Rooms in Virtue
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- A Blazing Hallway - A powerful force has set this hot hallways ablaze with some kind of harmless magical fire. Orangish flames crackle and bluish flames leap from the ceiling to the floor as they burn away at some unseen energy source. The oppressive heat from the previous room still course through here, lending some realism to these magical flames.
- A Blazing Hallway - A powerful force has set the tunnel walls ablaze with some kind of harmless magical fire. Orangish flames crackle and bluish flames leap from the ceiling to the floor as they burn away at some unseen energy source. The oppressive heat from the previous tunnels still course through here, lending some realism to these magical flames.
- A Brick Building - This is a well appointed alchemist's shop; the shelves are overburdened with all manner of elixirs, potions, flasks and philters. Essential oils fill jars and containers near the counter, upon which a smoky oil lamp casts a smoky luminescence. Heaven to mages, the aroma and surroundings tend to make others feel rather claustrophobic and uncomfortable.
- A Cave in - The tunnel is narrow and cramped. You see an open area to the right, and the tunnel continues to the left and ahead.
- A Cavern - Because these caves were filled with water until relatively recently (geologically speaking), they are devoid of common cave formations. In fact, their floors, walls, and ceilings are almost uniformly smooth, since they have been polished by the action of water through many centuries.
- A Cell - This cell is small, simple and relatively clean. A huddled body in one corner is all that remains of the unfortunate soul trapped in here and left to die of starvation after the townsfolk fell under the sway of the evil spell. Now their enraged spirits linger, however, thirsting for revenge!
- A Cell - This cell is small, simple and relatively clean. A huddled body in one corner is all that remains of the unfortunate soul trapped in here and left to die of starvation after the townsfolk fell under the sway of the evil spell. Now their enraged spirits linger, however, thirsting for revenge!
- A Cell - This cell is small, simple and relatively clean. A huddled body in one corner is all that remains of the unfortunate soul trapped in here and left to die of starvation after the townsfolk fell under the sway of the evil spell. Now their enraged spirits linger, however, thirsting for revenge!
- A Charred Building - Someone or something large has recently given this shop the once-over, taking anything of value and smashing the rest to flinders. Fist marks the size of your torso scar the stone walls, while the floor is stained with blood, some of it fresh. A pile of smoldering rags in one corner marks the point where an oil lamp fell and shattered during the fracas, igniting a pile of cleaning cloths.
- A City Street - You are on Main Street, the quadrangle of avenues off of which all of the principal businesses and residences of the thriving community rest. Normally the street would be abuzz with activity, but today you see only a few emaciated townsfolk, staggering in a daze up and down the street. Turning to greet some of them, you are taken aback when they utterly ignore you.
- A Corridor - This corridor extends southwards towards two doors set at the end. There is little evidence of goblin occupation in this place; indeed it doesn't appear that they have ventured very far at all down this passageway, as goblins have a habit of making it rather obvious with their debris where they have been.
- A Crawlspace - This small tunnel is really no bigger than a crawlspace. You must make you way through it on your hands and knees. You can see a little light wafting through a hole at the end of the tunnel.
- A Crumbling Castle - This place is in extensive disrepair, with walls and towers crumbling everywhere. The main walls are about twenty feet high, while the towers are more like thirty. A round keep in the center of the castle grounds rises fifty feet or more into the cloudy sky.
- A Dark Hallway - Stepping into this room you are blessed with a blast of fresh air coming from a barred hole high above. The monks that scurry about don't seem to notice you, and go about their business. In the center of this enormous room stands a large fountain .
- A Dark Hallway - The Monks that travel this hallway seem oblivious to your presence. An occasional scream of pain sends chills up your spine. The arched doorway before you is flooded with light.
- A Deserted House - You are strolling along a path in the village. Flecks of white snow are blown about on the hard ground by a chilly northern breeze that blows in from the icy mountains far to the north. You hope that you will be able to find a hot meal and a comfortable bed this evening.
- A Deserted Road - There isn't much to be seen on this worn path. The forest has almost reclaimed road. Unseen creatures seem to move in the dark brush and odd sounds come from every direction.
- A Deserted Road - There isn't much to be seen on this worn path. The forest has almost reclaimed road. Unseen creatures seem to move in the dark brush and odd sounds come from every direction.
- A Destroyed Temple - The door has swung open to reveal a small room with a shaky spiral staircase suspended from a hole in the ceiling. The floor is covered with an abundance of a crimson liquid that is dripping from a large crack in the southern wall.
