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- The dungeon was originally a pocket dimension that is a zoo containing the religious, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent plague. Near the Southwest entrance, an ettin of unusual intelligence suspects it may contain a crypt thing – one of particular interest – and so has dispatched crow-headed creatures into the complex. They communicate via a post or animate corpse to which objects and symbols are nailed.
Meanwhile, a group of tiny ratmen who entered through a secret door to the South suspects it may contain a snow leopard that they value. Their leader is said to be strangely silent and is also a relative of a PC with a dangerous pet – a giant praying mantis that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of lightning. It’s also far plagued than the typical member of its species. This group uses a species of creeping vine that records sound to spy on the other group of intruders.
(In recent weeks, the two factions have begun to negotiate in the halls.)
Unbeknownst to either side, a toad demon riding a snake – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to a ruby which it prizes beyond all things.
It has built traps around its lair – for example, snakes inside nearly hidden pits – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by thunder. It can avoid the traps easily because of its unique abilities.
The other factions have also made about two traps each, but they are cruder, since they’ve been recently and hastily thrown together.
In addition, many hazards exist, the legacy of the dungeon’s original inhabitants. No-one has yet discovered the secret passage within the dais on the first level.
Due to the subtle influence of a sword (within the pool on level two) with a powerful curse on it, nearly all the inhabitants have become increasingly dissociated and some have gained additional bizarre physical and mental deformities. Some have become obsessed with death for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “despairing chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a highwayman (-Lvl 5-) who hails from the homeland of one of your PCs and may aid him/her, though s/he covets the PCs’ (whatever they have that’s unusual) and is repulsed by the sight of every carcass s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown furnace room; however every plinth in it is made of onyx and brass.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Secret of One Thousand Lunacies and a cache of high-technology relics from the days of the Ancient Men. - The dungeon was originally a natural cave that is the nest of titans, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent accidental demon summoning. Near the South entrance, a demon of unusual intelligence suspects it may contain a polar worm – one of particular interest – and so has dispatched water stridermen into the complex. They communicate via extremely meaningful glances.
Meanwhile, a group of drunk huge humanoids who entered through a secret door to the Southwest suspects it may contain a giant mantis that they value. Their leader is said to be strangely soulless and is also a hulking bruiser with a dangerous pet – a leopard person riding a snake that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a worg. It’s also far burning with zeal than the typical member of its species. This group uses flatworms that parasite shadows to spy on the other group of intruders.
(In recent weeks, the two factions have begun to notice each other in the halls.)
Unbeknownst to either side, a gibberling – with the favor of the gods – lives deep within, inside a network of tunnels leading eventually to a jade which it prizes beyond all things.
It has built traps around its lair – for example, slime inside nearly hidden pits - requires two simultaneous, far apart actions to safely disarm – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by a gerbil. It can avoid the traps easily because of its unique abilities.
The other factions have also made about two traps each, but they are cruder, since they’ve been recently and hastily thrown together.
In addition, many hazards exist, the legacy of the dungeon’s original inhabitants. No-one has yet discovered the secret passage above the machine on the first level.
Due to the subtle influence of a child (behind the great barrel containing beer (or more likely, “beer”) on level two) with a powerful curse on it, nearly all the inhabitants have become increasingly paranoid and some have gained additional bizarre physical and mental deformities. Some have become obsessed with forest gnomes for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “compulsive chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a stablewoman who hails from the homeland of one of your PCs and may aid him/her, though s/he covets the PCs’ (whatever they have that’s unusual) and is repulsed by the sight of every colonnade s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown fortress; however every dais in it is made of Orbaline and Spinel.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Shard of Mutilations and a complex device of brass and crystal, which amplifies the mind of its wielder to nearly uncontrollable levels. - The dungeon was originally a mating ground that is the basis for the stories of the giant insects, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent meteor or other falling object from sky. Near the Southeast entrance, a clay golem of unusual intelligence suspects it may contain a mace – one of particular interest – and so has dispatched constructs into the complex. They communicate via a code language that sounds like the common tongue, but the words mean different things.
Meanwhile, a group of biomechanical lion-men who entered through a secret door to the East suspects it may contain a monstrous centipede that they value. Their leader is said to be strangely slave and is also a tactical genius with a dangerous pet – a nymph that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of prophecy. It’s also far plagued than the typical member of its species. This group uses a powerful but barely-mobile psionic medium to spy on the other group of intruders.
(In recent weeks, the two factions have begun to notice each other in the halls.)
Unbeknownst to either side, a vampire monkey – with the favor of the gods – lives deep within, inside a network of tunnels leading eventually to a sword which it prizes beyond all things.
It has built traps around its lair – for example, snakes inside cleverly hidden pits inside cleverly hidden pits - one obvious way of disarming the trap is itself a trap – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by lizards. It can avoid the traps easily because of its unique abilities.
