TEXT: Level 3: The Unseen River
  A system of natural caverns comprise most of the third level of Dragon’s Delve.A river,flowing down from Level 2,washes
  through the caves and eventually out of the hillside and into the River Turant on the surface.While underground,this body
  of water is known as the Unseen River.
  L
  evel 3 has no overarching organization, although
  much of it is dominated by the blind, subterranean
  fish-men known as vesh. The vesh live their simple
  lives in these caves and swimming in the Unseen River. The
  level can also be characterized by two different mystical
  monuments. Near the center of the level lies the bloodline
  rock, a mystical stone that holds a special link with those
  that were born with an innate affinity for magic. The witch-
  ing stone lies in another part of the level and harbors ill for
  humans in the name of the dark fey.
  Level 3 also has its own entrance/exit so PCs that explore
  all of its reaches will find a new way to enter and exit from
  Dragon’s Delve through the cave known as Devil’s Maw.
  Unless the text states otherwise, the level’s floors, walls,
  and ceilings are damp (and slippery) unworked natural
  stone, mainly limestone caves created by water action. In
  many caves, the floors—or at least paths across the floors—
  have been worn smooth by millennia of occupation.
  Ceilings are generally 20 feet high, but can vary wildly, even
  in the same cave. What few doors exist are—unless other-
  wise described—good wooden doors, unlocked, one and a
  half inch thick, with a hardness of 5, and 15 hp.
  63. Entry (EL 5)
  Summary: This is the entry into Level 3. Characters here
  are presented with a choice of where to go next, but only if
  they can defeat the merrow ogres here first. You will need the
  Wall Scratches handout.
  Sights and Sounds:This chamber is dark. Characters in
  area 53 listening down the steps may hear the merrow mov-
  ing around (Listen check DC 15).
  Steps extend deep into the earth in a wide,open stair-
  well,down to a landing where another flight of stairs goes
  down even further to yet another landing.Suddenly,a
  spear point stabs up at you.A massive,scaly humanoid,
  skin glistening wet on taught,powerful muscles,stands
  ready for battle on the steps below you.
  Inhabitants:The first time the PCs come to this room,
  there are two particularly large merrow here. These aquatic
  ogres are part of the expeditionary force that can also be
  found in area 84. Each has a longspear and 3 javelins sized
  appropriately.
  Merrow (2): hp 43 and 40
  Tactics:As the PCs come down the stairs, one merrow
  stands on the middle set of stairs and attacks upward with
  his longspear. The PCs will have cover from this attack, but
  the merrow’s got plenty of reach with its very long weapon.
  The other merrow stands on the second landing down and
  hurls javelins.
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  3
  It’s probably likely that the first time the PCs encounter
  these foes, they realize that perhaps delving deeper isn’t a
  good idea yet, and run back up to Level 2. The merrow don’t
  pursue PCs that flee. Merely scouts, they are afraid to explore
  too far into the dungeon without more of their own kind to
  support them.
  63A: This lower chamber smells a bit of lime (calcium
  oxide) and fish. A pair of boots, quite old and crusted in
  thick, dried mud, sets on the floor next to the door leading
  northwest.
  On the north wall, between the two doors, an adventurer
  has scrawled on the wall, indicating what might lay beyond.
  He scratched a fish-like face with bulbous eyes and protrud-
  ing, needle-like teeth with an arrow pointing to the north-
  western door to indicate that vesh lie in that direction. He
  also scratched a line surrounded by glowing light. It is next
  to an arrow pointing to the northeastern door. This was to
  warn of Alghul Aeranis, the sorcerer, who dwells (or, actually,
  dwelt) in that direction. Show the PCs the Wall Scratches
  handout.
  Upping the Ante (EL 6):This should be an encounter
  that really challenges the PCs, and likely forces them to flee.
  Should the DM not feel that the two merrow are up to the
  task as-is, give them both a +4 bonus to Strength and
  Constitution, granting them +2 bonus to attack and damage
  (+3 to damage with two-handed weapons like their longs-
  pears) and +8 hit points. Also, they would gain a +2 bonus
  to Strength checks and Fortitude saving throws.
  Revisit (EL 0)
  When the PCs return to this room again, if they did not slay
  the merrow, the creatures are gone, having left the dungeon
  altogether. (Alternatively, the DM can have them occupy
  another area.)
  Connections: This room connects to area 53, 64, and 65.
  64. Alghul’s Final Rest (EL 2)
  Summary: This was the lair of an evil sorcerer that sought
  to use the mystical properties of this level for his own benefit.
  Sights and Sounds: This cavern is dark and quiet. Very
  keen ears can hear the water rushing in the north (Listen
  check DC 25).
  You see a damp cave of large size with a somewhat
  smooth and regular floor,as if it were at least partially
  worked and worn.A wide,flat rock formation stands erect
  near the center of the room,a desiccated skeletal corpse
  pinned to it by a large black iron spike pounded through
  the rib cage.It is cold here.
  The Body: This was a male half-elf sorcerer named Alghul
  Aeranis. Slain by a party of ruthless adventurers, his belong-
  ings are (almost) all now gone. His corpse wears only tat-
  tered rags.
  Background: Alghul was the great nephew of a sorcerer
  named Urlaster who explored the dungeon more than 100
  years ago.
  Treasure: The spike is made from cold iron. Pulling it free
  requires a Strength check (DC 18). If someone wanted to use
  it as a weapon, it could function as a medium-sized cold iron
  dagger.
  Sorcerer’s Niche: The northeastern part of the cave
  once held Alghul’s belongings. Most of them were taken,
  and all a casual observer will see here are a small empty
  chest, some broken glass, and a few items of clothing
  lying about, now stained dark with mold and mildew.
  However, anyone searching the chest (DC 24) finds a
  secret compartment in the lid that contains a scroll of
  induce vulnerability.
  Development: If the PCs remove the iron spike, the sor-
  cerer’s restless soul animates the skeletal corpse immediately.
  The dead sorcerer becomes a particularly tough skeleton with
  Level 3: The Unseen River
  
  a permanent shocking grasp ability, electrifying his attacks so
  that he inflicts an additional +2d6 points of electrical dam-
  age. He also has a permanent shield spell effect, adding +4
  to his AC (for a total of 19). Other than that, and his
  increased hit points, use the standard stats for a human war-
  rior skeleton.
  Skeleton: hp 16
  Tactics: It’s very likely that Alghul’s skeleton will gain a
  surprise action, attacking the flatfooted character removing
  the spike. Only if the player actually states that he expects
  the corpse to animate should regular initiative be used on
  the first round. Afterward, the skeleton continues to attack
  until destroyed.
  Revisit (EL 5)
  At a later date, when the PCs return, Alghul’s spirit has gath-
  ered enough power to return as a wraith. It attacks anything
  living that comes into the room.
  Wraith: hp 32
  Connections: This cave connects to areas 63, 67, 7 0, 72,
  and 73.
  65. Large Cavern (EL 4)
  Summary:This large cave holds strange secrets of the
  past.
  Sights and Sounds: This cavern is dark and the sound of
  splashing water is audible to the west. Some may also hear
  the water rushing in the north (Listen check DC 18).
  The rock of this large cave glistens with moisture.The
  floor is uneven and broken,but there are smooth,worn
  paths across it.In a few places where it appears particularly
  irregular,old wooden planks provide an easy walkway.Here
  and there,you see old bones and the occasional skull lying
  around the loose stones and interesting rock formations.
  The air is cold and damp,and smells slightly of rotten fish.
  Wooden planks: The smugglers that hid in area 66 a
  hundred years ago placed the wooden planks, so many of
  them are rotten and may break. This only matters if a charac-
  ter is in a hurry. Anyone running in this room must make a
  Balance check (DC 15). Failure indicates either that the char-
  acter has slipped on the slick floor (50% chance) or that a
  board has broken and tripped the character (50% chance).
  In the latter case, the character suffers 1 point of damage,
  cutting their leg on the broken wooden plank.
  Skulls and Bones: Most of the bones belonged to ani-
  mals. A few look like dead vesh. Searching the room (DC 14)
  turns up a slightly dented helmet, a handaxe, and a rotten
  leather quiver with 8 fully functional masterwork arrows
  amid one relatively elf-shaped pile of bones.
  65A. The rock formation here, if examined closely
  (Search check DC 20) is in fact a heavy iron chest that has
  over many years been covered in lime. The calcified chest
  Dungeonaday.com: Dragon’s Delve
  4
  New Spell: Induce Vulnerability
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S,M
  Casting Time: One action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature/5 levels
  Duration: One minute/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You make the affected targets particularly vulnerable
  to an energy type of your choosing (acid, cold, electric-
  ity, fire, or sonic). The targets suffer double damage
  from attacks using that energy type. If a creature has
  any sort of resistance to that energy type, this spell
  nullifies the resistance for the duration (but the crea-
  ture suffers normal damage during that time, not dou-
  ble). Creatures completely immune to an energy type
  (inherently, not from a spell) cannot be made 
  vulnerable to it.
  Material Component: A small piece of leather that has
  been exposed to the energy type in question.
  
  can be removed from the wall and opened after about an
  hour’s work.
  Inside the chest, PCs will find a bag made of monstrous
  scales (probably from a wyvern or some other minor dragon,
  worth 35 gp by itself). The bag contains 1,877 sp and a small,
  silver statue of a spider (75 gp). There is also a clay urn with
  a stone stopper and an iron box. The urn is half-full of some
  valuable scented oil (worth 30 gp).
  The box is locked (DC 25 to open) and trapped with a vol-
  ley of spring-loaded poisoned darts. Inside, the box has a
  felt-lined wood insert designed to hold a dagger. The dagger
  is a mirrored dagger.
  Poisoned darts trap:CR 4;Attack +10 ranged (1d4+4 plus
  poison);multiple targets (1 dart per target within 10
  feet of the box);poison (Medium monstrous spider
  poison,DC 14 Fortitude save resists,1d4 Str/1d4 Str);
  manual reset;Search DC 21;Disable Device DC 22.
  Connections: This cave connects to areas 63, 66, and 71.
  Level 3: The Unseen River 5
  New Magic Item: Mirrored Dagger
  This long +1 dagger’s blade is as reflective as any mir-
  ror. When used to kill a foe, it can be activated as a free
  action (wielder decides when it is activated). The dag-
  ger absorbs part of the essence of the foe, and the
  creature’s face appears in the mirrored surface of the
  blade. 
  For the next 24 hours, the enhancement bonus of the
  dagger becomes equal to the hit dice of the absorbed
  foe divided by 2, to a maximum of +5. Further, if there
  is a core weapon special ability that the DM believes
  could be associated with the foe, the dagger gains that
  ability. For example, a fiery creature would make it
  flaming, a creature with vicious claw attacks would
  make it keen, a flying creature might make it returning,
  and so forth. No matter what the creature, the dagger
  gains only one special ability. 
  The dagger can be used three times in this way, after
  which time it is merely a +1 dagger.
  Moderate transmutation; CL 8th; Craft Magic Arms and
  Armor, polymorph; Price 6,302 gp, Cost to Create 3,302
  + 240 XP.
  