- A Dirty Tunnel - You find yourself walking through a hallway without any defined walls or floor. Instead, it looks more like a big hole dug into the earth. It is hard to see ahead of you, and breathing is difficult due to the inordinate amount of dust present in the air. As you walk further in you feel the temperature rise with every step. Ahead of you you hear footsteps and jarbled voices.
- A Foul Smelling Place - You carefully bypass the rubble which blocks your way. As you step clear you notice a heavily carved set of stairs, though these are much larger than humans would need. Down the stairs all you can see is pitch blackness and a vile smelling odor, enough to almost make you vomit.
- A Gaping Pit - Here, an evil block of black stone rises from a gaping hole in the earth, which leads into some netherworld from which the vile beast that conducts operations here was spawned. To enter it would mean no return, and you are certain that not even you could survive long when exposed to the pure chaos that surely lurks at the bottom of this void. A shrill shrieking emanates from all sides; its source hundreds of faces that press against the walls, as if they belonged to people imprisoned within the shifting surface of the stone. You had heard that all structures of Chaos were formed from the unwilling souls of sacrifical victims, bound to eternal excruciating pain as building blocks for Chaos.
- A Guard Room - Even temples have need of security, in these times of trouble, and the Temple of Asteh is not staffed by naive fools. Here they quarter a stout guardian, whose purpose is to repel unwanted invaders. Unfortunately he was easily overcome by the magical powers of the usurpers of Virtue, and stuffed in here until they decide what to do with him.
- A Hallway - You pass through the doorway into a long narrow hallway, lined with bookshelves, portraits and various other paraphenalia of the Squires of this town. A thick rug covers most of the floor, and a neat doormat has been discreetly positioned near the entrance to allow visitors to clean their boots and save the quality of the doubtlessly expensive rug. The ceiling is supported by thick exposed beams of oak, from which chandeliers depend, affixed to sturdy iron chains as thick as your forearm.
- A Hard Packed Dirt Road - You are travelling along a broad path comprised of hard earth packed down by the steps of thousands of travellers over the many years. This path circles the wooden walls of the village, and from here you can see some of the larger structures within.
- A Hot Hallway - WHOOOOO!!!! Man is it hot in here. Your armor sticks to your body like a second skin and the sweat from your brow rolls down your face at an uncontrollable rate. With the addition of a rotten odor, the combination of the two send you reeling. Your head begins to spin and you feel rather ill.
- A Labyrinth - Tunnels branch off in every direction. The darkness is complete, even your pitiful attempt to light your path only creates a tiny glow above your head. Tiny claws tug at your legs and occasionally something brushes your face.
- A Labyrinth - A labyrinth of galleries, some higher than the most lofty cathedrals, others like cloisters, narrow and winding these following a horizontal line, those on an incline or running obliquely in all directions connected the caverns and allowed free communication between them. There is a small crack on the face of the north wall.
- A Library - Dozens of high shelves crammed with texts in every language conceivable fill this long hall, reaching up to the high domed ceiling on all sides, making you feel as if you were within a fortress of books. The air is thick and musty, and smells strongly of old leather and crumbling parchment. Dog eared manuscripts lie scattered all across the floor, tossed aside by someone engaged in a frenetic search for a particular tome. The wealth of knowledge concentrated here is beyond quanitifiable measure; you have no doubt that, if you searched long and hard enough, you would find information on just about any subject under the sun.
- A Long Hallway - The stagnant air inside this hallway provides only enough oxygen for a dim light from the torches adorning the walls. The only sounds heard are your footsteps and your steady heartbeat. Scattered throughout the hallway are various bones from the previous adventurers.
- A Long Hallway - The stagnant air inside this hallway provides only enough oxygen for a dim light from the torches adorning the walls. The only sounds heard are your footsteps and your steady heartbeat. Scattered throughout the hallway are various bones from the previous adventurers.
- A Long Hallway - The stagnant air inside this hallway provides only enough oxygen for a dim light from the torches adorning the walls. The only sounds heard are your footsteps and your steady heartbeat. Scattered throughout the hallway are various bones from the previous adventurers.
- A Long Hallway - The hallway seems to end abruptly here. Leaving you facing a large stone wall with an out of place torch. Except for a painting of a creature of an unfamiliar race the wall is barren. The light from the south has seemed to die out leaving nothing but blackness. Of course there must be a way to go further, maybe this is a premonition warning you not to look?
