Rooms in Lords Mountain
← Back to Areas
- 3-Way Intersection - The tunnel offers a choice of heading north or east. Conditions look similar in either direction, with low cramped ceilings and dank, noxious smelling air. The tracks for the ore carts branch in a Y-pattern with a nearby lever for shifting directions.
- 3-Way Intersection - The mine tunnel splits again, heading east and south. There is another Y-fork in the cart tracks and a lever nearby to change directions.
- 3-Way Intersection - The tunnel splits here, heading west into a narrow cramped corridor or south along a wider downward sloping path.
- 3-Way Intersection - The mine passage narrows substantially, to about 5' across and only around 4' high. Even the dwarves would have some trouble walking upright in these cramped quarters. Roughly hewn corridors run east and south.
- 3-Way Intersection - The mine tunnel splits again, heading east and south. There is another Y-fork in the cart tracks and a lever nearby to change directions.
- 3-Way Intersection - The tunnel branches off to the east and north. The northern corridor leads into a large cavern that is dimly lit by long- burning oil lanterns, while the eastern corridor looks like it leads deep into the new mining zone.
- 3-Way Intersection - Once again, you are presented with a choice of paths. The tunnel north is quite large, while the one to the east is barely wide enough to proceed in single file.
- 3-Way Intersection - The tunnel splits off to the east and north. The northern branch seems a bit wider and higher while the eastern passage follows the small, rough cut pattern you've encountered so far.
- 3-Way Intersection - The tunnel runs only a short distance north before it splits once again with a passage east and another north.
- 3-Way Intersection - The mine tunnels give way to a series of underground caverns. Support beams and clean cut walls are no longer apparent and rough hewn passages are all you encounter. After a few hundred feet the caverns branch to the east and west.
- 3-Way Intersection - The cramped corridor snakes around a few large stalagmites and splits once more with a path south and to the east. Water drips steadily from the corridor ceiling and you smell a sulfurous tinge in the air.
- 3-Way Intersection - The tunnel splits here, heading west into a narrow cramped corridor or south along a wider downward sloping path.
- 3-Way Intersection - The tunnel forks at a dense iron deposit, heading east and south around the ore. Though some extraction has been done here, there is plenty of ore left and the dwarves are undoubtedly planning to finish this job later.
- 3-Way Intersection - The wall of the tunnel has been breached on the southern side and opens into a much larger series of natural caverns. It appears the dwarves left their discovery alone, minimizing the breach and just continued digging to the east.
- Access Tunnel - This rough hewn passage is a continuation of the mines and looks to be an older section that has since been depleted and expanded into new territory. Indeed, the supposition is logical as you can clearly see more mining tunnels to the west.
- Access Tunnel - The rough hewn passage is comfortably wide and built to accommodate beings up to 18' tall and half as wide. Up ahead there is just such a being, wearing strange glyph-tailored skins and beating a steady beat on a drum around its waist while barking loud, unintelligible orders alternately to the north and south tunnels.
- An Underground Lake - You have arrived upon the bottom of a massive underground lake. Looking about you, you notice that it is brighter here than in the tunnels below. The water cool and clear and it seems relatively safe. You notice shapes all about swimming. Might as well venture forth.... You made it this far alive now didn't you? There is a carved piece of driftwood floating here. The carvings appear to be leglible writings.
- Ancient Lair - This cavern extends well beyond the scope of your diminished visual capacity, but even so you can tell that it is absolutely huge. The ceiling is at least 300' high and the chamber itself has a minimum diameter of half a mile. The walls glisten slightly and you realize that they have been lightly crystallized by extreme heat or pressure. Far to the south is a pile of what appears to be glistening yellow gold! Unfortunately, there's also a vast black, serpentine form descending from the murky heights...dear lord, it's a DRAGON!!
- Ancient Stairs - You are climbing the ancient obsidian stairs. They are solid and do not give even slightly when you step on them. Soon, you are enshrouded by a blackness that even your light can not penetrate and you guide yourself by touch alone.
- Ancient Stairs - You are climbing the ancient obsidian stairs. They are solid and do not give even slightly when you step on them. Soon, you are enshrouded by a blackness that even your light can not penetrate and you guide yourself by touch alone.
- Ancient Stairs - You are climbing the ancient obsidian stairs. They are solid and do not give even slightly when you step on them. Soon, you are enshrouded by a blackness that even your light can not penetrate and you guide yourself by touch alone.
- Ancient Stairs - You are climbing the ancient obsidian stairs. They are solid and do not give even slightly when you step on them. Soon, you are enshrouded by a blackness that even your light can not penetrate and you guide yourself by touch alone.
- Ancient Stairwell - The door leads into a perfectly circular chamber carved out of the heart of the mountain. In the center of this strange place stands a circular obsidian stairwell. The stairs lead far up, into pitch blackness.
- Ancient Tunnel - Your eyes finally adjust to the darkness and when you shield your light source slightly, your vision is just adequate to perceive the dimensions and shape of the tunnel. To your surprise, the walls to the south seem to shimmer slightly, as if wet or mineral-coated, but when you touch them all you feel is rough stone. A warm breeze blows from the south, bathing you in sporadic gusts of warm, dank air.
- Ancient Tunnel - The shaft descends well over two thousand feet, right into the heart of the mountain. Warm breezes blow over your tired frame, washing away some of your tension and stress, but there is no denying that your arms are almost ready to give out. Thankfully, you reach the floor of another tunnel at a point some 2500 feet down. The air here is stagnant and the darkness almost tangible. Even with your light you can barely see your hand in front of your face. Feeling along the rock walls, you eventually discern that the tunnel leads south.
- Another Warm Cavern - You enter Lava Pool. After delving into the lava pool you find yourself in another small cavern. There is a tunnel leading south from the tunnel. Warm air currents wash in from the south, making the tunnel feel like a warm summer day. Rivulets of water trickle gently down from the porous ceiling. Lichens and mosses grow in abundance all over the walls, taking advantage of the near perfect warmth and moisture.
- At the Top - You finally finished climbing up the wooden ladder. Above you is what appears to be a metal grating of some sort. You give a hefty push and it does not budge. Through the holes in the grating you faintly make a tunnel that appears to eminate a soft red glow.
- Barrow Mound - A mound of hard-packed black earth rises out of the swamp not far to the west. There is a pitch black opening in the side, where the water flows slowly in. The feeling that a dark presence is nearby has grown very strong. Whatever the thing is, it is close by and waiting...
- Base of the Cliff - Tayn presses its Coat of Arms and hops through a vortex Edge of the Swamp This plateau of rock runs right up to the edge of a really thick mist-covered swamp. You can barely see ten feet in, but you can clearly hear the sounds of croaking frogs and the bellows of some beast you've never heard before. A stench that makes you want to instantly disgorge your stomach wafts in from the rancid waters. You can enter the standing brackish water (if you dare) to the north and west or head south toward the base of a large cliff, where a stumpy little man in shiny armor stands at attention.
- Before the Chasm - This is the scene of the chasm, right here in real life! The images were actually drawn from an actual portion of this strange obsidian underworld. You are currently standing on a 10' rim that runs full circle around the chasm. On the far side you see a wide ledge where another monstrosity is beating on a drum and dancing around in violent rhythms. To the east and west the walkway continues. Directly to the north is the edge of the chasm. Looking in you see a vast swirling infinity of red and brown gas.
- Bend in the Passage - The tunnel is in great condition and is completely free of debris. The wooden support beams are in perfect condition and you feel quite safe that this area will not cave in. The corridor slopes down and to the north.
- Bend in the Passage - The corridor shifts to the east and starts to slope down a little. Since the ground is dry it provides stable footing and you continue walking with relative ease.
- Bend in the Passage - The corridor cuts back again to the north and levels out to an even grade after a few hundred feet. Up ahead you see a split in the corridor, where the caverns branch into east and west routes.
- Bend in the Passage - You can hear the thrumming sound of water rushing somewhere overhead and nearby. Along the northern wall you can see droplets of water leaking into the tunnel and splashing onto the floor below. The dwarven engineers obviously came very close to bringing an underground river on top of their heads. Accordingly, the path cuts south and down, away from the water source.
- Bend in the Passage - The dwarves had to make a choice of using some odd-shaped natural caverns to the south and widening them, or creating a new corridor into some rich veins to the east. Dwarven nature being as it is, they opted for the latter choice and collapsed the southern route to avoid any accidents from miners exploring them.
- Bend in the Passage - The mining corridor runs along the face of the ore deposit, with small access tunnels and alcoves bored into it at various points. After a few hundred yards the ore deposit ends and the tunnel cuts to the west.
- Bend in the Passage - The tunnel veers back and forth in an unwitting snakelike pattern. There is no indication of ore deposits in the rock and you surmise the dwarves got frustrated and just started hopscotching back and forth in hopes of stumbling across a rich vein.
- Bend in the Passage - The tunnel veers back and forth in an unwitting snakelike pattern. There is no indication of ore deposits in the rock and you surmise the dwarves got frustrated and just started hopscotching back and forth in hopes of stumbling across a rich vein.
- Bend in the Passage - There are smaller fist sized breaches in the southern wall. Peering through you see the same series of caverns that the breach to the west leads into. The dwarves made a deliberate choice to avoid digging into them and shunted their expansion into a route leading due north, in the opposite direction.
- Bend in the Tunnel - The mine corridor goes around a leisurely curve, eventually straightening out and heading north. The cart tracks stop at a small junction where loading is done in preparation for sending carts to the mine shaft entrance.
- Bend in the Tunnel - The tunnel starts to narrow out in this direction and shifts toward the east. Mosses and brightly colored lichens coat the rock walls, giving of an eerie dim glow that reflects your light in spectacular patterns.
- Bend in the Tunnel - The tunnel starts to narrow out in this direction and shifts toward the east. Mosses and brightly colored lichens coat the rock walls, giving of an eerie dim glow that reflects your light in spectacular patterns.
- Bottom of the Shaft - The trapdoor opened up onto another ladder that led down several hundred feet to a cramped mining corridor. On the wall you see a notice board similar to a time clock where miners scratch their initials and work time to keep track of shifts. The air here is rather stale and other than an occasional drip of falling water it is very quiet.
- Bridge over the Chasm - The bridge is extremely unstable, rocking violently every time you take even a small careful step. Though you try not to look down, fear and panic take hold and force you to sneak a glance -- there is only blackness below with no sign of any bottom. If you fall, you're a goner!
