Rooms in In Dreams
← Back to Areas
- A Choice of Passages - At this point the hallway splits, with forks heading off in various directions. The sound of chanting, accompanied by whispering and the occasional thumping sound, come from the northeast, while to the southeast someone or something is creating a considerable racket, giggling and cursing accompanied by periodic explosions and the like.
- A Cramped Crawlspace - The door opens onto a narrow crawlspace, no wider than a few feet, which would make even a dwarf feel a little claustrophobic. The gloom is resistant to the penetration of your light, and you cannot see further than a foot or two in any direction within the crawlspace. A second door, similar to the first, lies at the far end. Creeping cautiously through the darkness, you press on.
- A Dark Chamber - The staircase ends here, at the southern end of a massive stone chamber, the walls and floor of which are covered in deep, savage claw marks, as of some gargantuan beast sharpening its claws, perhaps in preparation for battle or feasting? Piles of skulls, as high as your waist, have been arranged at regular intervals around the perimeter of the area, a grim reminder of the killing power of whatever beast resides here.
- A Dark Hallway - The darkness continues down this hallway, getting so thick you feel like it is going to choke you. The air here feels like a tangible object, as if it knows how to make your imagination wander. Suddenly you come to a wall at the end of the corridor. Is this a DEAD end?
- A Dark Sanctuary - Once a tomb of an ancient knight, the contents of this chamber have been cast out, and replaced with a long desk, laden with piles of parchment covered in black runes and sigils. A dull humming sound arises from them, accompanied by the occasional low moan. The air is thick with the stench of brimstone, and the blood that forms the pentagram on the floor seethes and bubbles, as if it were boiling. The naked corpse of an unfortunate villager lies drained of blood in one corner.
- A Flickering Light - The light grows steadily brighter here, coming from a single flame inside this dark room. A lonely man, armed to the teeth, is sitting at a small table here. On the wall you can see row upon row of keys, as if this small room is a guard chamber for a prison. Strangely enough, there don't seem to be any doors...
- A Formless Void - You find yourself falling, floating, drifting through a formless grey void devoid of sound, shape or colour. Howls and shrieks occasionally cut through the silence, the only distraction from the seemingly unending vista of grey. Words fail you as you attempt to rationalize this place, to define it, to describe it it is as if it defied existence itself.
- A Formless Void - You find yourself falling, floating, drifting through a formless grey void devoid of sound, shape or colour. Howls and shrieks occasionally cut through the silence, the only distraction from the seemingly unending vista of grey. Words fail you as you attempt to rationalize this place, to define it, to describe it it is as if it defied existence itself.
- A Formless Void - You find yourself falling, floating, drifting through a formless grey void devoid of sound, shape or colour. Howls and shrieks occasionally cut through the silence, the only distraction from the seemingly unending vista of grey. Words fail you as you attempt to rationalize this place, to define it, to describe it it is as if it defied existence itself.
- A Formless Void - You find yourself falling, floating, drifting through a formless grey void devoid of sound, shape or colour. Howls and shrieks occasionally cut through the silence, the only distraction from the seemingly unending vista of grey. Words fail you as you attempt to rationalize this place, to define it, to describe it it is as if it defied existence itself.
- A Grim Sight - The stairs end here, at a small landing lined with a carved wooden balustrade. The walls bear gothic murals, and the arched exit to the north is carved with visages of grinning gargoyles and leering demons. A shiver runs up and down your spine, and you realize that the master of this fell domain, is aware of your presence in his sanctum, though you cannot explain how you know this.
- A Hall - The corridor passes into a broad, marble floored hall at this point, the transition in decor apparently almost seamless. Gone are the framed pictures now you are confronted with grinning gargoyles, in various poses, which leer down from their pedestals to either side of the hall. Stout marble pillars, in stark doric form, rest in between each pair, supporting the high arched ceiling, which is richly decorated with elaborate murals.
- A Hidden Crypt - A narrow, dusty crawlspace runs behind the false wall, heading into the darkness, presumably towards the final resting place of someone of import. Why the tomb has been concealed thusly thus far remains a mystery. Cobwebs fill the shadowed ceiling, of which very little can be seen. Several pairs of footprints in the thick dust covering the floor indicates someone has been here recently...