- A Path through the Village - You enter a Gateway to Virtue. Before you lays the town of Virtue. At the far end of the main street stands a great Cathedral. On either side of the brick lined street are shops of varying age. This town is known for mystery so never accept anything at face value.
- A Path through the Village - You are strolling along a path in the village. Flecks of white snow are blown about on the hard ground by a chilly northern breeze that blows in from the icy mountains far to the north. You hope that you will be able to find a hot meal and a comfortable bed this evening.
- A Path through the Village - You are strolling along a path in the village. Flecks of white snow are blown about on the hard ground by a chilly northern breeze that blows in from the icy mountains far to the north. You hope that you will be able to find a hot meal and a comfortable bed this evening.
- A Ravaged Corridor - Once the site of beautiful paintings and elegantly carved sculptures, this wing of the temple is now a scene of carnage and destruction. Dead priests, some of whom appear to have been partially devoured, litter the floor, as well as the corpses of rats, goblins and other fecund creatures. A vile smell, the unmistakable stench of death, fills the air.
- A Rock Balcony - You have reached a balcony - an open view of the line of tunnels below. It's a place to make camp. It's totally black and silent. Not a sound. No dripping . Nothing. N-O-T-H-I-N-G!! You don't have to close your eyes. You don't have to tune anything out. One man's tomb is another mans refuge.
- A Shadowy Corridor - The waters here are mildly salty, but not as salty as seawater from the surface. In many places the ceilings of this cavern rises far above the water level, occasionally by a much as 1,000 feet. In other places the ceiling drops to the water level or below, blocking off huge sections of the sea to all but underwater travelers.
- A Shop - The shelves in this little shop are filled, but as you peer closer you notice that the items that fill them are rubbish, odds and ends no one would ever want to buy. Confused, you wonder who in hades would be able to prosper with such a business? Odd business is afoot in Virtue, to be sure. There is a sign on the wall.
- A Study - The stairs end in a small, cramped laboratory, the majority of which remains in relatively good condition, as the shaman who has taken over this place wishes to learn more magical secrets from the mage's work. Two long tables crammed with a variety of alchemical equipment line the walls, while a small cot has been sandwiched in between tall shelves overburdened with books to the north. Some of these books have been scattered on the floor in disgust by the shaman, who was not intelligent enough to decipher their secrets.
- A Study - Many books line the wall of this old study while others are scattered about the floor in pieces. The wall is lined with shelves, many of them broken or sagging. Very few of the books here are even close to salvageable. They cover a wide variety of topics, ranging from styles of furniture to poorly written fiction. An Open window blows papers madly around the room.
- A Tailors Shop - The interior of this boarded up structure is filled with smashed furniture and long strips of torn cloth, covered in blood stains. The walls and floors are covered in deep gouges, as if someone had gone spare with a knife, hacking and stabbing wildly. Once a tailor shop, it used to be an inn before that, until the owner went broke and sold it to its current occupant (who was at the time a little healthier). Luckily for you he doesn't realize the situation he's now in.
- A Tunnel in the Mine - The tunnel is narrow and cramped. You see an open area to the right, and the tunnel continues to the left and ahead.
- A Watery Passageway - It doesn't take you long to see the real problem . You have to keep up with the person in front of you. The afterglow of their light illuminates your way. And in your next tunnel the ceiling is irregular and much lower. You're crouching, walking ape-like. You try to walk in your predecessor's footsteps, almost like walking in snow 'cause you're hitting water-about two feet deep and you don't want to break an ankle. So it's feet splayed at the far edges of the tunnel floor. Try to regulate your breathing and don't fall in.
- A path through the village - Normally this broad tree-lined thoroughfare would be abuzz with activity; the townsfolk rushing to and fro on various errands. But now nary a soul stirs, and those that do seem to be in a deep trance, from which even harsh words and strong blows cannot awaken them.
- A path through the village - You make your way through the crowd, doing your best to keep from knocking merchant's carts over. At this hour, as dusk approaches the marketplace is a flurry of activity. Sellers and buyers rushing to make that last-chance deal, to gain or lose an extra copper before nightfall.
- A ruined Confessionary - A horrid fate befell the kindly bishop of Asteh in this place, evidenced by the mutilated body slumped over a badly damaged oak chair. Several arrows and daggers protrude from the corpse, further indication of the poor soul's violent and messy fate.
- Al E. Mony Law Offices - You have stepped into the Law Offices of Al E. Mony. The Room is plushly furnished. Obviously business is good.
