TEXT: Level 1: The Upper Reaches
  The first level of the dungeon appears to be an old ruin,but it’s actually the youngest portion of the entire complex.Most of it
  was built by Duke Chordille for storage,keeping prisoners,and eventually to honor the goddess Glarias.As the subterranean
  portion of the keep expanded,the duke’s workers found old chambers originally built by Queen Ryssa’s dwarves.This
  allowed the duke’s dungeon to connect to the other levels,although the duke kept the rest of the dungeon a secret from all but
  his most trusted confidants and forbade anyone to explore its depths for fear of rousing something dangerous (a wise move,
  really—the duke apparently knew something about the nature of dungeons).
  A
  fter the duke’s death and the razing of his keep, oth-
  ers utilized the underground level from time to
  time, often modifying its chambers to suit their
  needs. It was a large bandit lair for a few years, for example.
  The wizard Serrestique used a large portion of it for her own
  purposes during another period about a decade ago, until
  she mysteriously disappeared.
  Eventually, during a priest’s drug-induced vision, the
  Bestial Host learned of the existence of the temple of the
  Beast God here and moved in.
  Unless the text states otherwise, the level’s floors, walls,
  and ceilings are made of masonry stone. Ceilings are 15 feet
  high. All doors, unless otherwise described, are simple
  wooden doors, unlocked, 1 inch thick, with a hardness of 5,
  10 hp.
  1. Entry Hall (EL 2 and 2)
  Summary: This small complex of rooms houses a mixed
  group of goblins, kobolds, hobgoblins, and humans that are
  members of a religious faction called the Bestial Host.
  There’s a bell alarm on a string on the floor. The creatures are
  here to guard their temple in area 6. Their leader lives in area
  5.
  Sights and Sounds: A single, guttering torch provides
  dim illumination between the doorways leading to areas 1B
  and 1C. If the PCs don’t bring their own light and don’t have
  low-light vision or darkvision, they suffer a 20% miss
  chance here.
  An ancient hall of mortared stone stretches before you,
  littered with small bits of rotten,splintered wood and
  grimy tatters of cloth.A dim torch in a sconce ahead
  reveals a number of wooden doors,all closed.It stinks of
  urine and sweat here.
  Trap:A string runs between the east and west walls
  between areas 4 and 5; it has small bells on it. A Spot check
  (DC 19) is required to see it before an advancing PC will ring
  the bells and alert the horde members in areas 1B and 1C. A
  PC actively looking for traps automatically finds it.
  Inhabitants:Various members of the Bestial Host dwell in
  these chambers.The Host is a strange religious cult dedicated
  to a deity known simply as the Beast God.Dark and savage,
  the Beast God calls upon the primal,bestial nature of his fol-
  lowers,encouraging them to revel in blood and violence.
  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.
  The members of the host here are no strangers to explor-
  ers and adventurers coming down into their demesne. In
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  This set of encounters is content for members of Dungeonaday.com.
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  3
  fact, their numbers are currently reduced due to just such an
  incursion, and they expect reinforcements soon.
  In battle, they shout, “Protect the temple!” “For the glory
  of the Beast God!” and “Blood for the Beast God!” in
  Goblin and Common. Also read the blog entry, Using the
  Bestial Host.
  Tactics:The host’s fighting style is very straightforward.
  They attack with brutality and savagery, and they fight to the
  death.
  1A: Empty living quarters. There are eight rather crude
  beds with straw mattresses here. Even the most rudimentary
  search produces a serviceable longbow, 9 arrows, and 9 cp
  scattered beneath a bed. This should give the PCs a clue that
  there are more host members than just the ones they
  encounter here.
  1B:Living quarters.Three goblins,two kobolds,and two
  degenerate humans live here.They are awake and ready (even
  eager) for battle.One of the goblins seems to be the leader of
  the group and wears a number of animal claws on his breast.
  The room contains seven crude beds and a few sacks of
  food. None of the inhabitants have coins, but a DC 17
  Search check reveals a small bag of 34 sp under some old
  animal pelts.
  Goblins (3):hp 6, 6 and 4. They possess the Low Blow
  feat as a bonus feat.
  Kobolds (2):hp 4 and 4.
  Degenerate human warriors (2): hp 8 and 7 (use orc stats) 
  1C:Living quarters. Two hobgoblins and three goblins live
  here. They are either asleep or preoccupied, and require 3
  rounds to rouse and arm themselves. Once up and ready to
  go, the goblins do as the hobgoblins tell them. They are all
  scarred and obviously mistreated by their larger cousins.
  The room contains five crude beds and a few sacks of
  food. The two hobgoblins each have masterwork weapons
  (+1 to their attack rolls). None of the inhabitants here are
  armored, however, so the goblins are AC 13 and the hobgob-
  lins are AC 12.
  Hobgoblins (2): hp 8 and 6; +1 to attack rolls, AC 12
  Goblins (3): hp 7, 5, and 3; AC 13. They possess the Low
  Blow feat as a bonus feat.
  Development:If the PCs make noise in the central hall
  (including triggering the bell alarm trap), the host members
  in area 1B will come out to attack them 2 rounds later. If the
  creatures in area 1B are attacked, they are ready and those in
  area 1C come to join them in 3 rounds. If the creatures in 1C
  are attacked, they are not ready, giving the PCs a full round
  of action, and then have to spend their own first round grab-
  bing weapons or resorting to unarmed attacks. However, the
  inhabitants of 1B will be able to come to their aid almost
  immediately upon hearing cries or combat.
  Tactics: These guards do not work all that well together.
  They attack in a confused, shouting mass. They don’t cooper-
  ate to utilize flanking positions or aid one another. They’re
  just not that smart. They primarily defend the door to area 6.
  They do not follow if the PCs retreat or move into area 4,
  although they do jeer and mock them as they go, praising the
  might of the Beast God. As stated previously, they will not
  flee or surrender themselves.
  Upping the Ante:One of the hobgoblins in 1C is actually
  a doppelganger spy. He observes the humanoids here on
  behalf of his brethren on Level 2, simply gathering informa-
  tion. He also keeps an eye on who or what comes down into
  the dungeon. If at all seriously threatened, the doppelganger
  flees rather than fights (he has no interest in defending the
  temple after all). He will run up to area 7, and attempt to go
  through area 10 to eventually get to area 12, where he will
  wait until the doppelgangers from Level 2 open the door in
  Level 1: The Upper Reaches
  
  the pit so that he can get back to them. His presence, how-
  ever, makes that encounter EL 4 rather than 2.
  Revisit (EL variable)
  The Bestial Host, as a whole, maintains a large roving camp
  in the nearby hills. Because their temple is here, they contin-
  ue to station more of their warriors if the guards perish. The
  host numbers in the hundreds and grows every day, so this
  could continue for a very long time, if not indefinitely.
  Any time the PCs leave and come back, this area should be
  replenished with some number of goblins, kobolds, orcs,
  hobgoblins, degenerate humans, or even bugbears. At full
  complement, there should be 12-20 guards spread out in the
  various rooms.
  Within a week of the PCs “clearing” this room, place four
  kobolds and two degenerate humans in 1A, four goblins
  and two hobgoblins in 1B, and four orcs in 1C. This will be
  three encounters of EL 2 each, although it could quickly
  become much tougher (EL 5) if the PCs draw out all three
  groups at once, so they’ll have to be careful. These guards
  work together a bit better than the ones the PCs meet the
  first time. The hobgoblins command the goblins to use the
  aid another ability to help their attacks. The kobolds hang
  back and use missile weapons.
  Later, throw a few bugbears into the mix to make things
  harder. Consider giving some of the guards masterwork
  weapons or even warrior class levels.(The quick and dirty way
  of doing the later is to add +8 hit points and +1 attack and
  damage and call it good.Alternatively,don’t give them a bonus
  to damage but give them an additional, useful feat.) They
  could also have some wolves or worgs used as guard dogs.
  Further, as time passes, these guardians begin to do what
  they can to prevent further incursions, including setting up
  guards or crude traps on the stairs, building barricades to
  block passage from the stairs, or even covering the entrance
  into the dungeon altogether with debris in the hopes of
  blocking it or hiding it. These attempts won’t pose too much
  difficulty for the PCs, but they demonstrate the host’s con-
  tinued attempts at warding them off.
  Basically, the idea is that every time the PCs leave and
  come back down the steps into the dungeon, they should
  worry about what’s waiting for them here. Plenty of times, it
  should be nothing—reinforcements haven’t yet arrived. But
  sometimes there should be guards here, and they should be
  at least somewhat different each time.
  Eventually (say, by the time the PCs reach level 5 or 6), the
  Bestial Host may stage a major ambush in the ruin if the
  PCs are still using this entrance. This should be an
  encounter that really challenges the party. Alternatively—or
  perhaps additionally—they could launch an all-out offensive
  against the nearby town of Brindenford in hopes of getting
  at the PCs. This can lead to an entire side adventure involv-
  ing defending the town and going to take on the host (and
  their troll priest-king, Scrall).
  Connections:This room connects to:areas 2,3,4,5,6,and 7
  2. Side Hall
  Summary:An empty chamber with some interesting bits
  for the PCs to investigate,including a clue for areas 25 and 31.
  Sights and Sounds:It is dark here. A DC 15 Listen check
  allows a player character to hear the mountain lions in area
  8. However, without a Move Silently check of DC 15, the
  lions will also hear the PCs.
  This hall runs north and south,the walls adorned with
  painted frescoes of humans riding,running along with,or
  chasing horses.A few ride winged horses high in the sky.
  A skeletal corpse lies near the bottom of the stairs.
  Corpse:This was Signar Fuen, a dead adventurer slain by
  a wandering monster two years ago on his way out of the
  dungeon. Now all his equipment is long gone, but if he is
  ever resurrected, he knows many secrets about the dungeon.
  The PCs will find the remains of many dead adventurers in
  the dungeon, but Signar is significant to encounters they
  may have much later. In his flight from the dungeon, he lost
  an intelligent amulet on Level 8. If the PCs find it, they may
  be compelled to locate Signar’s corpse and get him brought
  back from the dead.
  Frescoes:Time has worn away portions of the frescoes,but
  they still hide a secret.Anyone studying them at length (Search
  check DC 20) finds that at the horses’ legs at one point form
  letters and spell out words in Elvish.The message is:
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  4
  
  “The gray lies between the black and the white. The shadow lies
  between the dark and the light.”
  These sentences are clues to hidden secrets in areas 25
  and 31, respectively.
  Southeast Passage: This curving corridor slopes down
  steadily so that the northern end is 20 feet higher than the
  southern end.
  South Door:The door to area 9 is stuck and requires a
  DC 13 Strength check to open it.
  Development: If the PCs linger here and are not quiet,
  one of the lions in area 8 will sneak up and attack.
  2A:A round secret trapdoor (Search DC 20 to find) lifts
  up to reveal a very narrow spiral iron staircase that descends
  10 feet down into a pair of rooms below this chamber as well
  as area 4 and area 10.The ceiling in these undercroft cham-
  bers is only about 7 feet high.Other than a few empty barrels,
  at first glance it seems that there’s not much here.However,if
  the westernmost room is searched (DC 20),under one barrel
  a strange sigil can be seen,seemingly burned into the flag-
  stone on the floor.A Knowledge (Arcana) check (DC 16) sug-
  gests that it is draconic in nature,but that’s all.A DC 20
  check,however,means that the character realizes that this is
  one of the twelve secret sigils.This sigil,the first and weakest
  of all them,conveys power to a melee weapon if it is etched
  onto its surface. It allows the wielder to,as a free action,
  turn that weapon into a dragon bane weapon for 1d6+1
  rounds.Etching the weapon requires a Craft (weaponsmith)
  check (DC 15) and one hour.Once used,it disappears,but it
  can be re-etched,although no weapon can have it etched
  more than once and no wielder can have more than one
  weapon with the sigil upon it at a time.
  These chambers are not known to any of the current resi-
  dents of this level of the dungeon (the doppelgangers of
  Level 2 know about it) and could be used as a safe place for
  the PCs to retreat to and rest without leaving the dungeon
  altogether.
  Connections:This room connects to areas 1, 3, 8, 9, 10,
  and 11.
  3. The Oracle Pool 
  (EL 1 and 3)
  Summary:A magical pool offers knowledge, but those
  who might abuse it put themselves at risk.
  Sights and Sounds: It is dark here. A DC 20 Listen check
  reveals a faint scratching sound that comes from both 3D
  and 3E (the ghouls).
  You see a massive chamber filled with cobwebs and
  dust.A shallow pool twenty feet across lies in the middle
  of the room,with tall pillars to the east of it,each carved to
  look like a tall,beautiful,human woman.The ceiling is
  vaulted,and a crescent moon has been painted at the high-
  est point,which is directly above the pool.Although the
  paint is chipped,it still retains a peculiar luster that
  reflects light with a glistening glow.The walls sport a few
  empty sconces,and you see an imposing set of bronze
  doors on the east wall.These double doors bear images of
  winged horses rearing majestically.
  Secret Door:The secret door that gives access to the pas-
  sage leading to area 5 is not too difficult to find (DC 18). An
  empty sconce on the wall serves as a lever that causes the
  door to pivot easily and quietly.
  Moon and Pillars:Anyone making a Knowledge (religion)
  check (DC 15) recognizes the moon symbol on the ceiling
  and the images in the pillars as that of Glarias, Goddess of
  the Moon. Hers is a minor and mostly dead cult focused on
  secret lore and divination.
  Level 1: The Upper Reaches 5
  
  The Pool:The pool has a raised stone lip around its edge.
  The water is about a foot deep, appears surprisingly pure and
  clear, and has a faint magical aura (divination). If anyone
  speaks the magical, sacred phrases found in the book in 3A,
  the water rises up from the pool in the shape of a beautiful
  maiden. This watery creature is a minor manifestation of
  Glarias herself. The PC who spoke the phrases can ask the
  maiden a single yes or no question as described in the spell
  commune. She will answer to the best of her ability, but the
  DM should be careful about adjudicating the answers.
  Glarias is currently imprisoned (in deepest bowels of this
  very dungeon), and her knowledge about current events in
  the world at large may be limited. Her divine knowledge of
  the dungeon, however, is extensive.
  The pool can be used safe-
  ly once. If the same person
  attempts a second question
  without waiting until asking
  again in the same phase of
  the moon (which is to say, in
  one month’s time), or if
  another person attempts to
  ask a question in the same
  month as another character,
  they get an answer, but the
  door to area 3D opens and
  the ghoul comes out to
  attack. If someone attempts
  it again, he or she gets an
  answer, but the door to area
  3E opens and the ghast comes to attack. After that, further
  attempts are impossible for one month.
  Both Chasmal the werewolf in area 37 and the doppel-
  gangers on Level 2 occasionally use this pool, although they
  haven’t in over a month, so the first question the PCs ask is
  safe. Later attempts on subsequent visits may not be if
  Chasmal or the doppelgangers are still around.
  3A. The bronze doors leading into this room are locked,
  but the lock is more for show than anything (Open Lock DC
  14), and the key can be found in 3C. Beyond the doors is an
  old library, although much of it lies in ruin, with broken
  shelves and rotten books. A Search check (DC 15) produces
  1d6 intact books on various (mundane) topics, each worth
  1d6 gp. This check can be performed up to five times, with
  new books found each time. One of the first books found
  will be Glarias’ Pool. This book isn’t like the others. Anyone
  studying it for at least an hour learns the proper magical
  phrases which can be spoken next to the pool to allow one to
  ask the pool a question. The book cautions that punishment
  will come to those who abuse the power of the pool.
  3B. Aside from some old, rotten furnishings, this room is
  empty. The door to area 20 is bluesteel and cannot be
  opened without the password “Desitam.” This word can be
  learned in area 19 or from Chasmal the werewolf in area 37.
  3C. This chamber is filled with wrecked wooden furni-
  ture, mostly chairs, tables, and bookshelves, old and rotten.
  A few rotted and useless books lie amid the wreckage, but
  nothing of value other than a large, ornate bronze key that
  unlocks the doors leading into 3A. The key itself is worth
  15 gp.
  3D. The door to this chamber is locked (DC 25 to open),
  but opens when the pool is consulted twice in one month.
  Inside waits a creature called a chastisement ghoul, appear-
  ing exactly as a normal ghoul but with a half-moon symbol
  painted prominently on its
  forehead. The ghoul has been
  created through Glarias’
  power, and as such it will not
  attack a worshipper of
  Glarias. However, all Glarias’s
  followers within 20 feet of
  the ghoul are magically chas-
  tised by its censure stare.
  This chastisement acts exact-
  ly as a bestow curse spell (no
  saving throw) that lasts until
  they go to Glarias’ temple
  and seek atonement in a
  prayer that lasts an entire
  night. Sadly, the temple is
  now devoted to the Beast God (see area 6). While the PCs
  can still gain atonement there, they then fall under the
  effects of a powerful geas (again, no save) to free Glarias
  from her imprisonment deep in the dungeon. The characters
  gain no special knowledge of how this can be done, but they
  don’t suffer penalties or drawbacks for not doing it immedi-
  ately, either. They just have to do it at some point. (This
  should be treated more as a roleplaying opportunity than a
  game mechanic issue.)
  The ghoul attacks non-worshippers of Glarias, focusing
  its attentions on the offending user of the pool.
  There’s nothing else in this room. If the ghoul is
  destroyed, a month later a new ghoul is summoned and the
  door closes and re-locks, set to punish those misusing the
  pool once again.
  Ghoul:hp 13
  3E.This chamber is identical to 3D, except instead of a
  ghoul it houses a chastisement ghast, complete with the
  Dungeonaday.com: Dragon’s Delve
  6
  
  moon symbol on its forehead. It has the same censure stare
  and restrictions as the ghoul. The room produces a new
  ghast after a month as described in 3D.
  Ghast: hp 30
  Connections: This room connects to areas 1, 5, and 20.
  4. Storeroom (EL 1)
  Summary: Poisonous spores threaten those that poke
  around in this old storeroom, although there are valuables to
  find.
  Sights and Sounds: This room is dark.
  This dank room smells of mold and rot.Old crates and
  barrels fill the chamber.
  Crates and Barrels: Once a large underground storeroom
  for the keep above,this room has remained relatively
  untouched for decades,mostly because those in the area
  know that a poisonous mold grows amid the goods here.If
  anything in the room is disturbed,a cloud of spores 10 feet in
  diameter is loosed around the disturbance.Those within the
  cloud must save versus the poison they inhale (Fort save DC
  13;1 Con/1 Con).The cloud persists for 3 rounds,and then
  dissipates.No more than four spore clouds are possible in the
  room on a given day.A Survival,Knowledge (Nature) or
  Knowledge (Dungeoneering) check (DC 15) alerts characters
  to the potential hazard and allows them to avoid it entirely.
  Those who somehow brave this poison and make a Search
  check (DC 18) find one crate containing 10 flasks of
  alchemist fire. Burning all the room’s contents destroys the
  mold, but causes an explosion with the alchemist fire that
  inflicts 1d6 points of fire damage on anyone in this room.
  Award the PCs experience points as if they had over-
  come a CR 1 challenge if they encounter the poison mold
  spores.
  Western Rooms: The doors to these small side rooms
  are locked (Open Lock DC 25) and swollen stuck (Strength
  check DC 18 to open). The northernmost room has noth-
  ing of value (but also no mold). The southernmost room
  contains a number of boxes of miscellaneous dry goods,
  including a small box with six tindertwigs and a sunrod,
  and another containing two flasks of acid.
  Connections:This room connects to area 1.
  5. Bodor’s Hall (EL 3)
  Summary:Bodor, the orcish leader of the Bestial Host
  members, rules from this hall and sleeps in 5A.
  Sights and Sounds: If Bodor is in this room, it’s lit by a
  few oil lamps, and characters listening at the door can hear
  loud guttural laughs and shouts (Listen check DC 13).
  Otherwise, it’s dark and quiet.
  A tattered and stained red carpet runs most of the
  length of this long hall.Moth-eaten tapestries of mounted
  knights and hilltop castles hang on the wall.At the far
  eastern end stands a large wooden throne surrounded by
  empty kegs and dirty wooden plates and mugs.
  Inhabitants:Bodor, the current, de facto leader of the
  Bestial Host guards, is often here. If he is here, his body-
  guards are as well. If he and his guards are not here, they are
  likely in 5A or area 6. Bodor sees himself as a monarch or a
  chief, and acts that way. He is no tougher than his fellows
  (he has normal orc physical stats), but he’s a bit smarter,
  craftier, and more charismatic than a normal orc, so the oth-
  ers do as he says. Bodor’s not even a devout follower of the
  Beast God, and is actually a bit of a coward. He attempts to
  intimidate intruders to frighten them off, and if that doesn’t
  work, he might try barter to get them to go away peacefully.
  If challenged, he runs to the temple in area 6.
  Level 1: The Upper Reaches 7
  