- A Marble Hallway - This section of hallway is lined with gargoyles similar to those in the grand hallway on the lower level, save that in this case there are no pillars, as the ceiling is apparently not in need of such support, and the statues are smaller (but no less threatening). The sounds of activity grow louder to the east.
- A Monument - A Huge marble monument has been erected on this site in tribute to all that died in the ferocious Goblin Wars that devastated most of the nation. The statue shows a band of Elves courageously defending an unarmed woman and her child from a band of hideous Goblins, and is quite brilliantly fashioned.
- A Quiet Path - The path continues, wending its way ribbonlike down the slope of the grassy hill. Trees of various types have burst sporadically through the soil to either side over the centuries, making the sloping terrain resemble a patchwork quilty of green and brown shades. Twisted, gnarled things, they loom menacingly like the footsoldiers of some army of flora. The cobblestones shift underfoot occasionally, evidence of insufficient maintenence.
- A Quiet Path - The path continues, wending its way ribbonlike down the slope of the grassy hill. Trees of various types have burst sporadically through the soil to either side over the centuries, making the sloping terrain resemble a patchwork quilty of green and brown shades. Twisted, gnarled things, they loom menacingly like the footsoldiers of some army of flora. The cobblestones shift underfoot occasionally, evidence of insufficient maintenence.
- A Quiet Path - The path continues, wending its way ribbonlike down the slope of the grassy hill. Trees of various types have burst sporadically through the soil to either side over the centuries, making the sloping terrain resemble a patchwork quilty of green and brown shades. Twisted, gnarled things, they loom menacingly like the footsoldiers of some army of flora. The cobblestones shift underfoot occasionally, evidence of insufficient maintenence.
- A Rubble Strewn Street - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- A Ruined Chapel - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- A Ruined Street - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- A Ruined Structure - The interior of this structure is in total ruin, destroyed and abandoned centuries before even the rise of Delos. Nothing of value remains it has long since been looted or ruined. There are signs, however, that something has recently been rummaging through the rubble, for whatever purpose. A gaping hole in the roof leads to a partially intact second level.
- A Small Chamber - The interior of this chamber is shrouded in shadow, which could conceal innumerable threats. Imagining a foe lurking in every corner, you make your way slowly and cautiously into the room. Your light illuminates a small stone lever, set in the far wall.
- A Small Room - The door opens onto a small, cramped chamber, which boasts a rickety wooden table, bearing a jack of ale and a half-eaten loaf of bread. Next to the table rest two equally rickety chairs, laden with loose nails and splinters, while a narrow cot covered in crumpled bedding lies in the northeast corner. The only other feature of note is the ceiling, which bears a very interesting mural depicting the gods opening a rift to another world.
- A Somber Hallway - You clamber up into the end of a narrow hallway, the walls of which are painted a subdued brown. No ornaments or other decorative features embellish its starkness. The only other way out of here is to head east, towards a junction.
- A Stone Arch - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- A Stone Causeway - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- A Subterranean Catacombs - A low-ceilinged tunnel lies here, running beneath the chapel, undoubtedly to various tombs and storage rooms. Most churches of this region bear similar underground tombs indeed, many of the saints are interred beneath the altars of churches and cathedrals. Past nobility and others of means would have been buried in specially constructed crypts, spaced along the twisting tunnels that honeycomb through the hill. The air here is foul, as would be expected, though there is more than the stale stench of such tombs. Something evil.
- A Waterfilled Chamber - The passage ends here, on a ledge that circles the edge of a large water filled chamber. The stone of the ledge can be seen beneath your feet, even through this murky water, and the point where it disappears, giving way to the depth of the chamber is clearly visible. It would be possible to circle the chamber, sticking to the ledge that heads around the western edge, and reach the exit on the northern wall, or you could brave a trip across the deeper section to the north, significantly reducing the time the journey would take, but also meaning you would have to brave whatever perils may lurk here.