- Bridge over the Chasm - The bridge is extremely unstable, rocking violently every time you take even a small careful step. Though you try not to look down, fear and panic take hold and force you to sneak a glance -- there is only blackness below with no sign of any bottom. If you fall, you're a goner!
- Cave - You swim the edge of this underground lake and see a small outcropping of rock to climb onto and out of the water. In front of you is a small cave opening, where it is utterly dark and you have no idea where it leads.
- Chasm Walkway - The rim of the chasm is a mixture of obsidian and some other hard rock, perhaps granite? The two types of stone form striated patterns that spiral around like twin circular stairways. The walkway heads north and east, or you can jump into the swirling chasm to the northeast.
- Chasm Walkway - The rim of the chasm is a mixture of obsidian and some other hard rock, perhaps granite? The two types of stone form striated patterns that spiral around like twin circular stairways. The walkway heads north and south, and the rim of the chasm is a few feet to the east. Additionally, there is a rectangular obsidian passage heading west.
- Chasm Walkway - The rim of the chasm is a mixture of obsidian and some other hard rock, perhaps granite? The two types of stone form striated patterns that spiral around like twin circular stairways. The walkway heads north and west, or you can jump into the swirling chasm to the southeast.
- Chasm Walkway - The rim of the chasm is a mixture of obsidian and some other hard rock, perhaps granite? The two types of stone form striated patterns that spiral around like twin circular stairways. The walkway heads west and south, and the rim of the chasm is a few feet to the southwest. Additionally, there is a rectangular obsidian passage to the north and a solid mithril door built into the east wall..
- Chasm Walkway - The rim of the chasm is a mixture of obsidian and some other hard rock, perhaps granite? The two types of stone form striated patterns that spiral around like twin circular stairways. The walkway heads north and south, or you can jump into the swirling chasm to the west.
- Chasm Walkway - The rim of the chasm is a mixture of obsidian and some other hard rock, perhaps granite? The two types of stone form striated patterns that spiral around like twin circular stairways. The walkway heads north and west, or you can jump into the swirling chasm to the northwest.
- Chasm of the Demon - You are falling through a bizarre realm of brown and red gas. After a few moments you lose track of time and space and know only that the world has changed and that this place is part of another existence. Soon the gas gives way to a mixture of rock and soil, drifting without rhyme or reason in vast masses through the ether of this dimension. Far away there is a tremendous disturbance and the rocks are cast aside like pebbles by a titanic Demon which is rapidly closing in on your location!
- Column of Fire - Reality begins to unravel itself around you, stripping away the place you were before and assuming new dimensions, sights and smells. Everything is a blur for several minutes then, finally, you are once again in control and staring at a glorious new realm. The land here is a mixture and composite of all the elements and quasi-elements. Everything is rolled into a random mass and collage of earth, water, air, and fire. Wherever they meet they form quasi elements like steam and magma that persist for a short time, then merge into a primary element. In your bewildered excitement you have no idea how a crackling column of raw energy came to exist in front of you, but there it is. Undeniably real, it is a spiraling tower of undiluted power!
- Column of Pure Energy - Reality begins to unravel itself around you, stripping away the place you were before and assuming new dimensions, sights and smells. Everything is a blur for several minutes then, finally, you are once again in control and staring at a glorious new realm. The land here is a mixture and composite of all the elements and quasi-elements. Everything is rolled into a random mass and collage of earth, water, air, and fire. Wherever they meet they form quasi elements like steam and magma that persist for a short time, then merge into a primary element. In your bewildered excitement you have no idea how a crackling column of raw energy came to exist in front of you, but there it is. Undeniably real, it is a spiraling tower of undiluted power!
- Cool Tunnel - The tunnel drops sharply here, leading into an older lava tube. The warm air gusts in the earlier tunnels don't flow in here and you relish the chance to relax in a cool, comfortable spot.
- Cool Tunnel - The natural corridor leads through an old inactive lava tube. The walls are clear of overgrowth, and the temperature is quite pleasant which makes this unenviable walk through the innards of the mountain more bearable.
- Cramped Passage - The tunnel has been dug in an effort to provide maximum access to the mithril vein, with little or no thought to the comfort of the miners who have to work here. It extends a little further to the east.
- Cramped Tunnel - The tunnel runs parallel to the face of the mountain, heading due east. In fact, the remaining stone between you and the outside cliff face is so thin that the howl of the chill winds beating against it is still audible.
- Dark Passage - You enter a Portal. This tunnel branches off from the western side of the shadowy chamber and curves back upon itself before heading south. The walls here are dull, gray obscured by a cloak of barely penetrable shadows. Even with your light right next to your hand you can barely discern an outline.
- Dark Tunnel - The water in the tunnel is rather shallow. Each step sends echoes racing along the walls, creating eerie hollow sounds. Up ahead, the tunnel empties out into a giant domed-cavern. From here you can see piles of glinting metal and sparkling jewels... Whoa, a mother lode of lost wealth awaits! Beneath you is a sturdy metal grating which allows the water to deposit somewhere's down below.
- Dead End - The fissure of ore comes to a halt at a solid obsidian deposit. What a mother lode of precious rock this is! The dwarves really must be slipping if they haven't mined this area.
- Dead End - The tunnel stops at the end of the old vein. The rock here looks dense and devoid of any minerals worth extracting. Thick gray slime coats the floors and walls, sticking to your shoes. As you step on it, it makes slurping and gurgling noises, almost as if it were alive.
- Dead End - The tunnel runs for more than 2 miles, with various short exploratory passages branching east and west. There is no indication that the dwarves found any precious ore along the way and you finally come to a dead end where another hole and ladder have been bored into the cavern floor. There is an almost imperceptible odor wafting up from the hole.
- Deep Tunnels - This is a natural corridor inside the mountain. It has not been modified by dwarven engineers save for the ladder leading to the upper mines. The air here is quite stale and difficult to breath.
- Deep Tunnels - The passage is roughly hewn and shifts randomly back and forth, running along a general northern route. The air is deathly still and the only sound is that of your own heavy footfalls.
- Deeper Inside the Dark Cave - You traverse deeper into the moist, dark cave. The walls seem to inch further and further apart as you tread onward to the north. The tunnel comes to a sudden halt after another hundred feet or so. At the end there is a wooden ladder that climbs upwards into a black unknown.
- Depleted Vein - This passage runs along several totally exhausted veins of precious gems and rocks. The dwarves were quite thorough and nothing of value remains.
- Depleted Vein - This passage runs along several totally exhausted veins of precious gems and rocks. The dwarves were quite thorough and nothing of value remains.
- Depleted Vein - This passage runs along several totally exhausted veins of precious gems and rocks. The dwarves were quite thorough and nothing of value remains.
- Depleted Vein - This passage runs along several totally exhausted veins of precious gems and rocks. The dwarves were quite thorough and nothing of value remains.
- Depleted Vein - This passage runs along several totally exhausted veins of precious gems and rocks. The dwarves were quite thorough and nothing of value remains.
- Descending Shaft - An iron ladder has been solidly attached to the wall here, leading down a newly cut shaft. Though there are no lanterns, the area is still dimly illuminated by strange phosphorescent moss that grows on the walls. The ladder descends at least a hundred feet, if not more.
- Descending Shaft - The corridor ends abruptly in a very strange chamber. The walls here have been artificially worked and smoothed, then coated with a sprinkling of black ash. In the center of the cavern is a rough-hewn circular shaft that leads straight down into a region of lower tunnels.
- Deserted Miner's Camp - This area was set up to provide the miners with an underground base of operations in the newest region of digging. Fire pits, sleeping cots, and ore vein maps are strewn around in a total mess. Several pools and trails of dried blood provide evidence of a fight, but there is nothing to indicate what creature or creatures did this.
- Dusty Chamber - After a few hundred yards the passage leads into another huge vaulted chamber, rimmed by a narrow ledge that overlooks a cylindrical shaft dropping down into the depths below. The walls are not quite as smooth, which is a blessing, since there are ample handholds to grab onto as you skirt the rim of the shaft. Looking down you see nothing but a solid, unforgiving blackness that descends into infinity. Amazingly enough there are rungs hammered into the walls of the shaft, so if you are brave (or stupid?) you can always go see what lies below.
- Dusty Passage - The immense door leads into a tunnel that has obviously been excavated and worked by humanoid hands. It is a 30' wide by 40' high passage, that runs due south at an almost imperceptible decline. The walls themselves are still natural rock, but they have been smoothed and polished to an unnatural sheen, so lustrous and perfect that you can see your image reflected in them. Dust has settled in a thick carpet on the floor and no trace of footprints are visible. It is clear that this place has been left undisturbed for many decades.
- Dwarven Mines - The tunnel is wide enough to walk two across, but is sized vertically for someone of dwarven height and you continually have to crouch and bend over. Parallel tracks for ore carts start here and run deeper into the mines to the east.
- Dwarven Mines - The tunnel runs down and to the north, leading into a well- mined region. The walls are thoroughly gutted -- evidence that the dwarves know how to extract every last bit of precious metal from the rocks.
- Dwarven Mines - The tunnel halts at a solid adamantine deposit and veers sharply to the west. Examining the exposed ore you recognize it is of low grade and has been left alone in favor of richer deposits elsewhere in the mines.
- Dwarven Mines - The small shaft here continues to the north and to the east. As it slopes slightly downward to the east, the walls have a more unfinished look to them.
- Edge of a Deep Chasm - This ledge overlooks a chasm that measures more than 1000' across. A rope bridge of questionable durability extends from the edge and droops haphazardly over the breach, eventually reaching a similar ledge at the far side. As you approach the edge a few small rocks skitter off the tip of your boot and go tumbling into the great divide. You listen patiently for them to hit bottom, but they never make a sound, falling off into eternity...
- Edge of a Deep Chasm - This ledge overlooks a chasm that measures more than 1000' across. A rope bridge of questionable durability extends from the edge and droops haphazardly over the breach, eventually reaching a similar ledge at the far side. As you approach the edge a few small rocks skitter off the tip of your boot and go tumbling into the great divide. You listen patiently for them to hit bottom, but they never make a sound, falling off into eternity...
- Edge of the Swamp - This plateau of rock runs right up to the edge of a really thick mist-covered swamp. You can barely see ten feet in, but you can clearly hear the sounds of croaking frogs and the bellows of some beast you've never heard before. A stench that makes you want to instantly disgorge your stomach wafts in from the rancid waters. You can enter the standing brackish water (if you dare) to the north and west or head south toward the base of a large cliff, where a stumpy little man in shiny armor stands at attention.