  Physically, it’s Bodor’s three bodyguards that are a real
  threat. The orc bodyguard, Griff, wears banded mail and uses
  a greataxe. The hobgoblin bodyguard, Starl, wears chain
  mail, uses a heavy shield, and wields a masterwork
  longsword. The degenerate human bodyguard, Lasha, uses
  orc stats but has bonus hit points for just sheer tenacity.
  Bodor is the leader now only because Ramscorn, the real
  leader, is currently leading an excursion down into Level 2.
  Bodor,orc:hp 8. Bodor has a 10 Int, Wis, and Cha. Give
  him +2 on Will saves and +3 on skill checks.
  Griff,orc bodyguard:hp 9, AC 16, uses a battleaxe (+4
  melee, 1d12+4 damage, crit 20/x3).
  Starl,hobgoblin bodyguard:hp 10, AC 16, +1 to attack
  rolls due to masterwork weapon.
  Lasha,degenerate human bodyguard:hp 14. Use orc
  stats.
  Treasure.Bodor has 15 gp, 33 sp, and 61 cp in a bag. He
  also has the key to the box under his bed in 5a. Each of the
  bodyguards has 1d6 gp and 2d6 sp.
  Development:If intruders come into area 1,Bodor and his
  guards do not move to help.However,if intruders attack them,
  they call out for those in area 1 to come to their aid. If given
  the chance,Bodor and his guards—if seriously threatened or
  worried about an incursion—will retreat to the temple,area 6.
  Secret Door:The secret door that gives access to the pas-
  sage leading to area 3 is not too difficult to find (DC 18). A
  lever behind a tapestry causes the door to pivot easily and
  quietly. Bodor knows about the secret door and the passage
  beyond, but he doesn’t really use it.
  5A: This chamber is Bodor’s bedroom. It’s also where the
  bodyguards all sleep. The place is a disheveled mess with
  four beds, a table, some chairs, and a lot of ale. Under one
  bed (Bodor’s) lies a locked wooden box (DC 20 to open). It
  contains a variety of mostly worthless items such as cloth-
  ing, a brush, paper, chalk, and so on, as well as a set of mas-
  terwork thieves’ tools, a healer’s kit, and a 50 gp yellow agate
  wrapped in an old rag.
  Upping the Ante:Make Starl a bugbear (this changes the
  encounter to EL 4).
  Revisit (EL 4 or 5)
  If Bodor is slain,Ramscorn may return from Level 2.However,
  it is probably more interesting to leave him there and have the
  Bestial Horde assign a new leader to the guards-one with
  more physical prowess,such as a bugbear or even an ogre.This
  new leader is likely to arrive within 10 days,along with 4 orc
  bodyguards with max hit points and masterwork weapons.
  Treasure: The new leader will have a bag with 200 gp,
  500 sp, and jewels worth another 100 gp.
  Connections:This room connects to areas 1, 3, and 6.
  6. The Weird Temple 
  of the Beast God
  Summary: In this temple to an evil god, everyone has
  the barbarian’s ability to rage, and blood spilt upon the altar
  confers temporary abilities to the priest. Eventually, it will be
  staffed by an evil priest.
  Sights and Sounds:Braziers light this room. Either inside
  the temple or listening from an adjoining area, characters
  can hear a distant sound of howling, scraping, and ripping
  that fades in and out.
  The walls of this oddly-shaped temple are partially cov-
  ered in tattered red and black curtains.You can see an
  archway leading south despite it being half-covered by one
  of these curtains.The vaulted ceiling above is painted
  black.Spattered bloodstains cover the floor,particularly
  around the plain stone altar resting in front of the deep
  eastern recess.The place stinks of murder and pain,as well
  as the musk of some angry beast.
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  Beast God’s Intercession: All creatures in this room
  gain the ability to rage like a barbarian. The rage lasts 3
  rounds or until the creature leaves the room. No one crea-
  ture can take advantage of this effect more than once per
  day. A Knowledge (Religion) check (DC 16) suggests that
  utilizing this ability gives obeisance to the Beast God and
  is likely not a good act.
  The Walls and Ceiling: Searching behind the curtains
  (Search DC 13) reveals extremely faded painted images of
  cavorting fey creatures in a silvery woodland on the walls
  themselves, testimony that this wasn’t always an evil temple.
  Anyone scraping at the black paint on the ceiling would
  find that it covers a mural of a night sky with a shining moon.
  The Altar of Blood:This stone altar appears to be little
  more than a worn, blood stained slab, but it is in fact very
  potent. If at least three pints of fresh blood are spilt or
  splashed upon the altar, the creature doing so may gain some
  of the abilities of the blood-drained creature. Although the
  creature whose blood is used does not have to be dead (or
  even present), it will henceforth be referred to as the sacrifice
  and the creature splashing the blood as the “priest” (regard-
  less of class, intention or alignment). It is theoretically pos-
  sible that a single creature could be both priest and sacrifice,
  but there would be no point.
  The priest must make a Fortitude saving throw (DC = 15
  + the HD of the sacrifice). Failure means that the priest
  becomes sickened for 1d6 rounds per HD of the victim.
  Success, however, means that the priest gains one random
  ability of the victim. Roll 1d8:
  1d8
  Result
  1
  Priest gains temporary hit points equal to a single 
  Hit Die roll of the victim.
  2
  Priest gains a boost to his Strength score equal to 
  the victim’s Strength bonus (if any).
  3
  Priest gains victim’s special senses, such as 
  darkvision (if any).
  4
  Priest gains victim’s natural armor bonus (if any).
  5
  Priest gains one of victim’s natural weapons, using 
  the exact same attack bonus and damage, regard-
  less of differences in priest’s and victim’s Strength,
  HD, etc.
  6
  Priest gains one of victim’s extraordinary abilities
  (if any).
  7
  Priest gains one of victim’s supernatural abilities
  (if any).
  8
  Priest gains one of victim’s spell-like abilities (if
  any).
  This ability lasts for one hour per level of the priest. The
  DM, of course, is the final arbiter of what abilities (if any)
  the priest gains, and should only bestow those that seem fit-
  ting and appropriate.
  Non-evil characters that make a regular practice of these
  sacrifices become evil, the taint of the Beast God corrupting
  them over time.
  Note that in area 32, PCs can find vials of vampire blood
  that could be used on the altar. The previous priest also
  sought all sorts of creatures to experiment with their blood.
  For example, he sent some of the host to find and capture
  Chasmal the werewolf in area 37 to use his blood on the altar
  to see what would happen.
  Background:This temple was originally a shrine to
  Glarias, Goddess of the Moon (see also area 3), but Glarias
  was imprisoned by the Dragon Prince near the bottom of the
  dungeon centuries ago, and this action led to the rise of the
  Beast God, who usurped most of her temples. Thus, omens
  and portents led the priests of the Bestial Horde here within
  the last few years, and they have established and maintained
  this temple. There is another temple deeper in the dungeon,
  but they have not reached it yet.
  Inhabitants:None currently. The priest of the temple was
  a bloodthirsty, degenerate human cleric named Errad, but a
  group of adventurers killed him about two months ago. No
  priest has yet arrived to replace him.
  Development:Bodor and his bodyguards from area 5
  might be here, and if so the guards will make full use of the
  Beast God’s Intercession. If either Bodor or the new priest
  (see below) are here and seriously challenged, they will
  attempt to barter the secret of the altar, proposing that if the
  Level 1: The Upper Reaches 9
  
  PCs collect the blood of different creatures and offer it upon
  the altar, they will gain temporary abilities. But only, they
  say, if the Beast God’s representatives (in this case, Bodor or
  the new priest) still live. This latter statement, of course, is a
  lie. It works with them or without them.
  Revisit (EL 5)
  Eventually, the Bestial Host sends a new priest for the tem-
  ple. Her name is Klandra, and she is an extremely fat goblin.
  She has a retinue of six normal goblins with her at all
  times. Klandra spends all of her time here.
  Klandra
  Female Goblin (Chaotic Evil)
  Cleric 3
  CR 3
  HD 3d8+6
  hp 20
  Init +0
  Speed 20 feet
  Languages Common, Goblin
  AC 17, touch 11, flat-footed 17
  BAB/Grapple +2/-2
  Attack/Full Attack +4 melee (1d4, quarterstaff)
  SA rebuke undead 4/day and smite (+4 attack, +3 dam-
  age) 1/day
  SQ darkvision 60 feet
  Fort +5 Ref +1 Will +6
  Str 11, Dex 10, Con 14, Int 10, Wis 16, Cha 13
  Crucial Skills: Heal +7, Hide +6, Move Silently +2, Ride
  +4.
  Other Skills:N/A
  Crucial Feats:N/A
  Other Feats Brew Potion, Scribe Scroll
  Spells: 4/4/3; CL 3, +2 melee touch, +2 ranged touch
  2nd—hold person (DC 15/W), inflict moderate wounds
  (DC 15/W), shatter (DC 15/W or F)
  1st—cure light wounds, protection from law, magic stone
  (DC 14/W), sanctuary (DC 14/W)
  0—create water, cure minor wounds (DC 13), purify food
  and drink (DC 13/W), virtue (DC 13/F)
  D:Domain Spell. Deity: Beast God. Domains: Chaos,
  Destruction
  Possessions +1 chain mail, masterwork quarterstaff,
  potions of cure light wounds, divine favor, and lesser
  restoration, scroll of detect law, cure moderate wounds,
  and magic weapon, wooden holy symbol, 14 gp, 9 sp,
  13 cp.
  Goblins (6): hp 5 each
  Connections:This room connects to areas 1 and 5.
  7. Cellars (EL 1)
  Summary: These are mostly empty chambers near the
  surface, although there could be a combat encounter here.
  Searchers may find some interesting clues involving area 28
  (and events that come much later as well). You will need the
  Butler’s Diary handout.
  Sights and Sounds:These rooms are dark. Water can be
  heard dripping somewhere.
  Rubble,old barrels and casks,rotted wooden crates,and
  other debris clog this area.Cobwebs fill the corners.The
  air is dank.
  Background:This room once had access to the surface,
  but now the stairwell (in 7B) is choked with rubble and
  debris from the ruin above.
  7A:Old wine racks fill this chamber. Most are empty, but
  if anyone takes the time to make a Search check (DC 10)
  they find two intact bottles of wine, each worth 20 gp. They
  also find a torn and yellowed page from the diary of Croshof,
  a butler in the service of Duke Chordille. Give the players the
  Butler’s Diary handout. This will provide some clues regard-
  ing area 28, but mainly the information it contains will be
  useful much later in the campaign.
  The secret door in the floor (Search check DC 20 to find)
  lifts up to reveal a ladder down into a hall that leads to area 10.
  7B:This room is empty other than some bats and a few
  bits of debris that have fallen from the ruin above. There was
  once a staircase up into the keep above here, but it collapsed
  long ago and is now entirely clogged with rubble. Bat drop-
  pings cover the floor and the stench from them is so strong
  it makes one’s eyes water.
  Dungeonaday.com: Dragon’s Delve
  10
  
  Inhabitants:A swarm of bats roosts in area 7B. If dis-
  turbed, they react poorly and attack (startled, rather than
  hungry).
  Bat swarm: hp 13
  Revisit (EL 1)
  If the Bestial Host manages to replenish the guards in area 1,
  they also position two hobgoblins here with three javelins
  each. They will reside in area 7A, and come into area 1 if they
  hear the sounds of combat. They will stay on the ledge and
  hurl their javelins at intruders. Each has a pouch with 8 sp
  and 40 cp.
  Hobgoblins (2): hp 6 and 8
  Connections:This room connects to area 1 and area 10.
  8. Lion’s Den (EL 2 or 3) 
  Summary: Two mountain lions attack anyone who
  comes here, although usually only one is present at any
  given time.
  Sights and Sounds:This room is dimly lit thanks to the
  illumination from area 9. The lions are likely to give a warn-
  ing growl or roar if they hear a large group coming toward
  them. A small group or a single individual, however, will not
  illicit such a warning—instead, they’ll be silent in order to
  pounce from surprise.
  If characters make Listen checks (DC 20) in the southwest
  corner,they can hear the darklings screeching in area 26.
  When you peer into this odd-shaped nexus of corridors,
  you realize that you’ve stumbled upon the den of some
  beasts.A feline predator snarls at you,and you can see that
  she protects a mewling litter of cubs.
  Inhabitants:Two mountain lions wandered out of the
  wilderness, looking for a place to make a den and have cubs.
  They came down the stairs and into this area. Now the cubs
  are newly born and the lions both hunt and defend their lair
  more aggressively than ever.
  It’s interesting to note that in addition to getting to the
  surface to hunt, the lions can move freely through areas 2, 3,
  8, 9, and 11 without having to worry about any doors. They
  also could go into area 1 and up into 7, but they steer clear of
  the humanoids there, assuming they are present.
  Mountain Lion (2):hp 22 and 18 (use leopard stats)
  Upping the Ante (EL 3 or 5):Use lion stats rather than
  leopard stats.
  Connections:This room connects to areas 2, 9, and 10 
  Level 1: The Upper Reaches 11
  
  9. The Eyes Have It
  Summary: A terrifying monster waits in this room, but
  PCs quickly discover that it cannot get at them, it can only
  watch them.
  Sights and Sounds:Magical light comes from within the
  glass cylinder. It blocks sound, however.
  Dim light fills this odd-shaped chamber.In the middle
  of it,floating over a dark pit,you see a gray-brown crea-
  ture of unique and bizarre appearance.Spherical,it sports
  a massive central eye,with a number of eyes on long stalks
  on top,and long tendrils dangling from beneath it.The
  whole being stretches approximately five feet across.It
  glares at you as you peer in.
  Only after this initial startling moment should the DM tell
  the PCs that the floating creature is within a massive glass
  cylinder,20 feet across that girds the perimeter of the pit.
  Glass Cylinder:This glass cylinder is immune to magic
  and indestructible.It extends from this level to Levels 2,5,6,
  8,and 10.It has an overwhelming magical aura of abjuration.
  Inhabitants:Erralak the ocular tyrant floats in this room,
  but he can’t get through the glass surrounding him, so he
  can only watch. That is, in fact, his job. His lair actually lies
  on Level 10, but he can view into all the levels he has access
  to, free from any threats. He has performed this duty for
  years and is well-acquainted with the barrier that hems him
  in. For fun, he will blast magical rays from his eyestalks at
  those who dare approach, and then laugh (the PCs can see
  him laugh, but cannot hear him through the glass). He will
  watch whatever the player characters do.
  Background:Serrestique never understood the reason
  behind the presence of the ocular tyrant, but she liked that it
  scared away most intruders, and so used the rooms beyond
  (areas 16, 17, 18, 19, 21, 22, 23, 24 and 25) for her own pur-
  poses.
  Door to Area 16:The door is locked (DC 20 to open) and
  relocks whenever closed. Those listening at the door can
  hear the winds blowing (no Listen check needed). The door
  is also very cold.
  Door to Area 21:This door bears a carved rune that
  means “4” in draconic. It was placed there by Serrestique to
  honor the Mages Four. This door is cunningly locked (DC
  28 to open).
  Secret Door:While the door is nearly impossible to find,
  someone making a Search check (DC 23) finds the switch-a
  seemingly loose stone. Unless the searcher specifically says
  that she’s not touching the wall as she searches, finding the
  switch automatically triggers the door, which slides down
  into the floor for exactly five rounds, and then raises again (a
  similar switch is on the other side). Nothing short of magic
  causes the door to close prematurely.
  Revisit
  The next time the PCs come into this room, Erralak observes
  some other level, so they don’t see him.
  Connections: This room connects to areas 2, 8, 16, 21,
  22, and 25.
  Dungeonaday.com: Dragon’s Delve
  12
  