  66. Smuggler’s Pool (EL 4)
  Summary: Long ago, smugglers operated out of this cave.
  Now, someone quite different lives here. You will need the
  Smuggler’s Map handout.
  Sights and Sounds: This cavern is dimly lit by lights com-
  ing from within the wooden shack. The sound of splashing
  water is quite loud.
  A clear,churning pool of water fills the cave,with a tor-
  rent of water pouring down from somewhere above in the
  southwestern corner.A wooden shack,light spilling out
  from spaces between the old boards,rises out of the water
  on stone and wooden supports.A half-submerged row-
  boat lies near the rocky shore.
  The door to the shack opens.An old woman,hunched
  and slow,steps out and calls toward you.“Who’s out there?”
  The Water:The water here flows down from the drain in
  area 48,but running through the limestone dilutes the magi-
  cal effect of the water so there is no contamination of the Font
  of Dreams.The water is shallow-just a foot deep-out about fif-
  teen feet from the shore,and then drops off to ten or even fif-
  teen feet deep in places.The current is moderately strong and
  flows out to the north.Blind,pale cave fish fill the pool.
  Inhabitant: Cora Tosscobble appears to be (and claims to
  be) an old human woman,but she is actually an aranea
  (whose real name is Xe’pyrus).The aranea is not immediately
  hostile.She greets most visitors that come to the water’s edge
  with cautious neutrality.She keeps an uneasy truce with the
  vesh on this level by giving them fish she’s caught in her nets
  or items she has woven.She mostly feeds on the fish in the
  pool and spends her time weaving and knitting in the shack.
  In spider form, Xe’pyrus appears as a water spider and as
  such can run across the surface of the water. She cannot stop
  on the water’s surface however, or she will immediately sink.
  Thus, she must end each round on dry land (or a wall).
  Cora/Xe’pyrus (aranea):hp 25; wears a +1 ring of protec-
  tion (AC 14) She knows different spells than the
  standard aranea:
  0-level: daze, detect magic, ghost sound, light, mending
  1st-level: mage armor, magic missile, shield
  Tactics:Cora won’t come out of her shack until she’s cast
  mage armor, giving her AC 18. She doesn’t initiate combat,
  but if attacked, she will use magic missile at a distance. She
  also might just hide in her shack. If foes close to melee, she
  casts shield (giving her AC 22) and changes into her spider
  form in order to use her webs and poisonous bite. She virtu-
  ally never uses her hybrid form.
  She’s more likely to want to talk to the PCs, however, pre-
  tending to be nothing more than an old woman who’s taken
  to living in the dungeon for the solitude, peace, and quiet.
  She’s very interested in what’s happening on other levels of
  the dungeon, and mildly interested in what’s happening on
  the surface (particularly as it relates to the dungeon).
  What the Aranea Knows: Cora/Xe’pyrus knows the fol-
  lowing, although she won’t necessarily willingly reveal it all:
  • The sorcerer in area 64 was a half-elf named Alghul and
  he was the nephew of a human sorcerer named Urlaster.
  Alghul was unfriendly and devious,and met his end at
  the hands of some adventurers.These same adventurers
  attacked Cora,and she killed and ate one of them,and
  the rest fled.She knows that Urlaster had a key that
  allowed access to Level 4,and that he had a hidden
  chamber located off the river somewhere in these caves.
  • The vesh to the north are hungry and hostile but not
  evil. The PCs might be able to convince them not to
  fight, but it will be difficult. Some dark-hearted scaly
  mage lives with them now, not a vesh, but she doesn’t
  know what he is.
  • There is a way to the surface to the northeast, across a
  natural stone bridge.
  • The dungeon level above is ruled by an intelligent, mag-
  ical fountain.
  Dungeonaday.com: Dragon’s Delve
  6
  
  • Sorcerers are drawn to these caves because of the blood-
  line rock in area 82. A sorcerer named Urlaster spent a
  lot of time in these caves about 100 years ago.
  • There’s a magical stone to the northeast that confers
  interesting magical abilities. This is a mischievous lie,
  of course, as she’s talking about the witching stone in
  area 75. She may attempt to sow some confusion
  between the witching stone and the bloodline rock.
  Development:A melee combat in or on the shack is dan-
  gerous. After one round, all within can feel the rickety struc-
  ture begin to rock. After the second, it violently shudders
  and groans. On the third, the supports break and the shack
  itself, still about 90% intact, crashes into the water and is
  carried by the current to the north. Everyone in or on the
  shack must make Balance checks (DC 20) or fall prone.
  Those on the outside or the roof failing the check have a
  50% chance of falling off, although if they wish they can
  attempt a Reflex save (DC 20) to grab on as they fall. It
  moves at 10 feet per round but the shack is too large to get
  very far down the winding, sometimes narrowing water-
  filled passage.
  Once it enters the tunnel, each round new Balance checks
  (DC 15) are required by those trying to stand without using
  a standard action to hang onto something. This time, each
  failed check results in 1d6 points of damage as well as falling
  prone. After three such rounds, the shack begins to smash
  apart. Walls are shorn off and the floor begins to split and
  the ceiling partially collapses. All within must make a Reflex
  save (DC 15) each round to avoid falling or flying debris
  which inflicts 1d6 points of damage. After three more
  rounds, the shack is just a mass of wooden debris floating
  down the river. No more Reflex saves are needed to avoid
  damage, but Balance checks (DC 15) are still required each
  round a character tries to do anything but hang on.
  The vesh in area 71 are likely to attack anyone floating
  down their way.
  Background: Just after the fall of Chordille Keep, some
  bandits decided to use the caves beneath the ruins a hideout.
  They smuggled standard goods (tobacco, silks, spices) to
  avoid the tax collectors of Brindenford.
  66A:A rowboat, once used by the smugglers, lies in the
  water, half submerged. The water has long since ruined the
  goods in the boat, but a difficult Search check (DC 28)
  allows a character to find an old, corroded iron tube amid
  the wreckage. The tube has a lid sealed with wax. Inside the
  mostly water-tight tube is a map. Give the players the
  Smuggler’s Map handout.
  Level 3: The Unseen River 7
  
  66B:This wooden shack isn’t terribly sturdy (see
  Development, above, if a fight occurs here). Inside Cora
  keeps a loom and a number of weaving projects as well as
  well as a table, a chair, and a chest. There is no bed to find,
  until someone looks up and sees the thick web on the ceil-
  ing, which is where she sleeps.
  The chest is not locked and has some clothing, more
  woven blankets, small pillows, hats, and other creations, and
  a human femur bone. A successful Search check (DC 12)
  suggests that the end comes off, revealing a scroll of charm
  person inside.
  66C: The water from area 48 pours down here in a steady
  column of water, splashing into the pool. The water beneath
  this is almost 20 feet deep.
  Connections: This cave connects to areas 65 and 71.
  67. The Fungus Cave (EL 4)
  Summary:A damp cavern filled with strange varieties of
  fungus.
  Sights and Sounds:This cave has a very faint glow due to
  a phosphorescent fungus on the walls, ceiling, and even
  growing atop some of the other fungus.
  This it is difficult to see where the surfaces of this irreg-
  ular shaped cave end and the thick masses of growing
  fungi begin.Fruiting bodies,puffballs,and toadstools the
  size of furniture are common here,although many nor-
  mal-sized growths thrive as well.Fuzzy carpets of pale vio-
  let fungus coat the walls and floor,growing even over
  other growths.The place seems to have its own pale,yel-
  low-green glow,and smells like nothing you’ve ever
  encountered.
  An exit to the north seems to lead to another cave,while
  a series of stone tiers make natural steps up to a tunnel
  leading south and a smaller tunnel heads to the west.
  Purple Haze:One of the fungal organisms in this cave
  produces spores that fill the air, giving a unique tang to
  every breath. These spores are hallucinogenic and any char-
  acter not immune to poison must make a Fortitude saving
  throw (DC 15) at the end of any round in which they take a
  strenuous action or act in a stressful situation. Failure
  means that the affected character sees a hallucination and
  believes it to be unquestionably real (even if it is ridiculous
  or clearly unbelievable). However, they are not compelled to
  act in any particular way (although good roleplayers’
  actions should be at least shaped by what they see). The
  hallucination lasts for about 1 minute. To determine what
  they see, roll 1d8:
  1d8
  Result
  1
  An imaginary foe appears and readies an attack 
  2
  An existing foe dies.
  3
  An existing foe disappears.
  4
  An existing foe becomes decidedly friendly.
  5
  An ally disappears.
  6
  An ally dies.
  7
  An ally transforms into a monster seeking to 
  kill the character.
  8
  A long-lost ally or foe appears and acts
  appropriately.
  Once a character is affected, new saves are not necessary
  until that hallucination ends. Characters that make their
  save must continue making them as long as they are in the
  area and are in a strenuous or stressful situation. This fun-
  gus grows throughout this region of the cave system, and
  thus can be found in other areas as well.
  Treasure: A character succeeding at a Knowledge (Nature),
  Knowledge (Dungeoneering),or Craft (Alchemy) check (DC
  20) knows that the purple haze fungus can be sold for 5 gp
  per dose.There are 1d6 doses to be found in this cave.
  Harvesting the fungus properly takes 5 minutes per dose.
  The Dead Gargoyle:A massive gargoyle lies dead in the
  far eastern portion of the cave. Its corpse is covered in fun-
  gus and fruiting bodies grow right out of its stony flesh. This
  advanced, large-sized creature was the sire of the gargoyle
  now in area 73. It was slain by vesh hunters who find gar-
  goyle flesh unpalatable, so they left it to rot (and took their
  own fallen allies away with them out of this chamber).
  Dungeonaday.com: Dragon’s Delve
  8
  
  The Fungal Pit:Creeping tendrils of oversized fungi have
  very recently weakened the floor in the middle of the cave to
  the point that it will now collapse under the feet of anyone
  walking across it. A 10 foot by 10 foot section of the floor
  will collapse into a lower cave directly below when the mid-
  dle of the cave is trod upon, with the floor of this new cave
  being 40 feet down. Exploring or searching the cave will cer-
  tainly trigger this event, and even just crossing the cave has a
  25% chance (roll for each character, although any character
  adjacent to a triggering character may fall as well).
  Natural Pit “Trap”: CR 2; DC 20 Reflex save avoids; 40 ft.
  deep (4d6, fall); no reset; Search DC 20; Disable
  Device (impossible).
  This lower cave is not on the map, but it is about 20 feet
  in diameter with no exits that even a small size character
  could fit through. The cave is full of more fungus and fruit-
  ing bodies, as well as perhaps even a thicker cloud of spores
  perpetually hanging in the air.
  Perhaps worse, there is a violet fungus in this lower cave
  that had been feeding on rats and large grubs and whatnot,
  but is more than happy to try to digest a humanoid adven-
  turer. It attacks.
  Violet Fungus:hp 16
  Revisit (EL 2)
  Three shriekers that had lain dormant the first time the PCs
  came into this cave now activate and shriek if anyone comes
  into the northern half of the cave. This draws the attention
  of nearby creatures, and likely brings the gargoyle from area
  75. If the nearby areas have been cleared (or, depending on
  the DM’s discretion, even if they haven’t), roll for a random
  encounter drawn by the sound of the shrieking.
  Connections: This cave connects to areas 64, 68, and 72.
  68. The Lurking Creeper
  (EL 5)
  Summary:A cavernicolous
  predator hides upon a high
  ledge, waiting for prey to come
  by.
  Sights and Sounds:This cave
  is dark and quiet. The hiding
  predator makes no sound, and
  makes a +8 Hide check to
  oppose any Spot checks to see it
  before it pounces.
  Patches of pale violet fungus grow on the damp floor
  and walls on this twisting tunnel, surrounding tiny
  pools of standing water. Draperies of stone wind their
  way up to stalactites dripping from the high, angular
  ceiling.
  The Chalk Drawing:An adventurer (perhaps the same
  one that scratched on the wall in area 63) marked the south-
  ern wall here with white chalk. It says “Look Up.” Most will
  think that he was talking about the ledge upon which the
  cave lion dwells, but he was actually referring to the even
  higher ledge.
  Purple Haze: The pale purple fungus in this cave pro-
  duces spores that fill the air, giving a unique tang to every
  breath. These spores are hallucinogenic and any character
  not immune to poison must make a Fortitude saving throw
  (DC 15) at the end of any round in which they take a stren-
  uous action or act in a stressful situation. Failure means
  that the affected character sees a hallucination and believes
  it to be unquestionably real (even if it is ridiculous or
  clearly unbelievable). However, they are not compelled to
  act in any particular way (although a good roleplayer’s
  actions should be at least shaped by what they see). The
  hallucination lasts for about 1 minute. To determine what
  they see, roll 1d8:
  Level 3: The Unseen River 9
  