- Elemental Chamber - This chamber is carved from solid marble, coated with a thick layer of gold and rife with shimmering glyphs of power. Images depicting the various elements and quasi-elements are engraved upon the walls, floor, and ceiling. Studying them closely you see a pattern, with a total of 4 primary and 4 quasi elements, that all combine to form something that looks like a bright shimmering sun.
- Empty Storage Alcove - There are a few racks here that have been built to store picks and other mining gear, but they are all completely empty.
- Entry Foyer - This small circular chamber has an archway to the west and an a door set into the northern wall. There are plenty of chairs and tables situated here. Looks like this is a standard 'waiting' room.
- Entry Tunnel - Beyond the gates is a 30' and roughly 20' tunnel carved into the heart of the mountain. At the far end are another set of solid mithril doors, standing wide open. Alerted by a noise, you glance up at the top of the tunnel and are surprised to see several dozen large murder holes bored into the rock. The dwarves made this entryway with lethal intentions in case attackers ever broke through the main gate.
- Entry to the Lair - May whatever powers you worship protect you! For you have entered the realm of the most ferocious beast that ever lived. This is the lair of the Ancient Glass Dragon, Uredek. From your childhood you remember the tales of how he laid waste to nations and plundered hundreds of kingdoms. His wrath is unmatched and his greed for wealth second to none. Yet even the temptation of unimaginable wealth brings little comfort. This will likely be the place you die, for none have ever ventured into Uredek's lair and emerged alive. Do you have the courage to face the Diamond Scourge, the Reaper of Kings, the Abomination of the Lord. If you do, the great dragon lies in the next cavern... You can sense his magical presence. Or perhaps you should flee, for fools die an early death and cowards live long if not entirely happy lives.
- Fire Pit - Oooph! That last few dropped you down into a wide chamber with an active lava pocket. Fortunately, you landed on some solid rock away from the molten flow. Even better, you can probably get back out by climbing again. On the downside though, there appears to be a crackling column of lava and fire making its way rapidly toward you...look out!
- Glyph Chamber - After almost ten miles of solid travel through a series of long marble halls you finally arrive in a tiny chamber carved entirely marble and overlaid with solid gold. An instant pang of greed sets in and you touch the walls only to be violently shocked by an arc of power from a nearby glyph. Staggering back you witness a frightening sight as the entire chamber comes alive and glyphs everywhere become active and start pulsing with massive torrents of energy. Several minutes pass and nothing further happens so you build up the courage to enter the chamber fully. Peering carefully around you see the outline of a door, covered with glyphs depicting all the elements and quasi-elements on the eastern wall of the chamber. Inspecting it closer reveals a strange keyhole that glows with alternating colors of the rainbow.
- Granite Stairs - The stairs stretch on interminably, continuing to wind and spiral ten, twenty, thirty times...until you lose track and give up counting. Every breath in is a painful process and you are forced to rest countless times to regain you strength. Faith and will alone drive you forward, and yet doubt and absolute fear eat away at your soul. How can you succeed where countless other have failed? What can possibly harm the mightiest dragon that ever lived? Try as you might the doubts linger and you begin to feel entirely unsure of yourself and of the task ahead...
- Granite Stairwell - You enter a Glowing Portal. Your vision is blacked out for several moments, but it finally begins to return. Soon, you can make out the outline of a small chamber with a circular stairwell leading up into the highest reaches of the mountain peak. The air is thin and breathing is a laborious, difficult process that makes you wish you had stayed at ground level. However, there is a momentous task before you and nothing can stand in its way. Up above is the lair of Uredek, mightiest of the ancient dragons and the most destructive of all living creatures. You have already roused him by activating the Energy Guardian and now there is but one path...up, ahead and coming face to face with death or destiny.
- Grimble Grumble's Magical Delights - This is the local magic shop of the mines of Tirag Nir. Here the dwarves can purchase all sorts of magical items to help them mine more easily. This may be the only place for magical aid in the vast mountain. A small gnome stands behind the counter waiting on customers.
- Guard Chamber - This is a perfect duplicate of the larger obsidian hemispherical chambers, save it is slightly smaller. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing at attention, just inside the entry arch, is an abomination who looks less than happy to see you.
- Guard Chamber - This is a perfect duplicate of the larger obsidian hemispherical chambers, save it is slightly smaller. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing inside, at strict attention, are two ferocious abominations ready to tear you limb from limb.
- Guard Post - This is a perfect duplicate of the larger obsidian hemispherical chambers, save it is slightly smaller. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing at attention, just inside the entry arch, is an abomination who looks less than happy to see you.
- Guard Post - This is a perfect duplicate of the larger obsidian hemispherical chambers, save it is slightly smaller. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing at attention, just inside the entry arch, is an abomination who looks less than happy to see you.
- Guard Post - This is a perfect duplicate of the larger obsidian hemispherical chambers, save it is slightly smaller. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing at attention, just inside the entry arch, is an abomination who looks less than happy to see you.
- Guard Room - This is a perfect duplicate of the larger obsidian hemispherical chamber to the west. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing at attention, just inside the entry arch, is another hideous abomination who looks less than happy to see you.
- Halfway Across the Chasm - Sweat pours off you in streams, drenching your undergarments and causing your clothes to cling to your skin. You can feel your heart racing, thumping like a bass drum inside your chest. If only the bridge will hold, there may be hope to make it across to the other side, alive.
- Heart of the Swamp - Tayn presses its Coat of Arms and hops through a vortex There is a distinct sense that you are nearing the heart of the swamp. Everything indicates it, the thick mists, deep water, vile stench...and something sinister and dark hovering just at the edge of your conscious thought. There is something extremely evil at the heart of this mire.
- Hot Cavern - The tunnel emerges into an extremely hot chamber and you guess the temperature is now up to at least 100 degrees. Armor, clothing, and weapons have become almost too hot to touch and your skin is beginning to blister from the heat. To the north you see a bubbling red pool of lava.
- Hot Cavern - Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner INJURES you with his MAULS. Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner rips apart the fabric of time and space The tunnel emerges into an extremely hot chamber and you guess the temperature is now up to at least 100 degrees. Armor, clothing, and weapons have become almost too hot to touch and your skin is beginning to blister from the heat. To the north-west you see a bubbling red pool of lava.
- Hot Cavern - The passage enters another large cavern, with a domed ceiling. Looking up you see a field of stalactites hanging down, some more than 10 feet long. There are matching stalagmites all along the floor, though they are only 2-3 feet high. To the east the scent of sulfur is really strong. Hot air currents are carried in from the east and the south.
- Hot Chamber - The chamber is really tiny, measuring barely 5' high by 10' across. As you stoop down and inch forward, a realization hits you...the floor looks like its wavering in and out of view. Caution being the wisest choice, you stop and stare at it for a while. Wow, its a really odd mirage caused by the combination of hot air flowing in from the east, west and from down below! There is actually a sloping tunnel down, right in the center of the chamber.
- Hot Corner - Not even a hundred feet ahead the passage turns to head north at a slight decline. The temperature is rising and the air currents that rush in are more than a little uncomfortable. Additionally, you catch the scent a strong scent of sulfur.
- Hot Shaft - Descending through the shaft is tedious and dangerous work, as the slope is close to a ninety degree plummet in most places. Working carefully affords a few choice handholds, however, and you manage to make your way with only some minor scrapes and bruises. All in all, it wouldn't be too bad, save for the extreme heat radiating up from below.
- Hot Spring - The tunnel finally ends at a gorgeous underground hot spring, where the water bubbles up and cascades over small rocks and spills onto the cavern floor. The water looks fresh and fit for drinking. What a great place to rest. Well, at least that big hairy purple beast slithering toward you seemed to think so, until you so rudely disturbed its home!
- Hot Tunnel - Phew, the air here is getting uncomfortably warm and you are perspiring heavily. Hot gusts of wind blow in from the north, radiating over you like a blast from a sauna.
- Hot Tunnel - The temperature has risen to more than 90 degrees. The air shimmers and radiates heat like a mirage, blurring your vision and causing the tunnel to seemingly waver back and forth.
- Hot Tunnel - The walls of the passage are coated with a residue of hardened magma which is a few dozen years old at most. Obviously this place sees some volcanic activity every so often. From up ahead you catch a strong odor of sulfur and feel the sizzling air currents blowing in.
- Hot Turn - The passage arcs along a wide descending quarter spiral, eventually leveling out and running east. As you reach level ground you feel air hot enough to roast a boar rush through the tunnel. Either someone has a few thousand furnaces stoked down here or this volcano isn't entirely dormant.
- Huge Domed Cavern - This cavern is immense, spanning more than 200' up and across. Even the slightest noise echoes like a reverberating boom. Hundreds of small bats cling to the ceiling far overhead, hanging like tiny black shards that sway in the darkness. Side passages branch off in all directions..
- In the Chasm - You are now about 40' above the ledge and can hear the distinct sound of running water up above. The sliver of light has grown into a wide strip and you are relieved to once again behold the light of the surface world.
- In the Chasm - You are now about 40' above the ledge and can hear the distinct sound of running water up above. The sliver of light has grown into a wide strip and you are relieved to once again behold the light of the surface world.
- Indigo-Black Shadows - There are no words that can properly describe this place. It is absolutely horrid, repulsive, and yet soothing at the same time. The shadows here are truly tangible and passing your hand through them stirs up images of dark twisted faces with tiny streaks of color passing through them. The images are frightening to behold and as they touch and pass through you, chills like those of cold clammy hands assault your senses and fray your nerves to the point of physical exhaustion. Your first instinct is to scream and run!
- Inside the Dark Cave - You are now inside a narrow, damp cave. The walls are just mere inches away from you, leaving you with a claustrophobic feeling. It appears the cave continues deeper in if you continue to head north.
- Intersection - The tunnel branches off in all directions. To the east and west are well lit corridors with archways leading into smaller alcoves. To the south you see what can only be the primary mine shaft heading up and down by means of a sturdy iron ladder.
- Large Cavern - This cavern looks totally natural. The only modification the dwarves needed to make was the access ladder to get up and down. To the west you see a corridor leading into more mines.
- Large Cavern - The breach provides access to a beautiful underground cavern, covered by multi-colored lichens and mosses. A thin mist clings to everything and settles lightly on your armor and clothing. The cavern opens into a wide tunnel to the east.
- Large Cavern - The corridor empties into a domed cavern with a high ceiling. Peering up you can barely make out the ceiling, where a few dozen bats hang upside down in silent slumber. To the west is small rough hewn corridor that leads into a dark recess.