  10. Back Rooms (EL 2)
  Summary: Members of the Bestial Host use this series
  of rooms for combat practice, challenges (which occur
  often), and other recreations.
  Sights and Sounds:Dim illumination comes from lamps
  suspended by chains from the ceiling. Anyone listening at
  the doors in either area 7 or 8 can hear the sounds of shouts
  and fighting (Listen DC 13).
  Weapons and armor cast haphazardly about fill a cham-
  ber of stark stone.A woven mat covers about half of the
  floor,stained with blood spatters and dried gore.Hanging
  lamps provide greasy smoke and a foul odor as well as dim
  light.A large keg rests upon a chair in the corner.Ancient,
  rusty manacles hang here and there on the walls.The place
  reeks of sweat,urine,and blood.
  Inhabitants:More members of the Bestial Host (see also
  areas 1, 5, and 6) are here. Basically, those guards not on duty
  in area 1 eat, sleep, and fight here—because eating, sleeping
  and fighting is all the host does. Currently, an orc and a hob-
  goblin fight while three kobolds and another orc cheer them
  on. The orc has already suffered a savage blow and has only 1
  hp out of his normal 5.
  Thanks to the special alcohol in the keg, all of them have a
  +1 bonus to attack and damage rolls, as well as any Strength
  checks.
  Orcs (2): hp 4 and 1
  Hobgoblin:hp 5
  Kobolds (3):hp 4, 3, and 2
  Tactics:These creatures are very likely to be surprised, but
  once they see intruders, they stop what they’re doing and
  attack, offering and asking for no quarter. The kobolds split
  up and use the aid another rules to help the hobgoblin and
  orcs attack at first.
  Treasure:Laying the floor are 1d6 random weapons of
  average quality as well as a light wooden shield, a heavy
  wooden shield, a set of padded armor, and another of leather
  armor. Each humanoid in the room also has 1d4 sp.
  Keg:The alcohol in the keg has been spiked with a con-
  coction that adds +2 to the Strength of the drinker for 10
  minutes, but subtracts -2 from Intelligence, Wisdom, and
  Charisma for the same duration. This is not magical, and
  there are three draughts left in the keg. Anyone making an
  Craft (Alchemy) check (DC 15) can determine how to repli-
  cate the concoction, however, a check with a DC of 18 allows
  them to realize that it will cause long term brain damage.
  More than three draughts makes the penalties incurred per-
  manent.
  Level 1: The Upper Reaches 13
  
  10A: Area 10 and 10A are essentially the same, except that
  there is no light shield and rather than padded armor found
  the armor is studded leather. The keg in the corner of 10A,
  however, is currently empty.
  Secret Trapdoor:The door in 10A is fairly easy to find
  (Search DC 14). It’s just under the woven mat. There is no
  ladder or stairs to connect up with area 2 (specifically 2A),
  but the drop is only about 10 feet. The inhabitants of this
  room don’t know about the door.
  Background:Originally, this pair of rooms was part of the
  dungeon (prison) beneath the keep. The door to area 8 did
  not exist.
  Upping the Ante (EL 4):A degenerate human fighting
  instructor (use orc stats) and his three goblin assistants teach
  the other creatures in the room new combat techniques.
  Revisit (EL 3)
  Should the PCs come here again, the spirit of one of the
  original prisoners from the days of the Duke and the keep
  above stirs as an undead shadow, moaning in torment, and
  attacks. Only the inhabitant in the room is different, how-
  ever (no additional treasure, etc.).
  Shadow: hp 13
  Connections: This room connects to area 7 and area 8.
  11. Gallery
  Summary: This large complex of rooms, empty at first, is
  eventually occupied by various humanoid creatures of the
  Bestial Host.
  Sights and Sounds:The room is dark and quiet. Anyone
  listening at the door leading into area 13 might (Listen check
  DC 19) hear faint clicking sounds—the scorpion moving
  around.
  This large chamber displays beautiful marble architec-
  ture in the twin balconies on the east and west sides of the
  room,each surrounded by a colonnade above and below
  and connected to the main floor via a narrow staircase.
  The floor shows a checkerboard pattern of cracked black
  and white marble stabs.The ceiling is vaulted.
  Three corpses,blackened and desiccated by time,lie in
  the middle of the room.
  Corpses:The three corpses in this room have been looted
  by other adventurers and dungeon residents, but one still
  has a leather bag with two flasks of holy water. However,
  anyone searching the corpses must make a Fortitude save
  (DC 13) or contract the shakes.
  Winding Passage:The winding passage from the north-
  west slopes up from here, so that the floor in area 2 is 20
  feet higher than here.
  11A:This small room is mostly empty. Both doors can be
  barred from the inside (although when the PCs first arrive,
  the doors are not barred.) A 1-foot square Judas window, cov-
  ered in an iron grate with 3-inch openings, with a hinged
  iron door that can close and latch from the inside of the
  room, takes up the center of each door. There is also a simi-
  lar window on the eastern wall. Anyone using these Judas
  windows has improved cover (+10 Hide, +8 AC, +4 Reflex
  saves, Improved Evasion).
  11B: Four old beds nestle amid empty crates and overturned
  wooden furniture here. The north wall has a number of inset
  shelves,but they contain only empty jars.However,a DC 20
  Search check reveals that one of the jars has some liquid in it.
  To magical or alchemical tests,it appears to be a potion of cure
  light wounds.However,it is in fact a failed alchemical admix-
  ture, basically spoiled and now magically toxic. Anyone that
  drinks it must make a save (Fort DC 14). Failure means that
  the character and all his gear are transformed into a snake (a
  small viper).The transformation lasts only 1d12+6 rounds.The
  character retains his Intelligence and awareness, but loses all
  character abilities and uses only the stats for the snake.
  11C: Six old wooden beds, a pair of divans, three wooden
  trunks, and a tall wardrobe (now fallen over) furnish this
  oddly shaped room. The trunks and wardrobe contain rotten
  clothing now little more than tattered rags.
  11D: This balcony is almost 20 feet high,reachable by a set
  of narrow,steep stairs.A dozen arrows,all old and most bro-
  ken, lie scattered across the floor. Movement up the stairs is
  halved,and anyone doing anything in the same round as mov-
  ing up the stairs must make a Balance check (DC 12) or fall.
  Dungeonaday.com: Dragon’s Delve
  14
  
  11E:Similar to 11D. A pair of old prayer books, now too
  mold-encrusted to read, lie on the floor near the large
  bronze portals. These doors are covered in bronze faces, and
  are magical (a moderate aura of transmutation). See area 15
  for more details. Movement up the stairs is halved, and any-
  one doing anything in the same round as moving up the
  stairs must make a Balance check (DC 12) or fall.
  Revisit (EL 5)
  If the PCs kill the mountain lions in area 8, the next time
  the Bestial Host replenishes its troops in area 1, extras will
  come and take up residence here.
  Specifically, a degenerate human warrior will watch from
  the Judas window in 11A, clanging a handbell if he sees
  intruders coming from area 2. Then he will use a longbow
  through the holes. So warned, the two orcs in 11B and the
  three goblins and the hobgoblin in 11C will come running in
  one round. Three kobolds occupy both 11D and 11E, and will
  hurl javelins at anyone in area 11. If anyone comes from area
  13 (or, up from Level 2 from area 12), the kobolds on the bal-
  conies will sound the alarm with chittering screeches.
  Degenerate human warrior:hp 4 (use orc stats)
  Orcs (2):hp 6 and 5; one has two potions of cure light
  wounds 
  Goblins (3): hp 4, 3, and 2
  Hobgoblin: hp 5
  Kobolds (6):hp 4, 4, 3, 2, 2, and 1
  Tactics:These humanoids aren’t guarding anything. They
  just live here. However, they still fight to the death with great
  ferocity, because that’s what their god demands of them.
  Treasure:These newcomers have brought treasure with
  them, and stashed it in 11C inside a pair of burlap bags in
  one of the trunks. These bags contain 298 shiny stones
  (worthless), 55 gp, 8 sp, 109 cp, a bundle of 10 masterwork
  crossbow bolts, and a battered silver bracelet (10 gp).
  Connections:This area connects to areas 2, 12, 13, and 15
  12. Refuse Pit
  Summary:These two adjacent rooms both have access to
  a deep pit filled with trash, but also a bit of treasure. But
  they’ll have to climb down to get it.
  Sights and Sounds:These rooms are dark and quiet. A
  horrible, acrid stench fills the entire area.
  This room appears empty.An open doorway leads to
  the south,but it appears as though the floor drops away
  beyond the threshold.
  Secret Stash:A search of this room (DC 18) reveals a
  loose stone in the western wall. In a niche behind the stone
  is stashed 100 feet of silk rope.
  12A: This room is actually a shaft going down—a twenty
  foot by twenty foot pit that is almost 80 feet deep. The bot-
  tom three feet of the pit are filled with refuse and sludge.
  The garbage-filled muck
  does not help cushion a
  fall into the pit. In fact,
  there’s a 25% chance that
  someone falling lands on
  something hard and
  jagged and suffers an addi-
  tional 1d6 points of dam-
  age (for a total of 9d6).
  Movement here is
  halved, and any action
  other than moving 5 feet
  requires a Balance check (DC 10), with failure resulting in
  the character falling prone into the muck. Characters suffer a
  -1 penalty to attack rolls and checks dependent upon
  Strength or Dexterity here.
  Anyone searching the bottom of the pit (DC 24) can find
  the corpse of a halfling wearing +1 studded leather armor and
  a silver ring with a small sapphire (75 gp). However, anyone
  making this attempt with an open wound (which is to say,
  not at full hit points) must also make a Fortitude saving
  throw (DC 12) to avoid contracting filth fever.
  Level 1: The Upper Reaches 15
  
  Although it is not marked on the map, a secret one-way
  door five feet off the floor of the pit (and thus two feet
  above the sludge) in the south wall gives access from Level
  2 into this pit. It cannot be opened from inside the pit, and
  requires a DC 32 Search check to find, so it really cannot be
  used to get to Level 2. However, it can be used by creatures
  on Level 2 to get to Level 1. The doppelgangers on that level,
  for example, use it to get to the surface. Rarely, they will also
  use it to go back down. A doppelganger needing to go
  down will wait here until one of their fellows opens the
  door (which the do periodically just to check, and then use
  the rope they’ve hidden in the secret stash. This can some-
  times take a long time, so it’s possible that on a visit here,
  the characters may encounter a doppelganger. Not wanting
  to fight, however, if it hears someone coming it changes
  into a halfling and swings around to area 12B and then
  hides there.
  12B: The door between this room and area 11 is locked
  (Open Locks DC 30). Perhaps a better way of getting in
  would be to go from 12 into the pit (12A) and then into
  this room. Simply swinging around over the pit requires
  either a Climb check (DC 13) or Tumble check (DC 13).
  Those failing this check must make a Reflex save (DC 18)
  to avoid falling down into the pit.
  This room was a workroom, and still has a large grind-
  stone, a potter’s wheel, a table and a cupboard both filled
  with various rusty tools, and a few now-empty storage
  crates and baskets. Amid the tools, the PCs can find a set
  of masterwork stoneworking tools worth 55 gp, and a 
  magnifying glass worth 100 gp.
  A key on a keyring hanging next to the door opens the
  door in this room and the door between area 11 and 
  area 13.
  Revisit (EL 3)
  If the PCs ever return to the pit, they will find that a small-
  ish otyugh has taken up residence. (It’s very likely that refuse
  and offal simply spontaneously spawn these awful crea-
  tures.) It only has a 9 Strength so it suffers a -1 penalty to
  attack and damage. It’s also only CR 3.
  This creature, of course, is bad news for any doppel-
  gangers that want to use the secret door. Its presence traps
  them on Level 2.
  Otyugh:hp 30; -1 attack and damage.
  Connections:This area connects to
  area 11
  Dungeonaday.com: Dragon’s Delve
  16
  
  13. Scorpion (EL 3)
  Summary:A large monstrous
  scorpion provides a straightforward
  combat encounter, with an interest-
  ing and piece of magical treasure
  hidden nearby.
  Door: The door between this
  room and area 11 is locked (Open
  Locks DC 30). The key to this door
  is in area 12.
  Sights and Sounds:This cham-
  ber is dark. Anyone listening at the
  door leading in area 11 or simply standing in area 18 might
  (Listen check DC 19) hear faint clicking sounds—the scorpi-
  on moving around.
  A large kiln rests against the western wall.An empty
  coal bin sits next to it.A few rusty iron tools lay about the
  floor.
  The door to the east is made of wood,but covered in
  iron plates.The heavy lock was long ago broken,however,
  so it hangs ever so slightly open.
  Inhabitant:A large scorpion makes its lair here, feeding
  off of rats another vermin, but it won’t hesitate to attack the
  PCs if they should wander by. The smaller scorpions in area
  18 are its spawn, but it mostly ignores them.
  Monstrous scorpion,large: hp 35
  Tactics:If the scorpion is reduced to less than 15 hit
  points, it will retreat if the path toward area 18 is clear. It’s
  exceptionally fast, so if it’s able to escape a melee it will likely
  succeed in getting away, drawing any pursuit into the wait-
  ing stingers of the other, albeit smaller, scorpions in that
  area. The large scorpion will head toward area 21, where it
  makes its last stand, if needed. It long ago grew far too large
  to use the little rat holes and cracks they once used to leave
  this section of the dungeon.
  The Kiln:Inside the kiln, someone has stashed a bracelet
  of surprise, wrapped in an old rag along with a gold ring
  with a woven pattern (75 gp). (If a character simply searches
  the room, this treasure requires a Search DC 16 to find. If
  they specifically say they open the kiln and look inside, it’s
  automatic.)
  Connections:This room connects to areas 11, 14, and 18.
  Level 1: The Upper Reaches 17
  New Magic Item: Bracelet of Surprise
  This simple gold chain clasps around the wrist. Anyone wearing it can, once per day, use the magic of the bracelet to
  accomplish one of two things:
  1. The character can act in a surprise round in which he normally would not act. For example, if he fails to spot a foe and
  the foe normally gets to act in a surprise round and he doesn’t, he can use the bracelet’s power and act in the surprise
  round. If the item makes it so that there are no surprised characters, there is no surprise round, and the round is simply a
  normal one.
  2. Allow all allies within 30 feet act in a surprise round in which they would not normally act but the wearer would. For
  example, if a foe sneaks up on the wearer and his friends, but the wearer spots the foe but his friends don’t, he can use
  the bracelet to make it as though his nearby friends had made their Spot check, allowing them to act in the surprise
  round. Again, if this results in no one not acting in the surprise round, simply make it a normal round.
  The item does not affect initiative in any way.
  Faint Divination; CL 3rd; Craft Wondrous Item, augury; Price 500 gp.
  
  14. The Malfunctioning
  Disk (EL 3)
  Summary:A secret platform in
  this room magically levitates, and if
  the PCs can figure out how to get it
  to work, they can reach a treasure
  on the ceiling.
  Sights and Sounds:This room is
  dark and silent.
  The chamber appears empty except for a massive,styl-
  ized lion face carved from stone glaring down from the
  high ceiling.The eyes appear to be glistening jewels.
  The Platform in the Floor: Anyone searching the floor
  (DC 15) finds the lip of round stone slab 10 feet across in
  the middle of the surface. A much more difficult (Search
  DC 22) to find catch near the slab will, if activated, cause
  the slab to float up about three inches so that it clearly lev-
  itates magically. It has a moderate aura of transmutation. It
  can support up to 500 pounds (more than that renders it
  incapable of moving). A Strength check (DC 20) allows a
  character to move the platform using brute strength in
  whatever direction he wishes assuming he has a good grip
  on it and leverage. Multiple characters can aid each other’s
  attempt.
  Originally, if someone stood on the platform, it would
  move in the direction that person willed. So if they thought
  about going up, it would go up. But now it is malfunctioning
  slightly. If someone thinks about going up, it will fly force-
  fully in a random lateral direction, knocking hard into the
  wall. The character on the platform must make a Reflex save
  (DC 18) or they will fly off and suffer 1d6 points of damage.
  If they don’t fly off, they still must make a Balance check (DC
  25) or fall off when the wall is struck, suffering no damage.
  Anyone standing in the way when the disk moves forcefully
  must make a Reflex save (DC 15) to get out of the way.
  Failure means they suffer 2d6 points of damage.
  If someone tries to make the disk move down, it moves
  gently in a random lateral direction, and stops whenever it
  comes in contact with a solid object (like a wall) or when the
  person on the disk wills it.
  If someone wills it to go south, the disk flies upward
  with force. The only recourse anyone on it has is to jump
  off in time (Reflex save DC 15) or suffer 3d6 points of
  damage. Sadly, they will still fall 10 feet and suffer 1d6
  points of damage (as normal, a Tumble or Jump check can
  negate this damage). If it is already near the ceiling, it does
  not move.
  If someone wills it to go north, it will float gently down,
  stopping whenever it comes in contact with a solid object
  (like the floor) or when the person on the disk wills it. If it is
  already near the floor, it does not move.
  If someone thinks about going east, it smashes down-
  ward. The character on the platform must make a Reflex save
  (DC 18) or fly off, suffering 1d6 points of damage. If they
  don’t fly off, they still must make a Balance check (DC 25) or
  fall off when the floor is struck, suffering no damage. If it is
  already near the floor, it does not move.
  If someone thinks about west, it floats gently up. This
  gives access to carving on the ceiling, if the disk is still in the
  middle of the room.
  If someone thinks of anything else, like southwest or
  down and to the right, the disk flips upside down, dumping
  the person on it to the floor from whatever height the disk
  currently maintains (a Reflex save DC 15 allows the person
  to hang on, so that they don’t fall). It then moves forcefully
  down to the ground. Anyone standing in the way (such as
  the just-dumped character) when the disk comes down must
  make a Reflex save (DC 15) to get out of the way. Failure
  means they suffer 2d6 points of damage. If it is already near
  the floor, it does not move.
  In summary:
  • Up:Forcefully in a random direction
  • Down:Gently in a random direction
  • South:Forcefully up
  • North:Gently down
  • East:Forcefully down
  • West: Gently up
  • Anything else:Flip upside down, and forcefully down
  If no one is on the disk, it floats in place. Getting onto
  the disk if it is stuck up near the ceiling can be a chal-
  lenge, however. The disk could be snagged with grappling
  hook and pulled down (Strength check DC 20).
  Dungeonaday.com: Dragon’s Delve
  18
  