  1d8
  Result
  1
  An imaginary foe appears and readies an attack 
  2
  An existing foe dies.
  3
  An existing foe disappears.
  4
  An existing foe becomes decidedly friendly.
  5
  An ally disappears.
  6
  An ally dies.
  7
  An ally transforms into a monster seeking to 
  kill the character.
  8
  A long-lost ally or foe appears and acts
  appropriately.
  Once a character is affected, new saves are not necessary
  until that hallucination ends. Characters that make their
  save must continue making them as long as they are in the
  area and are in a strenuous or stressful situation. This fun-
  gus grows
  throughout this
  region of the cave
  system, and thus
  can be found in
  other areas as
  well.
  Inhabitant: A
  cave lion dwells
  in this area. This
  rare beast resem-
  bles a dire lion
  except that it is
  charcoal gray in
  coloration and
  extremely adept
  at life in caves.
  The normal dire
  lion’s skill
  bonuses in tall
  grass apply here to any natural underground setting.
  Further, the creature has a +10 total bonus to Climb and
  Jump checks.
  Cave Lion:hp 60
  Tactics:The cave lion hides on the ledge as prey moves
  past it. It tries to single out the weakest of a group (the most
  wounded, or the smallest), or alternatively it waits for the
  last individual of a group and then attacks with a leaping
  pounce (+1 attack bonus for attacking from higher ground).
  If it manages to kill a creature, it attempts to run off with its
  prey in its mouth, so that it can eat in peace.
  Treasure: A character succeeding at a Knowledge
  (Nature), Knowledge (Dungeoneering), or Craft (Alchemy)
  check (DC 20) knows that the purple haze fungus can be
  sold for 5 gp per dose. There are 1d6 doses to be found in
  this cave. Harvesting the fungus properly takes 5 minutes per
  dose.
  The Ledge: The ledge is about 10 feet high, with rough,
  natural steps leading up to it in a quirk of cave formation.
  The ledge has old, broken bones strewn about it (everything
  from large rats to vesh). Anyone making a Search check (DC
  17) finds some ruined chainmail, the pommel of a
  greatsword, and a silver ring (worth 10 gp).
  The Higher,Hidden Ledge:Characters doing a thorough
  search of this cave (Search DC 25) notice that there is a
  ledge near the very high ceiling here, on the south end of the
  cavern, 30 feet from the level of the floor and 20 feet higher
  than the ledge
  upon which the
  cave lion sleeps.
  Climbing up the
  damp cave walls
  is tricky (Climb
  DC 27), but PCs
  figuring out a way
  to get up there
  find an interest-
  ing treasure.
  On the wall
  behind the ledge,
  they see a strange
  sigil, seemingly
  burned into the
  stone. A
  Knowledge
  (Arcana) check
  (DC 16) suggests
  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 12 secret sigils. This sigil, the second, conveys power to a
  wand or other spell completion item if it is etched onto its
  surface. It allows the user to, as a free action, boost the
  save DC and the caster level of the spell effect by 2. Once
  used, it disappears, but it can be re-etched, although no item
  can have it etched more than once and no character can have
  more than one item with the sigil upon it at a time.
  Upping the Ante (EL 8):It’s almost too terrible to sug-
  gest, but to make this encounter extremely deadly, use the
  stats for a dire tiger rather than a dire lion.
  Connections: This cave connects to areas 67 and 69.
  Dungeonaday.com: Dragon’s Delve
  10
  
  69. Moldering Corpses
  Summary:A dead-end
  cave with fungus-covered
  corpses.
  Sights and Sounds:This
  cave has a very faint glow
  due to a phosphorescent
  fungus on the walls, ceil-
  ing, and even growing atop
  some of the other fungus. It
  is quiet.
  Loose rocks of various sizes,now covered in yellow and
  purple fungus patches,lay about this relatively small cave.
  Looking closer,you see bits of metal and bone beneath the
  stones,as if perhaps some poor souls were crushed in a
  cave in here long,long ago.
  Purple Haze:The pale purple fungus in this cave produces
  spores that fill the air, giving a unique tang to every breath.
  These spores are hallucinogenic and any character not
  immune to poison must make a Fortitude saving throw (DC
  15) at the end of any round in which they take a strenuous
  action or act in a stressful situation. Failure means that the
  affected character sees a hallucination and believes it to be
  unquestionably real (even if it is ridiculous or clearly unbe-
  lievable). However, they are not compelled to act in any par-
  ticular way (although a good roleplayer’s actions should be
  at least shaped by what they see). The hallucination lasts for
  about 1 minute. To determine what they see, roll 1d8:
  1d8
  Result
  1
  An imaginary foe appears and readies an attack 
  2
  An existing foe dies.
  3
  An existing foe disappears.
  4
  An existing foe becomes decidedly friendly.
  5
  An ally disappears.
  6
  An ally dies.
  7
  An ally transforms into a monster seeking to 
  kill the character.
  8
  A long-lost ally or foe appears and acts
  appropriately.
  Once a character is affected, new saves are not necessary
  until that hallucination ends. Characters that make their
  save must continue making them as long as they are in the
  area and are in a strenuous or stressful situation. This fun-
  gus grows throughout this region of the cave system, and
  thus can be found in other areas as well.
  Treasure: A character succeeding at a Knowledge
  (Nature), Knowledge (Dungeoneering), or Craft (Alchemy)
  check (DC 20) knows that the purple haze fungus can be
  sold for 5 gp per dose. There are 1d6 doses to be found in
  this cave. Harvesting the fungus properly takes 5 minutes 
  per dose.
  The Corpses: Getting at the people crushed in the cave
  in requires about four man-hour’s worth of work, after
  which time it becomes clear that the dead people were
  dwarves. The rusted, corroded remains of digging tools lay
  around them.
  Once uncovered, however, a nice selection of dwarven-
  made treasure can be recovered, including a +1 handaxe, a
  pair of goggles of minute seeing, a shirt of mithril chain, an
  adamantine pickaxe, a golden amulet with two small rubies
  (200 gp), a silver buckle (20 gp), 12 pp, 81 gp, 55 sp, and
  three sunrods. This treasure is amid the rotten, smashed and
  ruined other gear the four dwarves possessed.
  Background: Four dwarven explorers here 75 years ago
  believed that, based on the nature of the cave system, there
  might be a natural shaft leading down to a lower level of the
  dungeon if they just dug down a bit. Since they couldn’t get
  down the stairs in area 62, they tried this approach.
  Unfortunately, it caused a cave in which killed them.
  However, they were correct. The natural shaft below this
  cave extends down to just above area 122, on Level 5. It
  would take a team of four about three days worth of serious
  digging to get to it, the means to rappel down about 150 feet,
  and then another week of digging at the bottom, but it
  would work. Plus, unless a character succeeds at a
  Knowledge (Architecture and Engineering) or Profession
  (miner) check (DC 22), the work causes another cave-in.
  A character would need to make a Knowledge
  (Dungeoneering) check (DC 23) to determine what the
  dwarves were trying to do.
  Connections: This cave connects to area 68.
  Level 3: The Unseen River 11
  
  70. Tentacles and Bones
  (EL 4)
  Summary:A
  grick and a
  darkmantle
  make a shared
  lair of this
  cave, but they
  are not what
  they would
  seem.
  Sights and
  Sounds:This
  cave is dark.
  The creatures
  here are very quiet, and those listening into the cave are hard
  pressed to hear anything (DC 28).
  This twisting,odd-shaped cave is strewn with bones.
  The floor is uneven and broken,with loose rocks every-
  where.Water runs down the walls here and there in tiny
  rivulets,disappearing into hidden cracks.
  Inhabitants:A grick and a darkmantle dwell here. But
  these are no ordinary subterranean predators. These two are,
  in fact, humanoids cursed to take on these bizarre forms by
  the witching stone in area 75.
  When slain, these two revert back to their normal forms.
  The grick
  becomes a large, burly, male human and the darkmantle a
  muscular, female human. Neither has any clothing or gear.
  Grick: hp 10
  Darkmantle: hp 6
  Tactics:Due to the curse of the witching stone, these crea-
  tures are compelled to attack any humans they see or other-
  wise become aware of. In this case, these two will attack only
  humans, virtually ignoring other creatures. (They will defend
  themselves, but that’s it.) So if the party is entirely non-
  human, they don’t attack. They likely don’t even make them-
  selves known if they can avoid it.
  If there are humans, they attack them together if possible,
  with the darkmantle attempting to nullify any light the
  humans might have and then dropping down to attack
  whomever the grick attacks. The grick uses its scent ability so
  that it can attack even in the darkmantle’s darkness.
  Treasure: The bones in the cavern are not the victims of the
  current inhabitants. This cave was once the abode of a small
  clutch of gargoyles, of which only one survives (in area 75).
  Amid the bones,however,a thorough,careful search (DC 22)
  allows explorers to find the following items: a wand of shield
  with 2 charges,a silver bracelet (25 gp),15 gp,9 sp,and 28 cp.
  Upping the Ante (EL 5): Give each of these creatures
  maximum hit points (16 for the grick, 11 for the darkmantle)
  and give each a special +3 attack and +2d6 damage bonus
  against human foes.
  Connections: This cave connects to areas 64, 72, and 73.
  Dungeonaday.com: Dragon’s Delve
  12
  
  71. Wooden Bridge (EL 4)
  Summary:An old wooden bridge allows passage across
  the Unseen River, but it is guarded.
  Sights and Sounds:This cave is dark.The sound of rushing
  water is loud, and imposes a -5 penalty on all Listen checks.
  An underground river rushes through this cavern,
  bisecting it fairly evenly.An old bridge of wooden planks
  allows easy crossing,although a few planks are missing.
  The cavern floor is uneven other than a path leading to the
  bridge.The place is very wet,with spray from the river cov-
  ering everything as well as filling the air.
  The Water:The river is about four feet deep, and moves
  quickly as the water rushes in from the west. The strong cur-
  rent moving at about 10 feet per round, makes it somewhat
  tricky to ford (Balance check DC 15 or slip and fall and be
  carried 10 feet east). The ledge on either side is just about a
  foot above the level of the water.
  The Bridge: Despite appearances, the bridge is actually
  quite sturdy. It has no handrails of any kind though.
  Inhabitants: Four vesh watch the bridge from hiding
  positions on the north side of the river and another waits in
  the water. However, if a significant threat approaches the
  bridge, one immediately runs to area 76 to alert the vesh
  there. A significant threat is a group of unknown creatures
  of least three or more.
  Vesh (5):hp 6, 8, 8, 9, and 16 (use locathah stats, but use
  the stats provided for their spear for their bite as
  well—they can use either but not both; give them
  blindsight.)
  Tactics:The guards hurl spears at anyone approaching,
  and bull rush anyone on the bridge or near the water, going
  into the water as well. Vesh in the water attack anyone that
  enters the water or comes near it, always preferring to fight
  in the river if possi-
  ble. These vesh fight
  to the death defend-
  ing this cavern, but
  will not pursue foes
  that flee.
  Treasure: Anyone
  standing on the
  bridge and looking
  down into the water
  can attempt a Search
  check (DC 25) to see
  that a dark, vaguely
  human shape lies in
  the water beneath
  the bridge. Those
  able to get to it can
  recover a troglodyte
  skeleton wearing masterwork full plate armor in good con-
  dition.
  It also wears a small gold medallion on a chain, but dis-
  turbing the corpse in any way frees the jewelry which will be
  carried away by the current. A character must make a Spot
  check (DC 15) to see the necklace as the current grabs it, and
  must make a Reflex saving throw (DC 17) to grab it before it
  is lost forever. The medallion bears a special symbol that
  means “ally” to troglodytes and is worth 80 gp. (A Decipher
  Script DC 28 check will recognize this). If a PC wears that,
  any troglodyte (such as Salas in area 81) would be unlikely to
  attack the wearer immediately.
  71A:The vesh have engineered a rockfall trap at this spot.
  Anyone hugging either side wall avoids it (and of course the
  vesh know to do so), but anyone else walking through here
  has a number of rocks fall on them from above. A Spot check
  (DC 24) allows a character to notice the rocks held on the
  ceiling by a crude net before the trap is triggered.
  Rockfall trap: CR 2; Attack +12 melee (2d6 damage,
  stones) all within 10 feet; Search DC 20, Disable
  Device DC 20.
  Upping the Ante (EL 4): Have all five vesh remain and
  simply shout out a warning to their comrades in area 76.
  Give each the Improved Bull Rush feat and the Multiattack
  feat so that they can attack with their bite and their spear in
  melee (the spear at +2, the bite at +0 attack).
  Revisit (EL 2)
  Unless the vesh are completely wiped out by the PCs, at least
  four guards will be on duty watching the bridge the next
  time they come as well.
  Connections: This cave connects to areas 65, 76, 78, 79,
  and 82.
  Level 3: The Unseen River 13
  
