  diamonds (4,000 gp), three rings with jade 
  (500 gp each), a bracelet with jade and 
  diamonds (4,000 gp), an earring with more 
  diamonds (1,000 gp). The staff is a staff of 
  evocation (22 charges), while the wand is a 
  wand of stoneskin (42 charges) . The golden 
  tube (200 gp) holds a scroll of word of recall and 
  another of heroes feast and greater planar ally . 
  The scepter and orb are not magical, but are 
  worth 8,500 gp and 12,000 gp, respectively .
  A careful search of the orb, however 
  (Search DC 35), reveals a lead-lined secret 
  compartment containing a ring of one wish .
  Connections: This area connects to area 334 .
  See the map of Level 11 .
  
  26
  APPENDIX A: SPELLS & MAGIC
  ITEMS
  Jumanik’s Glove
  The fingers of this leather glove each end 
  with a tip of copper . If a ranged or melee 
  weapon is used in the hand wearing this 
  glove, the wearer suffers a -4 penalty to 
  attack rolls. However, should he still score a 
  hit against a particular foe, the penalty goes 
  away and he instead gains a +2 luck bonus to 
  attack rolls and +1d6 bonus to damage rolls 
  against that particular foe . These bonuses 
  last one hour .
  It is possible to wear this magical glove 
  with any other singular magical glove . 
  Thus, with a glove of storing, but not gloves 
  of Dexterity .
  Moderate transmutation; CL 10; Craft 
  Wondrous Item, bless, bestow curse; Price 
  10,000 gp
  Tobacco of Runesmoke
  This magical tobacco is only activated if 
  smoked in a pipe of fine craftsman ship 
  (worth at least 30 gp) . Once imbibed, the 
  tobacco allows the smoker to blow smoke 
  in the shape of a magical symbol of his 
  choosing (sleep, fear, stunning, weakness, 
  persuasion, insanity, pain or death) as a full 
  round action up to three times . The symbols 
  must be created within 15 minutes of 
  initially lighting the pipe .  
  Strong 
  Necromancy; 
  CL 
  15; 
  Craft 
  Wondrous Item, symbol of sleep, symbol of 
  fear, symbol of stunning, symbol of weakness, 
  symbol of persuasion, symbol of insanity, symbol 
  of pain, symbol of death; Price 15,000 gp
  
  27
  APPENDIX B: HANDOUTS
  Crush and Burn Diagram
  
  28
  Trapped in a Pit Trap Diagram
  
  29
  Level Map No Secrets No Labels
  
  30
  APPENDIX C: GLOSSARY
  The following terms are referenced in 
  various places throughout Dragon’s Delve .
  Anra Saddana: Female human that serves 
  as Lord Mayor of Brindenford . She’s also 
  a business owner in the town . Pronounced 
  “Ann-Rah Sah-donnah” See the Gathering 
  Hall for more information .
  Baine Strongbow: A paladin that once aided 
  the town of Brindenford . Although slain by 
  assassins, his soul is held within his sword, 
  which lies somewhere on Level 5 . See also 
  The Paladin’s Sword .
  Bargelos: A draconic descendant of Metterak 
  that dwells on Level 10 of the dungeon . 
  “Cursed” to be a gold dragon rather than 
  a red . Hated enemy of Theophrastus . 
  Pronounced “Bar-gell-oss .”
  Barzonyn DuMair: A human necromancer 
  that has taken up residence in Terregaunt’s 
  Tower . She is a close friend of Jarla Vreech . 
  Pronounced “Bar-zohn-in Dew-Mayr”
  Beast God: A relatively minor god of ferocity 
  and blood . Dark and savage, the Beast God 
  calls upon the primal, bestial nature of his 
  followers, encouraging them to revel in 
  blood and violence . 
  The Beast God is Chaotic Evil . His 
  domains are Chaos, Evil, and Destruction . 
  His favored weapon is a battle axe.
  Belestros: A god of strength, stone, and 
  all things tangible . Belestros’ followers 
  are practical and usually live off of some 
  natural resource, such as farmers, herders, 
  or miners . For more information, see The 
  Temple of Belestros .
