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- The dungeon was originally a pocket dimension that is a holy place for ninjas, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent terrible hordes of vermin. Near the Southeast entrance, a human female assassin of unusual intelligence suspects it may contain a hat – one of particular interest – and so has dispatched goblinoids into the complex. They communicate via a post or animate corpse to which objects and symbols are nailed.
Meanwhile, a group of frenzied bewitched innocents who entered through a secret door to the Southeast suspects it may contain a night hag that they value. Their leader is said to be strangely eerie and is also a sinister pet with a dangerous pet – a hellhound that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a sandman. It’s also far burning with zeal than the typical member of its species. This group uses hidden teleportation pools 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 hellcat – a centuries-old victim of an un-aging curse – lives deep within, inside a network of tunnels leading eventually to a skull which it prizes beyond all things.
It has built traps around its lair – for example, pressure plates connected up to elecical shock generators - sprays acid nearby – but also two stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by maggots. 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 below the statue on the fourth level.
Due to the subtle influence of an emerald (below the scale model on level two) with a powerful curse on it, nearly all the inhabitants have become increasingly homicidal and some have gained additional bizarre physical and mental deformities. Some have become obsessed with a high elf 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 master craftsman 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 mirror s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every well in it is made of granite and onyx.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Child of The Desert Waste and an underground temple, its great pools and brazen statues tended by a race of silent servitors. - The dungeon was originally a market that is taken from pirates, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent flood. Near the East entrance, a dryad of unusual intelligence suspects it may contain an ogrillon – one of particular interest – and so has dispatched a mezzodaemon into the complex. They communicate via tiny clockwork men.
Meanwhile, a group of drugged eerie warriors who entered through a secret door to the North suspects it may contain a grell that they value. Their leader is said to be strangely zealous and is also a tactical genius with a dangerous pet – a hag that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of monkeys. It’s also far larger 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 notice each other in the halls.)
Unbeknownst to either side, a panther, tiger or whatever big cat is appropriate to the region – an intelligent, time-travelling one – lives deep within, inside a network of tunnels leading eventually to a torch which it prizes beyond all things.
It has built traps around its lair – for example, a room that has reversed gravity and slime on the ceiling – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by mountains. 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 stairway on the second level.
Due to the subtle influence of a mace (under the garbage pile on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly delusional and some have gained additional bizarre physical and mental deformities. Some have become obsessed with ancient queens for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “amnesiac chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a actress 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 city of orcs; however every fireplace in it is made of Blue Quartz and Mynteer.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Virgin of Lost Sheep and a mighty war-beast, caparisoned in silk & crystal. - The dungeon was originally a trap that is the nest of troglodytes, 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 East entrance, a hag of unusual intelligence suspects it may contain a scythe – one of particular interest – and so has dispatched goblinoids 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 decadent lion-men who entered through a secret door to the North suspects it may contain a succubus that they value. Their leader is said to be strangely crippled and is also a powerful cleric with a dangerous pet – a pack of rats that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of war. It’s also far plagued than the typical member of its species. This group uses spiders 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 shocker – wielding powerful magic – lives deep within, inside a network of tunnels leading eventually to a cloak 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 burn victims. 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 model city on the first level.
Due to the subtle influence of a quill (behind the pool on level two) with a powerful curse on it, nearly all the inhabitants have become increasingly delusional and some have gained additional bizarre physical and mental deformities. Some have become obsessed with trees for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of Claws” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a watchman (-Lvl 4-) 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 carpet s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown prison; however every mirror in it is made of Horn Coral and obsidian.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Tomb of Circus and a small metal box, which whispers secrets in a language nearly forgotten. - The dungeon was originally a mode of transportation that is sold to elves, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent subtle but malign change to the ecosystem. Near the North entrance, a hag of unusual intelligence suspects it may contain : a female halfling trapper, sibling of a powerful priest (-Lvl 20-). – one of particular interest – and so has dispatched warriors into the complex. They communicate via pheromones.
Meanwhile, a group of sickly gazellemen who entered through a secret door to the West suspects it may contain a hydra that they value. Their leader is said to be strangely insane and is also a sinister pet with a dangerous pet – a treant that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a carbuncle. It’s also far privy to unnatural secrets 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, a goat centaur – with the favor of the gods – lives deep within, inside a network of tunnels leading eventually to a virgin which it prizes beyond all things.
It has built traps around its lair – for example, glue inside badly hidden pits - one obvious way of disarming the trap is itself a trap – but also three stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by a pair of sacred twins. 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 crib on the third level.
Due to the subtle influence of a weasel (behind the elaborate finger painting in blood on level three) with a powerful curse on it, nearly all the inhabitants have become increasingly depraved and some have gained additional bizarre physical and mental deformities. Some have become obsessed with morningstars for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of Thirst” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a beekeeper 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 palace; however every bed in it is made of Hematite and Pearl.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Collection of The Desert Waste and a glacier where thought itself may freeze. - The dungeon was originally a skeleton that is built for assassins, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent contamination. Near the West entrance, a clay golem of unusual intelligence suspects it may contain a hobgoblin – one of particular interest – and so has dispatched goblinoids into the complex. They communicate via clanging hammers.
Meanwhile, a group of sickly dog-people who entered through a secret door to the South suspects it may contain a staff that they value. Their leader is said to be strangely silent and is also a brooding gladiator with a dangerous pet – a constrictor snake that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of noise. It’s also far stronger 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 notice each other in the halls.)
Unbeknownst to either side, a pernicon – with the favor of the gods – lives deep within, inside a network of tunnels leading eventually to two oranges which it prizes beyond all things.
It has built traps around its lair – for example, a room that seals itself and is filled with water – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by a jackal-headed warrior. 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 elaborate finger painting in wine on the fifth level.
Due to the subtle influence of a skull (within the pit on level four) with a powerful curse on it, nearly all the inhabitants have become increasingly depraved and some have gained additional bizarre physical and mental deformities. Some have become obsessed with liars for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “depraved chamber” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a inventor 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 elaborate finger painting in blood s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown palace; however every crib in it is made of Black Opal and soapstone.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Child of Plagues and a great beast that rooms the land, its eyes struck out by a great blow, or dire treachery. It searches for the graveyard of its kind, for only there may it truly die. Until it does so, it leaves a path of ruin and lamentation behind it.