  72. The Wounded Vesh 
  (EL 0 or 4)
  Summary:A vengeful gargoyle has placed a young,
  wounded vesh here to draw the other vesh into an ambush.
  Sights and Sounds:This cave is dark. Anyone standing
  within 60 feet of 72A in any direction can hear the young
  vesh mewling. A DC 16 Listen check allows a character to
  hear the river from here.
  The floor of this large cave is broken and uneven,with
  flowstone walls and stalactites covering the ceiling like
  jagged teeth.Here and there,patches of fungus grow in the
  glistening dampness.Somewhere in the darkness,a crea-
  ture cries softly and weakly in what seems like sorrow or
  pain.
  Purple Haze:The pale purple fungus in this cave produces
  spores that fill the air, giving a unique tang to every breath.
  These spores are hallucinogenic and any character not
  immune to poison must make a Fortitude saving throw (DC
  15) at the end of any round in which they take a strenuous
  action or act in a stressful situation. Failure means that the
  affected character sees a hallucination and believes it to be
  unquestionably real (even if it is ridiculous or clearly unbe-
  lievable). However, they are not compelled to act in any par-
  ticular way (although a good roleplayer’s actions should be
  at least shaped by what they see). The hallucination lasts for
  about 1 minute. To determine what they see, roll 1d8:
  1d8
  Result
  1
  An imaginary foe appears and readies an attack 
  2
  An existing foe dies.
  3
  An existing foe disappears.
  4
  An existing foe becomes decidedly friendly.
  5
  An ally disappears.
  6
  An ally dies.
  7
  An ally transforms into a monster seeking to 
  kill the character.
  8
  A long-lost ally or foe appears and acts
  appropriately.
  Once a character is affected, new saves are not necessary
  until that hallucination ends. Characters that make their
  save must continue making them as long as they are in the
  area and are in a strenuous or stressful situation. This fun-
  gus grows throughout this region of the cave system, and
  thus can be found in other areas as well.
  72A: The gargoyle in area 73 has left a young vesh in this
  cavern wounded and crying for help in order to draw vesh
  here so that it can attack. Anyone coming into this cave is
  very likely to be attacked by the gargoyle swooping out of
  area 73.
  The grick and darkmantle in area 70 ignore this tactic,
  even though they know the vesh is here.
  The young vesh is bloody and too hurt to move on its
  own. It cannot make attacks or defend itself, and 1 point of
  damage will slay it.
  Development:As previously stated, if anyone enters 72A,
  the gargoyle in area 73 comes in to attack, if it is alive.
  If vesh come into this cave, they will obviously try to res-
  cue the young creature, blaming and attacking anyone
  nearby.
  Dungeonaday.com: Dragon’s Delve
  14
  
  If the PCs free the vesh and bring it to its people (such as
  to area 71, 76, 78, or 80) the vesh are very likely to get the
  wrong idea and attack them to rescue the child from its “cap-
  tors.” Only if the PCs find a way to speak with the vesh-
  which almost assuredly requires magic since no one other
  than a vesh speaks their strange hissing and croaking
  tongue-can they explain the situation. If they do, however,
  all the vesh on this level regard the PCs as friends and allies.
  Treasure: A character succeeding at a Knowledge (Nature),
  Knowledge (Dungeoneering),or Craft (Alchemy) check (DC
  20) knows that the purple haze fungus can be sold for 5 gp
  per dose.There are 1d6 doses to be found in this cave.
  Harvesting the fungus properly takes 5 minutes per dose.
  Revisit
  When the PCs return, no matter what they did regarding the
  young vesh, it is now gone. If it was alive, its people have
  come to rescue it. If dead, it has likely been eaten.
  Connections: This cave connects to areas 64, 67, 70, 73,
  and 74.
  73. Gargoyle Ambuscade
  (EL 4)
  Summary:A gargoyle
  with a vendetta against
  the vesh waits here in
  ambush.
  Sights and Sounds:
  This cave is dark. The
  sound of rushing water
  to the north is loud,
  although characters will
  still hear the crying of the
  wounded vesh in 72A.
  A column of yellow-brown flowstone stands in the mid-
  dle of this cave,surrounded by irregular stone formations
  of glistening white and pink.Dripping stalactites hang
  from the low ceiling in a thick,inverted forest of stone.
  Ceiling and Stalactites: The ceiling is low here, only 12
  feet or so. The stalactites hang down between three and six
  feet. It is possible for characters to walk through the room
  without hitting their head, but they likely need to pay 
  attention.
  Inhabitant:A gargoyle that hates the vesh for killing its
  mother (in area 67) waits here to ambush those coming to
  investigate the cries of the wounded vesh in 72A.
  This gargoyle actually lives in area 75, but it will wait here
  until something comes to attack.
  Gargoyle: hp 36
  Tactics:Using its ability to freeze and hide among stone,
  the gargoyle perches amid the stalactites on the ceiling. Even
  if characters spot the hiding gargoyle (its Hide bonus is a
  total of +13), they must still make another Spot check (DC
  20) to determine that it’s not actually just a strange rock for-
  mation on the ceiling. If any creature comes into this cave,
  the gargoyle waits until they are right beneath it, just five
  feet above them, and literally drops down as to make a single
  attack with surprise before initiative starts.
  The gargoyle in flight gains a cover bonus (+4 to AC and
  +2 to Reflex saving throws) as it winds its way through the
  thick mass of stalactites. Because of it’s skill in winding
  through them, it doesn’t provoke attacks of opportunity as it
  moves through the stalactites, half flying half brachiating.
  This means it can easily move from target to target on the
  ground.
  Development: If the PCs wait and watch, 1d4+1 vesh
  come into this chamber from the north to get to 72A and the
  hurt child. The gargoyle attacks them.
  It is also possible that the gargoyle here might be in 72A
  already.
  Level 3: The Unseen River 15
  
  Revisit (EL 3)
  The next time that the PCs come to this area, the gargoyle is
  gone (one way or another-either slain or returned to area
  75). Instead, the cave has a new resident-an ankheg has just
  tunneled in looking for food. A large hole where it just bur-
  rowed in can be found in the floor. Alternatively, the DM can
  decide that the monster waits just beneath the floor and
  attacks when the PCs cross the cave, tunneling up from
  beneath them.
  Ankheg:hp 30
  Connections: This cave connects to areas 64, 70, 72, 77,
  79, 82, and 84.
  74. The Rift (EL 1)
  Summary:A natural rift makes crossing through this tun-
  nel treacherous.
  Sights and Sounds: This tunnel is dark and quiet. A DC
  22 Listen check allows a character to hear the river from
  here.
  A wide tunnel stretches before you,a deep rift cleaving
  it into two.Loose rocks and rubble lie everywhere.Patches
  of purple fungus grow on the walls as well as within the
  rift itself.
  The Rift:The rift is 20 feet
  deep. Anyone attempting to tra-
  verse this tunnel must make a
  DC 12 balance check. Failure
  indicates that the character slips
  on the loose rocks on the floor
  or the ground beneath them
  crumbles away into the rift.
  Either way, they fall unless they
  succeed on a DC 20 Reflex save
  and grab hold of something.
  Tying PCs together with a rope
  is a good idea here.
  Getting past the rift is a CR 1
  challenge.
  Climbing up or down the rift
  is difficult due to the crumbling
  nature of the stone (DC 25).
  Skeleton:Further, characters searching the bottom of the
  rift (no check needed) find a distorted human skeleton. This
  poor guy was in the middle of his transformation into a
  grick, thanks to the witching stone in area 75 when he fled
  screaming and fell down into the rift and died. His death in
  mid-magical-transformation has left him in a strange state
  physically and mystically.
  Amid the loose talus you see a brittle and black skele-
  tal figure. At first glance, it appears to have been a
  human, but then you notice that the jaw is pointed
  almost like a beak. The arms and legs are too small and
  seem partially fused to the torso in a way you cannot
  quite reconcile.
  The skeleton has a faint aura of transmutation magic. If
  touched, that magic (from the witching stone) is suddenly and
  surprisingly released as a terrible shrill scream from the
  skeleton’s mouth and a sudden spasm that causes him to
  lunge at the nearest character. (DMs may wish to make a
  phony attack roll and announce that it “missed.”) Then, with
  a terrible death rattle, it spews forth a spray of black mist.
  (Again, this is harmless, but perhaps spurious Fortitude sav-
  ing throws are in order.)
  Purple Haze: The pale purple fungus in this cave pro-
  duces spores that fill the air, giving a unique tang to every
  breath. These spores are hallucinogenic and any character
  not immune to poison must make a Fortitude saving throw
  (DC 15) at the end of any round in which they take a stren-
  uous action or act in a stressful situation, which is virtually
  any round spent trying to safely bypass the chasm. Failure
  means that the affected character sees a hallucination and
  believes it to be unquestionably real (even if it is ridiculous
  or clearly unbelievable). However, they are not compelled
  to act in any particular way (although a good roleplayer’s
  actions should be at least shaped by what they see). The
  hallucination lasts for about 1 minute. To determine what
  they see, roll 1d8:
  1d8
  Result
  1
  An imaginary foe appears and readies an attack 
  2
  An existing foe dies.
  3
  An existing foe disappears.
  4
  An existing foe becomes decidedly friendly.
  5
  An ally disappears.
  6
  An ally dies.
  7
  An ally transforms into a monster seeking to 
  kill the character.
  8
  A long-lost ally or foe appears and acts
  appropriately.
  Dungeonaday.com: Dragon’s Delve
  16
  