- Large Chamber - The southern branch of the tunnel veers steeply down and eventually bottoms out in a perfectly circular chamber with a domed ceiling some 200' above. The walls are unnaturally smooth, lacking ridges or edges. The only irregularity you find are two hairline cracks in the western wall, that run straight up and down.
- Large Chamber - The southern branch of the tunnel veers steeply down and eventually bottoms out in a perfectly circular chamber with a domed ceiling some 200' above. The walls are unnaturally smooth, lacking ridges or edges. The only irregularity you find are two hairline cracks in the western wall, that run straight up and down.
- Lava Flow - The entire southern wall of this cavern is dominated by a solid sheet of lava, flowing down from some immense heat source. At ground level it collects in a waiting pool where it bubbles and slowly flows east. There is a solid rock tunnel to the north and a barely passable lava tube to the east.
- Lava Flow - The tunnel isn't quite as stable as it appeared. While the floor looks to be solid and gray, there are many pockets of magma that have just begun to settle and cool. After a few moments and a close call where you just avoided falling in, you get the feel of how to spot them and continue forward.
- Lava Grotto - The cavern here is entirely dominated by a lava pit, that bubbles and sizzles with amazing heat. There is barely enough room to inch around it and at the far side there is a wide ledge and overhang where you could shelter yourself from the molten rock and rest a bit.
- Lava Pit - The cavern here is entirely dominated by a lava pit, that bubbles and sizzles with amazing heat. There is barely enough room to inch around it and the wisest move would be to leave quickly.
- Lava Pool - The temperature must be around 150 degrees here and you can do little more than gasp for air and stand up on wobbly legs. This heat is sapping the life right out of you, steadily baking your vital fluids and making a dry husk of your body. Better get out of here while you still can...
- Lava Tube - This lava tube is right behind that cleverly concealed overhang door. It runs due south at a level grade. Better yet, the passage is wide, stable and there no lava here which makes the temperature almost tolerable again.
- Lava Tube - The passage narrows down to a only a couple feet across and you are forced to stoop down rather low at several points. However, there is still no sign of active lava flows and the heat isn't too bad.
- Lava Tube - The passage narrows down to a only a couple feet across and you are forced to stoop down rather low at several points. However, there is still no sign of active lava flows and the heat isn't too bad.
- Lava Tube - The passage remains narrow and low, forcing you to stay stooped and to inch forward. Though progress is slow you can feel a gentle breeze from the south which bodes well for the moment.
- Lift Platform - The dwarves have constructed a lift that they can crank up and down to bring men and supplies up and down the side of the cliff. By means of leverage and ingenious construction you see that it only takes 2 dwarves to operate the system and crank it in either direction.
- Long Passage - The tunnel runs along at an even grade for miles. At various points you see areas where ore was extracted from the walls or where shallow tunnels were dug to allow extraction of deep veins. Finally, after almost an hour of walking you see the corridor branch off in a Y pattern up ahead.
- Long Tunnel - The tunnels here are more suited to dwarven build, measuring a mere 10' across and roughly half as tall. You have to stoop slightly to avoid hitting your head. To the right and left are guard alcoves where well-armed and armored dwarves stand watch over the portcullis. Further south you see a few doors in the tunnel and a 4-way intersection not far beyond them.
- Long Tunnel - Sturdy wooden doors have been built into the east and west walls of the tunnel. Above each you see a single word written in dwarven which reads 'Barracks.' To the south is a small 4-way intersection.
- Long Tunnel - The mine corridor winds and snakes its way along a meandering northern route. There is a noticeable downward slope to the passage and the ceiling is quite low, forcing you to stoop and strain your muscles.
- Lost in the Swamp - The mists move in and totally block any vision past arm's length. Heck, you can barely even see your hand in front of your face. The sounds of BIG things sloshing the water can be heard all around. Suddenly, you feel something long and hard, with rough scales ram firmly into your side as it swims by! Your mind begins screaming to be free and away from this place!!
- Lost in the Swamp - The mists move in and totally block any vision past arm's length. Heck, you can barely even see your hand in front of your face. The sounds of BIG things sloshing the water can be heard all around. Suddenly, you feel something long and hard, with rough scales ram firmly into your side as it swims by! Your mind begins screaming to be free and away from this place!!
- Magnificent Cavern - This place is absolutely amazing. The golden 'flowers' you saw are actually thousands of gold pieces piled up all over the place in neat little stacks. They have been melted into place by immense heat and now resemble flowers of various sorts. In the center of it all is a red lizard beast that used to be sound asleep. Well, until you walked over here and woke it up at least!!
- Magnificent Cavern - The passage empties you out into the most beautiful cavern you have ever seen. It is immense, spanning several miles across and opening directly up through the mountain and out into the sky. Up above you can see clouds passing over the mountain peak. The cavern itself is covered by shimmering flowers and floral growth unlike any you have ever seen before. Far to the southwest you spot a vast field of gold flowers where a giant red lizard beast slumbers comfortably.
- Magnificent Cavern - This place is absolutely amazing. The golden 'flowers' you saw are actually thousands of gold pieces piled up all over the place in neat little stacks. They have been melted into place by immense heat and now resemble flowers of various sorts. In the center of it all is a red lizard beast that used to be sound asleep. Well, until you walked over here and woke it up at least!!
- Magnificent Cavern - The passage empties you out into the most beautiful cavern you have ever seen. It is immense, spanning several miles across and opening directly up through the mountain and out into the sky. Up above you can see clouds passing over the mountain peak. The cavern itself is covered by shimmering flowers and floral growth unlike any you have ever seen before. Far to the south you spot a vast field of golden flowers(?) where a giant red lizard beast slumbers comfortably.
- Mammoth Cavern - The obsidian walls of the previous chambers end abruptly and are replaced by natural granite that is dull gray in color. Far above, perhaps 200' or so feet, is an irregular domed ceiling covered with thousands of small stalactites. Surprisingly though, there are no matching stalagmites on the ground. Rough hewn passages lead off in every direction.
- Marsh Lair - This huge underground lair is filled with standing water that gives off a rancid odor of decay and filth. In the center of it all is a gigantic pile of gold, gems, and items of all sorts. Unfortunately, the ancient beast that gathered all this wealth wants to keep it safe, by killing you!
- Massive Diamond Doors - At the top of the stairs stand two of the most brilliant and beautiful doors you have ever seen. They must be more than 4 stories tall and 3 stories wide. From the blinding reflection your light source casts upon their surface you realize that they are made of solid hard-packed diamond. What being in all of creation could produce enough energy to forge such a portal?! It is beyond reckoning, this must either be the greatest illusion you've ever witnessed or the most daunting miracle of magic and construction known to men!
- Medium Cavern - You are hungry. You are thirsty. The corridor merges into a cavern roughly 30' across and half as high. Two more corridors lead away from this place, heading up to the west and down to the east.
- Medium Pinnacle - The pinnacle here is a moderately sized 30 footer. Unfortunately there are no handholds and prospects for some bloodied fingers are high. Well, what's skin for if not to get cut up from time to time.
- Medium Pinnacle - After a few hundred feet of skirting along the new ledge to the west, the path comes to an abrupt halt at the base of a 50' pinnacle. There are numerous handholds carved into the face, indicating that the industrious crevice makers have been at work.
- Merchant Tunnel - This tunnel leads to the shops within the fortress. Though Tirag Nir is rather isolated, hardy travelers make a semi-annual trek to purchase mithril ore and weapons which can be resold for very high value elsewhere. To the south is the armor shop.
- Merchant Tunnel - This tunnel leads to the shops within the fortress. Though Tirag Nir is rather isolated, hardy travelers make a semi-annual trek to purchase mithril ore and weapons which can be resold for very high value elsewhere. To the south is the weapon shop.
- Middle Ledge - This ledge is a midway point between the corridor above and the cavern below. By carefully climbing or jumping you can make it to either area.
- Mighty Gates of Tirag Nir - You stand before two gigantic doors made of solid mithril. They measure nearly 30' tall by 20' wide. Hundreds of small nicks and gashes dot their surface. From the looks of it, attempts have been made to smash them down, but they continue to remain solid and impenetrable! Several guards stand talking in front of the gates. One wearing the insignia of an officer addresses you.
- Military Tunnel - The path here has been cleared of all debris and the excavation teams that made the tunnel worked with exacting and precise planning. From the southern archway you hear the sounds of clashing steel and loud thuds of things being lifted and dropped. Another alcove can be seen to the west.
- Mine Intersection - The tunnel branches and heads in all the cardinal directions of the compass. To the east and west you see dimly lit alcoves and to the north is a large circular chamber.
- Mine Leader's Office - This large room is sparsely furnished. Only a large desk and a few chairs have been placed here and probably only by reason of absolute necessity. The desk is cluttered by papers, maps, and books. Behind it is an equally cluttered-looking and frustrated dwarf flanked by guards at either side.
- Mine Leader's Quarters - Morag must have a distaste for comfort, since the only things in his personal quarters are a dresser, bed, and one solitary and totally uncomfortable chair. Everything is neatly placed, with military precision. The mine leader may not be able to keep his office tidy, but be damned if his room is messy!
- Mine Passage - The tunnel is slightly narrower here than in the main mine corridor. A short distance to the south the cart tracks also come to a stop, where loading is done in preparation for sending ore back to Tirag Nir.
- Mine Passage - The tunnel has been made a little larger here to allow easy access to various hard to reach ore veins. It continues to the east.
- Mine Passage - The tunnel is rather wide in this area, and has a ceiling almost 6' high. You bless whatever dwarves made this section as it is one of the few places you can stretch and walk upright. There is a ladder that goes down a short distance to a smaller tunnel below and the primary tunnel continues to the east.
- Mine Shaft - The mine shaft leads into the heart of the mountain. An iron ladder has been attached to the rock walls, rung by painstaking rung. Giving it a quick tug you sense no give and see no rust, clear proof that the dwarves make things to last. The ladder goes a short ways up to small ledge and heads down far into darkness.
- Mine Shaft - At about 50' down the ladder opens out onto a circular ledge that runs around the perimeter of the cylindrical mine shaft. Archways lead into what appear to be living quarters at various places along the ledge.
- Mine Shaft - The mine shaft leads into the heart of the mountain. An iron ladder has been attached to the rock walls, rung by painstaking rung. Giving it a quick tug you sense no give and see no rust, clear proof that the dwarves make things to last. The ladder goes a short ways up to small ledge and heads down far into darkness.