- A Waterfilled Passageway - The water here rises to waist depth as the passage descends slightly, heading north towards a place where it ends in a large water filled room. The scum floating on the surface of the water exudes a powerful, rotting odor that makes you feel rather ill and dizzy. Various other objects bob in the water or brush against your legs. The whole journey is extremely unpleasant, and you find yourself fervently hoping for dry ground soon.
- A Way out? - The corridor leads out of the menagerie and into a small area which contains a marble staircase, which ascends to whatever lies next within the unholy citadel. You cannot hear or smell anything coming from above, and have little idea what may await. However, knowing this place, it will not be pleasant...
- A Wooded Glade - You feel a sudden sense of peace and serenity wash over you as you enter this gentle wooded glade. There is the sound of braying ahead and you fancy you can smell the equinine beast. The aura of the surroundings make you feel like doing nothing more that lying down and resting for a LONG time...
- A rubbish strewn passageway - This section of corridor is littered with chunks of masonry, sent flying by the impact of the guardian's head with the wall. The air here is thick and still, and quite stale you doubt it has been breathed in quite some time. A flickering light issues forth from somewhere far to the south.
- An Ancient Dwelling - Judging by the size of this structure, or what remains of it, this must once have been the residence of someone of significant importance in the city the mayor, perhaps, or the high priest of the temple. At any rate, it appears to have survived better than most of the other structures, a statement of either its structural integrity or the result of some latent programming of the golems that still prevents them from levelling it.
- An Unpleasant Greeting - Suddenly your light source flares into full light, as you step past some limit of the magical field, and you find yourself in a large black chamber, the walls of which writhe and moan as if they were alive. The floor is slick with blood and gore, and you notice to your horror that so are your hands and booted feet. Blood covers most of you, in fact, thick clumps matting your hair and staining your armor. Shrieking, you scarcely notice the other horrors this chamber conceals.
- Another Staircase - A Narrow Staircase winds upwards. A cold blast of stale air ruffles your hair and touches your nose with a foul stench.
- Approaching the High Tower - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- Before a Polished Door - Before you is a polished wooden door, set in the north wall. The end of the hall to the west is covered by a massive tapestry, depicting a battle from centuries past, presumably fought on some otherworldly plain, between humanity and evil. From the view of the artist, the forces of evil are pitiable wretches, being set upon by hordes of angry aggressive humans intent on their destruction a decidedly biased depiction.
- Beyond the arches - You pass through the arches and emerge in a long hallway, the walls of which are fashioned from a dull grey stone, devoid of architectural features or any specific design. They stretch high on either side, as far as you can see, towards a mist shrouded ceiling several hundred feet up. You think you can hear something flapping about up there, and imagine for a second thick, leathery wings beating in the still air. To the north, the hallway stretches as far as you can see, while a locked steel gate leads south back into the void.
- Commanders Quarters - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- Dark Shifting Halls - Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either.
- Darkness - Feeling worse than helpless, you grope blindly through the darkness, reaching out with your hands for any obstacle. More than once your groping touch encounters warm, soft flesh covered in fur that moves under your grasp, and you withdraw your hand in revulsion. The floor is slippery with some unknown substance that has the odor of fresh blood.
- Darkness - Feeling worse than helpless, you grope blindly through the darkness, reaching out with your hands for any obstacle. More than once your groping touch encounters warm, soft flesh covered in fur that moves under your grasp, and you withdraw your hand in revulsion. The floor is slippery with some unknown substance that has the odor of fresh blood.
- Darkness - Feeling worse than helpless, you grope blindly through the darkness, reaching out with your hands for any obstacle. More than once your groping touch encounters warm, soft flesh covered in fur that moves under your grasp, and you withdraw your hand in revulsion. The floor is slippery with some unknown substance that has the odor of fresh blood.
- Fate - The noble that once ruled this city resided here, in what was once an opulent palace. Now only moldering scraps of cloth and broken furniture remain, a dim legacy of a glorious past. So stricken with grief was the noble at the fate of her city (she has been dead so long all have now forgotten her name, including herself), that she took her own life, and now haunts this place.
