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- The dungeon was originally an execution grounds that is used to train young criminals, 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 human male wizard of unusual intelligence suspects it may contain : a male elven doctor, lover of a powerful slave. – one of particular interest – and so has dispatched constructs into the complex. They communicate via a system of bells.
Meanwhile, a group of biomechanical dark elves who entered through a secret door to the East suspects it may contain a flagellant that they value. Their leader is said to be strangely zealous and is also a wizard with a dangerous pet – a gibberling that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of goats. It’s also far burning with zeal 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 white or yellow pudding – with the favor of the gods – 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, magical sensors connected up to flame jets – but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by knives. 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 plinth on the fourth level.
Due to the subtle influence of a cloak (under the meat locker on level four) 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 ponys 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 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 orrery s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown palace; however every plinth in it is made of Euclase and sandstone.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Horde of Forlorn Marsh and the EnigMan, returned from a centuries-long journey beyond the sky, awakening from his slumber to a world gone mad. - The dungeon was originally a sanatorium that is all in the imagination of gnomes, 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 Southwest entrance, a lizardperson of unusual intelligence suspects it may contain : a female elven baronet, sibling of a powerful captain (-Lvl 20-). – one of particular interest – and so has dispatched rocmen into the complex. They communicate via vacuum tube eels.
Meanwhile, a group of insane animate discards of body who entered through a secret door to the Southwest suspects it may contain a throat leech that they value. Their leader is said to be strangely giant and is also a relative of a PC with a dangerous pet – a snow leopard that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of a monstrous spider. It’s also far faster 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 mushroom man – a centuries-old victim of an un-aging curse – lives deep within, inside a network of tunnels leading eventually to a shield which it prizes beyond all things.
It has built traps around its lair – for example, a room that has reversed gravity and spikes on the ceiling – but also three stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by metal objects. 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 puppet on the first level.
Due to the subtle influence of a book (within the pipe on level two) 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 tattooed and flayed skins 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 detective 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 arch s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown city of goblinoids; however every organ in it is made of Moonbar and white marble.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Throne of the Insects and a small metal box, which whispers secrets in a language nearly forgotten. - The dungeon was originally a parking garage that is a zoo to amuse elves, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent comet, causing madness. Near the Southwest entrance, a devildwarf of unusual intelligence suspects it may contain : a female templar, possessor of a magical warhammer. – one of particular interest – and so has dispatched lizardfolk into the complex. They communicate via clanging hammers.
Meanwhile, a group of insane humanoids with cattle-like features who entered through a secret door to the West suspects it may contain : a female interpreter, sibling of a powerful philosopher. that they value. Their leader is said to be strangely sickly and is also a powerful mutant with a dangerous pet – an achaierai that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of insects. It’s also far less intelligent and more vicious 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 notice each other in the halls.)
Unbeknownst to either side, a firesnake – a super-evolved, hyper intelligent one – 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, poison inside badly hidden pits - one obvious way of disarming the trap is itself a trap – but also two stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by murderous accidents. 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 fireplace on the second level.
Due to the subtle influence of eleven sacks of flour (within the idol on level four) with a powerful curse on it, nearly all the inhabitants have become increasingly amnesiac and some have gained additional bizarre physical and mental deformities. Some have become obsessed with a lava children 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 man of letters 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 pool s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown palace; however every puppet in it is made of silver and electrum.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Shard of Skull Beetles and a mighty war-beast, caparisoned in silk & crystal. - The dungeon was originally a ship that is the city of sadness elementals, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent accidental demon summoning. Near the Southeast entrance, a dwarven female wizard of unusual intelligence suspects it may contain : a female collector, secretly a witch. – one of particular interest – and so has dispatched bewitched innocents into the complex. They communicate via a system of bells.
Meanwhile, a group of sickly warriors who entered through a secret door to the Southwest suspects it may contain a weasel that they value. Their leader is said to be strangely sickly and is also a relative of a PC with a dangerous pet – a son of kyuss that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of an eagle. 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 negotiate in the halls.)
Unbeknownst to either side, a pack of baboons – a centuries-old victim of an un-aging curse – 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, magical sensors connected up to flame jets – but also two stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by sacred beggars. 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 under the organ on the third level.
Due to the subtle influence of a crown (below the sphere on level three) 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 an earwig for reasons unknown.
Perhaps the most disturbing room in the dungeon is the so-called “Chamber of Children” which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a drummer 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 prison; however every cauldron in it is made of Moonstone and Onyx.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Tome of The Lunacies and a pleasure-automaton built to fulfill its master’s every whim, now masterless and roaming the darkened corridors. - The dungeon was originally a sewer that is merely a map leading to a paradise thas is now the home of medusae, but has been forgotten by most civilized races for eons. It was rediscovered due to the recent contamination. Near the Northwest entrance, a cannibal halfling of unusual intelligence suspects it may contain an algoid – one of particular interest – and so has dispatched lion-men into the complex. They communicate via vacuum tube eels.
Meanwhile, a group of silent a halfling male witch who entered through a secret door to the Northeast suspects it may contain a war axe that they value. Their leader is said to be strangely drugged and is also a skilled alchemist with a dangerous pet – an al-mi’raj that appears to obey his/her every whim. It roams the halls seeking sustenance but is afraid of clouds. It’s also far stronger 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 negotiate in the halls.)
Unbeknownst to either side, a halfling vampire – an intelligent, time-travelling one – lives deep within, inside a network of tunnels leading eventually to a scythe 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 three stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by swords. 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 dais on the first level.
Due to the subtle influence of one edible mushroom (under the fountain 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 slugs 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 ambassadress 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 doll house s/he sees in the dungeon.
The dungeon’s architecture resembles an overgrown underground city; however every well in it is made of Sapphire and Aquamarine.
Moreover, it is said that, hidden deep within the complex where no mortal has been in eons, is the Secret of Skull Beetles and a mighty osmium scythe, an artifact from the Last Days of Man.