- An Abandoned Mine - The pillars sustaining the vaulted roofs, whose curves allowed of every style, the massive walls between the passages, the naves themselves in this layer of secondary formation, were composed of sandstone and schistous rocks. But tightly packed between these useless strata ran valuable veins of coal, as if the black blood of this strange mine had circulated through their tangled network.
- An Abandoned Mine - The ceiling is sort of low here - 6' at most. The walls and floor are carved from solid rock, and every so often, old wooden beams are visible, holding up the roof overhead.
- An Abandoned Smithy - Where once there was a fine smithy, a place of the purchasing and repairing of items of war, now there is only a cold forge, some rusted tools and a couple of suits of shoddy armor. Bloodstains carpet the straw floor, and the walls bear deep gouges, as if a terrific battle took place here.
- An Abandoned Tenement - Smashed furniture covered in dust and cobwebs litters the floor of this house, accompanied by bloodstains and scraps of cloth. It would appear that not all of the residents of Hochenyana succumbed easily to the evil sorcery worked upon this place, and paid for their willpower with their lives. The senselessness of all of this angers you; when will it stop?
- An Alley - You are in a dark narrow alley beside the Chapel. Trash bins are lined against brick walls and you hear the squeek of an occasional rodent foraging for it's dinner. A number of horses laden with possessions are tethered to a post beneath a sign.
- An Arsenal - Presently you find the reason for the conspicuous absence of the goblins; a massive pedestal rests here, upon which stands a guardian, placed here by the mage some time ago to guard his most treasured possessions. It has unfortunately been away from the guidance of its creator for too long, however, and now berserkly attacks anything that enters here, which thus far has only been many goblins, the corpses of which litter the floor.
- An Empty Chamber - The interior of this small room is dark, unnaturally so; even your strong light cannot penetrate far into the gloom. You are able to make out vague shapes of abandoned furniture and something small moving furtively amongst them. The effect is eerie, and you unconsciously tighten your grip on your weapon.
- An Empty House - This comfortable little dwelling boasts several plush easy chairs, a small table covered in trinkets, a cupboard stacked with all manner of cups and saucers, and a hearth, which has been packed for a cheery blaze. An Old Beggar has found his way through the open door and has made himself comfortable in one corner.
- An Open room - The Healing Temple of Delos You are in the Healing Temple of Delos, where clerics of Isis work their powers with her blessing on all those in need of care. A feeling of peace and tranquility washes over you in waves like warm water on a cool night. Soft mats and cots are scattered around the room, as well as jars giving off an herbal fragrance that wafts through the room.
- Another Tunnel - The rock walls look to have been freshly cut in this tunnel. It deadends up ahead. Perhaps the Goblins stopped mining this passageway because of it's difficulty.
- Approaching the Western Gate - You are strolling along a path in the village. Flecks of white snow are blown about on the hard ground by a chilly northern breeze that blows in from the icy mountains far to the north. You hope that you will be able to find a hot meal and a comfortable bed this evening.
- Before the Altar - A shimmering field of black energy suffuses this section of the temple, its source the new towering black monolith that serves as an altar to the vile demon No'ol and also suffices in a role as a sacrifical table. You feel ill at ease here, and realize that the magical forces here will make escape difficult from whatever may lie ahead, behind the massive bloodsoaked altar. You dodge around mangled corpses dangling from barbed hooks attached to long rusted metal chains depending from the arched ceiling, which has been blackened by fire.
- Before the Temple - Rising to the east, like a great marble beast emerging from an ocean of homes, is the impressive two tiered temple of Asteh, patron deity of Virtue. Long wings of stone lead off of the main structure, which is a large hemispherical marble building, supported by thick doric columns spaced evenly about the perimeter. Elegant murals cover the walls within these pillars, which protect the interior from the elements, though the orginial architects protested, intending to have the central worship area exposed, as a deity of the winds and air would wish. However, common sense and the typically wet weather prevailed.
- Behind the Inn - By climbing out the window you have managed to get yourself stuck in a small alley behind the Inn of Virtue. There used to be a little gate somewhere but it's covered by weeds.
- Behind the Wall - The door has swung open to reveal a small room with a shaky spiral staircase suspended from a hole in the ceiling. The floor is covered with an abundance of a crimson liquid that is dripping from a large crack in the southern wall.
- Beneath the City - The underground city is much older than the upper one. Many caves were formed a million years ago. Later the caverns sheltered ancient people. Today only those avoiding the brightness of the city above find their way into the darkness.