- Gallery of the Macabre - Before you is a large, arched hall, the vaulted ceilings over sixty feet in height. Several iron wrought chandeliers, laden with unlit candles, hang from hooks set in the supports, while the grey stone walls bear elaborate murals of pain, death and mutilation. Several items are displayed here, as grotesque museum exhibits, including an iron maiden, a rack, several tables laden with manacles and iron masks, and an iron chair. The air is musty, and carries the faint taint of putrescent flesh apparently not all of this equipment was cleaned before being placed here.
- Inside the Chapel - Dark stains, marking the point where wounded victims attempted to scale the walls to clamber out the broken stained glass windows, cover the once-white walls, a grim reminder of the unpleasant fate suffered by those whose bodies litter the chapel. A thick stench causes constant discomfort, although it is not as bad here as in the central worship area. Scrawlings and scribblings cover the walls here scribed in blood by some deranged man.
- Inside the Chapel - The bulk of this wing of the chapel has been filled with bodies, piled high for some unfathomable purpose. Most of them are in various stages of decay, and show signs of having been at least partially devoured over the last few weeks, as if some beast pauses to nibble every now and again on the protruding pieces of flesh. Faces agape in visages of pure terror, these unfortunates have been damned, their souls taken as easily as their bodies.
- Lieutenant's Quarters - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- Looking out the Window - A sound of a cry comes from the courtyard below. Peering through the window panes you see there is indeed, a woman with dishevelled hair, holding her hands over her heart as one distressed with running. She is leaning against a corner of the gateway. Upon seeing your face at the window she shakes her fist and shouts MONSTER!
- Outside the ruins - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- Perilous Halls - You enter a Glowing Sphere. Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either.
- Ruined Barracks - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- Sepulchure - This small chamber lies nestled beneath the looted tomb, apparently the quarters of someone of equal importance but differing needs. No furniture can be seen, save for a single board, to which several small animals have been nailed, as part of some dark ritual of augury. Whoever resides here had little in the way of material possessions, or had little need for such trappings.
- The Ancient Stairs - At this point you surmise that you are almost near the top the stairs show considerably less signs of wear (indicating that few adventurers made it this far) and you fancy you can hear loud breathing coming from a dark chamber that is now coming into view at the top of the stair. Smiling with relief, you hasten your pace, and ready yourself for the next challenge this tower will hurl at you.
- The Ancient Stairs - Small chunks of masonry break away from the stairs under your feet as you ascend, causing you to cling tenaciously to the wall as you edge your way upwards. The stair is barely wide enough for one person, let alone more, and you realize that you will be a sitting duck for any foe that might fly up the chute that the staircase circles as it winds its way around the inner wall of the tower.
- The Ancient Stairs - The stair continues, for what seems like forever, winding around and around, soaring higher into the tower, which is obviously much larger than it appeared from the view you glimpsed through the window earlier. Either that, or some fell enchantment is at work ... WHOA! You shriek as your concentration slips during your musings, and you lose your footing. Scrabbling furiously, you manage to leap to the next step, and glance back at the pile of debris that was once supporting your foot as it plummets into the inky darkness below. Wiping your brow with relief, you collect yourself and continue.
- The Arches of Oblivion - The clear stone causeway runs north, lined by the statues, heading towards a low set building, of white stone but crisscrossed with deep red lines, that glow faintly. The door is of mithril, and sits open, and you fancy you can hear a faint humming coming from within. It seems innocuous enough, but if this is indeed the lair of a person of import or power, you are fairly certain that they wouldn't make their home in this dark wood if they were not of evil mein.
- The Base of a Crumbling Staircase - Spiralling upwards, as far as you can see, is a narrow, crumbling stair, clinging precariously to the edges of the circular stairwell it inhabits. A gaping blackness lies below, in the space the stairs circle as they ascend a false step could mean plummeting far down into whatever foul depths the tower plumbs.
- The Base of the Stairs - The path ends here, before a stone arch set into the side of a small hillock. Peering in between the stone supports, you see a narrow stairway descending into the darkness below, towards a tomb, perhaps, or the lair of some intelligent underground-dwelling species. Either way, you suspect that they wouldn't be partial to visitors.