- Mining Assignments - This room has wooden note boards secured along all its walls. Reading briefly at a few you discern that this is where the miners get their daily dig assignments. The instructions, names, and times are meaningless to you and might as well be in Greek. Seems the dwarves have developed mining lingo that only they can understand. An archway leads east into a small chamber with some wooden tables and chairs.
- Mithril Portcullis - Upon emerging from the entry tunnel you are greeted with a strange sight. Dwarves clad in various forms of chainmail and plate armor mill all about, heading down small tunnels to the east and west. To the south a heavy mithril portcullis has been inset in a wide tunnel and standing beside the portal is a 12' tall statue. Every so often a dwarf walks up to the statue, says something and the thing cranks open the portcullis and returns to its post!
- Mountain Trail - You stand at the base of an immense mountain range. The snow covered peaks extend as far as the eye can see and their pinnacles reach well into the cloud laden sky above. A rocky trail snakes far beyond your vision, leading directly into the heart of the mountains. A large SIGN has been tacked into the ground here.
- Mountain Trail - You stand at the base of an immense mountain range. The snow covered peaks extend as far as the eye can see and their pinnacles reach well into the cloud laden sky above. A rocky trail snakes far beyond your vision, leading directly into the heart of the mountains. A large SIGN has been tacked into the ground here.
- Mountain Trail - The trail continues to ascend steadily upward and even after a few hundred yards of travel you realize that the climb will be extremely difficult. Even worse is the unsteady footing. Finding a single solid patch of ground takes careful maneuvering and you slip and fall regularly. The river has branched slightly away from the path and you're unsure whether it will remain in sight as you head farther into the mountains.
- Mountain Trail - The trail continues to incline as you head up. Maybe bringing a rope and climbing harness would have been a good idea? Luckily enough the footing is more stable and there are fewer rocks to dislodge. On the down side, the trail slopes up sharply enough that you need to use your hands to grab the rocky walls in an effort to maintain your balance. The river continues to branch further away from the path and its white-capped waters are barely visible as it rushes down into the valleys below.
- Musty Chamber - The fissure empties into a square chamber with odd acoustic qualities. The sound of each footfall resonates clearly, sending clicking and thudding noises off in all directions. Well, so much for stealth...if anything is around it knows you are here now. Narrow fissures branch to the north, east and south.
- Musty Chamber - The fissure empties into a square chamber with odd acoustical values. The sound of each footfall resonates clearly, sending clicking and thudding noises off in all directions. Well, so much for stealth...if anything is around it knows you are here now. Narrow fissures branch to the north and west.
- Musty Chamber - The tunnel opens into a natural vaulted chamber, hollowed out by tectonic stress and shifts in the heart of the mountain. Water drips lazily down from an unknown source, leaving many hued mineral deposits at various points on the rock walls. A wide fissure leads into a chamber to the west and a smaller passage runs north at a slight incline.
- Musty Corner - The fissure snakes its way in and out of a variety of small alcoves and chambers. At various points you find narrow ledges and raised juts of rock that protrude from the walls and ceiling. A little tactical voice in the back of your mind indicates this as a perfect place to get ambushed.
- Musty Intersection - The fissure merges into a wider tunnel with branches leading in each of the directions of the compass except east, where a wall of granite blocks further progress. The air is still hard to choke down and you're starting to feel more than a little nauseous.
- Musty Intersection - The fissure merges into a wider tunnel with branches leading in each of the directions of the compass except west, where a wall of granite blocks further progress. The air is still hard to choke down and you're starting to feel more than a little nauseous.
- Musty Intersection - This tunnel forms part of a twisting network of fissures that criss-cross their way through the heart of the mountains. The rock walls are rough, and dotted with encrusted mineral deposits. Breathing here is quite difficult, as the air is stale and has a noisome smell. A fissure leads south and a wider tunnel opens into a grotto to the east.
- Musty Passage - The fissure snakes its way in and out of a variety of small alcoves and chambers. At various points you find narrow ledges and raised juts of rock that protrude from the walls and ceiling. A little tactical voice in the back of your mind indicates this as a perfect place to get ambushed.
- Musty Passage - The fissure snakes its way in and out of a variety of small alcoves and chambers. At various points you find narrow ledges and raised juts of rock that protrude from the walls and ceiling. A little tactical voice in the back of your mind indicates this as a perfect place to get ambushed.
- Musty Tunnel - The passage rapidly widens out to more than 30' across and 40' high. Judging from the rock and mineral deposits, this section of the natural underground fissure system is more than two thousand years old. Sections of the tunnel have collapsed and many others show evidence of buckling and extreme pressure from shifts in the mountain range.
- Narrow Chasm - The tunnel opens out onto a thin ledge that runs the length of a narrow chasm, less than 5 feet across. It looks like this is a natural fault between two mountains and you can feel a cool breeze from up above. High up you hear the faint sound of running water and see a sliver of light at the top of the chasm. If you are careful you might be able to climb up, but if you slip...well, that's a long fall.
- Narrow Passage - A small dank tunnel leads away from the main cavern. The air here is dank and laden with a pernicious odor of rot and decay. A crackling noise, like that of bones being crushed comes from all around.
- Narrow Passage - The small corridor continues to run due west, winding back and forth slightly. Every so often you pass under a low overhang where water has collected and drips lazily down to the cavern floor. Each drop makes a hollow echoing sound that carries far down the tunnel.
- Narrow Passage - The small corridor continues to run due west, winding back and forth slightly. Every so often you pass under a low overhang where water has collected and drips lazily down to the cavern floor. Each drop makes a hollow echoing sound that carries far down the tunnel.
- Near the Cave - You swim about in these cool waters, approaching what appears to be a small cave. You'll need to swim another hundred meters or so to get there.
- Near the Cave - You swim about in these cool waters, approaching what appears to be a small cave. You'll need to swim another hundred meters or so to get there.
- Near the Cave - You swim about in these cool waters, approaching what appears to be a small cave. You'll need to swim another hundred meters or so to get there.
- Near the Top - The climbing is tough and hurts your back, but you've managed to make it up almost 80'. The ledge below looks insignificant and you shiver to think what would happen if you fell now. The sound of running water is clear now and you are bathed in light from the outside world.
- New Tunnels - This area looks like the most recent dig region. The support beams are in pristine condition and still give off a crisp newly cut wood aroma. To the west you see what looks like a storage alcove and to the north there is a split in the tunnel.
- Obsidian Chamber - The hallway merges into a perfectly hemispherical chamber carved from pure obsidian. Unlike the rectangular passages the walls here are rough-hewn with some protruding edges sharp enough to slice through exposed flesh. Best to avoid rubbing up against them. Rectangular hallways run north and south while a smaller chamber connects to the east.
- Obsidian Chamber - This is another of the perfectly hemispherical obsidian chambers that litter the Vaunt complex of tunnels. The walls are quite rough with extremely long shards of obsidian sticking out from them. Unlike the other chambers, this one has a huge engraving on the floor, colored with a magnificent array of colored dyes. From the looks of it, this shows the Demon 'accepting' a live sacrifice that has been mutilated first for its pleasure. Judging from the fact that the Demon is popping the puny mortal into its maw, the conclusion that acceptance equals being devoured is quite clear.
- Obsidian Hallway - This place is unlike anything you'd expect to find inside a mountain. The walls are made of pure, glistening black obsidian and are so smooth that they cast a perfect reflection. The passage itself runs north and is exactly rectangular in shape. In the west wall is a shimmering portal of energy.
- Obsidian Hallway - The passage a perfectly straight 20' x 20' design with walls so smooth they glisten. Casting a sidewise glance is disorienting, since the image reflects back and forth into infinity and gives you a massive feeling of vertigo. Tiny runes and images, depicting scenes and a language unknown to you, appear at regular intervals on the floor. The ceiling is covered with similar images, except they are etched in color with dark red dyes.
- Obsidian Hallway - The passage continues along a perfectly straight course for several hundred feet then turns at a perfect 90 degree angle to the east. As you round the corner you see that the eastern hallway only extends 50 feet before it shifts once again to the north.
- Obsidian Hallway - The passage takes another sharp turn and assumes a straight northern route, heading off into the distance as far as the eye can see. You notice that the ever-present runes and images are actually a limited series of etchings that continue to repeat over and over. From the looks of it, they show some kind of religious service being conducted, perhaps even a sacrifice?
- Obsidian Hallway - As the hallway progresses a few new images appear in the pattern, broadening the scope of the etchings. From them you glean a basic understanding that the depiction is indeed a religious one, showing a sacrificial ritual. Scenes of gore and bloodshed show tiny men being thrown into a wide chasm by huge abominations like those you've seen and some you hope you'll never meet!
- Obsidian Hallway - The rim leads into another long obsidian hallway. This one is not quite as smooth as the initial entry halls, but there are ample images etched into the floor and ceilings. The scenes are a continuation of the previous rituals with new images showing the preparation of the live sacrifices.
- Obsidian Hallway - You continue down this is eery black hallway. The hallway continues in both directions.
- Obsidian Hallway - This section of the hallway is absolutely pristine and smooth. Both the floor to ceiling and wall to wall reflections result in an infinite number of images which forces you to keep eyes straight ahead to avoid a massive headache. To the north is a small hemispherical chamber which appears occupied.
- Obsidian Hallway - The chamber leads into another long obsidian hallway. This section of the hallway is rather smooth and has images etched into the floor and ceilings. The scenes are part of the ongoing ritual of sacrifice that dominates the Vaunt culture. This series of etchings depict the intricate and gruesome 'preparation' ritual when a new sacrifice is to be given to the Demon.
- Obsidian Hallway - The chamber leads into another long obsidian hallway. This section of the hallway is rather smooth and has images etched into the floor and ceilings. The scenes are part of the ongoing ritual of sacrifice that dominates the Vaunt culture. This series of etchings depict the intricate and gruesome 'preparation' ritual, which consists partly of severing the victim's ears.
- Obsidian Hallway - This section of the hallway is rather smooth and has images etched into the floor and ceilings. The scenes are part of the ongoing ritual of sacrifice that dominates the Vaunt culture. This series of etchings depict the intricate and gruesome 'preparation' ritual, which also includes removing the victim's eyes.
- Obsidian Hallway - The chamber leads into another long obsidian hallway. This section of the hallway is rather smooth and has images etched into the floor and ceilings. The scenes are part of the ongoing ritual of sacrifice that dominates the Vaunt culture. This series of etchings depict the intricate and gruesome 'preparation' ritual, which also includes removing the victim's tongue.
