-
- The dungeon was originally a skeleton that is a holy place for halflings, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent flood. Near the East entrance, a rakshasa (probably disguised) of unusual intelligence suspects it may contain : a male cleric (-Lvl 4-), lover of a powerful town crier . – one of particular interest – and so has dispatched lion-men into the complex. They communicate via killing dungeon vermin and leaving them mutilated in very specific ways.
Meanwhile, a group of tiny a half-orc who entered through a secret door to the North suspects it may contain : a male empress/emperor, sibling of a powerful hatter. that they value. Their leader is said to be strangely biomechanical and is also a powerful mutant with a dangerous pet – a whipweed that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a red ant. It’s also far more intelligent 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 notice each other in the halls.)
Unbeknownst to either side, a hobgoblin – with the favor of the gods – lives deep within, inside a network of tunnels leading eventually to a staff which it prizes beyond all things.
It has built traps around its lair – for example, pressure plates connected up to spring-loaded spears - sprays contact poison nearby – but also two stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by leopards. It can avoid the traps easily because of its unique abilities.
The other factions have also made about three 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 massive door on the third level.
Due to the subtle influence of a cloak (near the altar on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly despairing and some have gained additional bizarre physical and mental deformities. Some have become obsessed with stars for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “dissociated chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a elven harlot 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 model city s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every plinth in it is made of Moss Agate and Peridot.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Brain of The Maggots and a wasteland scavenger, faceless in his radiation armor, bearing a precious burden. - The dungeon was originally an arena that is the city of dragons, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent earthquake. Near the North entrance, a sphinx of unusual intelligence suspects it may contain : a male possibly not-entirely human ranger (-Lvl 5-), spouse to a powerful paladin (-Lvl 15-). – one of particular interest – and so has dispatched lizardfolk into the complex. They communicate via deep, enigmatic moans.
Meanwhile, a group of intelligent bewitched innocents who entered through a secret door to the South suspects it may contain a son of kyuss that they value. Their leader is said to be strangely intelligent and is also a relative of a PC with a dangerous pet – a human female cleric that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a dark stalker. It’s also far more vicious than the typical member of its species. This group uses insects 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 doppelganger – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to a pet which it prizes beyond all things.
It has built traps around its lair – for example, tripwires connected up to rotary saw blades – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by clouds. 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 behind the hourglass on the first level.
Due to the subtle influence of a jade (below the massive door 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 prophecy for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of Fearful Children” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a possibly doppelgänger doyenne 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 cabinet s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown fortress; however every hourglass in it is made of Ravenar and Red Tears.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Beast of Screams and a scholar with steel eyes, with whom bygone machines communicate. - The dungeon was originally a memorial that is built for cannibals, 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 West entrance, a snakeman of unusual intelligence suspects it may contain : a male master artisan, ex-lover of a powerful geomancer (-Lvl 11-). – one of particular interest – and so has dispatched humanoids with cattle-like features into the complex. They communicate via anachronistically advanced tactical radios.
Meanwhile, a group of intelligent goat-headed warriors who entered through a secret door to the Southeast suspects it may contain : a female lutist, secretly allied to a group of crow-headed creatures. that they value. Their leader is said to be strangely drugged and is also a witch with a dangerous pet – a dark stalker that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a mountain dwarf. It’s also far faster than the typical member of its species. This group uses rats 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 foxwoman – wielding powerful magic – lives deep within, inside a network of tunnels leading eventually to a diamond 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 two stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by a dire tiger. 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 near the pipe on the second level.
Due to the subtle influence of a tiara (under the elaborate finger painting in flammable oil on level two) 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 stupidity for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of Starvation” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a priest (-Lvl 6-) 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 dais s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every dome in it is made of Peridot and copper.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Eye of The Claws and a sorcerer with blazing eyes, who controls the very thoughts of others. - The dungeon was originally a burrow that is now belonging to gods, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent terrible hordes of vermin. Near the Northeast entrance, an elven female paladin of unusual intelligence suspects it may contain : a female elven bodyguard (-Lvl 14-), lover of an NPC known to the players. – one of particular interest – and so has dispatched bioengineered warriors into the complex. They communicate via dreams.
Meanwhile, a group of cloned cannibal halflings who entered through a secret door to the North suspects it may contain a sapphire that they value. Their leader is said to be strangely righteous and is also a tormented genius with a dangerous pet – a guardian familiar that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a chameleon Man. It’s also far burning with zeal 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 faerie dragon – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to a diamond which it prizes beyond all things.
It has built traps around its lair – for example, snakes inside cleverly hidden pits – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by a hoe. 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 sphere on the third level.
Due to the subtle influence of a mace (within the dome on level four) with a powerful curse on it, nearly all the inhabitants have become increasingly hungry and some have gained additional bizarre physical and mental deformities. Some have become obsessed with ice for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “paranoid chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a half-elf priestess (-Lvl 6-) 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 pedestal s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every orrery in it is made of gold and Aquamarine.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Brain of the Insects and a black metal sword, lightly flecked with still-warm blood. - The dungeon was originally a mine that is the resting place of 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 Northwest entrance, an elven female thief of unusual intelligence suspects it may contain a needleman – one of particular interest – and so has dispatched constructs into the complex. They communicate via a system of bells.
Meanwhile, a group of cloned unnatural humans who entered through a secret door to the South suspects it may contain an emerald that they value. Their leader is said to be strangely soulless and is also a wizard with a dangerous pet – a goblinoid riding a dinosaur that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of an elemental prince of evil. It’s also far privy to unnatural secrets 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 negotiate in the halls.)
Unbeknownst to either side, a triceratops – wielding powerful magic – lives deep within, inside a network of tunnels leading eventually to a grape which it prizes beyond all things.
It has built traps around its lair – for example, a rope noose 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 eleven copper coins. 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 near the machine on the second level.
Due to the subtle influence of a grape (near the great barrel containing alcohol, pure 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 a grig 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 runaway 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 pit s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown city; however every cabinet in it is made of Extra-Planar Quartz and Frost Agate.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Rose of One Thousand Lunacies and a rapacious warlord, nearly immortal thanks to his use of a bygone healing machine.