- Beneath the City - Tunnels branch off in every direction. The darkness is complete, even your pitiful attempt to light your path only creates a tiny glow above your head. Tiny claws tug at your legs and occasionally something brushes your face.
- Beneath the City - Tunnels branch off in every direction. The darkness is complete, even your pitiful attempt to light your path only creates a tiny glow above your head. Tiny claws tug at your legs and occasionally something brushes your face.
- Beneath the City - At one time the separate caverns of the sunken swamp were originally isolated from each other by vast, chocking mounds of dirt and tree trunks. Throughout the centuries, however the survivors of the quake and their descendants have worked hard to link the caverns.
- Beneath the City - The long history of creatures crowded into these caves has made a mark, especially in the form of secret passages and connecting tunnels. Consequently, there are many possible routes from one location to another, although these are often masked behind secret or concealed entrances.
- Beneath the City - Tunnels branch off in every direction. The darkness is complete, even your pitiful attempt to light your path only creates a tiny glow above your head. Tiny claws tug at your legs and occasionally something brushes your face.
- Beneath the City - A Few other stone structures, all without roofs, lie scattered among the caverns of the old city. These were once sturdy and solid structures, such as vaults, armories, and prisons.
- Brinn's Armory - This weaponsmith has been thoroughly looted and trashed, whatever force that did it taking advantage of the poor mental state of the townsfolk and the absence of any obvious security. Broken and smashed weapons of all sorts litter the bloodsoaked floor, along with several corpses of giant rats, goblins and even a large toad. What odd findings in a suburban residental area!
- Cemetary of the Innocents - Though the roof of the temple collapsed when the building fell it's walls still remain. There are a number of relics laying about that the current residents have no use for.
- Empty Caverns - The waters here are mildly salty, but not as salty as seawater from the surface. In many places the ceilings of this cavern rises far above the water level, occasionally by a much as 1,000 feet. In other places the ceiling drops to the water level or below, blocking off huge sections of the sea to all but underwater travelers.
- Entrance to a Lair - Before you is a large cast iron gate, and beyond lies a dimly lit hallway leading into the lair of Graghtok. The wind seems to whistle out a warning to you to not proceed any further. A wretched smell of decaying flesh fills your nostrils. As you think of what lies inside this unholy place you hear a shriek of a hideous nature from behind. Looking back you see only the trail from which you have traveled. Then the shriek is heard again, this time from inside the lair, followed by a death cry. There are words engraved on a metal plate on the gate.
- Graghtok's Lair - You have finally reached the end... Of your life probably. The mighty Graghtok dwells here. He lives to absorb your life force. As you have probably figured out the flames are just an illusion. Graghtok however is not.
- In the Pit - After a plunge of about fifty hands you find yourself in a blood stained room of death. Looking around you see massives hounds with teeth like razors tearing the monks to shreds, and piling the remains in a corner. You see no way back out of this pit, and realize that even if you could handle the hounds you will not be able to climb back out. It would appear hopeless.
- Inside the Tower - The shanties and hovels end before the doors to the white tower, above which a crude grinning skull has been carved, scarring the fine marble of this towering edifice. You utter an oath and vow to destroy the vermin who have infested this region. The tower itself is nearly thirty feet tall, and boasts no windows or other visible entrances; simply sheer walls of white marble.
- Laboratory - The tunnel ends in a large cave, which is filled end to end with long wooden benches that strain under the weight of magical apparatus of all sorts, ranging from bubbling beakers and hissing alembics of fluid to heavy bronze bound tomes resting on iron bookstands. A vile smell fills the air, one that is not unfamiliar to a seasoned adventurer who has trespassed into many an alchemical laboratory.
- Onyx Room - There's always a bit of excitement that comes with entering an unknown place. Walking down the stairs you don't know if you're in a seedy, underground bar or an impressively posh venue for those in the know. Dimly lit fixtures accent the low ceilings, casting a warm glow on the small (but comfortable) red chairs that hug the numerous tables about the room. Dozens of multicolored bottles line the shelves behind the bar, buttressed by a beautifully luminescent counter.
- Outside the Western Gates - You are standing outside the Gates at the western end of town. They currently stand open, but the militia are ready at a moment's notice to slam them shut and bar them with heavy wooden crossbeams bound with rare iron imported from the south.