- Obsidian Hallway - The passage continues, becoming a tad rougher but still retaining an ample number of images etched into the floor and ceiling. These scenes begin a new theme within the scheme of the ritual. They show the Vaunts assembled around the Demon Chasm in times of sacrifice throwing in not only live victims but buckets full of mithril as well. Apparently the Demon is not satisfied with simple tasty treats and requires ample amounts of metals to appease him.
- Obsidian Hallway - As the hallway progresses so do the images of worship. These scenes show the Vaunts spending inordinate amounts of time and labor to extract enough metal and gather sufficient victims to appease the Demon. Exacting detail and particularity has been afforded these particular etchings which indicates either great veneration, extreme fear, or both for the Demon.
- Obsidian Hallway - The chamber leads into another long obsidian hallway. This section is quite rough and dotted with flecks of gray rock within the obsidian face. More images are etched into the floor and ceilings. They depict another aspect of Vaunt life: the life cycle. When the abominations are born they have only a rough semblance of their final gruesome form, resembling humanoids more than vicious animals in the first years of life.
- Obsidian Hallway - This section of the hallway remains rough and dotted with flecks of gray rock mixed in with the obsidian. The continuing gallery of images shows the life cycle of the Vaunt in childhood. As children the Vaunts are taught to revere their great Demon God and serve as the unseen hands of labor in collecting sacrifices. At this stage they look like vicious earth burrowing hunters that you recognize as the dreaded Earth Wardens that plague the dwarven mines.
- Obsidian Hallway - The hallway remains rough and dotted with flecks of gray rock mixed in with the obsidian. The continuing gallery of images shows the life cycle of the Vaunt in transition from childhood to early adulthood. At this point their Earth Warden form becomes immense and extremely powerful. It is during this phase that they bring home the most live victims.
- Obsidian Hallway - The hallway remains rough and dotted with flecks of gray rock mixed in with the obsidian. The continuing gallery of images shows the life cycle of the Vaunt in early adulthood. At this point their Earth Warden form reverts back to a strange motley of animal combinations, shifting from one to the other in each passing season.
- Obsidian Hallway - The hallway remains rough and dotted with flecks of gray rock mixed in with the obsidian. The continuing gallery of images shows the life cycle of the Vaunt in the choice of adulthood. At this point, the Vaunts are tested in combat with other races in the Chasm of the Demon and even between themselves. The point seems to be a survival of the fittest type determination of what their final form will be and if they will survive at all.
- Obsidian Hallway - The hallway remains rough and dotted with flecks of gray rock mixed in with the obsidian. The continuing gallery of images shows the life cycle of the Vaunt in the final initiation to adulthood. At this point, the Vaunts are thrown into the Chasm with the Demon himself and he decides in some strange and mysterious way whether they are suitable for their final form and if they should survive. Apparently, they are worthy if they emerge from the Chasm after 1 year and if not...well, they are never seen again.
- Obsidian Hallway - The chamber gives way to yet another stretch of the enigmatic obsidian passage ways. The walls in this section are rough and almost unworked, but the ceiling and floor have been polished and heavily etched. Again, the etching continue the story of the Vaunt culture, beginning with images of a celebration ceremony for adult survivors of the Chasm initiation.
- Obsidian Hallway - The walls are more than a little striated with granite and the mix of obsidian and gray yields an odd rocky road appearance. The ceiling and floor remain pristine smooth and heavily etched. Here the scenes of the celebration show the surviving adult Vaunts as they devour a sacrifice in celebration of their victory and throw only the eyes, tongue and ears into the Chasm as worship to the Demon.
- Obsidian Hallway - The walls are more than a little striated with granite and the mix of obsidian and gray yields an odd rocky road appearance. The ceiling and floor remain pristine smooth and heavily etched. As is expected the etchings shift to an emphasis of what the roles of the adult Vaunts are in the life cycle. This section contains images of the various Vaunt forms, cataloguing 5 distinct varieties of adult abominations.
- Obsidian Hallway - The walls of the hallway seem to purge almost all of your light here. You notice doors to the left and right of you. They seem to be metal cell doors.
- Obsidian Hallway - The walls are more than a little striated with granite and the mix of obsidian and gray yields an odd rocky road appearance. The ceiling and floor remain pristine smooth and heavily etched. These images show the worker and priest caste of Vaunt and indicate an interdependence of the miners and drum beaters in maintaining the content state of the Demon.
- Obsidian Hallway - The chambers opens into an extremely rough section of the trademark obsidian halls. Here the granite rock makes up more than two-thirds of the chamber and the obsidian just dots and striates to produce odd patterns. The floor and ceilings are shiny and etched though. The etchings here put emphasis on a single type of Vaunt, the highest member of the religious caste. This particular Vaunt appears as a giant humanoid female with vestigial wings and a demonic head with twisting green horns.
- Obsidian Hallway - Phase has arrived. Aiden has arrived. The hallway continues to become rougher and less worked, with granite dominating as the primary rock type. A final set of images on the floor and ceiling show a titanic battle being fought between the highest level of the religious caste and the Demon. The results are either that the Demon wins and continues to rule from the Chasm, or the Vaunt challenger wins and then replaces the Demon, assuming its size and powers. This appears to be the final unity and the end of both the images and the life cycle of the Vaunts...at least in this dimension.
- Obsidian Passage - The hallway narrows substantially and begins to zigzag back and forth naturally. Only a few patches of obsidian appear in the walls and you get the feeling that this is the end of the Vaunt dominion and the beginning of a different domain within the mountain.
- Obsidian Portal - The hallway ends before a massive obsidian portal set on mithril hinges and barred by a wide beam of steel. On the door there is a final image to complete the ritual depiction. It shows a monstrous horned demon that stands many stories in height who dwells in the chasm and accepts the sacrifices thrown in from above.
- Old Tunnel - The tunnel here is slightly larger than the rest of the mine routes, allowing you stand up fully and stretch your aching back. Up ahead it makes a curve and heads north.
- Old Tunnel - The floor angles down steeply, forcing you to use niches and crevices in the walls to maintain balance and avoid falling.
- Old Tunnel - The mine passage slopes down and heads north. The rock in this area looks as if it hasn't been fully mined, as you easily spot several ore deposits and precious gems imbedded in the walls.
- Old Tunnel - The rock here looks like it was once heavily laden with ore and precious gems. Hundreds of tiny alcoves and fissures offer silent testament to the extraction prowess of the miners. Not even a single gem or bit of ore is left.
- Old Tunnels - The access ladder descends a few dozen feet, depositing you in an extremely old mine tunnel. The rock here looks devoid of mineral and ore deposits. A strange scent, like that of rotten eggs and decaying meat itches at your nasal passages, making you want to sneeze.
- Path to the Fortress - At the top of the ladder there is an amazing sight: a mighty fortress has been carved into the side of the highest mountain in this range. The construction is awe-inspiring and must have taken millennia. Huge gates protect the entryway and tiny little arrow slits dot the face of the mountain between 40 and 100 feet up. May the Great Dwarven Gods show pity on the fools who would assault this stronghold. The path leads south right up to the huge fortress gates. A small sign has been hammered between some rocks.
- Plane of Air - Reality begins to unravel itself around you, stripping away the place you were before and assuming new dimensions, sights and smells. Everything is a blur for several minutes then, finally, you are once again in control and staring at a glorious new realm. The land here is a mixture and composite of all the elements and quasi-elements. Everything is rolled into a random mass and collage of earth, water, air, and fire. Wherever they meet they form quasi elements like steam and magma that persist for a short time, then merge into a primary element. In your bewildered excitement you have no idea how a crackling column of raw energy came to exist in front of you, but there it is. Undeniably real, it is a spiraling tower of undiluted power!
- Plane of Vapor - Reality begins to unravel itself around you, stripping away the place you were before and assuming new dimensions, sights and smells. Everything is a blur for several minutes then, finally, you are once again in control and staring at a glorious new realm. The land here is non-existent and you are floating through a light airy combination of wind and water. Moisture coats your skin in a light sheen and permeates your clothing, cooling you off and making you feel fresh and alive.
- Plane of Water - Reality begins to unravel itself around you, stripping away the place you were before and assuming new dimensions, sights and smells. Everything is a blur for several minutes then, finally, you are once again in control and staring at a glorious new realm. The land here is a mixture and composite of all the elements and quasi-elements. Everything is rolled into a random mass and collage of earth, water, air, and fire. Wherever they meet they form quasi elements like steam and magma that persist for a short time, then merge into a primary element. In your bewildered excitement you have no idea how a crackling column of raw energy came to exist in front of you, but there it is. Undeniably real, it is a spiraling tower of undiluted power!
- Prayer Post - The rough hewn passage is comfortably wide and built to accommodate beings up to 18' tall and half as wide. Up ahead there is just such a being, wearing strange glyph-tailored skins and beating a steady beat on a drum around its waist while barking loud, unintelligible orders alternately to the north and south tunnels.
- Prayer Post - The rough hewn passage is comfortably wide and built to accommodate beings up to 18' tall and half as wide. Up ahead there is just such a being, wearing strange glyph-tailored skins and beating a steady beat on a drum around its waist while barking loud, unintelligible orders alternately to the north and south tunnels.
- Puzzling Chamber - The rock walls of this cavern seem to have been roughly carved to resemble bits and pieces of humanoid and animal forms. In addition, you find various statue parts strewn all over the tunnel floor. The pieces range from mundane arms and legs, to the utterly bizarre, including tentacled torsos and multi- segmented wormlike appendages. Everything is made of solid stone though, and some look disturbingly realistic...
- Recent Cave-in - A wide section of the cavern ceiling has collapsed on top of an access ladder leading down into the lower mines. Enough of the debris has been removed to allow a single-file descent. There are numerous scratch and gouge marks in the rock walls, presumably from dwarven mining picks.
- Refuse Alcove - The smell here is absolutely horrid. The stench is so bad that you pinch your nostrils closed just to keep from retching. Rancid meat, excrement, and other unsavory garbage litter the floor in piles. Wait, one of the piles is moving, something in there is alive!!
- Rim of the Mountain - The lair opens out into the basin of a huge crater at the summit of the mountain. It appears this range was volcanically active, once, long ago. Now though the snows have covered over the fissures and mighty shifts in the mountain have sealed the inlet. The crater is quite large though and there is no doubt why the ancient Glass Dragon chose to make it's lair here. This place is a perfect landing spot, and up at the summit, on the peak rim, Uredek could watch and survey his domain. There are enough handholds and crevices dotting the basin walls that you could make it up to the summit rim and partake of the view.