  Otherwise, the disk floats back into its original resting
  spot after an hour.
  The platform does not fit through the door, and even if
  the PCs manage to get it out, it only functions in this room.
  Figuring out how to use the platform is a CR 3 challenge
  for determining xp.
  The Ceiling:The ceiling in this chamber is 20 feet high. A
  character can potentially climb the walls to reach the ceiling,
  but without magic like spider climb, getting to the face later-
  ally across the ceiling is extraordinarily hard for a climber
  (DC 35).
  Treasure:The eyes of the leonine face are indeed jewels
  (large agates worth 200 gp each).But a Search check (DC 18)
  reveals that the lion’s mouth is actually a secret hinged com-
  partment that can be forced open (Strength check DC 12).
  Inside are the four correct screens for the lantern in area 15.
  Connections:This room connects to Area 13.See the Map
  of Level 1
  15. The Magic Doors and
  the Mundane Lantern
  Summary:Magical doors make it difficult to get inside
  this chamber, but once inside, characters can find a lantern
  that, when used properly, reveals a secret door and maybe
  even a few other secrets about this level of the dungeon. You
  will need the Shadow Map handout.
  Doors: The bronze double doors of this chamber are cov-
  ered in bronze faces,and are magical (a moderate aura of
  transmutation).The doors are not locked,but magically
  sealed with an arcane lock.While a knock or dispel magic can
  bypass this as they could normally,there is also another way.
  The doors have hardness 8,60 hp,and a Break DC of 28.
  When someone approaches within five feet of the doors,
  the faces on open their eyes (which appear real, not bronze,
  although this is an illusion). If someone touches the doors,
  the faces speak. One at a time, with a different face reciting a
  different line, they speak the following riddle:
  Down below mother moon
  About the lands, a sacred gloom
  Reaching across the midnight sky
  Knowing the truths that make you cry
  Night imbued with his very essence
  Eternal light forbids his presence
  Secret questions you dare to ask
  Shadows are his faithful mask 
  If any character touches the doors and says “Darkness,”
  they open.
  Sights and Sounds:This room is dark and quiet.
  Elaborate paintings cover the walls in faded,abstract
  patterns.A large lantern hangs from an iron chain
  depending from the center of the ceiling.
  The Hanging Lantern:If anyone examines the lantern,
  they will see that the sides hold paper screens with colored
  shapes so that if lit, the lantern displays interesting images
  on the walls. These images interact with those painted on
  the walls to create a more complete picture. Whereas without
  the shadows projected from the lantern the paintings appear
  abstract, with the additions, one can see people all walking
  around the perimeter of the room toward a doorway. That
  doorway is on the same spot as the secret door leading into
  area 20.
  If the screens are removed and those from area 14 are put
  in their place, the image is different, showing a rough map
  on the eastern wall. The map shows areas 31 (including 31A)
  through 35. A shadowy outline of a tree points to area 31 to
  distinguish it, so that when the PCs discover that room,
  they’ll know they have arrived on the map, and they’ll imme-
  diately see that there must be secrets exits leading to other
  areas. See the Shadow Map.
  Secret Door: A Search
  check (DC 25) reveals this very
  small circular door, low to the
  ground. However, if the
  lantern is lit, searchers gain a
  +10 bonus to their Search
  checks. The door pivots when
  opened, but a Strength check
  (DC 15) is required to do so.
  Medium sized creatures must
  crawl through the three-foot
  diameter opening.
  Connections:This chamber
  connects to area 11 and area
  20.
  Level 1: The Upper Reaches 19
  
  16. Blizzard Hall (EL 4)
  Summary: Chaos magic has filled this chamber with a
  permanent blizzard, making it difficult and dangerous to
  cross. It is likely that beginning characters will need to turn
  back and tackle this area later.
  Sights and Sounds:This room has no light. Those listen-
  ing at the door can hear the winds blowing (no Listen check
  needed). The door is also very cold. Even with light, visibility
  here is cut to zero.
  A blast of cold air greets you here,as,impossible as it
  seems,a blizzard engulfs this chamber.You can’t see at all
  through the storm,the howling wind is deafening,and
  you suspect that entering the room will be a frigid experi-
  ence.
  The Blizzard: When the wizard Serrestique lived in the
  dungeon, she harnessed the chaos magic power of the
  Entropy Engine to place a permanent blizzard in this cham-
  ber to protect her treasure room, area 17.
  Getting through the room is difficult. The direction of the
  hurricane-force winds is east to west.
  • Characters unprotected against the extreme wind chill
  temperature (around -60 degrees F.) automatically suf-
  fer 1 point of cold damage per round.
  • Characters in the room are essentially blind and deaf.
  • Medium or smaller unsecured characters must make a
  Fortitude save (DC 20) each round or be knocked 1d4x
  10 feet away and prone. They suffer 1d4 points of non-
  lethal damage for each 10 feet they are blown, with an
  additional 1d6 points of lethal damage if they hit a wall.
  • Secured characters or those keeping to the west wall
  must move at quarter speed, and must make a Balance
  check (DC 15) each round or slip and fall prone.
  • Crawling characters are not subject to being blown by
  the wind or slipping, but move at only 5 feet per round.
  Crossing the room is a CR 4 challenge for determining xp.
  The Pit: It’s likely that characters struggling through this
  room will walk (or crawl) right into this 30 foot deep pit.
  Powdery snow fills the bottom 10 feet, cushioning the fall so
  that characters only suffer 1d6 points of damage. However, a
  Strength check (DC 10) is needed to pull oneself up out of
  the snow. Failure results in the character effectively being
  helpless for one round.
  The walls of the pit are covered with snow and ice, making
  them difficult to climb (DC 25).
  Doors:Both doors in this room are locked (DC 20 to
  open) and relock whenever closed. Plus, due to the winds,
  they will slam shut if not secured. Trying to pick a lock in the
  blizzard is extremely difficult (-10 on open locks checks).
  However, a single key opens both doors, and it can be found
  in area 19.
  Connections:This room connects to area 9 and area 17.
  Dungeonaday.com: Dragon’s Delve
  20
  
  17. Serrestique’s Treasure
  Vault (EL 7)
  Summary:The treasure chamber of a wizard, Serrestique.
  You will need the Serrestique’s Mosaic handouts (1 and 2).
  Door: The slightly tarnished steel door leading into this
  room is sealed with an arcane lock and a physical lock of
  devious construction (DC 30 to open). It automatically
  relocks whenever closed. On the door, Serrestique placed a
  mosaic of tiny colored stone and bits of glass that form let-
  ters, but together they make just garbled nonsense words.
  Show the players Serrestique’s Mosaic 1 handout. The
  mosaic has a faint magical aura of transmutation. If some-
  one casts dispel magic specifically on the text (not just on
  the door, to get rid of the arcane lock), the pieces of the
  mosaic magically rearrange and
  make more sense. Show the players
  Serrestique’s Mosaic 2. The new
  text provides the passphrase need-
  ed to bypass both the arcane and
  the physical lock. Speaking it aloud
  unlocks both. However, this new
  text is trapped with a special ver-
  sion of sepia snake sigil that can
  affect shorter snippets of text.
  Sepia Snake Sigil Trap:CR 3; One target held in stasis;
  Reflex save (DC 14) negates; Search (DC 28);
  Disable Device (DC 28) 
  Sights and Sounds:This room is unlit and quiet.
  Three large chests sit against the far wall. The east and
  west walls hold shelves filled with strange odds and
  ends: feathers, small jars, stones, pieces of colored glass,
  dead insects, vials of powder, folded bits of paper, and
  more.
  The Shelves: The odd paraphernalia consist of various
  (mostly non-costly) spell components and ingredients need-
  ed in making magic items. Nothing here is particularly valu-
  able, but as a whole the collection would be worth about 200
  gp to an arcane spellcaster.
  The Chests:Each chest is unlocked, but marked with an
  invisible arcane mark signifying Serrestique’s ownership.
  Each is also trapped with a fire trap spell. The contents for
  the individual chests are:
  Chest 1. Six scrolls, each within a silver scroll tube (worth
  25 gp each). Each scroll holds one spell, and they include:
  see invisible, invisibility, scorching ray, eagle’s splendor,
  flame arrow, and displacement. The tubes protect the scrolls
  from the fire trap.
  Chest 2. 3,288 gp.
  Chest 3. Three flasks of acid, two flasks of antitoxin, a
  leather pouch with six sunrods, a wooden box with four tan-
  glefoot bags, another wooden box with 20 tindertwigs, and
  six potions: expeditious retreat, bull’s strength, levitate, fly,
  protection from cold, and protection from electricity. This
  chest also has a false bottom, which requires a DC 22 Search
  check to find. It is also warded by yet another fire trap spell.
  Within the false bottom is a jug with three doses of elixir of
  action.
  Fire Trap: CR 3; 1d4+10 points of fire damage in a 5-foot
  radius; Reflex save (DC 14) negates; Search (DC 28);
  Disable Device (DC 28)
  Connections:This room connects to area 16.
  Level 1: The Upper Reaches 21
  New Magic Item: Elixir of Action
  This magical draught grants the imbiber the ability to
  accomplish more in short spans of time. For 10 rounds,
  it grants the ability to take an additional move action
  each round. This means that a character could take a
  move action and still make a full attack, or could move
  three times his speed, or make a double move and still
  take a standard action.
  Faint Divination; CL 3rd; Craft Wondrous Item, haste;
  Price 950 gp.
  
  18. More Scorpions 
  (EL 1, 1, and 1)
  Summary:This is a strange meandering corridor that
  holds three different encounters with giant scorpions.
  Sights and Sounds:This hallway is dark. Anyone listen-
  ing can hear faint clicking sounds—the scorpions moving
  around (Listen check DC 17).
  This dark, dank corridor smells of mold. The walls
  occasionally boast an interesting stone of bluish hue
  here and there, but upon closer examination, its just
  some kind of slimy coating probably better left alone.
  Something as large as a mastiff, but with far more legs
  scuttles around the corner, a long barbed tail ready to
  strike!
  Inhabitants:There are three medium monstrous scorpi-
  ons in this area, but they are spread out and don’t really
  work together. However, they don’t fight each other either.
  They roam through through this area into area 20 and all
  the way to area 21, occasionally going to area 13, looking for
  food—usually rats or other vermin—but won’t hesitate to
  attack the party and fight to the death. These scorpions are
  the offspring of the large scorpion in area 13, but they have
  no special relationship to it.
  The DM is encouraged to stage these as three encounters,
  one right after another, but if you want to challenge the play-
  ers more, have them happen to be together.
  Medium monstrous scorpions (3 total): 18, 13, and 11.
  18A: In the point of this angular dead-end extension of
  the hallway is a mosaic of dark tiles showing a vague
  humanoid shape. Close inspection of the mosaic shows that
  each of the small pieces of tile that comprise the figure bear
  a crude, etched image of an insect—likely a fly. This image
  depicts Czarzem the Wicked, a demon made of flies, who
  dwells on Level 6. For now, this is a bit of foreshadowing. A
  Search check, a Craft (stoneworking), or a Knowledge
  (Dungeoneering) check (DC 18) reveals that the mosaic is
  much newer than the stone around it.
  18B: This small room has a number of wooden pegs on
  the walls, from which hang a few cloaks, a leather coat, a hat,
  and a few scarves. These are all old and worthless except for
  one of the cloaks, which bears a delicate silver clasp made to
  look like a flock of birds (80 gp).
  Treasure:A mostly-eaten corpse of an elf lies at the west-
  ern end of the corridor.It wears a serviceable chain shirt
  amid the tattered rags of clothing,and a masterwork rapier
  lies nearby.13 gp,49 sp,19 cp,and a set of thieves’ tools lie
  scattered around the shredded remains of a leather bag.
  Revisit (EL 4)
  When the PCs return through this area again, assuming at
  least a few hours (or days) have passed, a gang of ghouls has
  wandered down from roaming the countryside at night
  and is feasting upon the remains of the dead scorpions.
  However, they would much prefer the flesh of living
  humanoids, and so turn and fall upon the party as soon 
  as its presence is known.
  Ghouls (4):hp 9, 11, 13, and 20
  Tactics:The largest and toughest of the ghouls is the
  leader, and is a bit smarter than his followers. He carries six
  tanglefoot bags and uses them on front-rank melee fighters
  Dungeonaday.com: Dragon’s Delve
  22
  
  while the other ghouls attack. If possible, he commands his
  followers to flank foes, but it’s likely that this encounter will
  be in a 10 foot wide hallway, so that might not be possible.
  In such a case, he hangs back and uses the bags from the
  second rank. These hungry ghouls fight to the death.
  Background:Sadly for the people of the Fallen Duchy,
  packs of ghouls or other undead aren’t all that uncommon a
  threat after the battles that resulted in the death of the
  Duke and the destruction of the keep. These ghouls are
  former residents of the Duke’s army now cursed to wander
  in search of flesh. They’re too smart to just wander into
  town to be slaughtered, however, so they hang around the
  ruins or on the road and wait for lone travelers. Times
  have been particularly hard for them lately, though, and
  they have decided to go down into the dungeon to find
  whatever food they can.
  Treasure:The pack leader, in addition to carrying six tan-
  glefoot bags, has a set of masterwork lockpicks (and he
  knows how to use them so DMs who want to could stage
  this encounter just about anywhere on this level if they
  wished).
  Connections: This area connects to areas 13, 19, 20,
  and 21.
  19. Serrestique’s Personal
  Chamber (EL 1)
  Summary: A large bedchamber preserved by a homuncu-
  lus, this chamber holds important keys and information that
  will make it easier to get around this level of the dungeon. It
  was the room of Serrestique.
  Door:The door bears an invisible arcane mark identifying
  the room as Serrestique’s.
  Sights and Sounds:This chamber is lit by continual
  flame spells cast on the ceiling. Anyone listening at the door
  can possibly hear Drix moving around in the room (Listen
  DC 22).
  Two massive,square pillars,almost ten feet to a side,
  support the center of the ceiling in this wide chamber.
  Beautiful silken curtains drape from the walls,and equally
  lavish woven carpets of red and gold adorn the floor.
  Throughout the chamber,old but still serviceable wooden
  furniture can be found:a divan here,a bureau there,a
  wardrobe,a credenza,a few tables of varying sizes,and a
  massive,sumptuous bed.Even a marble bathtub hides
  behind a folding wooden screen next to a silver-plated
  rack for hanging towels.The place seems clean and well-
  kept,and yet does not feel lived-in.
  A tiny creature,like a lumpy potato with wings,holds a
  feather duster and flits about the room cleaning and hum-
  ming to itself.It seems to notice you,but is not alarmed—
  or even particularly interested.
  Background:This was Serrestique’s bedchamber. A fairly
  powerful wizard with expensive tastes, she furnished her liv-
  ing quarters lavishly and beautifully.
  Inhabitant:Drix, Serrestique’s homunculus still dwells in
  this chamber. His mistress’ last command was to tidy up,
  and so that’s what he’s been doing for the last 10 years.
  He attacks anyone that attacks him, or anyone that makes 
  Level 1: The Upper Reaches 23
  
  a mess—otherwise he ignores intruders. Like all homunculi,
  he can’t speak.
  A Knowledge (arcana) check (DC 15) allows a character to
  realize that homunculi die when their creator dies, suggest-
  ing that Serrestique is still alive. She is alive indeed, held in
  the Prison of the Red Saint. She’s in stasis, and so cannot
  transmit telepathic messages to Drix, even though they are
  within range.
  Homunculus: 12 hp.
  Secret Pillar:The western pillar is hollow, accessed via a
  round secret door on its eastern side. The door can be found
  with a DC 22 Search check, and to open it must be turned
  clockwise, after which point it pops open on a hidden hinge.
  Inside is a shelf that holds the following things:
  • A key to the doors in area 16.
  • A piece of paper describing the bluesteel door between
  area 3 and area 20 and offering its password,
  “Desitam.” It is written in Common.
  • A piece of paper describing the location and operation
  of the secret door in area 9. It is written in Draconic.
  • A miscellany of other notes written in Common or
  Draconic by Serrestique as reminders to herself. Many
  of these include “to do” lists, potion ingredients, spell
  component lists, and so on. Nothing of real interest or
  value can be found among them.
  • A potion of cure serious wounds
  • A scroll of blur
  • A potion of cure moderate wounds that has spoiled, and
  now (in addition to its normal effect) causes the
  imbiber’s skin to turn pale green for about 24 hours.
  Treasure:Characters could consider taking the drapes, the
  rugs and various bric-a-brac here. A character making an
  Appraise check (DC 12) could find about 500 gp worth of
  fairly easily transportable goods.
  The rest of the room’s contents, including the large pieces
  of furniture—should someone actually manage to get all it
  out of the dungeon—would be worth at least 2,000 gp in
  total. However, there are ten pieces that would require some-
  one of at least average strength to carry, five pieces that
  require two to carry (even a supernaturally strong character
  would need help, not from the weight but the unwieldy
  nature of it, drawers and doors opening, and so on), and two
  pieces—the bed and the tub—that very likely needs four
  people to carry it. For the average adventuring party, it’s fairly
  unrealistic that they could pull off such a thing and get it all
  the way back to town.
  Connections:This room connects to area 18.
  20. The Pit (EL 2)
  Summary:This is a large empty room with a huge pit and
  many hidden exits/entrances.
  Sights and Sounds: This room is dark. No Listen check is
  needed to hear a dripping sound from somewhere (down in
  the pit).
  A very long chamber stretches before you,with a dark
  pit yawning in the centralmost portion.A few tapestries
  still hang on the walls,making you think that perhaps
  once this was some kind of gallery or festhall.However,
  years in a dank dungeon have done these items of decor
  no favors.Mold and mildew,dirt and grime stain them,
  making them little better than rags.A tarnished bronze
  statue of a knight in armor still stands vigil over the room.
  Background: In days past, this was a festhall used by wor-
  shippers of Glarias the Moon Goddess, whose daytime festi-
  vals required that a place underground, out of sight of the
  sun. The moon and stars painted on the ceiling have long
  since faded.
  Northern Door:The
  door to area 3 is bluesteel
  and cannot be opened
  without the password
  “Desitam.” This word can
  be learned in area 19 or
  from Chasmal the were-
  wolf in area 37.
  Pit:The pit is about 18
  feet deep. The surface is
  covered in bits of rotten
  wood and a few rusty
  nails. An arched opening
  leads from the bottom of
  the pit to a corridor that
  connects to area 18.
  Closer inspection of
  the pit suggests that
  once, long ago, a wooden
  platform covered most of
  it, and perhaps a wooden
  staircase connected the
  main floor with the bot-
  tom of the pit. This wood
  construction collapsed
  long ago, and only rotting
  splinters bear testimony
  of its existence.
  Dungeonaday.com: Dragon’s Delve
  24
  