- The Antechamber - Nary a whisper can be heard as you pass into the vaulted halls of the Temple; it takes a while for you to realize that some sort of magical enchantment is in place, cast here by the clerics of old to subdue boisterous worshippers as they entered. You must admit one soon loses the desire to be noisy when one cannot hear the result! The walls are bare here, starkly white with faint traces of silvery runes, which mark two barely visible doors to the east and west. To the south lies the central worship area, while the open entrance of the temple lies to the north.
- The Bakery - Many wonderful smells assault your senses as you open the door. The array of goodies is amazing. It will be very hard to choose what you want to purchase.
- The Blood Room - As you open the way to this room you are drenched with a flow of blood. After clearing your eyes you see nothing but red, and a large creature staring at you from the far corner. His eyes glow red and his grin is foul. It quickly becomes apparant that you have disturbed his bath as he attacks!
- The Butchery - A nauseating smell, one of dead meat left to rot, assaults your nostrils as you enter, almost (but not quite) distracting you from the horrid spectacle of dozens of mutilated corpses littering the bloodstained floor and shop counter. The walls drip with gore and blood; even the ceiling has been splattered with the stuff. You feel fairly certain that this is not a healthy place to be...
- The Catacombs - Though the roof of the temple collapsed when the building fell it's walls still remain. There are a number of relics laying about that the current residents have no use for.
- The Catacombs - Here the catacombs are at their wettest water drips steadily from the ceiling all around you, slowly forming stalagtites on the ceiling, and slowly cementing all the bones together with a shiny glaze of limestone rock. Perhaps some day this entire tomb will be a huge fossil.
- The Central Worship Area - The passage opens onto the center of the hemispherical chamber, the ceiling of which is elaborately decorated with murals depicting an open sky, filled with birds and other creatures. A slight breeze blows continually around the chamber, reminding you of a fresh spring morning. All of the pews that normally rest on the blue stone floor here have been smashed to flinders, however, and piled in the center of the room. Rats and maggots crawl about the furniture, and the corpses of the clergy interred within.
- The Corridors End - The corridor ends here, before two plain metal doors, bearing no obvious locks or bars; evidently the mage had sufficient confidence in his golem as to consider such precautions superfluous and unnecessary, not to mention a hindrance should he need to frequent these chambers. Runes are carved into each door, denoting its purpose and contents.
- The Dungeon - The mage used this chamber to house a rather irascible elemental he inadvertently summoned one day while experimenting on a faster way to brew coffee. It is unhappy, tremendously so, at its enforced imprisonment, and this leaves it in a state of mind you can no doubt expect to be at the least rather poor...
- The Entrance to a Tower - The shanties and hovels end before the doors to the white tower, above which a crude grinning skull has been carved, scarring the fine marble of this towering edifice. You utter an oath and vow to destroy the vermin who have infested this region. The tower itself is nearly thirty feet tall, and boasts no windows or other visible entrances; simply sheer walls of white marble.
- The Foothills - The grasslands and meadows, fed by clear river water and seasonal rains, are rich and fruitful. Many farms are founded beyond the town walls which enjoy the protection of Virtue. The foothills to the south are better suited to grazing, and many raise sheep and some small amounts of cattle. The lands to the west are lightly wooded, growing dense in the small Relgwood, which lies on the border of Delos and Virtue.
- The Gatehouse - You are strolling along a path in the village. Flecks of white snow are blown about on the hard ground by a chilly northern breeze that blows in from the icy mountains far to the north. You hope that you will be able to find a hot meal and a comfortable bed this evening.
- The Gnarley Forest - A small portion of the Gnarley Forest is also claimed by the City of Virtue. The northern fringe of the forest, which touches on the banks of the Velverdyva River, is well traveled and patrolled. The druids and rangers of the Gnarley maintain contact with Virtue, and also maintains a troop of foresters who monitor the woodlands for poachers. There is some banditry and humanoid activity in the denser, southern fringe, but this is mostly beyond the borders of the City of Virtue. Still, incidents are not unknown on the highways that follow the Velverdyva. Many caravans follow these roads en route to Delos and Ombus, and the value of such cargo is always an interest.
- The Gnarly Forest - This is a rather foreboding part of the forest, which is even more dark and dismal than the previous parts. Its most distinguishing feature is an abundance of webs, the ground, trees, and branches overhead are covered with sticky strands of spider silk. Several skeletons litter the ground nearby, encased in webbing one of these is prominent due to its plate mail which gleams in a few exposed spots.