  Once a character is affected, new saves are not necessary
  until that hallucination ends. Characters that make their
  save must continue making them as long as they are in the
  area and are in a strenuous or stressful situation. This fun-
  gus grows throughout this region of the cave system, and
  thus can be found in other areas as well.
  Treasure: A character succeeding at a Knowledge
  (Nature), Knowledge (Dungeoneering), or Craft (Alchemy)
  check (DC 20) knows that the purple haze fungus can be
  sold for 5 gp per dose. There are 1d6 doses to be found in
  this cave. Harvesting the fungus properly takes 5 minutes
  per dose.
  Revisit
  When the PCs come back to this tunnel, it has completely
  collapsed and is mostly full of rubble. It would take about
  100 man-hours of work to clear it in order to safely get
  through (and reach area 75 again).
  Connections: This cave connects to areas 72 and 75.
  75: The Witching Stone 
  (EL 6)
  Summary:An ancient obelisk created by evil fey stands in
  this cave, presenting multiple threats.
  Sights and Sounds: This cave has its own very faint
  pinkish-white illumination centered upon the witching
  stone itself. No matter where one stands in this cave, it
  sounds as though someone plays a set of pan pipes far in
  the distance.
  Draperies of wavy gray-violet rock and dripping
  strands of flowstone give this cave a particularly alien
  appearance.A fifteen foot tall obelisk entwined with
  amorphous pseudopods,inhuman tendrils,and mon-
  strous tentacles stands in its exact center.Dark jewels
  glisten amid the curls and serpentine twists.Clearly not a
  natural formation,it has both an artificial and yet still
  organic appearance.Bones of various creatures lie scat-
  tered around its base.From far off,you hear a strange
  fluting song.
  The Obelisk: Angry, evil, twisted fey created this stone
  with a hatred for humankind in mind. Any human touch-
  ing the witching stone must make a Fortitude saving throw
  (DC 18) or be permanently transformed into a decidedly
  inhuman subterranean creature, such as a grick, a dark-
  mantle, or a gray ooze. The creature no longer ages nor
  needs to eat, but is compelled to attack humans on sight.
  The transformation takes 1d4+2 rounds, during which
  time the victim is help-
  less and in agony. The
  process can be disrupted
  by any other infusion of
  magic. Thus, during the
  transformation, any
  spell cast on the victim
  will automatically end
  the process and return
  the victim to normal.
  (Afterward, a dispel
  magic, break enchant-
  ment, or any other spell
  that can ordinarily undo
  permanent transforma-
  tions work normally.)
  The touch of cold iron,
  Level 3: The Unseen River 17
  
  likewise, will stop and reverse the transformation during this period.
  The witching stone is made of normal stone and can be destroyed normally
  (hardness 8, 300 hp, Break DC 34). Cold iron, however, ignores the hardness
  and inflicts four times normal damage.
  Inhabitants: One round after anyone touches the witching stone, or five
  rounds after anyone enters this cave (whichever comes first), the obelisk sum-
  mons three satyrs which spend a full round dancing maniacally around the base
  of the obelisk, one of them playing a set of pipes.
  Satyrs (3):hp 30, 22, 20; one has pipes.
  Tactics: During the dance, the pipe player utilizes the fear power of its pipes.
  After dancing, the satyrs immediately engage any non-fey or non-elf in the cave in
  melee combat, although they leave any humans transformed by the witching stone
  alone. They also attack any creature that attacks them.
  Treasure: There are 10 onyx gemstones set into the witching stone. The obelisk
  must be destroyed before they can be removed. Each is worth 100 gp. However,
  even though they do not possess a magical aura, a character making a successful
  Knowledge (arcana) check (DC 20) knows that each can be used to summon a
  satyr (without pipes) that will obey the user for 5 rounds. Doing so takes a full
  round action and destroys the gem. Alternatively, if two of these gems are set into
  the pommel of a weapon (Craft check DC 20), the weapon is treated as if it were
  cold iron henceforth. These functions may only be used by those present when the obelisk was destroyed, so they cannot be
  sold for more than 100 gp. Possession of these gemstones assesses a -4 penalty to Charisma-based checks involving interact-
  ing with fey creatures.
  Northern Niche: The northernmost section of this cham-
  ber is the lair of the gargoyle currently found in area 73. It is
  filled with bones, broken vesh spears, and a large collection of
  colored and sparkling stones of value to a gargoyle, but no one
  else.
  Connections: This cave connects to area 74.
  Dungeonaday.com: Dragon’s Delve
  18
  
  76. Vesh Cave (EL 3)
  Summary: This is one of the
  communal caves the vesh use as
  their camp.
  Sights and Sounds:This cave
  is dark. If the vesh don’t know
  that the PCs are coming, they
  will be making noise moving
  around and talking to one
  another casually. Otherwise,
  they are very quiet. Characters
  coming here can hear the
  sounds of the river to the south-
  east without making checks.
  A massive flowstone-covered pinnacle of rock rises up
  in the center here,where the cave naturally narrows,mak-
  ing this into almost two different caverns,one east and
  one west.Beautiful and exotic draperies of limestone
  cover the walls,particularly in the eastern portion of the
  natural chamber.
  Woven mats made of fungus,reeds,and fish bones lay
  on the floor here,arranged like a well-used campsite.
  Small woven bags lay near the mats,amid a few simple
  tools of wood and stone.Spears in great number stand
  against the northern and southern walls.
  Inhabitants: There are six vesh in the cave, although it is
  home for more like twenty.
  Vesh (6):hp 5, 7, 8, 9, 9, and 11 (use locathah stats, but use
  the stats provided for their spear for their bite as
  well—they can use either but not both; give them
  blindsight.)
  Tactics:If the vesh do not know the PCs are coming, they
  are as likely to flee as fight, running to either area 80 or
  area 71. If two of the six fall, they almost certainly attempt
  to flee.
  However, if given the chance to surrender, they may also
  do that. While they do not speak Common, and their own
  language is extremely difficult for non-vesh, they are used to
  communicating brief concepts in pantomime, and may try to
  do so with willing attackers with superior might. They will
  agree to try to prevent the other vesh from attacking the
  PCs, although Salas the troglodyte in area 81 will likely make
  that difficult. They can also offer to show the PCs how to get
  to area 79 or area 86, although they avoid going to either
  location themselves.
  Treasure:The vesh really have little treasure. There are
  many dozens of spears here, as well as tools and other utili-
  tarian items made of wood, stone, fish skin, and sometimes
  shells, but they are nearly worthless. The vesh do not value
  money, dislike metal, and have no appreciation for art or
  beauty.
  Development: If one of the vesh from area 71 comes here,
  not only will there be one more vesh, but those already here
  will be forewarned and ready. Five take positions behind the
  rock formation in the middle of the cave
  with spears ready, while the other two
  crawl up onto a ledge 10 feet high in the
  northeastern corner of the cave and throw
  spears from there. While in these posi-
  tions, assume all the vesh have +10 total
  Hide bonuses.
  Fighting for more than two rounds here
  will likely bring other vesh from area 71 or
  area 80.
  Connections: This cave connects to
  areas 71 and 80.
  Level 3: The Unseen River 19
  
  77. The Stone Bridge
  Summary:A natural stone bridge spans the river at this
  spot, making a choke-point useful to multiple predators.
  Sights and Sounds:This area is dark. The rushing river is
  too loud to allow PCs to hear much of anything else. It
  imposes a -5 penalty on all listen checks.
  The subterranean river rushes from the southwest to
  the northeast.A natural stone arch provides a bridge ris-
  ing high across the water.A series of stone tiers makes a
  staircase leading up to the bridge on the south side.The
  north side is easier to access.
  On the south side is a dried husk,long and coiled.
  The Water:The river is about four feet deep, and moves
  quickly as the water rushes in from the west. The strong cur-
  rent moving at about 10 feet per round, makes it somewhat
  tricky to ford (Balance check DC 15 or slip and fall and be
  carried 10 feet east). The ledge on south side west of the
  stairs is just about a foot above the level of the water.
  Elsewhere, the ledges are about 12 feet above the level of the
  water.
  Ledges: The ledges on either side of the river rise about 12
  feet above the level of the water. The south side is accessed
  by a natural staircase of rock ledges. The north side contin-
  ues on to the same level (12 feet higher) toward area 85.
  The Bridge: The bridge is extremely sturdy but it is slick.
  It is only two to three feet across. Walking across very slowly
  (5 feet per round) is perfectly safe. Any faster than that, and
  a character must make a Balance check (DC 15) or fall off.
  This is also true should anyone take any dramatic actions
  while on the bridge, such as fighting-the Balance check must
  be made each round during such activities, and again if a
  character is struck in combat.
  The Unseen River Heading East:The river here winds
  through the rock and eventually comes out of the earth and
  runs into the River Turant. Where the river exits the hill is a
  spot called the Devil’s Maw, and the short run the river has
  before it reaches the Turant is known to the locals as the
  Devil’s Spew. The waters of the Devil’s Spew are said to pos-
  sess strange properties and ill fortune, but this is mainly just
  superstition.
  The Unseen River is navigable in a small boat from the
  Turant to Level 3, but the going is rough on the way in
  (going against the strong current).
  Husk: The dried husk is the shed skin of a water naga
  that came here long ago to find the bloodline rock in area 82.
  A Knowledge (nature) or Knowledge (Dungeoneering) check
  (DC 20) recognizes it as such, although anyone can recog-
  nize that it’s a snakeskin. It’s too dried and old to be of any
  value.
  Revisit (EL Varies)
  This is likely to be an area accessed many times, as it’s likely
  often easier to come into the dungeon from area 89 than it
  is to enter from Level 1. Thus, there are two revisit encoun-
  ters for this area. They shouldn’t probably be used immedi-
  ately. Use the first the second time the PCs cross through
  this area, but don’t use the second until two or three times
  later.
  Merrow (EL 3): A merrow stands on the bridge looking to
  the southwest. He holds a dead vesh in his hands, and pre-
  pares to sit down on the bridge to eat his victim. This brute
  is aggressive to any non-merrow that approaches him, pro-
  tective of his meal and his brief moment of solitude. He will
  not pursue anyone that flees or somehow manages to steer
  clear of him (although being on the bridge might make that
  tricky).
  Merrow:hp 30
  Water Naga (EL 7):Following the legends of its people, a
  water naga has come to the caves looking for the bloodline
  rock. It’s not looking for a fight, but it will of course defend
  itself. It would rather, however, speak with the PCs and learn
  what they know. If they tell it where the bloodline rock is, or
  Dungeonaday.com: Dragon’s Delve
  20
  
  give it a generous amount of other information, it will reward them with a verbal description of the location of a buried treas-
  ure along the banks of the River Turant, on the surface (for obvious reasons, it does not have a map, nor can it draw one).
  Water Naga: hp 55
  If the PCs follow them, the directions will take them about five miles south of Brindenford to the ruins of an old wooden
  dock. Beneath it, long ago, some marauding lizard folk hid 199 gp, 310 sp, and a necklace made of gold coins cut into half
  moon shapes strung together with wire (worth 30 gp). A character making a successful Knowledge (Religion) check (DC 16)
  realizes that the necklace is an homage to Glarias.
  Connections: This cave connects to area 73, 79, 85, and 86.
  Level 3: The Unseen River 21
  
  78. Vesh Leader
  Summary:The leader of the vesh lives in this side cave,
  but she might not be what the PCs expect.
  Sights and Sounds:This cave is dark and quiet. Anyone
  listening can hear the river to the south.
  A simple side cave,the ceiling here lowers as it proceeds
  east,until it eventually meets the floor.In the middle of
  the cave lies a woven mat surrounded by fish bones and
  piles of dried fungus.
  Inhabitant: The leader of the vesh is here. She is old and
  fragile, carrying no weapons. Her position comes from her
  wisdom and her unique abilities. She can make no physical
  attacks, but otherwise has stats like normal vesh (which is to
  say, a locathah). However, she has the fast healing ability
  (healing 5 points a round), an innate +4 deflection bonus to
  AC (for a total AC of 18), and SR 18. She can also use the fol-
  lowing spell-like abilities three times per day each: cure mod-
  erate wounds, shield other, and bull’s strength. She’s also not
  blind (and yet still has the blindsense of normal vesh).
  Vesh leader:hp 8; Use locathah stats except as noted
  above.
  Tactics: If she knows
  there’s trouble, the leader
  will not be here, but
  instead with her people,
  probably in area 80. In
  this case, she uses her
  abilities to protect, heal,
  and enhance the other
  vesh.
  If encountered alone, the leader does not fight—she has
  not the means. If it appears to her that the PCs might be
  won over with kindness, she heals their wounds or boosts
  their strength. If the PCs have the means to communicate
  with her, she will tell them about the troglodyte in area 81
  and how it is a threat to them as well as to her people.
  The vesh leader is an EL 1 encounter, but only if encoun-
  tered with other vesh.
  Background: While most vesh are born in the water, the
  vesh leader was born atop the bloodline rock. Somehow, this
  granted her innate magical powers. She has led the vesh here
  for 20 years, which is twice as long as most vesh live.
  Development: Fighting for more than two rounds here
  will likely bring other vesh from area 71.
  Connections:This cave connects to areas 71 and 82.
  Dungeonaday.com: Dragon’s Delve
  22
  