  Belestros is Lawful Neutral . His domains 
  are Law, Strength, and Earth . His favored 
  weapon is the mace or cudgel .
  Bestial Host: A strange religious cult 
  dedicated to a deity known simply as the 
  Beast God . The host is a mixture of goblins, 
  kobolds, 
  hobgoblins, 
  orcs, 
  bugbears, 
  and 
  degenerate 
  humans 
  (basically, 
  Neanderthals) . They emulate the savagery 
  of their god and usually fight with little fear 
  of pain or death . Not all the members of 
  the host speak the same language, but most 
  speak either Common or Goblin . See also 
  Using the Bestial Host .
  Bethirion: Elven knight that served the 
  Red Saint and ultimately betrayed him . 
  Pronounced “Beth-ee-ree-on .”
  Birshwar: Half-dragon cleric that reveres 
  Metterak and builds shrines around the 
  twelve secret sigils that he finds.
  Bluesteel Doors: Occasionally, delvers 
  report coming upon strange “bluesteel” 
  doors, so named because they are made 
  of steel with a distinct bluish tint . These 
  doors are sealed and particularly sturdy; 
  one cannot open them by normal magical 
  means, such as a knock spell . They have no 
  lock to pick . Instead, each door will open 
  to a specific word. Sometimes, those who 
  search can find the key word hidden in a 
  nearby relief carved in the wall or scrawled 
  upon a stone . Other times, they must 
  discover it through separate investigation 
  or divination .
  Typical bluesteel doors are 3 inches thick 
  with a hardness of 12, 120 hit points, and a 
  break DC of 31 .
  Brindenford: A small town in what is 
  now called the Fallen Duchy . Brindenford 
  lies near the ruined Chordille Keep, and 
  the numerous entrances to the dungeons 
  underneath it . For more information, see 
  Surrounding Environs .
  Captain Darkblood: Undead pirate captain 
  and self-proclaimed “Pirate King” on 
  Khorant . Discovered the secret of sailing 
  safely to the island .
  Caval the Conjurer: One of the Mages Four, 
  this human male wizard specialized in 
  conjuration spells and summoning tricks. 
  Pronounced “Cav-el .”
  Chaster: Halfling wizard that was once an 
  adventurer exploring Dragon’s Delve, now 
  a thrall of the Font of Dreams . He can be 
  found in area 42 or area 58 .
  Chordille Keep: The home of Duke Bryson 
  Chordille, razed about 100 years ago. It 
  stood above Dragon’s Delve and connected 
  with Level 1 . The ruins are still visible, 
  although there is little left. Potentially 
  reappears as a ghostly keep after the Ghost 
  Door is activated on Level 8 .
  Crasien: Tiefling wizard on Level 7 of 
  Dragon’s Delve with many half-fiends 
  under his control . He can be found in area 
  225 . Pronounced “Crass-ee-ehn .”
  Croshof: The butler of Duke Bryson 
  Chordille . He was faithful to the duke, but 
  knew of Duchess Andra Chordille’s evil 
  
  31
  schemes . He is now a ghost in Chordille 
  Keep. Pronounced “Crosh-off.”
  Czarzem the Wicked: A unique demon that 
  appears to be a man composed entirely of 
  living, buzzing flies. Can be found on Level 
  7. Pronounced “S-zar-zem.”
  Dagon: One of many “old ones” worshipped 
  by the ancient Khorantians . Today his cult 
  has been resurrected using the name “The 
  Shark God .” 
  Dagon is Chaotic Evil . His domains are 
  Evil, Chaos, and Water . His favored weapon 
  is a spear . Pronounced “Day-gon .”
  Devil’s Maw: An old cave from which an 
  underground river flows into the River 
  Turant . Most locals consider the cave to 
  be a place to avoid--haunted, cursed, or 
  otherwise possessed of ill magic .
  Dorana: 
  The 
  dangerous 
  water 
  deity 
  representing the threat and the vengeance 
  of nature . Dorana is the Chaotic Neutral 
  goddess of the sea and vengeance and, to a 
  limited extent, all conflict and even war. She 
  is revered by all those in and on the sea as 
  well as by fighters and some paladins. See 
  the Temple of the River Gods .
  Her domains are Air, Chaos, and Water . 
