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- The dungeon was originally a sanatorium that is now belonging to elves, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent increasing proximity to dimension of malevolence. Near the South entrance, a half-elf female ranger of unusual intelligence suspects it may contain a cockatrice – one of particular interest – and so has dispatched goblinoids into the complex. They communicate via near-subsonic great drums.
Meanwhile, a group of mournful goblinoids who entered through a secret door to the West suspects it may contain : a female elven baker, spouse to a powerful puppeteer. that they value. Their leader is said to be strangely foppish and is also a tormented genius with a dangerous pet – a symbiotic jelly that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of knives. It’s also far fearless of death, heedless of pain 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 notice each other in the halls.)
Unbeknownst to either side, an ooze w/ an undeal ghoul head – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to an idol which it prizes beyond all things.
It has built traps around its lair – for example, snakes inside badly hidden pits – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by hairless cats. 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 near the stairway on the third level.
Due to the subtle influence of a grape (under the pipe on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly compulsive 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 “obsessed chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a pauper 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 torture device s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown palace; however every plinth in it is made of Spinel and brass.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Vizier of 30 Lies and a glacier where thought itself may freeze. - The dungeon was originally a small annex to a skeleton that is recently remembered by sandworms, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent flood. Near the North entrance, a human male barbarian of unusual intelligence suspects it may contain a dog – one of particular interest – and so has dispatched yakmen into the complex. They communicate via sign language.
Meanwhile, a group of creepily ingratiating humanoids with goat-like features who entered through a secret door to the South suspects it may contain a cloak that they value. Their leader is said to be strangely sickly and is also a powerful cleric with a dangerous pet – a hollow bride that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of disease. It’s also far ruthless than the typical member of its species. This group uses one-way mirrors 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, an ice lizard – an intelligent, time-travelling one – lives deep within, inside a network of tunnels leading eventually to an idol which it prizes beyond all things.
It has built traps around its lair – for example, snakes inside nearly hidden pits inside cleverly hidden pits – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by a duck. 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 within the organ on the third level.
Due to the subtle influence of a torch (below the orrery on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly heartbroken and some have gained additional bizarre physical and mental deformities. Some have become obsessed with animals for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of All Desolations” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a half-elf hangman 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 torture device s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown sinister farm; however every hourglass in it is made of silver and Chalcedony.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Rose of Hateful and a mighty war-beast, caparisoned in silk & crystal. - The dungeon was originally a mine that is the holy land of dead gods, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent earthquake. Near the Southeast entrance, a naga of unusual intelligence suspects it may contain : a female traveler, lover of an NPC known to the players. – one of particular interest – and so has dispatched bewitched innocents into the complex. They communicate via vacuum tube eels.
Meanwhile, a group of intelligent orcs who entered through a secret door to the Northeast suspects it may contain : a female halfling vicar, lover of a powerful village idiot. that they value. Their leader is said to be strangely intelligent and is also a wizard with a dangerous pet – a goblin that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a revenant. It’s also far burning with zeal 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 firefly woman – a centuries-old victim of an un-aging curse – lives deep within, inside a network of tunnels leading eventually to a crown which it prizes beyond all things.
It has built traps around its lair – for example, poison inside badly hidden pits – but also three stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by earthquakes. 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 sphere on the fifth level.
Due to the subtle influence of a lamp (within the massive door 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 hellcat (bezekira) devil for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of Hungry Machines” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a high priestess (-Lvl 11- cleric) 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 dome s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown city; however every colonnade in it is made of Moss Agate and Dioptase.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Maggot of Writhing Dogs and a black metal sword, lightly flecked with still-warm blood. - The dungeon was originally a mortuary that is the command center of elementals, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent magical upheaval. Near the Southwest entrance, a lizardman of unusual intelligence suspects it may contain : a male dwarven diplomat, spouse to a powerful philanthropist. – one of particular interest – and so has dispatched orcs into the complex. They communicate via tiny clockwork men.
Meanwhile, a group of giant bewitched innocents who entered through a secret door to the Northeast suspects it may contain a killmoulis that they value. Their leader is said to be strangely righteous and is also a hulking bruiser with a dangerous pet – a mite that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a pair of sacred twins. It’s also far more vicious 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 skirmish in the halls.)
Unbeknownst to either side, a vampire – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to a large sharp cheese, sealed in a sand-colored wax rind 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 assassin vines. 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 above the massive door on the third level.
Due to the subtle influence of a diamond (behind the pool on level two) with a powerful curse on it, nearly all the inhabitants have become increasingly obsessed and some have gained additional bizarre physical and mental deformities. Some have become obsessed with ancient kings for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “obsessed chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a elven hangman 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 hourglass s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown sinister farm; however every colonnade in it is made of Tomb Jade and Red Tears.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Shard of Fear and a great frozen lake,where dark elves have began hacking into its depths to retrieve war machines of alien design, cast long ago into the lake. - The dungeon was originally a trap that is redesigned by spiders, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent death of the medusa responsible for the statues from which the surrounding stone was quarried. Near the Southwest entrance, a spider centaur of unusual intelligence suspects it may contain : a female scribe, ex-lover of a powerful huntsman (-Lvl 20-). – one of particular interest – and so has dispatched constructs into the complex. They communicate via killing dungeon vermin and leaving them mutilated in very specific ways.
Meanwhile, a group of creepily ingratiating warriors who entered through a secret door to the South suspects it may contain a scythe that they value. Their leader is said to be strangely bioengineered and is also a wizard with a dangerous pet – a stag demon that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of coral snakes. It’s also far more vicious than the typical member of its species. This group uses a network of vents 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 tween – a super-evolved, hyper intelligent one – lives deep within, inside a network of tunnels leading eventually to a set of fish-hooks which it prizes beyond all things.
It has built traps around its lair – for example, poison inside cleverly hidden pits – but also two stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by ice. 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 under the colonnade on the first level.
Due to the subtle influence of a ruby (near the dome 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 dark creeper for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of 30 Lies” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a husbandryman 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 altar s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown asylum; however every dais in it is made of Sapphire and Red Garnet.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Tomb of Annihilation and a scholar with steel eyes, with whom bygone machines communicate.