  79. Treasure Cave (EL 4)
  Summary:A narrow path along the river leads to a cave
  once used to hide treasure providing as much risk as reward.
  Sights and Sounds: It is dark here. The sound of rushing
  water is loud, and imposes a -5 penalty on all listen checks.
  A slippery ledge runs along the north side of the river,
  eventually leading into a dead-end cave off from the water.
  It is empty other than for two things:a corroded iron plate
  set into the back wall with a massive keyhole in its center,
  and charred bones covering the floor.Most of the bones
  appear human or humanoid.Likewise,most appear quite
  ancient,as if you would expect them to crumble at your
  touch.
  Amid the bones,you see the tip of an oversized iron key.
  Bones: Looking
  through the bones (no
  check needed) reveals a
  small wooden chest lying
  on its side, empty and
  half covered in bones and
  the broken remains of
  another as well. The
  bones are the result of a
  magical fire-blast trap
  that once functioned here
  but no longer poses a
  threat. Now they just
  scare away the curious.
  That isn’t to say that
  there isn’t a trap of sorts.
  Lock Trap:Neither lock nor key has a magical aura,
  despite the fact that both are magical. The lock cannot be
  picked and attempts to do so suggest that it’s not a real lock
  at all. Nothing happens unless the key is inserted into the
  lock. All those within 20 feet when the key is inserted imme-
  diately find themselves transported to a 50-foot square room
  (not shown on the map).
  The smooth walls and floor of the chamber you now
  stand within shine with a polished luster.Light comes
  from torches in sconces around the perimeter of the room.
  There are two chests in the room,both bound in chains.
  Each is artfully engraved with abstract patterns.There are
  also three piles of chains lying in small heaps on the floor.
  This chamber is located on a remote demi-plane. Time
  there passes very slowly relative to the normal world, so
  when the PCs return (assuming they do), it will seem as if
  virtually no time has passed.
  At the same time as they appear in the room, a tiger is
  summoned into the room. It attacks immediately. The tiger
  disappears again after six rounds, or when it is slain.
  Tiger:hp 45
  Chests:The chests are not locked, although the chains
  must be broken to get at the chest (Hardness 10, hp 5, Break
  DC 26). Breaking or removing the chains immediately sends
  everyone in the room back to the cave where they started,
  along with the chest.
  This means that it is virtually impossible to get more than
  one chest. It is also impossible for a character to travel to the
  room with the chests more than once, and similarly impossi-
  ble to activate the magic of the key and the lock more than
  once per month.
  Treasure:The chest the PCs come away with contains two
  beautiful lutes with inlaid gold designs (300 gp each), a
  small silk bag containing a set of gold cufflinks (50 gp), a
  silver tea pot (75 gp), a necklace of gold beads (225 gp), a sil-
  ver bell (40 gp), and a jeweled pouch (250 gp) containing
  60 pp.
  The chest still in the room contains 2,000 gp.
  Background: More than 300 years ago, a sorcerer investi-
  gating the bloodline rock (and the dungeon in general) creat-
  ed the magical features of this cave to store various treasures
  he found in the dungeon. The sorcerer is long dead and
  much of the treasure is gone now, but a bit remains.
  79A: The northwestern wall is sloped inward so the walk-
  able path here is really only about five to six feet wide. It’s
  also quite slick. Moving faster than a slow walk requires a
  Balance check (DC 10). Failure means that the character
  either slips into the river (50% chance) or bumps their head
  on the sloping wall/ceiling for 1 point of damage (50%
  chance).
  Connections: This cave connects to areas 71, 73, 77, and
  86.
  Level 3: The Unseen River 23
  
  80. Another Vesh Cave (EL 3)
  Summary:The vesh living in this cave prepare for battle
  with merrow soon to be invading their caves.
  Sights and Sounds: This cave is dark, but anyone within
  30 feet of the cave can hear sounds of vesh talking and mov-
  ing about (Listen Check DC 15).
  A winding cavern with a smooth floor,this place is
  clearly home to a number of creatures.Woven sleeping
  mats,a few simple tools,and discarded fish bones lie
  throughout the room.
  Inhabitants:There are five adult and eight young vesh
  here. The young vesh are not combatants. Each has 1 hp, and
  cannot make attacks. Three of the adults hold, instead of
  their spears, short sling staves that they use to fling clay vials
  holding acid. Reference the rules for alchemical flasks of acid
  even though this is a concoction made from the blood and
  bile of various subterranean creatures. Vesh have a very mild
  resistance to this particular acid (1 point).
  Vesh (adults) (5):hp 12, 10, 9, 8, 5 (use locathah stats, but
  use the stats provided for their spear for their bite as
  well—they can use either but not both; give them
  blindsight.)
  Tactics:In battle, two vesh run forward to melee with
  attackers while the others use their slings to hurl acid vials.
  The vesh are resistant enough to the acid that they are not
  worried about splash damage. The young stay in the back
  and do not fight, although they may bring the slingers more
  acid vials or some other simple duty.
  The adults work to protect the young, and will fight to the
  death.
  Development:Either the leader from area 78 or Salas
  from area 81 may already be here, or they may come here at
  the sounds of fighting. In the latter case, Salas will only get
  involved if it looks like he and the vesh can take the PCs.
  Otherwise, he slinks away. The leader will help her people at
  any cost. If the leader is here, she may lead the vesh here to
  area 82, which is more defensible. If Salas is already here, he
  will force them to stand their ground and protect him. If
  Salas is already here when the PCs arrive, assume the vesh
  have already made their save against his stench that day. If
  he arrives as the PCs do, or after, make saves for them nor-
  mally.
  The vesh hate and fear Salas. If they are involved in a
  fight where he is also a participant, they may turn on him
  if he appears weak.
  Treasure: The vesh really have little treasure. There are
  many dozens of spears here, a total of five sling staves, and
  12 clay vials of acid. There are also tools and other utilitari-
  an items made of wood, stone, fish skin, and sometimes
  shells, but they are nearly worthless. The vesh do not value
  money, dislike metal, and have no appreciation for art or
  beauty.
  Upping the Ante (EL 4): Having Salas or the vesh leader
  already seriously upgrades the encounter (EL 6 or 4, respec-
  tively), but if the DM wishes to make it even more challeng-
  ing, add two more vesh with sling staves and two more
  melee skirmishers (hp 9 each).
  Connections: This cave connects to area 76, 81, 82,
  and 83.
  Dungeonaday.com: Dragon’s Delve
  24
  
  81. The Troglodyte
  Usurper (EL 5)
  Summary:A troglodyte sorcerer has come to find the
  bloodline rock.While he studies its secrets,he has forced his
  way into a leadership role among the vesh.You will need the
  Salas’ Notes handout.
  Sights and Sounds: The cave is dark,and usually very quiet.
  Milky purplish stone formations punctuate this cave’s
  walls giving it an eerie quality.There’s a lingering,acidic
  stench in the air.A woven sleeping mat lies on the floor,
  next to a crude,leather-bound book filled with mostly
  loose pages.
  Inhabitant: Salas came to these caves looking for the
  bloodline rock. He used magical charms and intimidation to
  put himself in a position of authority over the vesh tribe that
  he encountered.
  Salas
  Male Troglodyte (Chaotic Evil)
  Medium Humanoid (Reptilian) 
  Sorcerer4
  CR 5
  HD 2d8+4 + 4d4+8
  hp 30
  Init +5
  Speed 30 feet
  Languages Draconic
  AC 18, touch 11, flat-footed 17
  BAB/Grapple +3/+3
  Attack +3 melee (1d4, claw) 
  SA Stench 30 feet (Save DC 14)
  SQ Darkvision 90 feet
  Fort +6, Ref +2, Will +3
  Str 10, Dex 12, Con 15, Int 11, Wis 9, Cha 16
  Crucial Skills Concentration +5, Hide +10, Listen +4,
  Other Skills Spellcraft +4
  Crucial Feats Combat Casting,
  Other Feats Improved Initiative, Improved Natural
  Armor, Imbed Item (see next page)
  Spells:6/7/4, +3 melee touch, +4 ranged touch
  2nd—blur
  1st—charm person (DC 14), magic missile, shield
  0—acid splash, daze (DC 13), detect magic, mage hand,
  touch of fatigue (DC 13), resistance
  Possessions: amulet of health +2 (imbedded), necklace of
  fireballs (Type 1: 1x5d6, 2x3d6)
  Tactics:Salas is cowardly. As soon as he knows a threat is
  near, he will use his first two rounds to cast shield (+4 to AC
  Level 3: The Unseen River 25
  
  for AC 22) and blur (20% miss chance), in that order. He
  won’t want to make a stand here in his personal cave because
  it has no means of retreat. If at all possible, he will try to get
  to where some of the vesh are (like area 80) and force them
  to fight for him. He uses ranged attacks as much as possible,
  probably magic missile, conserving his necklace of fireballs for
  only the most dire of straits. He won’t hesitate to kill vesh
  with a fireball to hurt the PCs.
  He will flee if reduced to less than 15 hit points, but he
  will never surrender.
  The vesh hate and fear Salas. If they are involved in a fight
  where he is also a participant, they may turn on him if he
  appears weak.
  Development: It’s actually quite likely that Salas isn’t
  here. If he knows foes approach, he goes to area 80 to force
  the vesh to help protect him. Otherwise, he might go to 
  area 82.
  Salas’ Book: Written in Draconic, these are Salas’ hasti-
  ly and messily scribbled notes, poorly organized and woe-
  fully incomplete, regarding the bloodline rock. Reading
  through these notes requires about 12 hours. If anyone
  takes the time to read them, give them the Salas’ Notes
  handout.
  Connections: This cave connects to areas 80, 82, and 83.
  82. The Bloodline Rock
  Summary:An ancient, mystical stone slab offers powers
  to those with magic in their blood.
  Sights and Sounds: The bloodline rock itself gives off a
  faint bluish glow that very dimly illuminates the entire cave.
  Splashing can be heard from the pool to the north.
  A large rock formation with a flat top rises from the cav-
  ern floor like a tiny plateau,glowing in an eerie light.It
  rises up about ten feet,halfway to the stalactite-covered
  ceiling.Beyond it to the north the cave gives way to a large,
  dark pool.
  The Bloodline Rock:Power from far deeper in the dun-
  geon rising up toward the surface in a continual, invisible
  flow created this material extension of mystic might. Anyone
  with inherent magical abilities, including characters of the
  sorcerer class, tieflings, half-dragons, and any creature with
  racial spell-like or supernatural abilities immediately recog-
  nizes its special nature. They don’t, however, know exactly
  how its power can be used.
  It takes a week of constant study and meditation, at least
  eight hours each day, for such a character to be able to tap
  into the rock’s energies and utilize them. Once a character
  has finished this, he or she can use a feat slot to gain an
  inherent spell-like ability. Characters can choose any spell
  effect of a level equal to half their HD or less that they can
  use once per day with their HD being the caster level. If the
  spell effect’s level is one-quarter of their HD or less, charac-
  ters can use the spell like ability three times per day. Thus, if
  a 9th level sorcerer attempted this with her new feat slot, she
  could choose a 4th level spell effect to use once per day, or
  2nd level spell effect that she could use three times per day. If
  Dungeonaday.com: Dragon’s Delve
  26
  New Feat: Embed Item (Standard)
  You can imbed a magical ring or amulet into your flesh.
  Requirements: A natural armor bonus
  Benefit: In a horrifically painful process, you imbed a
  magical amulet (or necklace, periapt, etc.) or a magical
  ring into your flesh. The imbedded item cannot be
  removed from you while you still live, and it no longer
  takes up a slot. Even you cannot remove the item, and
  so you cannot switch out the item for another later. In
  all other respects, the item functions normally and can
  still be suppressed. The imbedded item is still visible
  protruding from your flesh, but can be easily concealed.
  A normal ring covers an imbedded ring, for example.
  