  Her favored weapon is the longsword and 
  her symbol is a wave pierced by a lightning 
  bolt . Pronounced “Door-an-ah .”
  Drathos: An evil, domineering fighter living 
  on Level 5 of Dragon’s Delve .
  Duchess Andra Chordille: Wife of Duke 
  Bryson Chordille . Secretly, she revered 
  Rivenyk . 
  Duke Bryson Chordille: Dead ruler of what 
  is now called the Fallen Duchy . Pronounced 
  “Cor-deel .”
  Entropy Engine: A huge magical artifact 
  created by the Mages Four to harness some 
  of the ambient magical energies found in the 
  lower levels . The Entropy Engine is currently 
  malfunctioning and leaking energy .
  Erralak: Ocular tyrant that serves Bargelos . 
  Erralak has a shaft that connects Levels 1, 
  2, 5, 7, 8, and 10 . Pronounced “Air-uh-lack .”
  Erro Mansan: The sheriff in Brindenford-
  -a human fighter of considerable skill. 
  Pronounced “Air-oh Man-san .” See The 
  Gathering Hall for more information .
  Essoch and Enaul: These gods are twins 
  who use the river’s power to mirror the 
  stream of time, with its many branches and 
  forks . Enaul is the Lawful Neutral god of 
  cities and civilization (bards often worship 
  him), while his brother Essoch is the Chaotic 
  Neutral patron of the wilderness and the 
  primal aspects of all people (thus appealing 
  to druids, barbarians, and even rangers) . 
  The brothers make for interesting patrons of 
  the different aspects of elven nature. See the 
  Temple of the River Gods .
  Enaul’s domains are Travel, Knowledge, 
  and Law . His favored weapon is the rapiera 
  and his symbol is an hourglass and an arrow . 
  Essoch’s domains are Chaos, Animal, and 
  Strength. His favored weapon is the staff 
  and his symbol is a staff hooked around a 
  crescent moon . Pronounced “Eess-ock” and 
  “Ee-nawl .”
  Eulalai Pujalt: Halfling wizard friend 
  of Serrestique who was a prisoner of the 
  demons on Level 7 for a very long time . Can 
  be found in area 217 . Pronounced “Yoo-lal-
  eye Poo-jalt.”
  Fallen Duchy: Once known as the verdant 
  and flourishing Duchy of Chordille, this 
  remote and sparsely populated region is 
  now without a ruler .
  Felstor Knoveli: A half-elven sage in 
  Brindenford . See Felstor Knoveli, Master 
  Sage for more information .
  Font of Dreams: Magical fountain on Level 2 
  that controls creatures through their dreams . 
  This fountain was originally created by the 
  Mages Four . The font can be found in area 
  62 . See also Fights and Dreams .
  Gardok: A wealthy farmer living just on 
  the outskirts of Brindenford who is a high-
  ranking member of the Venom Cult . His full 
  name is Devin Gardok, but everyone just 
  knows him as Gardok . Pronounced “Gar-
  dock .”
  Ghost Door: A metaphysical construct 
  created by the ghost of Duchess Andra 
  Chordille on Level 8 of the dungeon to give 
  herself and her home a new “life .” This 
  magical creation, as a side effect, draws the 
  attention of ghosts and spirits throughout 
  the region . 
  Glarias, the Moon Goddess: A minor 
  goddess 
  worshipped 
  in 
  the 
  lands 
  surrounding the Fallen Duchy and revered 
  there in its heyday . Glarias presides over the 
  moon, so while she is not an evil goddess, 
  
  32
  she uses shadow (and even darkness) as 
  well as light as both tools and raiment . 
  When she was captured and imprisoned 
  by the Dragon Prince, her godly power was 
  given to the Beast God . 
  Glarias is Chaotic Good . Her domains are 
  Good, Knowledge, and Luck . Her favored 
  weapon is mace . Pronounced “Glah-ree-as .”
  Harrud: Brother Harrud is the priest of 
  Belestros in Brindenford . He is an opponent 
  of the power structure of the town .For more 
  information, see The Temple of Belestros .
