Description of dungeons
a prestigious academy for necromancers striving to enhance their craft,
Bedlam is now the home of a monstrosity created by their grisly
experiments. Most of the students have fled and the remaining
instructors struggle to regain control of the school, with very little
success. Outsiders are not welcome to assist without invitation; a
dubious honor which must be earned. Characters enter through the main
gatehouse of the fortified manor.
of the oldest trees in existence, the ancient Yew that is tied to Lady
Melisande is twisted and grotesque. Too powerful to die in the swampy
ground, as the others of its kind have, its mighty roots draw upon
blighted soil to live. The immense trunk and squat shape tilts
dangerously, with tangled mud clotted roots exposed along an entire
third of its perimeter. The tree leans precariously but endures, the
poison of its needles and seeds bringing agonizing death to wildlife
that wanders too near. Adventurers enter the blighted grove by passing
under the exposed roots of the tree and work their way along the downed
branches and the rotted out interior of the trunk. Every aspect of the
Yew tree is poisonous and dangerous.
immense avalanche has revealed the existence of a previously
inaccessible ancient structure. Through a winding gorge, players descend
to the crumbling edifice built into the cliff wall. The mysterious
building is covered in bas relief sculptures of terrifying men-beasts,
with bull heads and powerful human torsos. The building is smaller than
the exterior would suggest and exits into an immense courtyard, open to
the sky and surrounded by other buildings to explore.
series of small caves which interconnect with one another serve as the
home of troglodytes and their domesticated pets. Gathering and meeting
places are larger caverns with primitively decorated floors and walls.
underworld lair of Chief Paroxysmus has been exposed to the surface.
Minions and inhabitants of his realm are already seeping out into the
world to wreak havoc and feed. Adventurers enter through a huge sinkhole
and work their way through twisting passageways, traveling past deformed
shapes melted into the stone by the corrosive acids that ooze through
the stone cracks and flow in the venomous river to reach the palace
proper. The very air of the place is acrid and tainted, making
and trapped within crystalline caves, the shimmering effusion waits,
fascinated with its own light and reflections in the bright clear water.
You can see all kinds of keys at the picture.
The first key is dropped by crystal serpent, second by crystal demons,
third by crystal hydra, fourth by crystal vortex, fifht by crystal
lattice seeker and the last one by unfrozen mummy. Each key has a 30 %
chance to be dropped, so don't worry if you kill something and get no
This makeshift town is the homes all sorts of
creatures that don't fit into mainstream elven society but share similar
views and ethics with one another. A ragged camp of misfits and
ethically challenged individuals, Sanctuary welcomes murderers with
reckless abandon. Lethal encounters are common in and around the
structures as housing is limited and the settlement operates on the
basic assumption that taking what you want is the best approach to life.
No one is ever safe in Sanctuary, but some of the most amazing tales are
told there. Some are even true. Adventurers enter Sanctuary through a
stockade entrance and quickly find themselves in terrain
reminiscent of a giant garbage dump.
Black Order has new leadership, unbeknownst to the majority of the elite
guild of thieves and assassins. The Travesty, an ultimate doppelganger,
has taken control and is now directing the actions of the membership for
its own malign purposes. The base of operations for this incredibly
dangerous secret society is a great fortress that is hidden from view
through powerful illusionary magic. The entire place is riddled with
traps, illusions, hidden areas, and secrets. The entrance to the dungeon
is still somewhat of a mystery, but is said to involve a box of some
sort that isn't always found in the same place.
a pristine forest glen nestled amidst mountains, this area is now the
tainted home of Dread Horn. Gnarled trees, stagnant pools of brackish
water, huge spider webs, and thorny obstructions create a terrain ruled
over by the influence of the blighted unicorn. Adventurers enter the
dungeon by passing between a narrow gap in the bramble covered trees.
Thorns bite into boots and entangle feet. Vast spider webs cling to
players slowing their movement and drawing the attention of the
arachnids who make this area their home.
Creatures that make this tortured landscape their homes include: Dire Wolves, Changelings, Whipping Vines, Quagmires, Satyrs, Evil Pixies, Corpsers, Dread Spiders, Giant Black Widows, Irk and Gnaw.