  she chose the 4th level effect, once she reached 16th level,
  she could then use it three times per day.
  Further, once the week of study is complete, a sorcerer or
  other inherently magical creature can use the power of the
  bloodline rock and their own inherent magical nature to cure
  any disease they might have, remove a minor curse, or rid
  themselves of any other unwanted condition. To accomplish
  this, they must spend one hour on the rock and make a
  Concentration check (DC 25). The DM can add to the DC of
  this check for more potent conditions or diseases if he wish-
  es. The bloodline rock cannot be used to heal physical dam-
  age.
  Lastly, very long term exposure to the bloodline rock can
  instill magical abilities into a creature. This, however, takes
  years of constant exposure and mostly affects very young
  creatures or the offspring of adults who endure the extended
  exposure. These abilities, once gained, are likely passed on
  through that creature’s bloodline. The current leader of the
  vesh has such abilities.
  Development: It’s possible that Saral the troglodyte will
  be here if he knows the PCs are coming. He may or may not
  have the vesh from area 80 with him to help protect him.
  Revisit (EL 7)
  If the PCs clear out the vesh and the merrow from this level,
  a nymph named Morgana moves in and resides here, study-
  ing the power of the bloodline rock. She is extremely reclusive,
  and hides (perhaps in the pool in area 84) but if intruders
  look like they’re not just passing through she will use her
  abilities to attempt to drive them away. She has claimed the
  bloodline rock for herself and does not want to share it. This
  can set up an interesting encounter with a good-aligned
  opponent for the PCs, who probably want to use the rock
  themselves.
  Morgana,Nymph: hp 27
  Connections:This cave connects to area 71, 78, 80, 81, 83,
  and 84.
  Level 3: The Unseen River 27
  
  83. The Merrow (EL 3)
  Summary:An expeditionary force of merrow is moving
  into the caves from the river. One hides here and waits for
  more of its fellows to arrive and attack the vesh to the south.
  You will need the Wall Scratches 2 handout.
  Sights and Sounds: This cave is dark. Splashing can be
  heard from the pool to the east.
  The northern portion of this large cavern seems less
  well-trodden than many of the areas on this level.A well-
  worn path to the edge of the pool extends to the tunnel
  leading (more or less) south.A jagged curtain of dripstone
  requires anyone man-sized or larger to duck and squeeze
  to get to or from the water.
  A large creature with sinewy arms,yellow-green flesh,
  and gills steps forward as you look in,a long trident in its
  hands.
  Inhabitant:A merrow has been in this cave for a while
  now, waiting for more of its kind to join it so that they can
  attack the vesh to the south. Ultimately, they would like to
  take over this level and make it their lair. If anyone comes
  here, it attacks. This aquatic ogre uses a trident appropriate
  for its size (2d6+5 damage) in melee, although it won’t hesi-
  tate to throw it like a spear if it must.
  Merrow:hp 29
  Tactics:The merrow is quick to retreat to the pool in area
  84 if it suffers more than 10 points of damage. It must
  squeeze to get beneath the flowstone curtain, however. Once
  in area 84, it will attempt to fight in the water. If no one fol-
  lows it, it will return to attack them later.
  Treasure: If the centralmost rock formation in the cave is
  Searched (DC 18), a PC can find a loose rock, beneath which
  lies a small bag of rotten burlap. Inside are 322 cp, 299 sp,
  and 78 gp. This was left here by an explorer long ago, and he
  never lived long enough to come back for it.
  Hidden Wall Scratches: If the northwestern wall of the
  cave is Searched (DC 12), a PC can find a crude map
  scratched into the rock. It may be difficult to tell, but it
  shows areas 83, 84 and 86, specifically showing how to get
  from area 83 to area 86 allowing PCs to know that area 86
  even exists. It also suggests the existence of the short pas-
  sage hidden by the illusion there. Show the players the Wall
  Scratches 2 handout.
  Upping the Ante (EL 5): If one merrow is good, two are
  even better, right?
  Revisit (EL 5 or 6)
  If the PCs kill the vesh, the merrow move in and claim Level
  3 for their own. This will be their central camp-cave, and at
  any given time there will be two or three  of the creatures
  here.
  Connections: This cave connects to area 80, 81, 82,
  and 84.
  Dungeonaday.com: Dragon’s Delve
  28
  
  84. The Murky Pool
  Summary: A large, relatively still pool portends danger
  and holds an interesting secret.
  Sights and Sounds:The cave is dark. Although there’s
  really little movement in the water, some splashing can be
  heard from somewhere in the distance.
  This cave is filled with a dark,murky pool of unknown
  depths.
  The Pool:The Unseen river initially ran here because of
  the cave’s depth, but once it filled up it ran to the east
  instead. Now, water remains but it doesn’t move much. It’s
  filled with silt, making it very murky. The pool is amazingly
  deep-almost 100 feet in the middle. The water is shockingly
  cold.
  84A: This hidden side cave has a low ceiling. The floor
  has about three inches of water in it-it’s really just sort of a
  shelf on the side of the cave that’s almost above the water
  level but not quite. Chained to the wall, above the level of
  the water, is the long-dead corpse of a massive four-armed
  figure. Judging from the shape of the skull, and the broad
  rib cage, this was a girallon. Near it, more manacles dangle
  from the wall, one still holding the blackened, severed arm
  of another creature, this time something decidedly more
  humanoid.
  The chains have a faint magical aura of conjuration. A
  spellcraft check (DC 22) suggests that they are the perma-
  nent creation of a unique spell called gaol.
  If anyone searches this side cave, they can find two
  things. A DC 13 check reveals a small niche in the back of the
  cave, above the level of the water. The niche is empty, but it is
  clear that a metal rectangular shape (probably a chest or box
  of some kind) sat there for a long time based on the rust
  stains. The second thing (Search DC 14) is in the water,
  although it is not completely covered. It is a skull which
  appears human, except for the fact that dozens of tiny verte-
  brae-like bones hang from the top of the skull, each ending
  in a snake-like skull. This is the skull of a medusa, and that’s
  her arm dangling from the chain. The rest of her corpse
  decomposed and washed away.
  Background:The chains in 84A were created by a halfling
  sorcerer named Eulalia Pujalt that fought and defeated a
  medusa and her pet girallon that once dwelled in this cave
  many years ago. She took the medusa’s treasure chest and
  left.
  Revisit
  According to the Revisit section of area 82, Morgana the
  nymph may move into these caves at a later date. If that is
  the case, she keeps her valuables in an underwater cave deep
  below the surface of the eastern portion of the pool. The cave
  is only about 10 feet across and deep, and lies 60 feet under-
  water.
  The nymph keeps her belongings in an airtight glass box
  with gold hinges (worth 75 gp on its own). Inside is a deli-
  cate flower made of silver adorned with gemstones worth
  250 gp, three crystal vials (each worth 10 gp) holding
  potions of cure serious wounds, and three perfectly matched
  pearls worth 300 gp each.
  Connections:This cave connects to area 82, 83, and 86.
  Level 3: The Unseen River 29
  
  85. Dragon Cavern (EL 3)
  Summary: A wyrmling black dragon makes its lair in this
  cave. You will need the Paladin’s Sword handout.
  Sights and Sounds:This cave is dark and quiet other than
  the noise of the river to the south. It stinks with a foul, acrid
  odor.
  Two massive stalagmites rise up from the floor of this
  winding,wet cave,surrounded by bones.Something small
  and black flits through the air.A bat? No...
  Inhabitant:Voracek the black dragon lives here. Only five
  years old, Voracek very recently fled her slain mother’s lair
  with a few magical treasures to make her own lair.
  Voracek
  Female Wyrmling Black Dragon (Chaotic Evil)
  Tiny Dragon
  CR 3
  HD 4d12+12
  hp 39
  Init +7
  Speed 60 feet, fly 100 feet,
  swim 60 feet
  Languages Common, Draconic
  AC 19, touch 15, flat-footed 16
  BAB/Grapple +4/-1
  Attack +10 melee (1d4+3, bite)
  Full Attack +10 melee (1d4+3, bite) and +4 melee
  (1d3+1, 2 claws)
  SA Acid breath weapon, line 30 feet long, 2d4 damage
  (Save DC 15)
  SQ Blindsense 60 feet, darkvision 120 feet, breathe
  underwater, immune to acid
  Fort +7, Ref +7, Will +4
  Str 16, Dex 16, Con 16, Int 10, Wis 11, Cha 6
  Crucial Skills Escape Artist +10, Hide +15, Listen +4,
  Move Silently +7. Spot +4
  Other Skills Knowledge (arcana) +7, Knowledge (local)
  +4, Knowledge (nature) +4, Search +4
  Crucial Feats N/A 
  Other Feats Improved Initiative, Weapon Focus (bite)
  Possessions: amulet of natural armor +1, purple orb ioun
  stone (absorbed gloves of dexterity +2)
  Dungeonaday.com: Dragon’s Delve
  30
  New Magic Item: Purple Orb Ioun Stone
  This small violet sphere is an ioun stone. Possessing no inherent abilities on its own, it can absorb the properties of
  another magic item requiring a slot (not armor). The owner of the ioun stone can then access the powers of the item
  absorbed without filling that slot. This means that a character could have the power of two amulets, for example, if one
  was absorbed by the ioun stone. It also means that a creature that normally does not have the proper body part could
  get the benefit of an item made for that slot (a creature without fingers could use the powers of an absorbed ring). The
  powers absorbed by the ioun stone reset when a new owner gains the stone. Thus, if a purple orb is taken from its cur-
  rent owner and used by another, it has no power until it is allowed to absorb an item. Lost powers are lost forever. Even if
  a previous owner, for example, takes back the stone, it has no abilities. 
  The stone can only hold the abilities of a single item at a time. Any item absorbed by the stone is physically consumed
  and gone forever.
  Moderate enchantment; CL 8th; Craft Wondrous Items, imbue with spell ability; Price 5,000 gp.
  