  Hell coins: Reddish-gold coins with faces 
  of the tormented upon them, these perverse 
  coins are minted by demons and devils and 
  contain doomed souls . Worth 200 gp to a 
  fiend, 10 gp to others (or 0 gp to those who 
  find such things abhorrent). Also known as 
  “hell money .” See Area 205 for more .
  Iamon: Ancient god who died in a divine 
  war in the very earliest days of the world . 
  His corpse fell to earth and is now buried 
  deep below what is now Dragon’s Delve . 
  The ambient energies radiated by the corpse 
  are the source of “chaos magic” that affects 
  many sites in the dungeon . Pronounced 
  “Ee-ay-mon .”
  Iris Gellow: High priestess of the temple 
  of Vune . See the Temple of Vune for more 
  information . Pronounced “Eye-ris Gell-oh .”
  Jamissan: Greatest of the Warrior Bards of 
  the South, Jamissan is known to have found 
  and created many unique magical items .
  Jarla Vreech: Blackguard that has taken 
  up residence in Terregaunt’s Tower . Close 
  friend of Barzonyn DuMair. Pronounced 
  “Jar-lah Vreech .”
  Jaskon Tully: Miller in Brindenford . He 
  is secretly a high-ranking member of the 
  Venom Cult .
  Jumanik: Satyr cleric-bard from centuries 
  ago, Jumanik loved puzzles. He lived in 
  Dragon’s Delve for many years . Pronounced 
  “Ju-man-ick .”
  Kelmanosh: Distant land whose high king 
  technically rules over the Lost Duchy . (In 
  truth, the former duchy is a remote region 
  all but forgotten by the outside world.) 
  Pronounced “Kell-man-osh .”
  Khorant: A distant island reachable through 
  a magical gate on Level 5 of Dragon’s 
  Delve . No other means exists to reach this 
  mysterious locale located somewhere on the 
  Sea of Eternal Storms .
  Khorantians: An ancient folk native to 
  the island of Khorant . Although originally 
  elvenkind, the foul practices and ceremonies 
  they conducted eventually turned them into 
  a degenerate piscine race, akin to sharks .
  Kulaj: The creator goddess of the pantheon 
  of the River Gods, she represents the source 
  of the Celestial River . She is the mother of 
  all the other gods in the pantheon. Kulaj is 
  the creator deity and the patron of farmers, 
  artisans, and most of the common people, as 
  well as gnomes and halflings. She is also the 
  goddess of magic, and thus of wizards and 
  sorcerers . See the Temple of the River Gods .
  Kulaj is Lawful Neutral. Her domains 
  are Law, Magic, and Plants . Her symbol 
  is a hand that appears to hold a mountain 
  range in the palm . Her weapon is a mace . 
  Pronounced “Koo-lahj.”
  Lissandera the Enchanter: One of the 
  Mages Four, this female human wizard 
  loved various enchantment spells and also 
  excelled in alchemy and magic item creation . 
  Pronounced “Lis-an-dayr-ah .”
  Logger’s Guild: Guild of foresters and 
  loggers active in Brindenford and north of 
  the town . The group has frequent disputes 
  with the elves of the northern woods . See 
  also the Logger’s Landing .
  Lord Darrulm: Leader of the grahlus in the 
  Grahlus Fort on the island of Khorant . 
  Lord Saral: A powerful fighter who explored 
  and eventually lived in Dragon’s Delve . He 
  was an expert of weapons of all kinds and 
  led a legion of soldiers and creatures at one 
  time . Pronounced “Sayr-al .”
  Lost Shepherd: A tavern in Brindenford 
  owned by a former adventurer . This tavern 
  draws most of those interested in exploring 
  Dragon’s Delve .
  Lost Temple: An old temple of Glarias 
  somewhere deep in the woods about three 
  miles southwest of Brindenford . Some 
  lingering magic of the imprisoned goddess 
  keeps it hidden from the forces of the Beast 
  God who would love to claim it .
  Mages Four: A group of four aligned 
  mages of infamous power . Centuries after 
  Queen Ryssa’s people overthrew her and 
  abandoned the dungeon, they claimed most 
  of it for themselves . They built the Entropy 
  Engine, among other powerful artifacts .