- Rough Shaft - The tunnel here climbs straight upward like a mining shaft. The rock walls are completely natural though, and a warm breeze pours in from somewhere above.
- Rough-Hewn Cavern - The last vestiges of obsidian have disappeared as you enter this bleak gray cavern. Water drips lazily down from fissures in the ceiling, but it appears completely rancid and reeks of dead fish. To the west is a small opening in the cavern wall and a solid bronze door has been built into a natural archway in the southern portion of the cavern.
- Rough-Hewn Tunnel - This passage is completely unlike the obsidian halls of the Vaunt complex. Instead, it resembles a section of the unworked mining tunnels and doesn't even have proper support beams installed. Oddly, the tunnel is extremely stable and shows no signs of wear or stress.
- Rough-Hewn Tunnel - Phase leaves south. Aiden leaves south. The passage is cloaked in thick shadows that virtually 'eat' your light and restrict visual range to barely 10 feet. The rock walls are dark gray and have ancient, encrusted mineral deposits caked onto them.
- Rune-Covered Hallway - The rough-hewn passage gives way to a series of twisting corridors carved from pure marble and thoroughly covered with intricate runes. The symbols are ancient and crafted with painstaking detail. Each groove, and arc is embedded deeply into the marble and even thousands of years have not dulled the patterns. Unfortunately, there is little indication of what they mean and you guess that even the most erudite and learned sages would have no means capable of unraveling the mysteries of this archaic knowledge.
- Rune-Covered Hallway - The marble halls continue for miles, ascending higher and higher into toward the peak of the mountain. Some place there are stairs and others are steep climbs, but one detail stays constant...the runes. The ancient engraved symbols are everywhere and on each imaginable surface. Some are done in color and others in natural marble patterns, but all are amazingly well crafted and awe-inspiring.
- Sacrifice Ledge - The rim merges with a long thin platform that extends out over the middle of the chasm. The view is awe-inspiring and extremely frightening. Gas and debris swirl endlessly through the chasm vortex and strange forms bounce and swim through the surreal ether. At the end of the platform is an abomination pounding on a drum.
- Shadowy Chamber - The further you proceed into these bleak halls the less illumination your light sheds. The darkness is so real that you feel you could almost reach and touch it. Indeed, movement from all around suggests something disturbing and supernatural about these halls.
- Shadowy Passage - Beyond the door is a continuation of the dark tunnel you've been following. To make matters worse though, the tunnel has begun to narrow and is low enough that you are forced to crouch and walk bent over to proceed. Soon it turns to the south and enters a region of shimmering, scintillating shadows that are jet black mixed with tiny smatterings of alternating colors of the rainbow.
- Shadowy Portal - Slam! Ouch, the darkness is so thick and pervasive that you didn't even see that wispy black door ahead of you. In fact, even now that you are looking you can barely make out its outline, as it seems to waver back and forth like a giant shadowy illusion. Reaching out you feel it and it is solid to the touch. It even has a keyhole with a truly odd-shaped design.
- Shadowy Tunnel - This tunnel branches off from the western side of the shadowy chamber and curves back upon itself before heading south. The walls here are dull, gray obscured by a cloak of barely penetrable shadows. Even with your light right next to your hand you can barely discern an outline.
- Shadowy Tunnel - The darkness is getting even worse and a distinct presence looms all around. It's as if something animates the shadows and literally contorts and twists them so they will consume all light brought here. Tingles and chills run up and down your spine just imagining what horrid being must live here.
- Shadowy Tunnel - The darkness is getting even worse and a distinct presence looms all around. It's as if something animates the shadows and literally contorts and twists them so they will consume all light brought here. Tingles and chills run up and down your spine just imagining what horrid being must live here.
- Sharp Curve - The ledge veers away from the face of the mountain and opens out onto a plateau of rock overlooking a chasm to your west. Peering over the edge you can see a dizzyingly high drop into the river gorge below. The plateau extends about 100' north where you see a humanoid giant standing all alone playing with rocks and tossing them into the chasm.
- Shift in the Tunnel - The passage emerges into a tight winding cavern that allows travel to the south and to the west. To the south you see a long, straight tunnel that runs for miles. Not far to the west is a ledge, overlooking what looks to be a deep chasm.
- Sleeping Chamber - This hemispherical chamber is an even smaller version of the guard posts, save that the walls are smoother and lack any sharp juts of obsidian. A few dozen sleeping mats made from skins and bone are strewn on the floor and several of them are occupied by abominations.
- Sloping Passage - This downward sloping corridor is free of debris and descends at a mild angle. After a few miles the tunnel runs up to a small drop-off. Peering over the edge you see a ledge and the floor of a small cavern below. The ledge is only about 10' down and a careful climber could easily make it.
- Sloping Passage - This upward sloping corridor is a bit more difficult to navigate than it appeared. There are numerous sharp rocks jutting up from the floor, making it easy to slip and twist an ankle.
- Small Alcove - The tunnel rapidly dwindles to a mere 10' passage which runs for several hundred feet before coming to a solid cave-in. The fallen rocks completely sealed off the northern route. Looking around, you see that the walls and ceiling appear quite unstable, clear indication that the area is unsafe.
- Small Alcove - The fissure empties into a square chamber with odd acoustical values. The sound of each footfall resonates clearly, sending clicking and thudding noises off in all directions. Well, so much for stealth...if anything is around it knows you are here now. Narrow fissures branch to the north and west.
- Small Cavern - You stand at the base of a small rise with a ledge at the midway point, leading up to a tunnel not far above. To the south is a narrow archway in the rock, leading into a passageway.
- Small Outcropping - The tunnel opens out onto a small outcropping of rock, barely large enough to stand on. Looking up you see another pinnacle rising more than 100'. It will be a tough climb, but at least the welcome sight of handhold crevices dot the cliff face.
- Small Overlook - This tiny plateau overlooks the trail from the valley. To the north you see the base of the mountain range and to the west lies the river gorge. Up ahead and to the south another, much narrower, trail has been formed by the natural shearing of the rock walls. Crevices similar to the ones from your climb below have once again been chiseled out of the rocky walls.
- Small Passage - The tunnel runs due west and has been cleanly cut. The support beams are in great condition, indicating that this area is either well-maintained or was recently created.
- Small Tunnel - The ladder deposits you in a smaller rough-hewn corridor that provides access to a vein of low-grade mithril. The dwarves have extracted most of the metal here, but might still be able to reap some profit from the remaining ore.
- Small Tunnel - The rough-hewn corridor runs along the mithril vein and cuts back to west around a sharp turn. Most of the metal has been extracted, but the dwarves might still be able to reap some profit from the remaining ore.
- Small Tunnel - The rough-hewn corridor stops midway along the mithril vein. A man-sized hole provides access, via another ladder, to a dark recess below. Although the vein of mithril obviously continues to the west, the dwarves stopped digging in this area for some reason. Around the hole you smell a sweet aroma that tickles your nostrils and makes you dizzy.
- Split in the Passage - The corridor shifts slightly, running a zigzag route through a cavern littered with stalagmites. It opens out into a wide passage with a choice of exits. To the east lies a small dark cavern and to the south a larger one.
- Strange Cavern - After a few miles the passage returns to an even grade and opens out into a large cavern overgrown with hundreds of brightly colored lichens. Your light source casts brilliant shimmering reflections off the walls and you can't help but stop and admire the beautiful flora.
- Strange Chamber - The passage finally emerges into a wide chamber with a low ceiling. Hot air currents blow in from several directions, creating turbulent eddies that shimmer and distort vision like so many mirages. The rock walls are highly porous and water streams in from places far above. Oddly enough the area near the eastern wall is much cooler and provides a nice place to rest.
- Strange Chamber - The passage finally emerges into a wide chamber with a low ceiling. Hot air currents blow in from several directions, creating turbulent eddies that shimmer and distort vision like so many mirages. The rock walls are highly porous and water streams in from places far above. Oddly enough the area near the eastern wall is much cooler and provides a nice place to rest.
- Strange Landing - The corridor ends abruptly in a very strange chamber. The walls here have been artificially worked and smoothed, then coated with a sprinkling of black ash. In the center of the cavern is a rough-hewn circular shaft that leads straight down into a region of lower tunnels.
- Strange Tunnel - The rock walls are coated with a sooty black residue and shine like obsidian as your light strikes them. Unlike the natural caverns you've been in, this passage is quite smooth and circular. Every so often a high-pitched whirring sound filters through the passage and slowly dies away. A rough-hewn shaft leads up into another region of tunnels.
- Summit of Lord's Mountain - The summit of the mountain reaches into the cloud laden skies. Here, the wind blows with enough force to rip skin from bone. It is freezing at this altitude and a thick layer of snow covers all the visible peaks. As the clouds shift and break, you catch breath-taking views of all the Known Realms. Cities look like miniature toys and trade routes snake all across the land. You can't help but wonder if this is how a God sees the world, looking down upon all humanity from their vantage somewhere up above...
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the northeast you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the west you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the north you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the north you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the north you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the north you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the north you see a cave exit leading somewhere.
- Surface Area - You are swimming near the surface of the lake. It is brighter here as you notice there is phosphorescent moss on the ceiling of the place. The barrier you noticed below where you couldn't see is actually the stone walls that contain the water in this lake. To the north you see a cave exit leading somewhere.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about. There is a barrier right behind you to the south.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about. There is a barrier to the south of you and to your left to the west.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about. There is a barrier to your right blocking further movement east.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about. There is a barrier to your right blocking further movement east.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about. There are barriers blocking your way to the north and east.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about.
- Swimming in the Lake - Phew!!! It's a bit ripe in here. There are stalls lining both sides of the wall in here and a big sleigh in the very back. You can hear hoofs scratching the ground in a frenzy and antlers rustling against the gates. They look eager to get out and the one at the back with the red nose looks downright vicious. He's the only one that isn't rattling his antlers he's just flashing you a menacing grin.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about. There is a barrier right behind you to the south.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about.
- Swimming in the Lake - You are swimming in the cool, dark waters of the underground lake. The floor of the lake is far beneath you now, and you have plenty of room to swim about.
- The Floor of the Lake - Donner INJURES you with his MAULS. Donner MAULS you with his MAULS!! Donner rips apart the fabric of time and space You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet. You notice that there is a barrier to your right and in front of you to the north.
- The Floor of the Lake - Donner sends shockwaves towards Tayn. Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner MAULS you extremely hard. Donner MUTILATES you with his MAULS!! Donner tries to MAULS you, but misses. Donner MUTILATES you with his MAULS!! Donner INJURES you with his MAULS. Donner rips apart the fabric of time and space You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet. You notice that there is a barrier in front of you to the north.