- The Canyon - You walk the bottom of the canyon where the river used to flow. All that is left of the once mighty river are scattered red pools of blood. A terrible wind blows from down stream, bringing the smell of death to your nose.
- The Canyon - You walk the bottom of the canyon where the river used to flow. All that is left of the once mighty river are scattered red pools of blood. A terrible wind blows from down stream, bringing the smell of death to your nose.
- The Canyon - You walk the bottom of the canyon where the river used to flow. All that is left of the once mighty river are scattered red pools of blood. A terrible wind blows from down stream, bringing the smell of death to your nose.
- The Canyon - You walk the bottom of the canyon where the river used to flow. All that is left of the once mighty river are scattered red pools of blood. A terrible wind blows from down stream, bringing the smell of death to your nose.
- The Canyon - You walk the bottom of the canyon where the river used to flow. All that is left of the once mighty river are scattered red pools of blood. A terrible wind blows from down stream, bringing the smell of death to your nose.
- The Catacombs - A low-ceilinged tunnel lies here, running beneath the chapel, undoubtedly to various tombs and storage rooms. Most churches of this region bear similar underground tombs indeed, many of the saints are interred beneath the altars of churches and cathedrals. Past nobility and others of means would have been buried in specially constructed crypts, spaced along the twisting tunnels that honeycomb through the hill. The air here is foul, as would be expected, though there is more than the stale stench of such tombs.
- The Catacombs - The passage ends here, at the top of a narrow stair that descends into the darkness, out of the range of any light source. A chill fills the air, accompanied by occasional gusts of wind from somewhere far below. Moans are carried on this unnatural breeze, moans of sheer anguish and despair.
- The Chapel - A foulness fills the air of the chapel, a certain malevolence not easily quantifiable. It is more than the corpses lying amongst the pews, more than the bloodstains covering the walls, more than the mutilated bodies hanging from the scorched rafters, depositing the occasional piece of burnt flesh. It is a presence, as of some dark force that was defiling soul as well as body and mind. Shattered remnants of various religious objects tell the tale of the sorry fate suffered by the worshippers who were caught here when the evil arrived
- The Commanders Office - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- The Corridor - The corridor is glowing oppressively in a red hue. You can hear wailing through an open black hole to the east. To the south there is a round door.
- The Demonic Chantry - A Lord's Resting Place The stairs end some thirty feet down in a cavernous chamber, the walls of which are lined with unlit torches thrust into metal sconces, set at regular intervals around the perimeter. In between each sconce hangs a portrait, of knights of ages past. Above each portrait hangs a coat of arms of that knight's house, a mark of respect to the knight and to his house. Piles of corroded weapons lie atop moldering clothing below each picture the remains of the knight's battle garb, worn so bravely in life and now left to rot in death. Of their bodies, though, there is no sign. Only a single coffin can be seen in the room, placed in the center of the chamber, atop a stone plinth. It is from this coffin that the breeze, and the sounds it carries, appears to emanate...
- The Demonic Chantry - In ages past, these narrow passages served as access for the priests to bless the resting places of the dead, but now these dead have risen and the priests have all been slain. Evil reigns supreme here, seeming to envelop all in an almost-quantifiable grasp. Cold hands clutch at those who pass, as if the disturbed souls of the restless dead seek to exact their vengeance at this final insult.
- The Demonic Chantry - Twisting corridors, lined with vacant spaces where once lay the corpses of the fallen, wind through the hill beneath the chapel, spreading out in all directions. These excavations took centuries to complete, and yet were taken over by the agents of the Wizard in a mere matter of hours. What became of those interred here is unclear, though there is the grim possibility that many of them now roam the catacombs as the foul ghouls.
- The Demonic Chantry - The passage ends here, in a dead end that boasts but a single stone door, set in the eastern wall and heavily decorated with murals of scenes common to the afterlife. A series of dark glyphs have been superimposed on this mural, doubtless marks of the cabal, signifying that who (or what) lies beyond this door is of some importance...