  
  33
  Mallock: This god represents the treachery 
  of a river that appears to be a gentle stream 
  one moment, but becomes dangerous rapids 
  the next . Mallock is the dark god whose 
  deceptive nature makes him appealing to 
  some rogues . See Temple of the River Gods .
  He is Lawful Evil, and his domains 
  are Evil, Law, and Trickery . His favored 
  weapon is the dagger and his symbol is a 
  serpent entwined around a crescent moon . 
  Pronounced “Mal-ock .” 
  Master Mui Yan: An infamously skilled 
  warrior who teaches fighting secrets in 
  a hidden dojo deep in Dragon’s Delve. 
  Pronounced “Mwee Yahn .”
  Metterak: The self-styled Prince of Dragons, 
  this red dragon is one of the most infamous 
  wyrms in all the world . He reportedly lairs 
  deep within Dragon’s Delve (in fact, that’s 
  what gives the place its name) . Pronounced 
  “Met-er-ak .”
  Moontree: A huge tree located in Chordille 
  Keep, sacred to Glarias . It eventually 
  became tainted with evil . Even though the 
  tree was chopped down, its roots live on in 
  the dungeon .
  Nag: A minor god of serpents and poison . 
  Nag appears to be a giant cobra made of 
  darkness . He is revered by the Venom Cult 
  and a few serpentine creatures (nagas, for 
  example) . His mate is Nagaina, and they are 
  frequently worshipped together, although 
  Nagaina is never mentioned without Nag . 
  See Level 6: Domain of the Venom Cult .
  Nag is Lawful Evil . His domains are Evil, 
  Knowledge, and Death . His favored weapon 
  is a very long, curved knife (a short sword) . 
  Pronounced “Nog” and “Nog-ah-eena .”
  Nibul of the Seven Arches: A mysterious 
  magical being that traveled with Lord Saral 
  when he explored Dragon’s Delve . Nibul 
  was slain by Metterak. Pronounced “Nie-
  bull .”
  Old Man’s Tunnel: An entrance into the 
  dungeon via a natural tunnel that runs 
  just south of Brindenford into Level 6 of 
  Dragon’s Delve . Although most of the locals 
  have heard of it, very few know where it can 
  be found or if it’s real .
  Orr: A fabeled wizard-priest whose tomb lies 
  hidden in Dragon’s Delve . Pronounced “Or .”
  Phaedor Rhendelmar: A half-elven druid 
  most believe to have been mad . In ages past, 
  he attempted to create methods to grow 
  plants underground and tested his theories 
  in Dragon’s Delve .
  Pholaen the Worldweaver: An elven wizard 
  and member of the Mages Four . He has a 
  mobile laboratory deep in the dungeon . 
  Pronounced “Fo-layn .”
  Pit in the Woods: South of Dragon’s Delve 
  is a pit where, hundreds of years ago, locals 
  threw criminals and madmen . The pit 
  leads, eventually, to Level 9, where some 
  descendents of those thrown in the pit dwell .
  Poet’s Bridge: An ancient stone bridge over 
  the River Turant south of Brindenford . Site 
  of a huge battle between the forces of Lord 
  Saral and the Red Saint .
  Queen Ryssa: A cruel dwarven queen of 
  antiquity who forced her people to delve 
  deep into the earth, creating much of the 
  dungeon . Pronounced “Rie-sah .”
  Ramscorn: Ferocious orc barbarian that is 
  the leader of the Bestial Host  guards of the 
  Beast God temple on the first level of the 
  dungeon . He set out to explore and conquer 
  the rest of the dungeon and can be found on 
  Level 2 in area 51 . See also The Stolen Bracer .
  Red Saint: A powerful cleric named 
  Azassarah that led an army against the 
  forces of Lord Saral . Once he had defeated 
  Lord Saral and cleared the upper levels of 
  Dragon’s Delve, he created a magical prison 
  in which to place his enemies. Azassarah is 
  pronounced “Azz-ah-sayr-ah.”
  Rivenyk: A demon lord who holds sway 
  on Level 7 . He was secretly worshipped by 
  Duchess Chordille . Pronounced “Riv-en-ik .”