The other factions have also made about four traps each, but they are cruder, since they’ve been recently and hastily thrown together.
In addition, many hazards exist, the legacy of the dungeon’s original inhabitants. No-one has yet discovered the secret passage near the brain jar on the first level.
Due to the subtle influence of a war axe (below the pit on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly dissociated and some have gained additional bizarre physical and mental deformities. Some have become obsessed with a chuul for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “delusional chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a dwarven baroness who hails from the homeland of one of your PCs and may aid him/her, though s/he covets the PCs’ (whatever they have that’s unusual) and is repulsed by the sight of every machine s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown catacomb; however every hourglass in it is made of Orbaline and granite.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Collection of The Drowned and the ruler of a city, their mind usurped by strange powers unseen, which a soft hypnotic voice commands their subjects to dismantle the entire city, brick-by-brick, cat-by-cat, and build a vast pyramid with this miscellanea. - The dungeon was originally a cathedral that is a home for elder gods, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent earthquake. Near the Southeast entrance, a human female cleric of unusual intelligence suspects it may contain : a male thatcher, secretly allied to a group of cannibal halflings. – one of particular interest – and so has dispatched a human female fighter into the complex. They communicate via a post or animate corpse to which objects and symbols are nailed.
Meanwhile, a group of mutant lion-men who entered through a secret door to the Northeast suspects it may contain : a female elven shieldmonger, lover of an NPC known to the players. that they value. Their leader is said to be strangely tiny and is also a tormented genius with a dangerous pet – a wraith that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a skink. It’s also far ruthless than the typical member of its species. This group uses a network of wires leading to a great harp, the vibrations transmitted causing soft discordance understood by the possessor to spy on the other group of intruders.
(In recent weeks, the two factions have begun to skirmish in the halls.)
Unbeknownst to either side, a xvart – a centuries-old victim of an un-aging curse – lives deep within, inside a network of tunnels leading eventually to a child which it prizes beyond all things.
It has built traps around its lair – for example, tripwires connected up to poisoned darts - setting off the trap alerts someone elsewhere – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by zebus. It can avoid the traps easily because of its unique abilities.
The other factions have also made about four traps each, but they are cruder, since they’ve been recently and hastily thrown together.
In addition, many hazards exist, the legacy of the dungeon’s original inhabitants. No-one has yet discovered the secret passage near the crib on the second level.
Due to the subtle influence of one orange (above the dome on level two) with a powerful curse on it, nearly all the inhabitants have become increasingly alien and some have gained additional bizarre physical and mental deformities. Some have become obsessed with a black bear for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “alien chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a elven dock worker who hails from the homeland of one of your PCs and may aid him/her, though s/he covets the PCs’ (whatever they have that’s unusual) and is repulsed by the sight of every fireplace s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every carpet in it is made of Well Formed Rose Quartz Crystal and soapstone.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Horde of Bone White School and a great colossus, honoring a fallen Emperor; its head ignominiously cast down, broken at its feet. - The dungeon was originally a bank that is built for dragons, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent plague zombie incursion. Near the East entrance, a jackal-headed warrior of unusual intelligence suspects it may contain : a male evoker (-Lvl 16-), soon to be wed to a powerful page. – one of particular interest – and so has dispatched unnatural humans into the complex. They communicate via near-subsonic great drums.
Meanwhile, a group of mutant lion-men who entered through a secret door to the South suspects it may contain a mechanism that they value. Their leader is said to be strangely slave and is also a relative of a PC with a dangerous pet – a goblin that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of ancient kings. It’s also far privy to unnatural secrets than the typical member of its species. This group uses a network of hidden shafts and elevators to spy on the other group of intruders.
(In recent weeks, the two factions have begun to skirmish in the halls.)
Unbeknownst to either side, a denzelian – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to a pair of gloves which it prizes beyond all things.
It has built traps around its lair – for example, a sturdy cage ready to close on whatever steps inside – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by tigers. It can avoid the traps easily because of its unique abilities.
The other factions have also made about four traps each, but they are cruder, since they’ve been recently and hastily thrown together.
In addition, many hazards exist, the legacy of the dungeon’s original inhabitants. No-one has yet discovered the secret passage under the bed on the second level.
Due to the subtle influence of a disc (within the scale model on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly gluttonous and some have gained additional bizarre physical and mental deformities. Some have become obsessed with swords for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of The Trampled Flag” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a general (-Lvl 2-) who hails from the homeland of one of your PCs and may aid him/her, though s/he covets the PCs’ (whatever they have that’s unusual) and is repulsed by the sight of every plinth s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every colonnade in it is made of limestone and soapstone.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Shard of The Verminous Stables and a black metal sword, lightly flecked with still-warm blood.