- The Demonic Chantry - Once a tomb of an ancient knight, the contents of this chamber have been cast out, and replaced with a long desk, laden with piles of parchment covered in black runes and sigils. A dull humming sound arises from them, accompanied by the occasional low moan. The air is thick with the stench of brimstone, and the blood that forms the pentagram on the floor seethes and bubbles, as if it were boiling. The naked corpse of an unfortunate villager lies drained of blood in one corner.
- The Desecrated Graveyard - Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents.
- The End of the Concourse - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- The End of the Line - The staircase emerges into a plain stone chamber, devoid of furnishings. These chambers serve an unknown purpose, though presumably they are important to the Wizard in some way, as he has positioned a mighty stone guardian to watch over them.
- The Evil Sanctum - The panel opens onto a small chamber, no more than a dozen feet on each side, which contains naught but a small slab of obsidian, set in the middle of a blazing pentagram of fire. Smoke fills the room, causing you to choke and gag, while the heat from the pentagram is quickly becoming unbearable. What manner of being would reside in such a fell domain?
- The Foot of the stairs - At this point a stone staircase ascends to a second, presumably more interesting, level, leaving the bleak grey corridor behind. You certainly aren't reluctant to do so either. You hear nary a sound in this place, every step you take echoes around the cavernous hall a thousand times.
- The Glowing Sphere - The chamber ends here, before a gaping hole in the ceiling, which is filled with a glowing translucent sphere. Although it crackles and shimmers with powerful magicks, the energy surging from it doesn't do you any noticeable harm. There doesn't appear to be any other way onwards except through whatever this sphere keeps in place.
- The Hidden Lair - This fouled hole, partially filled with broken bones and rubble, is heavy with the stench of death and decay. Putrescent chunks of flesh lie half-devoured over the floor, amidst bloodstains and puddles of other substances. Despite the filth, the lair may hold something of interest, for it is here that the ghouls store their booty...
- The Lieutenant's Office - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- The Northern Boulevard - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- The Rubble Strewn Street - A Grim Sight [ Exits: n s w ] (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! You have just entered a PK ROOM! BEWARE! Approaching the High Tower [ Exits: n s ] You have just entered a PK ROOM! BEWARE! A Stone Arch [ Exits: n e u ] (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! (Red Aura) A treelike humanoid with backwards feet charges towards you. ...he glows with a bright light! (Red Aura) A Giant snake like creature is slithering here. An abominable feline stalks prey here. ...it glows with a bright light! You have just entered a PK ROOM! BEWARE! A Regonim is surrounded by a white aura. A Regonim burns you with his fire breath. A Regonim INJURES you with his BITE. You feel surrounded. Outside the ruins [ Exits: n e w ] An abominable feline stalks prey here. ...it glows with a bright light! An enraged berserker warrior screams and attacks! ...he glows with a bright light! An abominable feline stalks prey here. ...it glows with a bright light! (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! An abominable feline stalks prey here. ...it glows with a bright light! You have just entered a PK ROOM! BEWARE! You feel surrounded. Eyrtug snarls like a cornered, vicious animal. Eyrtug says, 'More flesh to fall beneath the blades of my axes!' Eyrtug throws back his head and cackles with insane glee! You easily dodge Eyrtug's attempt to bludgeon you. You feel surrounded. You feel surrounded. A Ruined Street [ Exits: n e w ] (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! You have just entered a PK ROOM! BEWARE! The End of the Concourse [ Exits: n w ] (Red Aura) A faint blue glow surrounds a nearby skeleton. ...it glows with a bright light! An abominable feline stalks prey here. ...it glows with a bright light! You have just entered a PK ROOM! BEWARE! Vandite tells you, 'You can't sneak past me Tayn.' Vandite STABS you extremely hard. You feel surrounded. The Northern Boulevard [ Exits: n s ] (Red Aura) A Rotting ghoul gibbers and drools maniacally towards you. ...he glows with a bright light! (Red Aura) A skeleton clad in moldering armor stumbles through the trees. ...he glows with a bright light! (Red Aura) A faint blue glow surrounds a nearby skeleton. ...it glows with a bright light! You have just entered a PK ROOM! BEWARE! Vandite tells you, 'You can't sneak past me Tayn.' Vandite chills to the bone! Vandite's eyes flare with rage. Vandite STABS you. A Rubble Strewn Street [ Exits: n e s ] You have just entered a PK ROOM! BEWARE! A Rubble Strewn Street Gaping holes in the road the size of a giant's fist at frequent intervals are a firm testament to the strengh and fury of the mighty magical servants that now rampage unchecked through this ancient city. You shudder as you imagine your head being the focus of one of these sledgehammer blows.