  Scrall: The troll priest-king of the Bestial 
  Host . He dwells in the hills far from the 
  dungeon but sends guards and priests there 
  to watch over the temple on Level 1 . In 
  theory, he may visit himself one day .
  Sea of Eternal Storms: A magical ocean far, 
  far away . At least one terrible storm rages 
  upon these waters at all times, making them 
  virtually impossible to navigate . At the 
  center lies the island of Khorant .
  Shakaran Titanslayer: This human male 
  sorcerer was one of the Mages Four and 
  specialized in physical combat, enhanced 
  by magic . Pronounced “Shah-kar-an .”
  Signar Fuen: Powerful adventurer who 
  died in the dungeon . Signar was once a 
  high-level fighter and explored much of 
  
  34
  the dungeon . He reached Level 14, where 
  his party all died, and he was drained by 
  undead down to 3rd level . He was killed 
  in area 2. In his flight from the dungeon, 
  he lost an intelligent amulet on Level 12 . 
  Pronounced “Sig-nar Fway-en .”
  Sillitta Ederus: Cleric of Vune . Engaged to 
  Whedon Rasholt . See the Temple of Vune
  Serrestique: Female human wizard who 
  came to the dungeon to seek information 
  about the Mages Four . She used a number 
  of chambers on Level 1, but is currently in 
  stasis in the prison on Level 5 . Pronounced 
  “Sayr-est-eek .”
  Stoneseek: Name that Queen Ryssa’s 
  dwarves gave to the location now known as 
  Dragon’s Delve .
  Teigel Fascher: Male human shopkeeper 
  in Brindenford that caters specifically to 
  adventurers headed off to Dragon’s Delve. 
  He sells regular gear as well as the occasional 
  magic item . See also Fascher’s Supply .
  Tekunki: A powerful spirit (a “fire god”) 
  that dwells atop the Angry Mountain on 
  Khorant . Likely a representative of the gods 
  or other forces that destroyed the original 
  civilization on the island. Pronounced 
  “Teck-oon-ee .”
  Tenebrynn Glimmersight: Male elf in 
  Brindenford being considered for the town’s 
  council, despite the fact that he opposes 
  the actions of the the Logger’s Guild . 
  Pronounced “Ten-ee-brin .” See Logger’s 
  Landing for more information .
  Terregaunt: A dark, brooding fighter. 
  Terregaunt was a henchman of Lord Saral 
  when he first came to Dragon’s Delve, but 
  eventually became an important figure all 
  his own . He built a tower to the southwest of 
  the dungeon . Pronounced “Terr-ah-gawnt .”
  Theophrastus: Human sorcerer who has 
  sealed himself up in an indestructible gem 
  on Level 8 of the dungeon in order to awaken 
  1,000 years in the future (and to hopefully 
  outlast his enemy Bargelos) . Pronounced 
  “Theo-frass-tuss .”
  Tral-Ferrer: A djinni lord trapped in 
  Dragon’s Delve by a strange curse for many 
  years more than a thousand years ago . To 
  enact his escape, he wove a magical carpet 
  said to hold some secret of the dungeon . 
  The carpet was divided into three parts . 
  Twelve 
  Secret 
  Sigils: 
  Physical 
  manifestations of the Dragon Prince’s power 
  in Dragon’s Delve, these symbols have 
  appeared throughout the dungeon . Finding 
  and indentifying them will grant creatures 
  power, usually having a draconic aspect of 
  some kind . Each of the twelve sigils is more 
  powerful than those that come before it, so 
  the twelfth is the greatest of them .
  Uoto: Half-celestial warrior who served 
  the Red Saint . Now buried in Terregaunt’s 
  Tower . Pronounced “Oo-oh-toe .”
  Urlaster: Sorcerer from more than 100 years 
  ago who explored Dragon’s Delve . He lived 
  in Brindenford, his former home is now the 
  tavern, the Lost Shepherd . He fashioned a 
  key that provides a way into the Prison of 
  the Red Saint . Pronounced “Ur-las-ter .”
  Urgan: Oldest of the children of Kulaj, 
  Urgan is the worker who uses the power 
  of the river for his own ends as he shapes 
  steel and stone . Urgan is the Neutral Good 
  god of the earth and metalworkers and 
  stoneworkers . He appeals to dwarves, 
  gnomes, and perhaps orcs . See the Temple 
  of the River Gods .