  Western Secret Door:A Search check (DC 25) reveals this
  very small circular door, low to the ground. It pivots when
  opened, but a Strength check (DC 15) is required to do so.
  Medium sized creatures must crawl through the three-foot
  diameter opening.
  Statue and Eastern Secret Doors:The secret doors lead-
  ing to the east can’t be found normally, but examination of
  the statue (Search DC 20) reveals that the knight’s visor
  raises, which causes the northernmost door (leading to area
  37) to swing open on nested hinges. However, a Search check
  with a result that exceeds DC 28 also indicates that behind
  the visor, on the knight’s bronze face, both eyes can be
  depressed. Pushing one or the other causes the statue to zap
  the character for 2d6 points of electrical damage. Pushing
  both at the same time causes the southernmost secret door,
  leading to area 38 (and ultimately the Vault of the Ring), to
  open.
  Finger zap trap:CR 2; 2d6 damage to one target, no save;
  Search (DC 30); Disable Device (DC 35).
  Revisit
  If the PCs revisit this room,two different things could happen
  depending on the actions that they took while they were here.
  1. If they did very little while they were here,a gray ooze
  has moved into the area and positioned itself in the arch-
  way where the hallway leads south out of the pit.From
  there,it strikes anyone that passes by,hopefully with its
  natural camouflage giving it a surprise attack.The only
  clue the PCs might have to its presence is if they left a
  rope or ladder or any similar organic item in the room,as
  it is gone when they return (the ooze ate it).
  Gray ooze: hp 30
  2. If the PCs got the bluesteel door open and took some
  action to keep it open (including destroying it), some
  members of the bestial host now investigate this cham-
  ber. The PCs very likely catch them off-guard, as they
  have just entered the room and scouted it out, believing
  it to be secure as the PCs enter.
  Hobgoblins (2): hp 8 and 7
  Degenerate human warriors (2):hp 7 and 6 hp (use
  orc stats) They possess the Improved Bull Rush feat
  as a bonus feat.
  Goblins (6): 6, 5, 5, 4, 4, and 3 hp; They possess the
  Low Blow feat as a bonus feat.
  Tactics: If the PCs face the gray ooze, its tactics are
  straightforward. The humanoids, however, will very likely
  retreat back into area 3 if at all seriously threatened. Despite
  the ferocity normally associated with their cult, they’re a bit
  spooked to be exploring a region that had for so long been
  sealed off from them. If they are able, they will go all the way
  back to area 1 and join their comrades there (if anyone is
  currently there). They retreat no further, however, and
  remain to protect the temple.
  If they do stay to fight, the goblins use ranged attacks
  while the humans and hobgoblins attempt to bull rush the
  PCs into the pit, if possible (the humans, with their bonus
  feat, are better at this than the hobgoblins).
  Treasure:The gray ooze has no treasure, but the
  humanoids carry 2d6 cp and 1d6 sp each (so 20d6 cp and
  10d6 sp total).
  Connections:This room connects to areas 3, 15, 18, 37,
  and 38.
  Level 1: The Upper Reaches 25
  
  21. Shrine to the Mages
  Four (EL 2)
  Summary:This chamber offers magical curiosities (and
  dangers) as well as some valuable information about the his-
  tory of the dungeon. You will need the Serrestique’s Book
  handout.
  Sights and Sounds:The room is dark and quiet.
  This room appears divided into five distinct sections,
  four surrounding a central fifth.Each of the outer four
  focuses upon a statue of a different figure,two human
  men,a male elf,and a human woman.On either side of
  each statue hangs a portrait of the figure depicted in the
  statue.Each of these little rooms also has a short wooden
  table with a few unlit candles and other bric-a-brac upon
  them.The central room seems to be empty other than a
  small puddle of brackish water on the floor.
  Background:The Mages Four were ancient wizards that
  helped create much of the dungeon. It was this shrine that
  drew the mage Serrestique here in the first place. Serrestique
  almost worshipped the Mages Four, and sought to find a
  place to venerate them, and ultimately, become more like
  them.
  A Knowledge (history) or Knowledge (arcana) check (DC
  24) identifies the figures enshrined here to be the Mages
  Four. For more information, however, PCs will need to con-
  sult the book in the southeast chamber.
  Northwest Chamber: The
  statue and paintings here
  depict a human man in robes.
  Despite appearing at least
  sixty if not older, the man is
  fit and energetic. In one of
  the paintings, strange mon-
  strous (but mostly indistinct
  and unspecific) creatures
  appear to cavort. The statue
  bears a brass plate with the
  name, “Caval the Conjurer.”
  The statue’s arms seem to
  be in a strange position. A
  Search check (DC 16) reveals
  that the arms are separate
  from the body, and that they
  can rotate. Nothing the PCs can do can make the arms
  turn, however. Messing around with the statue in any way
  (searching it, investigating it, tugging at the arms, etc.)
  triggers a magical effect that happens 1d4 rounds later. The
  statue’s hands rise into their proper position on their own,
  and the statue looks as if suddenly casting a spell. And in
  fact, it is. The statue casts summon monster III and sum-
  mons a fiendish crocodile that immediately attacks and
  fights until slain or for 20 rounds, at which time it disap-
  pears.
  Fiendish crocodile: hp 22;Use crocodile stats,plus Fire
  and Cold resistance 5,smite good (+3 damage),SR 8.
  Southwest Chamber:The statue and paintings here show
  a rather feeble old human man leaning heavily upon a
  straight wooden staff. He bears a pained scowl. The statue
  bears a brass plate with the name, “Shakaran Titanslayer.”
  The staff has a magical aura of faint transmutation. A
  Search check (DC 20) reveals that the staff can be removed
  from the statue as a separate piece. If one does this, the true
  nature of the staff is revealed,
  as it becomes a special magi-
  cal weapon. The magical
  quarterstaff has an enhance-
  ment bonus equal to the level
  of the wielder divided by 4,
  rounded up. It also carries
  with it a special curse that
  cannot be removed. The curse
  makes it so that if the staff is
  ever sold or traded, it disap-
  pears forever before the trans-
  action can be completed. It
  can be given away freely from
  person to person, however.
  Northeast Chamber:The
  statue and paintings here
  depict a round faced human woman in her sixties with short
  hair and a wide smile. The statue bears a brass plate with the
  name, “Lissandera the Enchanter.”
  Dungeonaday.com: Dragon’s Delve
  26
  
  One of the two portraits here is magical, with a strong
  aura of enchantment. If anyone approaches within 5 feet of
  it, the portrait whispers a suggestion in Common, and
  despite its low volume all within the shrine can hear it. All
  within hearing must make a Will save (DC 15) or fall under
  the effects of the suggestion to “place in front of my statue
  the item you currently possess that you hold most dear.”
  Any item put in front of the statue disappears forever.
  DM’s should take note that this is an opportunity for a 
  little character development. Obviously, most characters
  should put down their best or most important item. A fight-
  er should lay down his primary weapon. Another character
  might put down his best magic item (if he has any).
  However, if a player can justify why a relatively worthless
  item is his most cherished, allow it, but then remember
  what it was for later. Work with them to build on that
  character bit. If he says that his most dear item is a letter
  from his sister, remember that the character is close to his
  sister and encourage him to work that into his character
  further later on.
  Southeast Chamber: The statue and paintings here reveal
  a slender elven male with a pronounced widow’s peak and
  particularly pointed ears. He wears long robes with a hex
  pattern. The statue bears a brass plate with the name,
  “Pholaen the Worldweaver.”
  On the small table in the southeast chamber lies a book, a
  handwritten tome penned by Serrestique. It details her trav-
  els across much of the continent searching for information
  about the Mages Four, finally coming to this dungeon and
  finding this shrine. Give the players the Serrestique’s Book
  handout which is a summary of the book’s contents. If the
  players have questions about something in the book that
  isn’t in the summary, it’s probably not in the book, either.
  DMs are encouraged not to reveal more than what’s in the
  handout at this stage.
  Upping the Ante (EL 4): Instead of summoning a
  fiendish crocodile, the statue summons a fiendish giant croc-
  odile. The monster will have a little trouble in the narrow
  confines of the room (having to “squeeze” through openings
  a lot) which probably lowers the CR of it to 4 rather than 5.
  Fiendish Giant Crocodile:hp 59; Use giant crocodile
  stats, plus Fire and Cold resistance 5, smite good (+7
  damage), DR 5/magic, SR 12.
  Connections: This room connects to areas 9, 18, 22,
  and 24.
  22. Magic Draining Room
  (EL 2)
  Summary:Serrestique has set
  up a fiendish trap to steal magic
  from those wandering the dun-
  geon. Some may discover, howev-
  er, her method of absorbing and
  using the stolen magic.
  Sights and Sounds: A faint
  blue illumination fills this room
  with dim light, about the equal
  of candlelight. The room smells
  faintly of ozone. Those making a
  DC 20 Listen check can hear a
  faint buzzing sound.
  This chamber holds two statues carved from wood.
  They are fairly crude,and seem to portray a woman with
  wavy hair wearing a long coat.The stones that comprise
  the floor are particularly cracked and crumbling here.
  The Statues:These poorly made statues are entirely mun-
  dane. Serrestique made them herself, depicting herself, and
  she doesn’t have much woodworking talent.
  The Draining Effect: Anyone entering or passing into the
  room must make a Will saving throw (DC 15). Failure means
  that the figure is suddenly blasted with blue lightning. This
  energy is painful, but inflicts no actual damage. Instead, it
  drains magic.
  If the victim is a spellcaster of any kind, roll 1d6. The
  result is the total number of spell levels victims lose from
  their prepared spells or spell slots, starting with the highest
  level spell or slot. So if a character has prepared a 2nd level
  spell and two 1st level spells, and the DM rolls a 3, he loses
  the 2nd level spell and one random 1st.
  If the victim has no spells, but has one or more magic
  items, the trap drains power from a random item. A potion
  or scroll is permanently drained. A charged item loses 1d6
  charges. Any other item is rendered powerless for 24 hours.
  (A powerless magical sword is still a sword, but it has no
  enhancement bonuses or special properties.)
  A character without spells or items suffers no effect.
  A character that has made a saving throw (successful or
  not) is immune to the draining effect until he or she leaves
  the room and comes back in again, at which time another
  save is in order.
  Characters encountering and dealing with the magic
  draining effect should get experience points equal to a CR 2
  encounter.
  Level 1: The Upper Reaches 27
  
  Attuning to the Power:Serrestique created this room to
  drain magical energies from others and store it for her own
  use. A character within the room (whether they made their
  save or not) who has witnessed the effect can attempt a
  Knowledge (arcana) check (DC 20).If successful,that charac-
  ter knows that the magic being drained is being stored in 
  the room for later use. That same character can attempt a
  Concentration check (DC 28;taking 10 or 20 is not possible).
  Success means that a spellcasting character gains a +1 caster
  level bonus for 24 hours. Success to a nonspellcaster means
  a +1 luck bonus to attack and damage rolls for 24 hours, or a
  +2 luck bonus to their highest skill (player’s choice).
  Whether or not a character succeeds at the Concentration
  check, only one such attempt per 24-hour period is possible.
  After characters attune to the room successfully five times,
  the magic in the room is drained. However, each time the
  room drains magic from a caster or item, one additional
  attunement is possible. So if three PCs get drained before
  they figure out that it is possible to attune to the room, the
  room now holds eight potential “uses.” 
  Development:It’s quite possible, even likely, that the PCs
  will never realize that this room offers a source of power for
  them. Most will believe that it’s just a trap and move on,
  avoiding the room afterward. Those that do, however, may
  find it useful in the future to “sacrifice” minor magic items
  to the room for the power boost, particularly when the skill
  check DCs become easier to make.
  Revisit
  When the PCs return to this room, they see a dead body in
  the middle of the floor. It’s a human male dressed in sim-
  ple clothing with a long cloak. A close inspection reveals
  that his head has been smashed in, as if with a blunt object
  (like a mace) from behind. A half-full spell component
  pouch hangs from his belt. All his other belongings have
  been taken.
  Two adventurers, a cleric and a sorcerer, came to Dragon’s
  Delve and began to explore, finding their way to this cham-
  ber. They discovered the room’s ability to grant power, and
  the cleric, a male half-elf named Rethrik Aversati killed his
  mage companion to keep the secret for himself. Rethrik took
  his companion’s valuables and gears, and decided to further
  explore, but he himself met his end in area 23.
  Connections:This room connects to area 9, 21, 23, and 24.
  Dungeonaday.com: Dragon’s Delve
  28
  
  23. Relic Display (EL 7)
  Summary:In her quest to revere and ultimately commune
  with the Mages Four, Serrestique gathered some of the relics
  owned by the infamous spellcasters and placed them here—
  but she warded them as well.
  Sights and Sounds:A pair of candles lights this room.
  There is nothing to hear.
  A simple rectangular chamber here displays a large ban-
  ner with four symbols upon it on the south wall.The ban-
  ner is darkened with mold and mildew.The room also
  contains two pedestals,each holding a variety of miscella-
  neous objects—a bit of cloth,a smoking pipe,a scroll,a
  dagger,a comb,and more.Each pedestal bears an inscrip-
  tion as well,but time has made them difficult to read.
  Background:While she lived here,Serrestique venerated
  the Mages Four,and ultimately hoped to commune with them
  somehow.While she didn’t believe that they had actually
  become gods,she did feel that they had somehow translated
  themselves to a higher existence somehow,perhaps now
  dwelling permanently upon another plane.She believed that
  if she gathered enough of their former belongings (all found
  using various painstaking divina-
  tions),she could somehow con-
  tact them through meditation.
  The Banner:The banner bears
  the four personal sigils of the
  Mages Four. Serrestique made
  the banner and placed a magical
  ward upon it so that anyone that
  touches the banner without say-
  ing the names of the four mages
  suffers electrical damage.
  Electrical Ward:CR 2; One target suffers 2d6 electrical
  damage; Reflex save (DC 13) for half; Automatic
  reset; Search (DC 27); Disable Device (DC 27).
  The First Pedestal:Upon closer examination, this
  pedestal bears the inscription, “Pieces of your brief earthly
  existence.” Atop the pedestal PCs find the torn hem of a
  cloak, a quill pen, a pipe for smoking, and a small leather
  pouch containing dust (this is the dust of used spell compo-
  nents—it has no value). Anyone attempting to touch or
  remove any of the items is cursed with stupidity.
  Bestow Curse Ward:CR 4;One target suffers a reduction
  of 6 points of Intelligence (minimum 1) until the
  curse is removed;Will save (DC 16) negates;Automatic
  reset;Search (DC 29);Disable Device (DC 29).
  The Second Pedestal:Close inspection reveals the
  pedestal’s inscription: “To bring myself closer to your
  essence.” This pedestal holds a slightly tattered and yellowed
  (but still usable) scroll of summon monster II, a masterwork
  dagger bearing one of the four
  symbols on the banner, a sil-
  ver comb (worth 15 gp), and
  three sticks of incense and an
  copper incense burner
  (together worth 20 gp).
  Anyone attempting to touch
  or remove any of the items is
  cursed with eternal sleep.
  Bestow Curse Ward:CR 4; One target falls asleep until
  the curse is removed; Will save (DC 16) negates;
  Automatic reset; Search (DC 29); Disable Device
  (DC 29).
  The Candles:Each of the pedestals holds an everburning
  candle, but they extinguish themselves forever if removed
  from where they sit. Still, each rests in a silver candleholder
  worth 20 gp.
  Secret Door:The secret door in the north requires a DC
  20 Search check to find. Once found, it easily pivots open.
  Revisit
  As mentioned in area 22, two adventures came here after
  the PCs first visited but before they returned. One died in
  area 22, the other died here. When the PCs come back to
  this room, in front of the banner lies a the corpse of a half-
  elf. He wears half plate armor and the symbol of an obscure
  god of trickery named Hyssash (revealed with a DC 19
  Knowledge (Religion) check). Lying next to him is a master-
  work mace (still with the blood of his companion from area
  22 on it) and a burned-out torch. In his belt he’s tucked a
  masterwork dagger and a pouch containing a potion of less-
  er restoration and 12 gp and 3 cp. In his backpack, searchers
  will find a pouch with 34 gp, 55 sp, and 18 cp, as well as
  three torches, two day’s rations, a flask of alchemist’s fire
  and a wand of burning hands with 2 charges left. On his
  back is strapped a light crossbow and a quiver with 11 bolts.
  (Some of these items belonged to his sorcerer companion in
  area 22.)
  If the PCs destroyed the banner or somehow otherwise
  deactivated the ward upon it, the body of Rethrik the half-elf
  cleric should be found somewhere else. Perhaps they find
  him slain by the darklings in area 26, the animated statues
  in area 24, or the trap in area 27.
  Connections:This room connects to area 22 and area 25.
  Level 1: The Upper Reaches 29
  
  24. Animated Dangers (EL 4)
  Summary: Serrestique found a great treasure deeper in
  the dungeon and set it up here with eternal guardians in the
  form of animated statues.
  Sights and Sounds:This room is dark and silent.
  A long,wide hall stretches ahead with small alcoves and
  niches along its length.Many of these hold small shelves that
  display various small idols or statuettes of unknown origin.
  In other places,the shelves are empty.At the southern end
  of the room,a stone table holds a triptych of massive size.
  Inhabitants:While not truly “inhabitants” per se, the
  statuettes will animate and attack anyone that comes into
  this room. Each is a different stone figure, ranging from 5 to
  15 inches tall. All are humanoids of some kind, and they
  number eight in total.
  As statues, each has the improved speed animated object
  ability, so their speeds are 50 feet for the tiny ones and 40
  feet for the small ones. They all have hardness 8.
  Animated object,tiny (6): hp 2 each
  Animated object,small (2):hp 6 and 10
  Tactics:The statuettes are tough to damage due to their
  hardness, but they don’t really threaten to inflict much dam-
  age either. However, these
  objects have a unique special
  ability. Given a full round,
  they can work together to
  form a single animated object
  of large size. This animated
  object has a rough humanoid
  form (two arms, two legs)
  made of the smaller statues
  all clinging together. If the
  combined statue suffers more
  than 10 points of damage,
  however, it breaks into its
  component statues again,
  and one of the small statues
  falls apart, destroyed.
  Animated object,large: hp 52
  If forced to fight as individual statues, they have been
  designed to use yet another trick. The tiny objects attempt to
  destroy whatever light source the PCs have, if any. They
  attack torches or lanterns as if they have the improved sun-
  der feat. They ignore magical light sources, and if that’s all
  the PCs have, or if the PCs have no light (and can probably
  see in the dark), they simply attack as normal.
  The statues don’t actually use their eyes, and are not
  hampered by the darkness (assume they have blindsight).
  The PCs, however, very likely will be hampered in the dark.
  They do not follow intruders that retreat out of the room.
  Triptych: Serrestique uncovered this amazing work of
  art deeper in the dungeon. It wasn’t created by the Mages
  Four, so it’s not placed in area 23, but it is still quite
  impressive and very valuable. It is made of three flat
  pieces of ebony, framed in copper and held together with
  copper hinges. The triptych portrays a map of the night
  sky, with various small jewels holding the positions of the
  stars and planets above. The entire work of art is worth
  1,200 gp. Unfolded, it is three feet across and it weighs
  300 pounds.
  Upping the Ante (EL 5): In addition to the statues, the
  southern portion of the room (the octagonal part) is
  trapped so that if any living creature enters it without say-
  ing the password, “Serrestique,” magical bonds of force
  form around the creature, entangling him or her, making it
  even more difficult to fight the animated statuettes.
  Entangling Trap:CR 1;entangle for 5 rounds to all targets,
  no save;Search (DC 30);Disable Device (DC 35).
  Connections: This room connects to areas 18, 21, and 22.
  Dungeonaday.com: Dragon’s Delve
  30
  