- The Hills - The hills are rich in copper ore and mineral wealth, and the wealthiest of Virtue's aristocracy sponsor mines in these highlands. Humanoid activity here is very light, although some small bands of verbeeg and hill giants dwell here. The Elves manage to keep the small groups of goblins in check. In addition the Kron Hills, and more specifically the lightly wooded Virtue Valley, are home to the majority of the region's elven population.
- The Inn of Virtue - In a dim, candlelit corner of the Inn of Virtue, a rather unusual assortment of individuals is gathered in response to a mysterious summons. They had all been waiting for a while at a large wooden table, and some were certainly getting anxious. The summons had come in different ways for different members of this group - some of them had received letters, while others had been told to meet here by strange, hooded messengers. A couple of the people at the table had heard rumors and showed up here tonight on a whim, to find that their advice had been correct. Something was indeed brewing at the Inn of Virtue. Some of those gathered had already started talking amongst themselves.
- The Keep - You have entered the Castle's Keep. To the right (north) is some sort of corpse, barely visible on the ground. To the left (south) is a building attached to this side of the outer wall. There is a scuffed area of ground near the building. Small shops are built into the whole southern wall, on this side of course. Every one of the destroyed eight towers had a door opening into this court.
- The Labyrinth - The gallery ended in an enormous cavern, neither the height nor depth of which could be calculated. At what altitude arched the roof of this excavation at what distance was its opposite wall the darkness totally concealed but by the light of your lamp could discover that its dome covered a vast extent of still waterpond or lake whose picturesque rocky banks were lost in obscurity.
- The Landing - Your journey down the stairs comes abruptly to a halt as you see there are no more stairs to walk down. You almost trip not anticipating this sudden change. The room before you is almost cave like in its appearance, yet something is different. The smell from before is stronger than ever before and it also seems that it has gotten quite warm. You wonder where you could be.
- The Library - This room houses a rather large library of books. All dust covered from lack of use. There are bookcases on every wall, each overfilled with such material as "Slaying For Pleasure". Your attention is drawn to one bookcase on the west wall in which is a large untouched book. An unpleasant musty smell fills your nose urging you to leave.
- The Meeting Hall - This is the meeting room of the Elder Monks of Graghtok. A large onyx table stands in the center of the room surrounded by 13 wooden chairs. Tapestries cover every inch of the wall. Each one telling a story of Graghtok.
- The Mud Pool - The water has emptied into the center of this cavern forming a rather large mud pool. It's depth is unknown. A Creature flying over it could see that the mud spins in a deliberate fashion, like a watery whirlpool in slow motion.
- The Nursery - Large Cocoon's hang above your head, squirming with life. As you watch small black creatures drop to the floor, growing before your eyes into an exact duplicate of Graghtok. All the replicates look exactly a like with the exception of two which have strange symbols branded on their foreheads. There is a small staircase leading up in the corner of the room.
- The Office of the Clergy - The Healing Temple of Delos You are in the Healing Temple of Delos, where clerics of Isis work their powers with her blessing on all those in need of care. A feeling of peace and tranquility washes over you in waves like warm water on a cool night. Soft mats and cots are scattered around the room, as well as jars giving off an herbal fragrance that wafts through the room.
- The Room of Atonement - Once inside this ghastly room you can see a large candelabra hanging from the ceiling, lighting the room with a brilliant yellow. A large podium is on the north wall where an important looking Monks of Graghtok sits. In the center of the room is a gaping hole.
- The Room of Sacrifice - The hallway suddenly opens into a huge cathedral. You now see the source of the heat is a huge fire pit. A number of Monk's are dragging screaming victims to meet their death in this hellmouth.
- The Slavemaster's Room - The torches that line the wall in this room give off very little light. You vaguely makeout the shape of a bed and a strange torture rack.
- The Spiral Staircase - Walking up this staircase makes your heart beat rapidly, every step you take makes it shake unsteadily. The hand rail is made of brittle bones, and break with the smallest amount of pressure. The steps appear to be of an ancient wood no longer around. There is a red light coming from the top of the stairs, and a black abyss below.
- The Stables - The poor beasts that were stabled here have not been fed in months, and abandoned thusly they slowly died of starvation. A foul occurence, and undoubtedly will result in the lingering of some malevolent manifestation of misfortune and doom. The rancid air carries the stench of death, as well as something more sinister.