  His domains are Earth, Fire, and Good . 
  His favored weapon is the warhammer . 
  His symbol is a wheel with hammer and 
  gemstones set on it . Pronounced “Er-gahn .” 
  Val 
  Donage: 
  Retired 
  female 
  human 
  adventurer 
  who 
  explored 
  Dragon’s 
  Delve who now owns the Lost Shepherd . 
  Pronounced “Val Don-adge .”
  Vangell: 
  Human 
  male 
  sorcerer 
  who 
  explored much of Dragon’s Delve and 
  now lives among the pirates on Khorant . 
  Pronounced “Van-gel .”
  Venom Cult: A secretive, evil cult devoted 
  to murder, death, poison, and serpents . The 
  cult uses a portion of Dragon’s Delve as its 
  base of operations, although it has secretly 
  infiltrated the town of Brindenford as 
  well . The cult’s patron is Nag, a minor but 
  extremely sinister god .
  Vesh: Humanoid creatures descended from 
  either blind cave fish or very deep sea fish, 
  or perhaps both . These blind, freshwater 
  carnivores are strictly subterranean and 
  can be found mainly on Level 3 of Dragon’s 
  Delve, although a few have wandered 
  elsewhere . Use locathah stats .
  
  35
  Vraedix: A magical information storage 
  device based on a semi-sentient thinking 
  machine the Mages Four discovered on 
  a different world. Found on Level 7 of 
  Dragon’s Delve .
  Vimble Mirhoffal: A wealthy halfling 
  male in Brindenford . He is the proprietor 
  of Queen’s Crafts . Pronounced “Vim-bul 
  Meer-hof-al .”
  Vune: A goddess of light, purity, and 
  charity . Most, but not all of Vune’s clerics 
  are female . Those that are not belong to 
  a sub-sect called the Brothers of Charity 
  and focus on aiding the poor, the sick, 
  and orphans in the name of their goddess . 
  The rest of the clergy is interested in 
  spreading Vune’s teachings of helping 
  others before helping oneself . Vune’s 
  worship is widespread and extremely 
  popular . Her clerics are often treated as a 
  special, highly respected social class . See 
  also the Temple of Vune . 
  Vune is Lawful Good . Her domains 
  are Good, Healing, and Sun . Her favored 
  weapon is a mace . Pronounced “Voon .”
  Wendways: A mystical conduit stretching 
  through Dragon’s Delve allowing near-
  instantaneous travel between key spots 
  throughout the dungeon .
  Whedon Rasholt: Head guildsman of 
  the Logger’s Guild. Engaged to Sillitta 
  Ederus of the Temple of Vune . See also 
  the Logger’s Landing .
  BRING A GENIUS TO THE 
  TABLE!
  CREDITS
  Designer:
  Monte J . Cook
  Additional Design by:
  Scott Greene  and Sean K. Reynolds
  Cover Art:
  Ed Bourelle
  Interior Art:
  Caleb Cleveland, Kimagu, Scott Purdy, and 
  Walpole
  Graphic Design and Typesetting:
  Anthony Kenniston and Lj Stephens
  Creative Director:
  Stan!
  Producer:
  Owen K .C . Stephens
  Produced By:
  Super Genius Games
  www .supergeniusgames .com
  Copyright ©2006-2010 Monte J . Cook;  
  Copyright ©2010-2011 Super Genius Games
  Used with permission .
  All logos are the trademark of Super Genius Games All rights 
  reserved .
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  DESIGNATION OF PRODUCT IDENTITY
  Open Game Information
   The material in this document utilizes the Open Gaming License, available at www.
  wizards.com and reprinted below: 
  OPEN GAME LICENSE Version 1.0a
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  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
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  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Dungeonaday.com. Copyright 2009, Monte J. Cook. All rights reserved.
  Designation of Product Identity: All material and references to all material found 
  in the Glossary are Product Identity. All artwork, photos, logos, and maps are Product 
  Identity. All other material is considered Open Content. 
  All Content is Copyright Monte J. Cook, 2009.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dungeon A Day/DungeonADay Level 011.pdf