  25. The Secret Study
  Summary:Serrestique created a study for herself here,
  hidden away by secret doors on all sides. Like so many of her
  things, even her bookcase is magically protected to deter oth-
  ers from poking around.
  Sights and Sounds:This room is dark and quiet. Anyone
  listening at the door to area 26, however, hears scratching
  and a strange gibbering noise.
  This square room offers a few comfortable-looking
  chairs and divans,although dust and perhaps even a little
  mildew covers them.There are tables holding unlit lamps,
  a large glass hookah pipe.Paintings hang on the north and
  south walls with calm,pastoral scenes.Someone has even
  built a large recessed bookcase into the western wall,but a
  glass panel flush with the wall prevents access.Above the
  shelf,a row of colored square pegs fit into small holes.
  Background:Despite her affinity for magical wards and
  traps, Serrestique did not create the bookcase and its magical
  protection. This was actually created by a puzzle-loving bard
  from 500 years ago named Jumanik.
  Bookcase: The glass in front of the bookcase is identical
  to that surrounding the shaft in area 9. It is indestructible
  and immune to magic. It can’t
  be removed from its position by
  anything short of multiple
  wishes.
  The books behind the glass
  have been scribed in a number
  of languages—although many
  show no title on the spine at all.
  Those you can decipher seem to
  be texts on magical theory and history. The books are mun-
  dane, but many are rare. In all, the collection is worth 500
  gp, but that includes over a hundred volumes, some of them
  quite heavy and most at least somewhat fragile.
  If the books are removed,the back of the bookcase may be
  searched (DC 22).Success on the check means that the char-
  acter finds a sliding panel that conceals a niche containing
  one book:a spellbook that Serrestique was going to study and
  copy from (in fact,she’s already made margin notes to herself
  indicating such).The book contains the following spells:
  0 level: All core cantrips
  1st level: animate rope, burning hands, endure elements,
  grease, identify, shield
  2nd level: fog cloud, ghoul touch, icebolt, protection from
  arrows, whispering wind
  The Pegs: The only way to get at the books is to solve the
  puzzle of the colored pegs seven feet off the floor, a few inch-
  es above the top of the glass barrier in front of the bookcase.
  There are a dozen marble pegs, in all different colors. They
  can easily be removed from the dozen small holes that they
  rest within so that the pegs can be arranged in any order in a
  straight line above the bookcase. The colors are red, purple,
  black, brown, green, blue, gray, yellow, white, orange, silver,
  and gold. However, only three of them are significant: the
  black peg, the white peg, and the gray peg. No matter how
  the pegs are arranged, as long as the black,
  gray, and white pegs are next to each other, in
  that order from left to right, the puzzle is
  solved and the glass barrier lowers into the
  floor for one hour.
  As a clue, ten of the pegs have letters
  carved into the portion that fits into the
  holes, so that a peg must be removed to see
  its letter. In order, the letters on the pegs
  (including blanks, for the spaces) spell out:
  EVIL TO GOOD
  Of course, if the PCs start removing pegs before they
  notice the letters, they may render the clue moot (or at least
  far more difficult). The clue in area 2, however, which says,
  “The gray lies between the black and the white” is all they
  really need to solve this.
  Furnishings:The room offers nothing of much value. A
  drawer beneath one table contains a few nice pens, some
  ink, and a lot of parchment.
  Secret Door to the North:Listening at this door reveals
  scratching and gibbering noises. This secret door is not too
  hard to find (DC 20) and simply pushes open, but it is
  stuck. A strength check (DC 18) is needed to open it, and
  Level 1: The Upper Reaches 31
  
  even if successful, this requires a full round, giving the dark-
  lings in area 26 plenty of time to swarm around the door
  and prepare attacks.
  Secret Door to the South: This secret door requires a
  DC 20 Search check to find. Once found, it easily pivots
  open.
  Secret Door to the East: While the door is nearly
  impossible to find (although the dead end passage is a
  good clue), someone making a Search check (DC 20) finds
  the switch—a seemingly loose stone. Unless the searcher
  specifically says that she’s not touching the wall as she
  searches, finding the switch automatically triggers the
  door, which slides down into the floor for exactly five
  rounds, and then rises again (a similar switch is on the
  other side). Nothing short of magic causes the door to
  close prematurely.
  Connections:This room connects to areas 9, 23, and 26.
  26. Darklings (EL 2)
  Summary:Minor demons called darklings inhabit this
  room, craving human flesh.
  Sights and Sounds:The room is dark. Anyone taking
  time to listen, however, hears darklings scratching at the
  walls and gibbering incomprehensible words.
  Tiny demonic things,their sickly flesh a charcoal gray,
  scramble anxiously about this small room.The walls and
  floors bear scratches in the stone from what appear to be
  decades of fiendish claws scraping against them.
  Inhabitants: Summoned by the evil spirit in area 28,
  small demons called darklings are trapped in this room.
  Spiteful and evil to the core, these creatures attack anything
  that comes into the room and fight to the death.
  Darklings (4): hp 3, 4, 5, and 7
  Tactics:If the PCs come from area 25,the time it takes to
  open the door alerts the darklings and allows them to crowd
  around the door (including above it) to strike at anyone com-
  ing through.The darklings move very quickly,and tumble as
  they move,constantly moving into good positions to attack,
  frequently gaining flanking bonuses when possible.
  Background:Ramscorn
  and his retinue passed
  through this room not terri-
  bly long ago, and slew the
  darklings that were here.
  Two of Ramscorn’s group
  perished, and were left here,
  although most of their valu-
  ables are gone. The shrine in
  area 28 replenished the
  demons and the new dark-
  lings tore apart the orc and
  kobold that died here.
  Treasure:It’s not much, but a greataxe, 50 feet of rope,
  and a chain shirt from the orc from Ramscorn’s party still lie
  pushed into one corner.
  Development:Unless the PCs release the trapped spirit in
  area 28, more darklings will be summoned into this room, at
  a rate of one per day, until there are four here.
  Upping the Ante (EL 4):Double the number of darklings
  in the room for a truly horrific encounter for low-level PCs.
  Increasing the number increases the number of times they
  will be able to try to daze a character with their whispers.
  Connections:This room connects to area 25 and area 27.
  Dungeonaday.com: Dragon’s Delve
  32
  
  27. Broken Down Trap (EL 3)
  Summary:A trap of dwarven construction makes pro-
  ceeding past this chamber very dangerous, even though the
  trap no longer works properly.
  The Doors:The door to
  this room from the south is
  iron cast in the shape of a
  leering, hideous face. Red
  paint has mostly flaked off
  the door. It has a hardness of
  10, 60 hp, and a break DC of
  28. It is not locked, but it
  will be at some point in the
  encounter (Open Lock 
  DC 30).
  The door to this room
  from the north is clearly not the original door. The wooden
  door does not fit the original hinges nor does it completely
  fill the doorway or appear particularly sturdy. It has a hard-
  ness of 5, 10 hp, and a break DC of 15. It is not locked, but
  it will be at some point in the encounter (Open Locks 
  DC 20).
  Sights and Sounds: This room is dark and silent. If a
  dwarf looks at the room, he or she will notice that the floor
  is slightly tilted to the east. A Craft (stoneworking) check or
  Knowledge (Architecture and Engineering) check (DC 15)
  reveals the same information.
  Smooth stones compose this chamber’s walls,master-
  fully worked and fitted.The east and west walls are cov-
  ered in iron spikes pointed in toward the middle of the
  room.Many are somewhat bent or blunted.Walls and
  spikes alike bear ominous stains.
  The Trap:One full round after at least 50 pounds is
  placed upon the floor, the doors close and lock. With a great
  lurch, the room turns 90 degrees as if on an axle running
  north and south, so that the eastern wall quickly becomes
  the floor. Characters in the room fall onto the spikes. They
  suffer 1d6 points of damage from the fall, and the spikes
  (many bent or blunted) make 1d4-1 +5 attacks against each
  character, inflicting 1d4+2 damage each.
  Then one round passes, after which time the room
  rotates again, this time 180 degrees so that the western wall
  is now the floor. Characters fall 30 feet for 3d6 damage and
  the spikes once again make 1d4-1 +5 attacks against each
  character, inflicting 1d4+2 damage each. Characters who
  guessed that this was coming and attempted to secure
  themselves by hanging onto the spikes they’ve just fallen
  into can make Climb or Strength checks (DC 15) to keep
  from falling, although then they’ll be hanging from the
  “ceiling.”
  After another round passes, the room is supposed to
  rotate 180 degrees once more, so that the eastern wall is now
  the floor again. However, it only turns a small bit before a
  massive clanking sound is heard and the whole room shud-
  ders to a halt. The trap, more than 1,000 years old and acti-
  vated countless times, breaks down and locks into place with
  the western wall more or less being “down.”
  Broken Rotating Room Trap:CR 3; mechanical; location
  trigger; 1d6 fall + pit spikes (Attack +5 melee, 1d4-1
  spikes per target for 1d4+2) and then 3d6 fall + pit
  spikes (Attack +5 melee, 1d4-1 spikes per target for
  1d4+2) after another round; Search DC 20; Disable
  Device DC 30.
  Level 1: The Upper Reaches 33
  
  Bypassing the Trap:In the hallway, next to each door,
  there is a stone block that can be moved ever so slightly
  (Search DC 30 to find it). If it is moved, the trap is deacti-
  vated for one minute.
  Fixing the Trap:The doors are supposed to eventually
  unlock, and the trap is supposed to eventually reset, but
  that won’t happen now. However, someone could make a
  Disable Device check (DC 30) to repair the room, at which
  time it would automatically reset and the doors would
  unlock.
  The Rotated Room:Once the room is rotated,activities that
  would be normal (like breaking down one of the doors or open-
  ing the locks) suffer a -2 circumstance penalty.Even reaching
  the door requires climbing the walls (DC 20 Climb check).
  Background:Ramscorn found a scroll in area 7 that
  explained how to get safely past this trap (the location of the
  stones that deactivate it) and that the stairs down were not
  too far beyond it, which prompted his attempt to reach and
  explore Level 2. He still has the scroll.
  Development:If the PCs disable this trap, passage
  between Levels 1 and 2 becomes much easier. Keep this in
  mind for dungeon residents and other adventurers going
  back and forth between levels.
  Upping the Ante (EL 5): DMs wishing to make this room
  more challenging can institute two changes:
  1. The spikes are recessed into the walls until the doors
  close, so the PCs have less warning.
  2. The trap doesn’t malfunction. In this case, it continues
  to rotate two more times before resetting, each time
  inflicting 3d6 points of falling damage and spikes.
  Revisit
  If the PCs leave the room so that the western spiked wall is
  now the floor, after at least a week has passed, when they
  return they find the doors now both broken open (if they
  weren’t before), and someone has placed crude wooden
  ladders connecting each door with the floor and placed
  multiple wooden planks over the spikes making a trip
  across the room safe and easy. This might even be accom-
  panied by the north and south secret doors in area 25 now
  hanging open.
  This was likely done by other adventurers, but it could
  have been completed by newly arrived members of the
  Bestial Host, perhaps a party sent to find Ramscorn.
  Connections:This room connects to area 26 and area 28.
  28. Secret Shrine (EL 1)
  Summary:This is a secret shrine devoted to a demon
  lord. An evil spirit is trapped within the room, which causes
  havoc upon the PCs.
  Sights and Sounds:This room is dark, and even when
  light is brought in, it is dimmer and redder than it should
  be. Anyone making a Listen check (DC 15) can hear what
  sounds like the rhythmic beating of a heart.
  Two demonic statues flank a round dais in the middle
  of this room.The floor is ancient black and white marble,
  cracked in a few places.The walls appear to have once been
  covered in plaster,but most has long since peeled away,
  exposing well-made stone blocks.
  On the north end of the dais,a short table holds a num-
  ber of knives,covered in dust.Toppled black iron candle-
  sticks,each 3 feet tall,lay about the floor,as do a few most-
  ly-burned down red candles.The floor around the dais is
  covered in dripped red wax.
  Background:
  Originally a room
  constructed by the
  dwarves, when
  Duchess Andra
  Chordille found her
  way into the upper
  levels of the dungeon
  on her own, she
  selected this room to
  make a shrine to
  Rivenyk, her secret
  demonic patron. At
  that time, the passage
  from area 7 connected
  to this room. That
  connection was sealed long ago by Andra and her malevolent
  cohorts, so that the trap in area 27 protected the shrine.
  They also built the secret door in area 26, further concealing
  this room. The fact that this room was on the way to the
  stairs down did not bother Andra because she convinced her
  husband the Duke to forbid exploration of the dungeon.
  Andra conducted many unspeakable, evil rituals here,
  which included invoking Rivenyk himself to join her on the
  dais.
  Dungeonaday.com: Dragon’s Delve
  34
  
  Statues:Each painted plaster statue depicts a different
  terrible, demonic beast. Both represent different forms
  Rivenyk takes, and both have the demon lord’s name
  inscribed upon them somewhere (Search DC 22 to find the
  hidden inscription). Both are hollow and relatively easy to
  destroy if someone wished to do so.
  Inhabitant:An evil spirit resides in this room, literally
  possessing the entire place. The very essence of the evil ritu-
  als that Andra conducted here, the spirit is in a way the
  result of her union with the demon lord.
  Tactics: When the PCs first enter the room, pick one PC
  and ask for a Spot check. Regardless of what the roll is,
  inform him that he saw one of the statues move ever so
  slightly. This is the spirit simply jiggling the statues.
  After a round or two, ask another PC to make a Spot
  check. That PC sees the other statue move.
  Next, a PC must make a Will save (DC 15). If the save
  fails, the character’s clothes and gear turn against him. A
  hood moves of its own volition to cover his face, a sheathed
  sword bangs against his leg, rope begins to coil around him.
  He is entangled.
  All the PCs hear a deep, rumbling voice from all directions
  that says, “Get out or face the wrath of darkness incarnate!”
  Next, the knives on the table fly at the PCs. There are six
  knives, and they attack random targets with a +10 ranged
  bonus, inflicting 1d4+2 damage each.
  After that, the spirit will continue its poltergeist-like
  antics until the PCs leave.
  Countering the Spirit:The spirit has no physical form—
  not even an incorporeal one, so it can’t be “fought” in any
  way. It can be banished to the Abyss using dismissal, banish-
  ment, dispel evil, atonement, consecrate, hallow or similar
  spells. Further, if the PCs bring the idol found in area 32
  here, the spirit is free to leave. In this case, the spirit does
  not automatically leave, but instead accompanies the PCs if
  they keep the idol (otherwise, it goes to the Abyss). This
  means that at any time, the spirit can use tactics similar to
  those mentioned above to make the PCs’ lives difficult. It
  can use mild telekinesis or speak aloud—usually at inoppor-
  tune times, such as when the PCs return to town and are
  talking with an important NPC. In fact, the spirit is unlikely
  to reveal its presence until a very inopportune moment.
  Certainly not right away. Assume that the spirit can produce
  all sorts of sounds, and even odors as it wishes. It can’t pick
  up anything heavier than about 5 pounds at a time. It is mis-
  chievous, malevolent, and very intelligent. The best thing for
  the PCs to do once they have brought the idol here is to
  destroy it.
  Banishing the spirit should garner the PCs experience
  points as if they had defeated a CR 1 encounter.
  Treasure: One of the knives has a jeweled handle, making
  it worth 70 gp.
  Development: The evil spirit here is responsible for the
  darklings in area 26. However, it can only bring one darkling
  into the world per day, and it can manifest no more than
  four at a time (or eight if you are using the Upping the Ante
  option in area 26). New darklings appear in this room and
  go immediately to area 26, ignoring the trap in area 27
  because they can fly. If the evil spirit is banished or loosed,
  no more darklings appear.
  Connections:This room connects to areas 27, 29 and 30.
  Level 1: The Upper Reaches 35
  
  29. Zombies (EL 2 and 2)
  Summary: Zombies!
  Immediate Attack:As soon as the PCs approach within
  20 feet of the door to this chamber, the door opens as four
  zombies lurch out and attack. Two rounds later, four more
  zombies come out.
  What’s more, 1 minute after the PCs slays a zombie, it
  reanimates with full hit points, and attacks once more. Even
  if the zombie is dismembered or burned, its flesh regenerates
  back to its original rotting-but-whole state and attacks. Only
  destroying the mirrors in the room keeps the zombies from
  reanimating.
  Human Commoner Zombies (2 groups of 4): hp 16 each
  Sights and Sounds:This room (once the PCs actually
  reach it) is dark and quiet, stinking of ancient rot and decay.
  This rather simple room is mostly empty.On each of the
  north,east,and west walls hangs a large mirror framed in
  silver.
  The Mirrors:Each of the mirrors has a moderate aura of
  necromancy. Anyone looking into one of the mirrors must
  make a Will saving throw (DC 14). Since there are three
  fairly large mirrors, one on three of the four walls, it’s very
  difficult to be in the room
  and not look into a mirror.
  Those that fail the save see
  their reflection, but their
  skin is rotting and peeling,
  their hair falling out in
  clumps, and their eyes are
  black, shrunken orbs. In the
  mirror, the reflection is a
  zombie. The victim stares in
  horror at this reflection until forcibly shaken or removed
  (so a lone character could be in real trouble). Even after this
  happens, the character is shaken for the following 30 min-
  utes.
  Those that make the save see their reflection normally,
  but also something more. They see other people reflected
  in the image of the room that aren’t in the room. Eight of
  them. It’s not terribly hard to figure out that the images
  are of the eight zombies, but the mirror shows them while
  they were still alive. The figures seem to be very sad. They
  are, in fact, trapped. Destroying the mirrors (hardness 1, 5
  hp) frees their souls and keeps the zombies from reani-
  mating.
  Treasure:One of zombies still wears a medallion under
  his rotting shirt. The large gold disk bears the image of a
  charging stag and is worth 85 gp.
  Background:These poor figures are the animated bodies
  of those people sacrificed to the demon lord Rivenyk in area
  28.
  Upping the Ante: Having all the zombies come at once
  doesn’t really make this a more dangerous encounter, since
  only two can get at the PCs at a time. In fact, it might be eas-
  ier because they could all be potentially turned at once.
  Instead, make the zombies considerably tougher by giving
  them each accept attack as a bonus feat.
  Connections:This room connects to area 28 and area 30.
  Dungeonaday.com: Dragon’s Delve
  36
  