- The Stairs - Your travel perilously down these massive stairs, though it looks as if these stairs have not been used in quite a long time. You pause for a moment to examine the craftsmenship of the stairs. The carvings in them seem to be of large winged creatures hovering above smaller docile creatures. You take a moment to think, but are soon reawakened by the stench you sensed earlier.
- The Summoning Circle - The stairs pass through a large circular chamber here, originally some sort of summoning area, which has been converted to sleeping quarters for more goblins, bodyguards no doubt for whatever has taken over the mage's private chambers at the top of the tower, which lies at the end of the stair.
- The Sunken Swamp - This unusual area is the product of an ancient earthquake. Probably the one that adjusted the water table and dried up the nearby caves. Originally, the entire region lay upon the surface. A tall, thick forest florished under the steady rays of the sun, and many small villages nestled within. The faults deep within the earth split asunder, and the land fell crushing most though a few fortunate victims survived.
- The Sunken Swamp - More than a dozen chambers make up this region. The timber and living plants have long since rotted, creating a damp and spongy surface. Many small streams trickle through cracks in the fault above, dropping a fine mist throughout the area.
- The Sunken Swamp - This unusual area is the product of an ancient earthquake. Probably the one that adjusted the water table and dried up the nearby caves. Originally, the entire region lay upon the surface. A tall, thick forest florished under the steady rays of the sun, and many small villages nestled within. The faults deep within the earth split asunder, and the land fell crushing most though a few fortunate victims survived.
- The Tapestry Room - The walls of this room are lined with tapestries not one of them in decent shape. Without any warning, there was a _whoosh_ of air from above, and something has fallen on top of you! Attached to the ceiling above you are both great and small pointed rocks, some of them are FALLING!
- The Temple of Virtue - The splendor of this building takes your breath away. The sun sparkles through the many stained glass windows creating a rainbow of colors dancing across the floor. Fresh flowers adorn every corner in preparation for the ceremonies to come.
- The Top of the Stairs - Stepping into this room you are blessed with a blast of fresh air coming from a barred hole high above. The monks that scurry about don't seem to notice you, and go about their business. In the center of this enormous room stands a large fountain .
- The Town Gaol - To the west rests a small but imposing stone structure with barred windows and thick steel doors. The town prison, you surmise, and you instantly wonder what state the prisoners must be in, considering the neglect the enchantment has caused the townsfolk to exhibit. No noise comes from within, though that in itself is far from a good sign.
- The Town Gaol - The iron door opens onto a small guard room, filled with shelves bearing manacles, leg irons, guard rosters and other paraphenalia. Three cell doors lead off from this room, to the north, west and south, and a large desk marks the place where the duty guard usually sits.
- The Underground Lake - The waters here are mildly salty, but not as salty as seawater from the surface. In many places the ceilings of this cavern rises far above the water level, occasionally by a much as 1,000 feet. In other places the ceiling drops to the water level or below, blocking off huge sections of the sea to all but underwater travelers.
- The Underground Lake - Water had collected in various hollows, forming vast ponds, or rather lakes larger than the lake, lying just above them. Of course the waters of these lakes had no movement of currents or tides no old castle was reflected there no birch or oak trees waved on their banks. And yet these deep lakes, whose mirror-like surface was never ruffled by a breeze, would not be without charm by the light of some star, and, connected by a string of canals, would well complete the geography of this strange domain.
- The Underground Lake - The water level has dropped slightly and a small group of nymphs jealousy guard against intrusion and strive to constantly keep the water pure.
- The Underground Lake - Water had collected in various hollows, forming vast ponds, or rather lakes larger than the lake, lying just above them. Of course the waters of these lakes had no movement of currents or tides no old castle was reflected there no birch or oak trees waved on their banks. And yet these deep lakes, whose mirror-like surface was never ruffled by a breeze, would not be without charm by the light of some star, and, connected by a string of canals, would well complete the geography of this strange domain.
- The Underground Lake - Water had collected in various hollows, forming vast ponds, or rather lakes larger than the lake, lying just above them. Of course the waters of these lakes had no movement of currents or tides no old castle was reflected there no birch or oak trees waved on their banks. And yet these deep lakes, whose mirror-like surface was never ruffled by a breeze, would not be without charm by the light of some star, and, connected by a string of canals, would well complete the geography of this strange domain.
- Witches Hill - For a moment you see a devil twirling in a bone dry wind. A Ghost Fire leaps and dances around the base of a charred oak tree. Ancient memories tug at you and a funeral dirge plays a song you've never heard. Remember if you kick and scream you lived too long because only evil spirits could make you that strong.