- The Floor of the Lake - You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet. You notice that there is a barrier in front of you to the north.
- The Floor of the Lake - You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet. There is a barrier in front of you to the north.
- The Floor of the Lake - Phew!!! It's a bit ripe in here. There are stalls lining both sides of the wall in here and a big sleigh in the very back. You can hear hoofs scratching the ground in a frenzy and antlers rustling against the gates. They look eager to get out and the one at the back with the red nose looks downright vicious. He's the only one that isn't rattling his antlers he's just flashing you a menacing grin.
- The Floor of the Lake - You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet.
- The Floor of the Lake - You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet.
- The Floor of the Lake - You are swimming about in the cool clear waters of the underground lake. The floor of the lake is just beneath your feet.
- The Heart of the Mountain - This place is absolutely amazing. The golden 'flowers' you saw are actually thousands of gold pieces piled up all over the place in neat little stacks. They have been melted into place by immense heat and now resemble flowers of various sorts. In the center of it all is a red lizard beast that used to be sound asleep. Well, until you walked over here and woke it up at least!!
- The Ladder - You enter the Lift Box. You are climbing the ladder that leads between the lift platform below and the entry to the dwarven fortress up above.
- Top of the Shaft - The ledge at the top of the ladder overlooks the mine shaft. Peering over the edge you get a distinct feeling of vertigo and pull away to stop you head from spinning. An archway in the rock leads north into a small well-lit chamber.
- Top of the Stairs - Finally, you emerge into a well lit room at the top of the obsidian stairway. It is 20' in diameter and has two features you immediately note. The first is a shimmering archway in the east wall and the second are two 8' tall beasts with the hind quarters of a bear, the torso of a mantis, and the head of a ram. The beasts look surprised to see you and immediately snatch up polearm weapons, then charge!
- Tunnel Corner - The wide passage makes a slow bend to the south and heads off into darkness. There is also a large circular hole bored into the north edge of the corridor. A solid iron ladder is built into the descending shaft, allowing easy access to the mines below.
- Tunnel Corner - The mine corridor gradually curves to the north, winding its way ever further and deeper into the bowels of the mountain.
- Tunnel Corner - After cutting around several low grade deposits the tunnel bends back on itself and heads west where it stops at a dead end.
- Tunnel Corner - This mine corridor was hastily cut through extremely dense rock. Even with superior dwarven excavating techniques, the miners probably gave up making a neat path and opted for a functional, if somewhat uncomfortable passage.
- Tunnel Corner - Debris has begun to fall from the ceiling here and you notice that the support beams for this sections of the mine are rotted and poorly maintained. The dwarves really should put some work into this area.
- Tunnel Corner - Debris has begun to fall from the ceiling here and you notice that the support beams for this sections of the mine are rotted and poorly maintained. The dwarves really should put some work into this area.
- Tunnel Corner - The corridor takes a gentle shift along a solid fissure of iron deposits. The ore looks pure and of high quality. Curious that the dwarves have left such valuable ore just sitting here. Perhaps they have had trouble down here, or just haven't had the time to properly extract it.
- Up the Ladder - You are climbing up an old, yet sturdy wooden ladder. Up above you can faintly make a what appears to be a small grate.
- Violet-Black Shadows - There are no words that can properly describe this place. It is absolutely horrid, repulsive, and yet soothing at the same time. The shadows here are truly tangible and passing your hand through them stirs up images of dark twisted faces with tiny streaks of color passing through them. The images are frightening to behold and as they touch and pass through you, chills like those of cold clammy hands assault your senses and fray your nerves to the point of physical exhaustion. Your first instinct is to scream and run!
- Warden Lair - The tunnel opens into a large domed cavern. Bones and skin are strewn all over the floor and walls. Even at a glance you easily identify the remains as those of dwarves. Whatever did this to them must have been really powerful.
- Warm Cavern - The cavern looks like an old lava pocket, where molten earth once collected as it flowed through the bowels of the mountain. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Cavern - The passage enters a rough-hewn cavern with numerous alcoves and grottos branching out in niches and passages. Examining a few of the shallow ones indicates they were formed by ancient lava pockets when the mountains were still affected by volcanic activity. Thankfully, the air currents are dispersed somewhat and the temperature is quite comfortable.
- Warm Chamber - The chamber looks like an old lava pocket, where molten earth once collected as it flowed through the bowels of the mountain. There is no evidence that the area is volcanically active now, but gusts of warm air from the east suggest there are still some hot lava pockets in the area.
- Warm Chamber - The chamber looks like an old lava pocket, where molten earth once collected as it flowed through the bowels of the mountain. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Passage - The passage looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Passage - Hmm, the wall slides open and reveals a wide passage heading east. Whoever built that 'door' knew how to conceal things from prying eyes, as it blends quite readily with the natural rock walls. Glancing down the passage you see this is another of the ancient lava flows. A brisk air current flows in from the east.
- Warm Passage - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the south suggest there are still some hot lava pockets in the area.
- Warm Passage - The passage looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Passage - The passage looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel branches east along a level grade and also heads straight down into a rough-hewn shaft. The air flows briskly here, carrying a warm current from somewhere down the tunnel.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the east suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the east suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the east suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the north suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel continues to head due south and the warm air currents have picked up in intensity and heat. The flora here is thriving and the place is starting to remind you of a rain forest in the autumn season.
- Warm Tunnel - At a few points the passage curves around dense rock formations that the ancient lava flows failed to wear down completely, though it continues to track a southerly route. The air currents are becoming warmer the further you proceed, making it feel like an uncomfortably warm tropical summer.
- Warm Tunnel - The passage straightens out and runs evenly along a north-south direction for several miles. Along the way you continue to see heavy floral growth covering the walls and padding the rock floor in a light carpet of green, red, and blue. The heat has become substantial and you have to stop every few minutes to wipe the sweat off your brow and take a deep swig from a water skin.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the south suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the south suggest there are still some hot lava pockets in the area.
- Warm Tunnel - Donner INJURES you with his MAULS. Donner MAULS you extremely hard. Donner MAULS you with his MAULS!! Donner MAULS you extremely hard. Donner INJURES you with his MAULS. Donner MAULS you with his MAULS!! Donner rips apart the fabric of time and space Warm Cavern The cavern looks like an old lava pocket, where molten earth once collected as it flowed through the bowels of the mountain. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the south suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the south suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the west suggest there are still some hot lava pockets in the area.
- Warm Tunnel - The tunnel looks like a section of a lava flow, formed by molten rock that flowed through this mountain many hundreds of years ago. There is no evidence that the area is volcanically active now, but gusts of warm air from the south suggest there are still some hot lava pockets in the area.
- Warm Turn - After searching for a few hours and working up quite a sweat you find an alcove that continues deeper into the mountain, snaking along a steady southwestern route. Once more, the air currents build back up to an intense warmth that makes you sweat heavily.
- Warm Turn - A tight passage runs away from the main chamber to the north and heads down and to the west along an arcing decline. The rock floor is cluttered by charred debris of some sort, making your footing unstable and hazardous. To the west, the passage levels out and enters a small cavern.
- Warrior Barracks - This is a perfect duplicate of the larger obsidian hemispherical chambers, save it is slightly smaller. The walls are rough and littered with juts of stone sharp enough to sever a limb. Standing at attention, just inside the entry arch, are several abominations who looks less than happy to see you.
- Weapon Shop - This small shop boasts some of the finest axes and hammers made at Tirag Nir. The items sold here are equal in quality to the equipment worn by the fortress guard! The proprietor smiles when you enter and gets ready to do some business.
- White-Black Shadows - There are no words that can properly describe this place. It is absolutely horrid, repulsive, and yet soothing at the same time. The shadows here are truly tangible and passing your hand through them stirs up images of dark twisted faces with tiny streaks of color passing through them. The images are frightening to behold and as they touch and pass through you, chills like those of cold clammy hands assault your senses and fray your nerves to the point of physical exhaustion. Your first instinct is to scream and run!
- Wide Cavern - The tunnel emerges in a beautiful underground cavern. Though the ceiling is still about 40' the cavern itself stretches out for almost half mile across. Far to the west you see a split in the chamber where tunnels lead deeper to the north and south.
- Wide Lava Tube - The passage finally starts to widen out and continues to spread out until you are able to not only walk upright, but are once again overshadowed by a high ceiling. The gentle breeze has turned into a lulling current of cool soothing air and you can even see a wide beam of light at what appears to be an exit from the tunnel.
- Wide Ledge - The combination natural cavern/mines continue for another mile or so, before stopping at a wide ledge that overlooks another cavern below. You can see another wide tunnel leading west from the lower cavern. A sturdy iron ladder built into the wall leads down.
- Wide Tunnel - The passage is a natural underground formation. Examining the rock reveals traces of very ancient volcanic activity. It's quite probably that this region of caverns was formed by lava flows hundreds of years ago.
- Wide Tunnel - The tunnel begins to arc up at a slight grade making travel more difficult and slowing your pace. The natural passage extends for miles in an almost perfectly straight line.
- Wide Tunnel - The tunnel begins to arc up at a slight grade making travel more difficult and slowing your pace. The natural passage extends for miles in an almost perfectly straight line.
- Wide Tunnel - The passage is thoroughly overgrown with all kinds of flowers and moss. Each step you take brings a new medley of squishing and crunching sounds as your boots crush the delicate growth.
- Wide Tunnel - The passage is thoroughly overgrown with all kinds of flowers and moss. Each step you take brings a new medley of squishing and crunching sounds as your boots crush the delicate growth.
- Wide Tunnel - The passage is thoroughly overgrown with all kinds of flowers and moss. Each step you take brings a new medley of squishing and crunching sounds as your boots crush the delicate growth.
- Within the Mound - Inside is a huge water-filled cavern that extends high up to a domed ceiling and stretches for hundreds of feet across. This place must run under the surface of the bog in all directions. There is a tunnel leading north, further into the mound. That is the least of your concerns though, as you witness a giant black shape rise up from the water and lunge forward!
- Worker's Quarters - These are the spartan quarters carved out for the Tirag Nir miners. Cots, trunks, and a few shelves are all the comforts the workers want or need. Only a handful of workers are here, waiting for their mining shift to begin.
- Y-branch - While most of the mines are completely artificial excavation, this area seems to be a combination of natural and dwarven made tunnels. Large circular corridors run east and south.