  30. Rubble Trouble
  (EL 1 or 8)
  Summary:This room is not entirely stable, making it
  dangerous to linger within. Plus, a ghostly dog here may
  befriend the PCs.
  Sights and Sounds:This room is dark and quiet,
  although occasionally characters can hear the sound of small
  stones or bits of dust falling from the ceiling if they spend a
  long time listening.
  Rubble covers the floor in this room.The ceiling has
  apparently partially fallen in,and the cracked remains bow
  downward at an alarming angle.Fallen rubble has
  smashed wooden furnishings including what was likely a
  bed,a wardrobe,and a chest.A small intact table and an
  overturned chair remain in the south end of the room.
  Unstable Ceiling: If the PCs simply hurry through this
  room, they face no real danger. The problem comes in if and
  when they linger here, or mess around with the room’s con-
  tents.
  Every round beyond the first that creatures spend in this
  room, there is a cumulative 1% chance of a minor collapse. If
  the contents of the room (the rubble, the furnishings, the
  walls, the floor, etc.) are touched, disturbed, pushed, pulled,
  or otherwise handled, the cumulative chance rises to 5% per
  round.
  Minor Collapse (CR 1):The whole ceiling is not going to
  cave in. However, a disturbance might make some stones
  from the ceiling fall. If this happens, everyone in the room
  suffers 2d6 points of damage. A Reflex saving throw (DC 15)
  reduces the damage by half.
  Major Collapse (CR 8):If someone set off an explosive
  effect here (like a fireball), or struck any of the room’s sur-
  faces with great force (a Strength check with a DC of 22, or
  something that inflicted at least 20 points of damage at
  once), the entire room collapses in on whomever is within.
  This is unlikely to happen. Use the standard rules for cave-
  ins if it does.
  Treasure:Under the pile of rubble in the north end of the
  room there was once a chest. PCs searching through the rub-
  ble (DC 22) can find some valuables, but it takes 10 charac-
  ter-rounds to find and get at it amid all the broken chunks
  of stone. Thus, it takes one character 10 rounds, two charac-
  ters 5 rounds, or ten characters 1 round to get the treasure
  out. A character must have a Strength score of at least 10 to
  help in this endeavor.
  The treasure consists of half a broken gold and pearl
  necklace worth 150 gp, a dented, small golden urn (80 gp),
  297 sp, and 99 gp.
  Amid these valuables, searchers find the broken wooden
  remains of the chest, shattered glass and pieces of pottery,
  and a seriously bent (and ruined) masterwork mace.
  Development: The ghost of a dog dwells in this room.
  However, he’s only going to make his presence known if
  either the evil spirit in area 28 has been banished or if the
  PCs bring the idol from area 32 here. He is afraid of the spir-
  it and hides unless one of the above conditions is met. In
  the first, he comes out and attempts to befriend the PCs. If
  the second happens, he gets very agitated and begins to
  bark, immediately triggering a minor collapse. In this latter
  case he does not manifest until the statue is taken out of the
  room or is destroyed.
  This dog, whose name was Hunter, once belonged to
  Duke Bryson Chordille, and was a faithful and loyal compan-
  ion. When the dog manifests, he looks like a translucent,
  ghostly Rottweiler happy to see the PCs and eager to play.
  One PC chosen at random—or chosen by the DM because
  Level 1: The Upper Reaches 37
  
  he or she is a likely soft touch—suddenly gains the aware-
  ness of the dog’s name, and that he means no harm.
  If ignored, Hunter goes away. But if treated kindly, he
  takes a real liking to the PCs. Any attempt at using animal
  handling or wild empathy automatically succeeds. Hunter
  wants to be friends.
  So what does it mean to have a ghost dog friend? Mainly,
  it’s in the hands of the DM. Hunter should be a somewhat
  unreliable and unexpected ally. No more often than once
  every other day, Hunter should manifest as a normal dog
  (using riding dog stats) for no more than an hour.
  Sometimes, he will simply show up and tag along.
  Sometimes, he will aid the PCs in a fight. It doesn’t matter if
  Hunter “dies,” as he’ll just come back again in a couple of
  days. He will obey requests and commands from PCs that are
  kind to him. Hunter should never leave Dragon’s Delve, and
  certainly cannot travel to another plane. PCs that are very
  kind to Hunter might even be able to call him and make him
  manifest when they need him, but he can never do more
  than a normal dog could.
  Thus, no “ghost dog” stats are provided, as they’ll never
  be used. Hunter either makes an appearance as a normal
  dog or he’s not around at all. The only difference is that
  death means little to Hunter. However, even as a normal
  dog, he can be dispelled as if he was a spell cast by a 10th
  level caster (although he can come back again after two
  days) and spells such as dismissal or banishment dispel
  Hunter for good. He cannot enter any location protected
  from extraplanar travel, an anti-magic area, or an area
  affected by unhallow. Finally, if Hunter’s physical form is
  slain by an outsider or an undead with more than 10 HD,
  his spiritual form is also destroyed.
  Hunter manifested:hp 15
  30A.The two small rooms off the eastern passage have
  doors that were once locked, but both have been broken and
  barely hang on their hinges. They are easily opened. The
  western room contains a pile of elegant woman’s clothing,
  moth-eaten and covered in mildew (now all worthless). The
  eastern room is mostly empty, although an empty chest lays
  on its side against the western wall.
  Connections:This room connects to areas 28, 29, and 31.
  Dungeonaday.com: Dragon’s Delve
  38
  
  31. Stairs Down
  Summary:The roots of a ancient, magical tree extend
  down from the surface to this room, aiding the PCs now
  but eventually presenting a subtle danger to them.
  Sights and Sounds:This room is dark and smells of fresh
  dirt and plant matter. As soon as the PCs enter this room, a
  deep, resonant voice asks in Common: “Where does the
  shadow lie?”
  The roots of a massive tree fill this room,breaking
  through cracks and rents in the ceiling and winding down
  through holes similarly punched into the floor.Some of
  these roots are as thick as trees all by themselves,giving
  the impression of massive,dark,wooden columns stretch-
  ing from floor to ceiling. An archway in the south pro-
  vides access to a staircase leading down.Some of the roots
  even run down the stairs.
  Background: Once, in the courtyard of Chordille Keep,
  there stood a tree sacred to the goddess Glarias. The so-
  called Moontree, in fact, was much older than the keep. The
  keep was built around the tree which glowed with a pale illu-
  mination when touched by moonbeams. When dire circum-
  stances imprisoned the tree’s patron in the deep recesses of
  the dungeon, it began to change into a dark and evil thing.
  However, when the keep was razed, the attackers also
  chopped down and burned the twisted tree. However, its
  roots lived on in the darkness.
  The Roots:The Moontree’s roots extend from above this
  chamber, through it, and down into area 39 on Level 2. The
  roots are magical (they have a moderate aura of enchant-
  ment) and possess a rudimentary intelligence. That intelli-
  gence is conflicted, and PCs should mentally feel the conflict
  while in the room. The conflict is between Glarias’ mostly
  good nature, and her usurper, the Beast God and his dark
  nature. Here in the upper portion of the roots, the relatively
  benevolent nature holds sway, mostly.
  It is, in fact, the good nature of the magical tree that
  speaks to the PCs as they enter the room. The correct answer
  to the question is, “The shadow lies between the dark and
  the light,” which any follower of Glarias would know. (This
  answer can be found in area 2.) If answered correctly, the
  tree’s roots move to outline the door leading to 31A. This is a
  reward because the secret stairs there allow access to a spe-
  cial room on Level 2, and it allows the PCs to bypass the evil
  portion of the roots, in the room down the stairs, below, in
  area 39.
  Although a particular root or root section can be destroyed
  (Hardness 8,200 hp,Break DC 35),only a miracle,wish or
  similarly high level magic can destroy all the roots.
  Stairs:The stairs lead down to Level 2, area 39.
  Secret Door to the East:A searcher needs a DC 35 check
  to find this door without the help of the roots.
  Secret Door to the South:Much easier to find, a Search
  check with a DC 20 reveals the outline of this door, which
  pivots with some difficulty (Strength check DC 15) due to
  the roots.
  31A:This secret room is mostly empty. A few remnants of
  roots hang from the ceiling, but nothing like area 31 itself.
  The stairs lead down to area 40 on Level 2.
  Revisit (EL 2)
  The next time the PCs pass through this room,they hear no
  voice.The feeling of conflict is gone—because it is ended.
  Attempting to aid the PCs (getting them to area 40 on Level 2)
  took all of the benevolent aspect’s power,and now the roots
  have succumbed to darkness.Now the roots whisper dark sug-
  gestions of blood and murder.One random PC must make a
  Will saving throw (DC 15) or suddenly physically attack his or
  her nearest companion to the best of his or her ability for one
  round.After this happens,the character returns to normal
  (likely confused and mortified,or at least embarrassed) and
  cannot be affected by the tree in this way again.
  This happens on all subsequent visits to the room until
  everyone in the group has had to make a save, after which
  point, the effect fades (unless someone new joins the group).
  Connections:This room connects to areas 30, 32, 39,
  and 40.
  Level 1: The Upper Reaches 39
  
  32. Covered Treasures (EL 3)
  Summary:A miscellany of treasures awaits PCs in this
  room concealed by secret doors. But not all of them are what
  they seem.
  The Doors:The doors leading into this room from either
  direction are made of dark wood bound in iron and copper.
  Each also bears a tarnished copper plate with an engraving
  of galloping horses on it, about six inches across. (If
  removed, these plates are worth about 5 gp). These doors are
  also locked (DC 25 to open), and are sturdier than most of
  the doors on this level, with a hardness of 5, 20 hp, and a
  Break DC of 25.
  Sights and Sounds:This room is dark, but there is an
  ominous whispering sound all around the room that comes
  from a series of modified magic mouths. The whispers are
  harsh and low, and listeners can’t make out what they’re
  saying.
  A series of free-standing pedestals fills this room,
  although most are empty and many of those are actually
  knocked on their sides and lay on the floor.Only four of
  the pedestals still has something on them,and each of
  these is covered with a dusty black cloth.
  Treasure:The four objects hidden under cloths are all
  valuable: a crystal eagle sculpture, a demonic idol, a glowing
  jar, and a silver urn. They are all described individually
  below. In addition, a Search (DC 20) of the rest of the room
  produces a few other minor treasures amid the toppled
  pedestals including a silver candelabra worth 75 gp, an elab-
  orately carved wooden box containing finely made candles
  (the whole package worth 100 gp), and a glass vial with a
  gold stopper (worth 6 gp) that contains a cursed potion of
  obsession that works just like incense of obsession.
  According to identify or Craft (alchemy) checks, the potion
  is an elixir that adds +1 caster level to a spellcasting imbiber
  for 24 hours.
  Further, a higher score on that Search check (DC 25)
  reveals a hidden compartment on one of the fallen pedestals.
  The compartment is easily popped open, and inside is a vial
  of vampire’s blood. A Craft (alchemy) check (DC 20) reveals
  what it is, but it has little value other than as a curiosity
  (worth 20 gp). However, if used on the altar in area 6, it
  could offer interesting benefits.
  Crystal eagle sculpture:This object once belonged to
  Duke Chordille. The eagle was a part of his family crest and
  he always felt a kinship with the bird. During the attack on
  the keep above, someone managed to bring it down into the
  dungeon so that it would not be destroyed. It is heavy, about
  100 pounds, but it’s worth 800 gp.
  Demonic Idol:This image might seem familiar to PCs
  that studied the demonic statues in area 28. In fact, like
  those statues, a careful examination of this squat, leering fig-
  ure (Search DC 20) reveals the inscription of the name
  Rivenyk hidden on its back. It is a simple ceramic statue and
  worth about 10 gp.
  A Knowledge (religion) check (DC 15) reveals that this
  idol has some particular significance in area 28.
  Glowing Jar:This large glass jar has three motes of light
  within it that flitter about like fireflies. (A strange thing
  that may tip characters off that something’s not quite right
  is that one PC will actually see fireflies in the jar, while oth-
  ers see only lights.) If loosed, these motes turn into their
  true form: grigs. These tiny sprites have been imprisoned for
  years and are very angry. They attack anyone nearby, shout-
  ing in Sylvan and Common that they will get vengeance for
  their imprisonment, and calling anyone they see a tyrant
  (death to tyrants!). One of the three has the classic grig fid-
  dle, allowing him to attempt to use his irresistible dance
  ability.
  PCs realizing that grigs are usually good aligned can
  attempt a Diplomacy check (DC 20) to calm the grigs down
  and avoid a fight. If given the chance, the grigs calm down
  on their own and begin to think straight after 2d6 rounds.
  If the PCs entreat with the grigs, or treat them with kid
  gloves until they calm down, the grateful sprites reward all
  Dungeonaday.com: Dragon’s Delve
  40
  
  wounded characters with a cure light wounds effect. This is
  not a normal grig ability. They call it the “blessing of the
  woods.” They don’t know how long they’ve been impris-
  oned, but remember that it was a group of human soldiers
  that grabbed them in the woods to the north of Dragon’s
  Delve. (They were working under orders of Duchess
  Chordille.)
  Grigs (3):hp 1, 2, and 3
  Silver Urn:The urn itself, engraved with images of people
  walking in procession beneath a crescent moon, is worth 60
  gp. However, it is sealed with wax. Inside is a large square of
  embroidered silk with the image of a tree (worth 12 gp).
  Wrapped in the silk are four wafers, each bearing the symbol
  of the moon. They each have a magical aura, and in fact are
  identical in all ways to a potion of aid, except that one must
  eat them rather than drink. They are sacred to the goddess
  Glarias, but anyone can use them. Despite their great age,
  they remain quite fresh.
  Development:If the PCs bring the idol to area 28, it will
  loose the evil spirit trapped there as explained in that room’s
  description.
  Connections:This room connects to area 31 and area 33.
  33. Spider’s Web (2, 2, and 3)
  Summary:A room full of webs and dangerous spiders of
  different sizes, including a strange mistress spider that has a
  magical ability that will certainly challenge PCs.
  Sights and
  Sounds:The room
  is dark. If the
  characters bring
  light, allow each a
  Spot check (DC
  22). If successful,
  a character spots
  the web net near
  the ceiling and the
  group can avoid it.
  A DC 18 Listen
  check allows a
  character to hear
  the gentle skitter-
  ing of the mon-
  strous spiders
  moving amid the
  webs.
  It’s difficult to see much of the room,as the thick skein
  of spider’s webs obscures your vision.More than ten feet
  in,and the webs appear impassible.
  Web Net:If no one spots it, the first character (or two
  characters if they are abreast) to enter the room must make a
  Reflex save (DC 14) to avoid a net-like web that drops from
  above as they jostle near-invisible strands. A character that
  fails is treated exactly as if he had been caught in a net. Once
  the PCs move 10 feet into the room, whether the net falls or
  not, the first wave of spiders attacks.
  The Webs:The webs burn, but do not catch fire for long.
  Describe it to the players as being more like melting rather
  than burning—as flame from a torch or other source touch-
  es the webs, the disappear, but setting webs on one end of
  the room alight does not mean that all the webs in the room
  burn away. It will take conscious effort on the PCs’ part to
  burn a path through them at a rate of 10 feet per round. If
  they don’t use flame, PCs can try to hack or tear their way
  through, but this takes much longer—about 1 foot per
  round.
  Deeper into the webs, you see the desiccated husks of
  drained rats and other small vermin, trapped in cocoons of
  webbing.
  Inhabitants:It will come as a surprise to exactly no one
  that this room full of webs is the home of a number of rather
  prodigious spiders. These spiders feed on rats and mice they
  catch in their massive web. Although they come in many
  groups and sizes, all are monstrous spiders.
  The first spider encounter is with four small monstrous
  spiders.
  Level 1: The Upper Reaches 41
  
  Monstrous spider,small (4):hp 3, 4, 5, and 8
  The next encounter is with two small and one medium
  monstrous spiders and it does not occur until the PCs slay
  all the spiders from the first encounter and have moved at
  least 30 feet deeper into the room.
  Monstrous spider,medium:hp 11
  Monstrous spider,small (2):hp 4 and 5
  The last encounter comes three rounds after the first, no
  matter what. This time, two small monstrous spiders and
  the mistress of the web attack. This mistress is a spider that
  has been magically mutated by the leaking chaos magic
  from deeper in the dungeon.
  In addition to being particularly large and healthy for
  her size, this spider has a gaze attack with a 10 foot range,
  afflicting victims with a confusion effect for 1d4 rounds
  (Caster Level 7, DC 12 Will save resists). All the spiders are
  immune to this effect. She is a CR 2 monster.
  Mistress of the web,monstrous spider,medium: hp 18
  Monstrous spider,small (2):hp 5 and 6
  Near Area 34: PCs notice that
  many tiny, gnat-like insects are
  trapped in the webs near area
  34.
  Revisit
  (EL Varies)
  A week after the PCs clear out
  this room (assuming they do),
  spiders start showing up again, and
  three random 10-foot squares along the
  walls are once again filled with webs. The room
  contains 1d6 tiny and 1d4 small spiders. The spiders contin-
  ue to build webs at the rate of one 10-foot square per day
  until the room is filled again. After another full week, a
  medium spider moves in.
  Connections:This room connects to area 32 and area 34.
  34. The Pool of Muck (EL 2)
  Summary:A dangerous substance left over from a strange
  experiment much deeper in the dungeon now threatens too-
  curious PCs.
  Sights and Sounds:This room is dark. A Listen check
  (DC 25) suggests a very faint squishing or sloshing sound in
  the north end of the room. It reeks of something quite acrid.
  Tiny flying insects buzz around this room in annoying
  clouds.Two skeletons lie on the floor of this room near the
  remains of a large broken clay vessel.A dark trail of dried
  liquid leads from this scene to the north.An intact clay
  vessel rests near the entrance from the south.
  Another skeleton sprawls on the steps leading down into
  34A.
  Background:Well over a decade ago, some of the cam-
  bions on Level 6 fleeing the wrath of their master brought
  some valuable chemicals and substances here and hid them
  for safe keeping.
  Just 3 years ago, a trio of rogues entered Dragon’s Delve
  with the intention of getting some quick treasure. They
  found their way here from the southern rooms and
  came upon the secret storehouse of
  alchemical mixtures guarded by some
  magical wards. They defeated the
  wards, and got to the goods in
  34B.
  The ledge in 34B housed
  a number of clay vessels
  sealed with wax. Assuming
  the contents to be valuable,
  they began moving them
  out. That’s when things got
  bad. Two of them dropped one
  of the clay vessels, loosing a semi-
  sentient caustic substance. Basically, a
  proto-ooze. It engulfed and consumed them
  and then killed the other on the steps as it moved down into
  the pool, where it grew slowly, filling the lower area. The
  muck has only one “goal,” if such a term can even be applied
  to something that isn’t really a creature. It seeks the counter
  agent in one of the huge pots in 34B that will end its exis-
  tence.
  But it can’t reach it.
  Clay Vessel:Near the south hall leading to 34C, this big
  pot is stoppered and sealed with wax. It contains a sub-
  stance that can be identified with a Craft (alchemy) check
  (DC 25) as one of the raw materials used to make tinder-
  Dungeonaday.com: Dragon’s Delve
  42
  