- The Second Floor - Some creature has turned this area into a home, of sorts, filling it with all manner of items scavenged from the ruined dwelling below. Partially demolished tables support cracked and chipped urns and plates, while armless and legless statues are propped up against the crumbling walls. Plaster coats the floor, having long since crumbled and fallen from the walls.
- The Second Tier - The steps end before a rusted iron door, set in the earth of the north wall. A keyhole is present, but nature has rendered it unusuable over the centuries, so even if you had the correct key it would serve no purpose. A single rune, the rune of Death, has been carved into the door, visible even through the heavy corrosion. A thin layer of moisture can also be perceived, the type of condensation common to metal exposed to cold temperatures for extended periods, the water forming a sheath as a result.
- The Stockade - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- The Tomb of Ctenmiir - Inky blackness beckons at the end of the crawlspace, cold, loathsome darkness that envelops and threatens to engulf you; you shudder at the imagined deathly cold touch. Then you realize that the touch was not imagined. Something lives here, in this room filled with darkness that no light may dispel. Something vile, something dark and wicked, older and more evil than the passing of countless centuries can measure or compare. And you have no doubt that the primary goal of this heinous unseen foe is to extinguish all light and life.
- The Top of the Stairs - The stairs lead into a wood panelled corridor, lined with neatly framed lithographs and oil paintings, depicting pastoral scenes on a dozen different worlds. Despite his habit of devouring whole realities, The Fiend that inhabits this place appears to have a slightly sentimental attachment to those he destroys. Small chandeliers hang from the high ceiling, illuminating the corridor.
- The Tower - The trail ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it?
- The Unicorn Glade - You have entered the sanctum of the Unicorns, close friends and allies to the Gods. However, despite their benevolent nature, the Unicorns dislike intruders, especially armed and aggressive ones, and will not hesitate to use extreme force to evict them. In addition, to protect these creatures a powerful enchantment was placed on this place to prevent magical attacks.
- The Unicorn Glade - You have entered the sanctum of the Unicorns, close friends and allies to the Gods. However, despite their benevolent nature, the Unicorns dislike intruders, especially armed and aggressive ones, and will not hesitate to use extreme force to evict them. In addition, to protect these creatures a powerful enchantment was placed on this place to prevent magical attacks.
- The Unicorn Glade - You have entered the sanctum of the Unicorns, close friends and allies to the Gods. However, despite their benevolent nature, the Unicorns dislike intruders, especially armed and aggressive ones, and will not hesitate to use extreme force to evict them. In addition, to protect these creatures a powerful enchantment was placed on this place to prevent magical attacks.
- The mausoleum - The hall narrows again here, to the dimensions of the museum of torture, and is very similar in appearance, save that this chamber is filled with large stone sarcophagii, all open, revealing the perfectly preserved remains of unknown mages and priests from times forgotten. Peering closer, you are relieved to note that they appear to be quite dead, and not about to leap forth and attack you, unlike the other "corpses" you have encountered in the forest of the walking dead. The hall continues for a short distance to the west, where it ends at an arched entranceway.
- To the Death - Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast.
- To the Death - Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast.
- To the Death - Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast.
- To the Death - The tunnel here becomes more even, the walls and ceiling more uniform, constructed of fitted stones instead of soft earth. The air still carries the now-familiar stench of death and decay, but here it is tainted with something else, a darker scent, of ancient evils awakened and brought to this realm. The walls are greasy, slick with a dark substance that looks suspiciously like the ichor of some unholy beast.