  Tactics:Voracek is happy to let her opponents misjudge
  her power based on her size. With her high initiative and
  speed, she likes to make quick hit-and-run attacks with her
  breath weapon or bite rather than stick around to get her full
  attacks.
  The secret sigil in area 2 would be of particular use here.
  Bones:Searching through the bones around the stalag-
  mites (Search DC 18), a character can find a pair of master-
  work handaxes and a small leather pouch in poor condition.
  Inside the pouch lie 32 gp, and a small note. The note pro-
  vides a clue to the location of a sword containing a paladin’s
  soul on Level 5 and a now-meaningless bit about some
  gnolls and a statue. Give the players the Paladin’s Sword
  handout.
  Connections: This cave connects to areas 77 and 89.
  Level 3: The Unseen River 31
  
  86. Urlaster’s Cave (EL 3)
  Summary: A somewhat hidden cave down the river is the
  entrance to the long-forgotten demesne of a sorcerer, but it
  is guarded by the undead spirit of his cohort.
  The exit to the east is not visible to those first entering
  the cave.
  Sights and Sounds:The cave is dark and very quiet-even
  normal sounds seem muffled and quieter here.
  This cave lies down the river,out of sight of the rest of
  the cave complex.It seems very quiet and infrequently
  visited.Bits of wood and scraps of iron lay across the cav-
  ern floor as if there was once some furniture or other
  wood construction here long,long ago.The air is very
  cold here.
  Illusion: An illusion of a cave wall covers the exit to the
  east. Those interacting with the wall (that is, searching it)
  can attempt a Will save (DC 16) to disbelieve it.
  Inhabitant: The spirit of Durstam,a human fighter/rogue,
  haunts this cave. Assigned to guard this cave on the day he
  died, Durstam does not make his presence known until
  someone comes within 10 feet of the illusionary wall. Then,
  he materializes and attacks. Durstam is a cold wraith—like a
  normal wraith, but slightly less dangerous (CR 3, not CR5).
  He has the cold subtype and thus takes additional damage
  from fire (and fire affects his incorporeal nature as though it
  were force damage).
  Cold Wraith:hp 32; Use wraith stats but rather than Con
  drain, he inflicts cold damage with no save (thus, he
  inflicts 1d4 damage plus 1d6 cold with his touch).
  Also inflicts 1d3 points of cold damage to all who are
  adjacent (no save).
  Tactics: Once Durstam appears, he fights until destroyed,
  until his foes are dead, or until they have fled. He cannot
  leave this cave unless turned. He attacks anyone using fire
  attacks or wielding a torch first, and does not mind being
  surrounded by foes in melee as each such opponent suffers
  cold damage.
  Wooden bits:Close examination suggests that there was
  once a boat here, but it was smashed with tremendous force.
  Background:Durstam was the cohort of a sorcerer named
  Urlaster. Urlaster discovered this cave and built the rooms
  beyond it (areas 87 and 88). About a hundred years ago, a
  rival mage attacked both Durstam and Urlaster here.
  Durstam was slain in the sorcerous battle that ensued, fin-
  ished off by a cold-based spell.
  Connections:This cave connects to area 77, 79, 84 and 87.
  Dungeonaday.com: Dragon’s Delve
  32
  
  87. Urlaster’s Chambers
  (EL 3)
  Summary:A sorcerer named Urlaster once used these
  rooms to stage explorations of Dragon’s Delve.
  The Door: The door leading into this room from the west
  is locked (Open Lock DC 25).
  Sights and Sounds: This chamber is dark and very quiet.
  The regular,masonry stone walls,floor and ceiling of
  this chamber stand out from the rest of this level.Plaster
  covers the walls although it is now stained with mold and
  mildew,particularly near the floor.In between the doors
  in the northern half of the room stands a pedestal upon
  which rests a massive white crystal.Further,as you look
  closer you see a human figure inside the crystal,encased
  within it entirely.The man appears perfectly preserved in a
  forbidding pose,his hands held in front of him as if warn-
  ing intruders away.
  Magical Trap:Anyone stepping into the room without
  saying, “Magic is in my blood” in Draconic is subject to an
  immediate zap of lightning from the crystal. This trap affects
  every potential target, but only once, ever.
  Lightning zap trap: CR 3; automatic reset; 4d6 electrical
  damage (DC 14 Reflex save half damage); Search DC
  27; Disable Device DC 27.
  Crystal:The man in the crystal was a foe of Urlaster’s
  whom he magically sealed in crystal to warn away intruders.
  It has no magical aura (despite the fact that the lightning
  blast comes from the crystal, the crystal is neither magical
  nor trapped—the room is).
  Door to area 88:This door is locked (Open Lock DC 25).
  87A:This was once a meditation room. All that currently
  remains is a stone shrine. Anyone succeeding at a
  Knowledge (religion) check (DC 12) can tell it’s not a reli-
  gious shrine, but simply one used to house candles and
  incense and aid in certain meditative practices. A few candles
  and sticks of incense remain, but they have no value. A
  crooked staff leans against the corner. This is Urlaster’s +1
  frost staff, the very one that earned him the nickname “the
  Lost Shepherd,” however it is ensorcelled so that it does not
  have a magical aura until removed from this room. If used by
  anyone other than a sorcerer, it breaks after 1d6 uses and
  cannot be repaired, even magically.
  87B: This was Urlaster’s workroom. Various tools and
  devices lie on a table once used to craft magic items. A book-
  case holds a number of books on various craftwork (wood-
  crafting, stonecrafting, etc.) but they don’t have much value.
  An iron box sits on the floor, locked (DC 25 to open). When
  anyone opens the box, a magical voice speaks. The voice
  says:
  Level 3: The Unseen River 33
  
  “Durstam,this is Urlaster.These keys serve some pur-
  pose within the Prison of the Red Saint.My research indi-
  cates that the names on the keys are names of servants of
  Lord Saral,and were likely imprisoned by the Red Saint
  after their conflict.You cannot gain entrance to the prison
  without a special key that I have prepared.If I am not
  available,you can find it in my home in Brindenford.”
  Inside, it holds nothing but three golden keys, each one
  with a name inscribed upon it: Yelaff, Tunskalan, and
  Jourmanali. Each key has a faint aura of abjuration. These
  are indeed the means to free prisoners from the Prison of
  the Red Saint, of use in area 109 of Level 4.
  Of course, Urlaster’s home is now the inn known as the
  Lost Shepherd, but the key he spoke of is still in a secret room
  below that establishment.
  Connections: This room connects to areas 86 and 88.
  88. The Lingering Death
  (EL 4)
  Summary:Once a storage
  room for the sorcerer, Urlaster,
  it is now home to four undead
  zombies with the hideous abili-
  ty to spit their own viscera at
  foes.
  The Door: The door leading
  into this room is locked (Open
  Lock DC 25).
  Sights and Sounds: This room is dark. Anyone listening
  at the door here (Listen check DC 18) will hear a faint moan-
  ing coming from the zombies.
  A terrible stench fills this old storeroom.Four decaying
  corpses shuffle toward you,each either moaning or mak-
  ing strange,hideous motions with their mouths.
  Inhabitants: Before leaving, Urlaster sealed four thieves
  in this room to die. Die they did, but they rose up as particu-
  larly disgusting zombies with an even more terrible than
  normal reek and the ability to cough up and spit out bits of
  their own lungs, esophagus, stomach and intestines. Each
  spitting zombie is a CR 1 challenge.
  Spitting Zombies (4):hp 20, 17, 15, and 12; Use human
  commoner zombie stats with the ability to make
  ranged touch attacks (+0) up to 10 feet away. Foes
  struck must succeed at a DC 15 Will save or become
  nauseated for 1d4 rounds.
  Tactics:The zombies unleash a barrage of spittle attacks
  to disgust their foes and then move in for more conventional
  attacks on the following round.
  Storage: Most of this room has been cleared out. A few
  empty wooden barrels sit here now, as well as a stone table
  with some clay jars. Two of the clay jars are sealed with wax.
  The first one contains a salve that smells awful and gives a
  minor rash to anyone applying it to their skin or even touch-
  ing it. The other contains one application of restorative oint-
  ment (originally made by someone whose name begins with
  K). Both, however, have auras of faint conjuration.
  Upping the Ante (EL 6): Each zombie’s spittle attack also
  inflicts 1d8 points of acid damage and forces those struck to
  attempt a DC 15 Fortitude save. Failure means that the vic-
  tim contracts red ache. Even those succeeding are sickened
  for 10 rounds. These zombies are CR 2 challenges each.
  Connections:This room connects to area 87.
  Dungeonaday.com: Dragon’s Delve
  34
  
  89. The Cave Overlooking
  the River
  Summary:A passage leads
  from this level to the surface.
  Sights and Sounds:This tun-
  nel is dark until the cave exit is
  reached. As PCs get close to the
  exit, they can hear the sounds of
  the river as well as common sur-
  face noises: the sound of birds
  singing, insects buzzing, and
  even the wind.
  This long tunnel keeps going farther and farther.
  Occasionally,there are signs of previous passage—a bro-
  ken arrow here,and piece of torn cloak there,or even just a
  bootprint in a small patch of dried mud.
  This tunnel extends from area 85 to a cave on the surface
  approximately a mile and a half away. The cave is located
  immediately above the Devil’s Maw, about 20 feet higher
  than that cave. It is considerably smaller than the Devil’s
  Maw and well-concealed by surrounding flora. Essentially,
  PCs that find this tunnel have a new way of getting into and
  out of the dungeon.
  Revisit
  At a later time, as the PCs use this tunnel to get into or out
  of the dungeon, they come across another lone adventurer
  who is doing the same thing. Gintera Gunth and her dog,
  Markie, make their way out of the dungeon after doing some
  exploring. Poking around in the caves, Gintera found some
  magical treasure and she’s very interested in selling it. She
  will part with her rope of climbing, as well as her potions of
  cure moderate wounds, invisibility, and lesser restoration for the
  normal book prices (3,000 gp for the rope, 300 for each of
  the potions). She will take non-monetary treasure in trade at
  full value.
  Gintera has used three of her detect magic spells, as well as
  her divine favor, shield of faith, and cat’s grace on her adven-
  tures. If needed, she will also cast those spells for 50 gp per
  spell level (25 gp for 0 level). Alternatively, she will throw in
  a spell or two to sweeten the deal if PCs will pay full price for
  the magic items.
  She has no interest in joining with the PCs, and intends
  on returning to her homeland in the south, her time as an
  adventurer done. She’s not good with directions, and so any
  advice she has about what lies in the dungeon is a muddled
  description of fish-people, weird traps, and winding tun-
  nels. She got around in the dungeon mainly by stealth
  rather than fighting. The DM can use her to foreshadow
  some encounters but not to provide concrete information.
  (Alternatively, if she’s needed, she could join the PCs as a
  NPC companion or even as a temporary replacement PC.)
  However, if she is asked about getting to Level 4, she will
  suggest that the PCs investigate Terregaunt’s Tower. She has
  heard that the Red Saint, who created Level 4, stayed in the
  tower for a time.
  Obviously, if Gintera is attacked or wronged, she will
  defend herself to her full ability with the help of Markie.
  Gintera Gunth
  Female Gnome (Chaotic Good)
  Cleric5
  CR 5
  HD 5d8+5
  hp 36
  Init +1
  Speed 20 feet
  Languages Common, Gnome
  AC 19, touch 13, flat-footed 17
  BAB/Grapple +3/-1
  Attack +5 melee (1d6+1, mace)
  SQ Low-light vision
  Fort +5, Ref +3, Will +7
  Str 10, Dex 14, Con 13, Int 11, Wis 16, Cha 14
  Crucial Skills Concentration +9, Heal +6, Listen +7,
  Spot +5
  Other Skills Knowledge (religion) +3
  Crucial Feats Dodge 
  Other Feats Alertness
  Spells:5/4+1/3+1/1+1, +4 melee touch, +6 ranged touch
  3rd—protection from energy, nondetection
  2nd—cat’s grace, invisibility, lesser restoration, silence 
  (DC 15)
  1st—bless, comprehend languages, divine favor, sanctuary
  (DC 14), shield of faith
  0—detect magic (4), resistance
  Possessions: +1 breastplate, +1 heavy mace, rope of climb-
  ing, potions of cure moderate wounds, invisibility, and
  lesser restoration, 34 cp
  Markie,Riding Dog: hp 14
  Connections: This tunnel connects to area 85 (and the 
  surface).
  Level 3: The Unseen River 35
  
  Dungeonaday.com: Dragon’s Delve
  36
  OPEN GAME LICENSE
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