  twigs or alchemist fire. If successfully removed from the dun-
  geon, it’s worth 75 gp. It weighs 80 pounds.
  Insects:The insects are harmless, but interestingly
  enough are inadvertently spontaneously generated by the
  ooze.
  Skeletons:The three rogues have little left on them not
  destroyed by the muck. The two in the middle of the room
  lay near the inorganic remains of destroyed light crossbows
  and bolts, and two slightly rusted short swords. A scattering
  of coins (34 gp, 88 sp, and 8 cp) lays around them, along
  with a few miscellaneous iron belt buckles and iron clasps.
  The skeleton on the steps lays near a similar collection of the
  inorganic leftovers of his gear, backpack, and clothing, plus 
  7 gp and a masterwork rapier.
  34A:The lower area of the room is filled with the semi-
  sentient muck loosed by the greedy thieves.
  Gentle stairs descend down to a level 15 feet deeper
  than the rest of the room,The ceiling above rises 10 feet
  higher than the rest of the room.Disturbingly,about six
  inches of a brownish-yellow muck covers the floor of the
  lower area.It gently seethes like a thing alive.
  The muck consumes organic materials like cloth, wood,
  and, of course, flesh. Anyone touching the muck directly
  suffers 1d6 points of acid damage. Gloves or shoes protect
  a character for 1d2 rounds before they are consumed.
  Further, it becomes obvious that the muck reaches up
  toward anyone getting close. It doesn’t make attacks per se,
  but its eagerness and awareness is still obvious. It can’t be
  burned or otherwise attacked or harmed. It’s not a crea-
  ture. The PCs can’t “fight” it any more than they could
  fight a pool of acid. Getting across to 34B requires
  ingenuity.
  Dealing with the muck is a CR 2 challenge.
  34B:This ledge is 25 feet high. Observant characters will
  see that the muck seems to want to get up the wall to the
  ledge but cannot.
  The rogues hammered a spike into the floor of the ledge
  and tied a rope to it, but a Rope Use check (DC 12) or a
  Search check (DC 15) will determine that it’s no longer safe.
  Long term exposure to the muck has weakened the rope so
  that it will break shortly after at least 100 pounds of weight
  are put upon it. Characters using the rope will get partway
  up, and then fall 10 feet.
  The ledge still holds a number of clay urns and pots. They
  contain alchemical and arcane substances, some now worth-
  less, but a few still potent. Two could be worth 50 gp each if
  sold, although they each weigh almost 100 pounds. The
  largest contains a substance that neutralizes the muck. A
  handful turns a 5 foot square of the stuff to dust. There’s
  enough to eliminate all the muck in the room, with three
  handfuls (doses) left over. Each dose inflicts 3d6 points of
  damage on an ooze creature if used in a fight (a ranged
  touch attack would be required to make such an attack).
  34C: A lantern sits next to a pile of empty sacks in this
  room (left by the rogues). Otherwise, it is empty.
  Development:Some of the spiders from area 33 come
  here to hunt and may be encountered here.
  Connections:This room connects to area 33 and area 35.
  Level 1: The Upper Reaches 43
  
  35. Something Old,
  Something New (EL 3)
  Summary: This room contains an ancient magical trap
  and a much more recently-constructed physical trap.
  Sights and Sounds:This room is dark and quiet.
  The floor of this chamber is a delicate tracery of a silvery
  metal running through the stone.A broken and chipped
  stone statue of a elephant,about three-quarters life-size,
  stands in an alcove in the north.In the east,a bricked-up
  archway has an elephant head at its apex.South of the
  statue,two successive archways bear elephant-themed
  designs and images.
  Background:Long ago, cultists of a now-forgotten ele-
  phant god came to Dragon’s Delve believing that they had a
  calling to conquer the dungeon and transform it into a grand
  temple to their deity. This room was to be the entrance to
  their temple (the bricked up archway once gave way to a
  staircase up, but it has long since entirely collapsed).
  To keep out infidels, the faithful worshippers placed a
  magical trap here. Their plans were short lived and they
  abandoned the dungeon after having barely finished their
  work on this one room.
  Old Trap:Any intelligent creature entering the 20-foot
  wide area south of the statue and north of the 10-foot wide
  passage without first stating their everlasting devotion to a
  god long forgotten for centuries is zapped by an electrical
  trap that runs through the metal threaded into the stone.
  Electrical floor trap:CR 2; 2d6 points of electrical dam-
  age to each character touching the floor; Reflex save
  (DC 14) for half; automatic reset; Search (DC 28);
  Disable Device (DC 35)
  New Trap:Chasmal the werewolf in area 37 has set a trap
  to keep the spiders in area 33 at bay. It is not nearly as
  sophisticated as the old trap.
  At the south end of the 10-foot wide north-south passage,
  a series of tripwires strung across the passage at various
  heights and angles trigger a greataxe that swings around the
  corner with great force.
  Swinging axe trap:CR 1; +10 attack for 1d12+2 points of
  damage; one target, no reset; Search (DC 20);
  Disable Device (DC 20).
  Statue:The crafters of the elephant statue once adorned it
  with jewels, but they have long since been stolen.
  Doors into Area 36:Both doors to this chamber are devil-
  ishly locked (DC 30 to open) and made of iron. They have a
  hardness of 10, 60 hp, and a break DC of 28.
  Development:If the PCs trigger the new trap, Chasmal
  will reset it if he is still alive and interested in defending his
  lair. He checks it every day, sometimes multiple times each
  day. Unless the PCs are very quiet about dealing with the
  trap, he will hear them and be ready in area 37.
  Connections:This room connects to areas 34, 36, and 37.
  Dungeonaday.com: Dragon’s Delve
  44
  
  36. Three Swords
  Summary: This chamber houses three magical swords.
  But the PCs are only going to be able to get one.
  Doors:Both doors to this chamber are devilishly locked
  (DC 30 to open) and made of iron. They have a hardness of
  10, 60 hp, and a break DC of 28.
  Sights and Sounds:This room is just barely lit by a magi-
  cal brazier. It is completely silent.
  This room looks to have been undisturbed for countless
  years.A dusty,white marble floor stretches ahead of you,
  with walls of dark,smooth stone.Four empty alcoves
  mark the perimeter of the chamber,and a copper brazier
  hangs from the ceiling near the middle of the room.A faint
  glow and tiny wisps of smoke seep forth from its confines.
  Most dramatically,however,three swords have been
  plunged into the floor beneath the brazier.One has a hilt
  with a stylized flame motif.The second has a sleek,silver
  blade.The third appears plain other than a polished green
  stone set into its pommel.
  Scratched into the smooth marble floor are these words
  in the Common tongue:“Two banes and one blessing.A
  gift from Lord Saral.”
  The Swords:This room introduces PCs to yet another
  historical figure of importance in Dragon’s Delve, Lord Saral.
  Saral was a powerful fighter—not a noble by birth, but a
  ruler by conquest. He
  had a love for fine
  weaponry and respect
  for those that could
  recognize quality when
  they saw it.
  Any of the swords
  can be pulled from the
  floor with a DC 15
  Strength check. As
  soon as one sword is
  pulled free in this man-
  ner, the other two dis-
  appear forever.
  Smoking Brazier:
  The brazier is the key.
  This magical brazier
  lights and smokes as
  soon as anyone enters
  the room. If the brazier
  itself is searched (DC 20), a small inscription on its under-
  side reads, “Lord Saral’s keen eye.” Anyone watching the
  smoke carefully (another Search check, DC 20) sees that the
  smoke seems to congeal mostly over the sword with the
  sleek, silver blade.
  The Flame Hilted Sword:This is a cursed longsword with
  a -1 penalty to all attacks and damage rolls. However, the
  wielder must make a Will saving throw (DC 16) to resist the
  enchantment effect and believe that it is a +1 sword as long
  as only he handles it and no other. This save should be made
  in secret, and strong evidence to the contrary should allow
  the wielder to make a new saving throw.
  The Sleek,Silver Blade:This is a magical sword called
  Silence.
  The Sword with the Green Pommel Stone:This cursed
  longsword requires the wielder to make a Fortitude save (DC
  15) or suffer 1 point of Constitution damage each round it is
  carried or wielded. It has no other magical quality.
  Level 1: The Upper Reaches 45
  New Magic Item: Silence
  This +1 longsword adds +5 to the wielder’s Move
  Silently checks. Further, anyone dealt a lethal blow by
  the blade is magically silenced, so that they cannot cry
  out, making silence an excellent weapon for assassins
  and others who wish to slay quickly and quietly.
  Faint Illusion; CL 5th; Craft Magic Arms and Armor,
  silence; Price 6,315 gp Cost to Create: 3,315 + 240 XP.
  Connections: This room connects to area 35.
  
  37. The Werewolf (EL 4)
  Summary:A surly werewolf lives in this chamber.If the
  PCs manage to befriend him,he knows a great deal about the
  dungeon—but it is much
  more likely that this will
  end in bloodshed.
  Sights and Sounds:
  This room is lit by two oil
  lamps. If the PCs manage
  to sneak up to this room
  without alerting
  Chasmal, he may be
  asleep and snoring loudly, or he may be singing bawdy
  drinking songs to himself. The room smells like a kennel.
  This simple room seems decorated and furnished by
  someone who has looted and borrowed from various
  other areas of the dungeon.You see a strange miscellany of
  furnishings and décor,most of it in poor shape.The room
  is ill-kept and dirty.
  Inhabitant:Chasmal is a human commoner He is tall and
  strapping with dark brown hair and hazel eyes. He once lived
  in Brindenford, but fled the town after he contracted
  lycanthropy and began murdering other citi-
  zens. Now he tries to stay away from civ-
  ilized folk, living in the dungeon,
  which he hates. He considers the
  dungeon to be a part of his curse.
  He hates to be disturbed here
  and considers anyone and any-
  thing in the dungeon fair
  game.
  PCs who really try to parlay
  rather than fight, however,
  might be able to make Chasmal a
  strange kind of ally rather than a
  foe. He won’t join them under any cir-
  cumstances, but with the right bribe, he
  shares what information and advice he has.
  The ideal bribe would be a combination of food, gold,
  and news about Brindenford, particularly his family.
  Chasmal knows the layout and general details of the
  entirety of Level 1 except for areas 16, 17, 32, 36, and 38 (give
  or take). He’s never been to Level 2, but he knows that “you
  shouldn’t drink the water,” although he really doesn’t know
  what that means. He knows the password for the bluesteel
  door between areas 3 and 20, the solution for the riddle in
  area 15, and so on.
  Chasmal Drave
  Male human werewolf (Chaotic Neutral)
  Medium humanoid (shapechanger, afflicted)
  Commoner 3
  CR4
  HD 3d4+9 plus 2d8+10
  hp 39
  Init +1
  Speed 30 feet
  Languages Common, Elven
  AC 14, touch 13, flat-footed 13
  BAB/Grapple +2/+3
  Attack/Full Attack +5 melee (1d12+3, greataxe)
  SQ Low-light vision, lycanthropic empathy, alternate
  form
  Fort +7 Ref +2 Will +3
  Str 14, Dex 12, Con 16, Int 13, Wis 10, Cha 12
  Crucial Skills Climb +3, Listen +7
  Other Skills Knowledge (Local) +3, Search +3
  Crucial Feats Combat Reflexes, Track
  Other Feats Iron Will, Martial Weapon Proficiency
  Possessions Masterwork greataxe, +1 ring of protection,
  potion of cat’s grace, 12 gp, 11 sp, 22 cp
  Hybrid Form
  Male human werewolf (Chaotic Neutral)
  Medium humanoid (shapechanger, afflicted)
  Commoner 3
  CR4
  HD 3d4+9 plus 2d8+10
  hp
  39
  Init +3
  Speed 30 feet
  Languages Common, Elven
  AC 16, touch 14, flat-footed
  13
  BAB/Grapple +2/+4
  Attack +6 melee (1d12+4,
  greataxe) or +5 melee (1d4+3,
  claw)
  Full Attack +5 melee (1d4+3, 2
  claws) and Bite +0 (1d6+1)
  SQ Low-light vision, damage reduc-
  tion 5/silver, scent
  Fort +9 Ref +4 Will +3
  Str 16, Dex 16, Con 20, Int 13, Wis 10,
  Cha 12
  Crucial Skills Climb +4, Listen +7
  Other Skills Knowledge (Local) +3, Search +3
  Crucial Feats Combat Reflexes, Track
  Other Feats Iron Will, Martial Weapon Proficiency
  Possessions Masterwork greataxe, +1 ring of protection,
  potion of cat’s grace, 12 gp, 11 sp, 22 cp
  Dungeonaday.com: Dragon’s Delve
  46
  
  Wolf Form
  Male human werewolf (Chaotic Neutral)
  Medium humanoid (shapechanger, afflicted)
  Commoner 3
  CR4
  HD 3d4+9 plus 2d8+10
  hp 39
  Init +3
  Speed 50 feet
  AC 16, touch 14, flat-footed 13
  BAB/Grapple +2/+4
  Attack +5 melee (1d6+3, bite)
  SA Trip
  SQ Low-light vision, damage reduction 5/silver, scent
  Fort +9 Ref +4 Will +3
  Str 16, Dex 16, Con 20, Int 13, Wis 10, Cha 12
  Crucial Skills Climb +4, Listen +7
  Other Skills Knowledge (Local) +3, Search +3
  Crucial Feats Combat Reflexes, Track
  Other Feats Iron Will, Martial Weapon Proficiency
  Possessions +1 ring of protection
  Tactics:If Chasmal hears the PCs coming, he will take on
  hybrid form and prepare for a fight, although if the PCs
  come from the north, he also might just run away. If sur-
  prised, he will likely take the time to transform into the
  hybrid form. He won’t take wolf form unless he’s trying to
  disguise himself up in the woods on the surface, which is
  unlikely.
  Chasmal will kill and eat anyone he can,but he won’t fight
  to the death if he can help it.Even in lycanthrope form,he’s
  wise enough to run away if outmatched.If cornered,however,
  he won’t willingly surrender.He’ll go down fighting.
  His magical ring becomes an earring pierced in one of his
  large ears in wolf form.
  Connections:This room connects to area 20 and area 35.
  38. Vault of the Ring 
  (EL 4, 5 and 4)
  Summary:These chambers serve as a treasure vault hold-
  ing a powerful magical ring.
  Sights and Sounds:These rooms are dark and quiet.
  This chamber is empty.An iron door stands in the mid-
  dle of the south wall bearing a massive lock.
  Secret Door Entrance:While tricky to find and open from
  area 20, this door is visible and opens easily from this side.
  Pit Trap:The southern half of this room gives way after
  more than 100 pounds is placed upon it, dumping anyone in
  the area into a 30 foot deep pit.
  Pit Trap:CR 4; 30 feet deep (3d6 damage and then spikes
  (Attack +10 melee, 1d4 spikes per target for 1d4+2
  damage); DC 20 Reflex save avoids; resets in 1 hour;
  Search DC 18; Disable Device 25 
  Iron Door:The door
  has a hardness of 10, 60
  hp, and a Break DC of
  28. The lock is very diffi-
  cult (DC 28) to open.
  False Door:The west-
  ernmost door leading
  into 38B, directly beyond
  the iron door in 38 itself,
  is fake. It appears identi-
  cal to the iron door
  north of it, but if the
  door is so much as
  touched, it triggers a
  sonic blast trap, similar
  to a glyph of warding. It can’t be opened, and if it is some-
  how pried away, a blank stone wall lies behind it.
  Sonic blast trap: CR 5; 5d6 points of sonic damage to all
  in 10 foot square room; Reflex save DC 14 halves; 24 hour
  reset; Search DC 28; Disable Device DC 28.
  Secret Door:The east wall of the tiny room between the
  iron door and the false door has a secret sliding panel
  (Search DC 25) that provides access to 38A, where the real
  door lies.
  38A:This is the real door into the vault (38B). It is iron
  just like the first door, and locked with an even more diaboli-
  cal lock (DC 30 to open).
  Level 1: The Upper Reaches 47
  
  38B: This chamber holds the ring of Jamissan.
  This square chamber is 30 feet to a side. The floor is black
  and red marble, laid out in concentric circles. In the middle
  of the room, floating in midair, is a golden ring with a blue
  jewel. From somewhere, you hear a voice singing in staccato
  notes.
  The singing comes from a magic mouth spell that sings in
  elvish, “Not a sound. Well, perhaps just one.”
  The wards in this room are activated by sound. If, after the
  mouth is finished singing, a character simply moves very
  quietly through the room (Move Silently DC 25) they can go
  and snatch the ring and come back without problem.
  Making noise in the room, however, is dangerous. The room
  has three rings on the floor, each 5 feet wide If someone
  makes a noise while not on a ring (that is to say, in one of
  the corners) they and everyone else in the room suffers 3d6
  points of sonic damage as the room erupts in discordant
  noise. There is no saving throw. If someone makes a sound
  while on a ring, the ring glows slightly and produces a beau-
  tiful note. If someone makes a sound on a glowing ring,
  everyone in the room suffers 3d6 points of sonic damage.
  Again, there is no save.
  This means that someone could also approach the magic
  ring by only making one sound per ring, such as with a jump
  into each ring (of course, getting back out of the room will
  be trickier). But if someone jumped onto the first ring (mak-
  ing it produce a tone and glow), and then said something to
  his comrades, that’s going to trigger the sonic blast.
  Considering that most PCs will think that the room is set up
  around weight on the rings, this is likely to catch them off-
  guard.
  Whenever the sonic blast triggers, the room resets, and no
  rings glow.
  Dealing with this room is a CR 4 challenge.
  Background:This vault, like the treasure it holds, was cre-
  ated by Jamissan, a warrior-bard from far to the South that
  used Dragon’s Delve to store some of his creations.
  Connections: This room connects to area 20.
  Dungeonaday.com: Dragon’s Delve
  48
  Minor Artifact: The Ring of Jamissan
  This gold ring bears a large blue gem of unknown type. Once put on a finger, it cannot be removed (except when it is
  activated) unless the wearer is dead. Its function is based on the wearer’s level. Once per week, it can be activated,
  requiring a full round action. When activated, the ring floats off the wearer’s finger and enlarges into a massive circular
  doorway through which a summoned creature emerges. The summoned creature comes from the summon monster list of
  the highest level summon monster spell the caster could cast if he could cast the spell, with his character level as caster
  level. So a 3rd level character could use the summon monster II list, and a 12th level character could use the summon
  monster VI list. The character can always speak to the summoned creature, which will do his or her bidding. The creature
  remains for one minute per character level of the wearer. As soon as the creature arrives, the ring returns to the wearer’s
  finger (no force or barrier can prevent this).
  Strong conjuration; CL 18th
  
  Level 1: The Upper Reaches 49
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dungeon A Day/DungeonADay Level 001.pdf