376 rooms · levels 20–53
You stand on a fairly well used road. Wagon ruts run the full length of the road, stretching out as far as the eyes can see. To the south you can see an intersection in the road.
You have been traveling for a couple of dozen leagues, and the road has not varied much in all that distance. Deep wagon ruts run on to the north, toward a haze of chimney smoke above the trees, and back south toward the crossroads.
A long, featureless stretch of road. From the deep ruts carved into the ground by hundreds of passing wagons over the years, you can tell that it has been heavily used. Looking north you can see a small village nestled in the trees. To the south, the road stretches on toward the crossroads.
Tucked away in a little valley lies the village of Geldor. It seems to be quite a lovely little town. The worn dirt road you've been following has been cleaned up some, though there are still wagon tracks carved into it. Trees have been planted along the sides of it, making a sort of entryway into the town. Further ahead you hear the faint sounds of laughter and dogs barking. You catch a whiff of freshly baked bread on the breeze. The road continues north into the village and to the south it leads back to the lonely road. There is a signpost here.
You stand at an intersection leading to the small town of Geldor. You can hear the sounds of small children playing and dogs barking at your approach. The road on which you travel is well worn by the passing of wagons over the ages. To the east and west you can see small farms and to the north lies the main part of town.
You follow a cute little road that twists and turns. Along the sides are well trimmed bushes and hedges. You can hear the chirping of birds as they flit about in the trees. Farther ahead to the west, you can make out two structures.
You've come across a quaint little house with a neighboring barn. The cottage is a small but sturdy looking little building. It has obviously been well cared for by its owners, for you can see the roof has been freshly thatched and the outer walls covered with a new coat of white plaster. Adjacent to the cottage stands a large barn from which you can smell horses and the scent of freshly cut hay. A small cobblestone path leads up to the front porch of the cottage where you can make out the form of a plump woman smiling at you. As you are standing there, two huge dogs come running out from behind the barn and bark at you menacingly.
Clean but slightly run-down buildings show that this farm is not very prosperous, though the stock looks healthy and plump. Two lads of twelve or so are working in the wheat field to the south, watched over by a man who must be their father. The barn stands to the east, and the village intersection lies back to the west.
The barn is larger than many that you have seen. It is full of some horses and a cow, waiting to be milked. Some chickens also wander around here, pecking at the ground occasionally. The barn is also well stocked with farming implements, none of which would be of any use to you.
You stand at the edge of a large field of wheat. Tending the field are some youths, supervised by an older man. The only attention they pay you is to look up and smile. Their farmhouse is to the north.
After talking to the locals for a bit, you learn that this road is named after the patron god of the small town, St. Cuthbert. To the west you can hear the sounds of a blacksmith hard at work, the sounds of his hammers ringing throughout this part of town. To the north you can see a sign hanging over the largest building in town, swaying ever so slightly in the small breeze that is blowing. The few people walking along the road smile at you as they pass.
A small wooden forge nailed onto the sign above the door declares this to be the local blacksmith. You enter the shop to see a forge sitting at the back and bellows. A short but brawny man is vigorously pounding away at a piece of red-hot iron.
The sign above the building to the west declares the building to be an inn. Pictured on the sign is a voluptuous female toting a tray of food and mugs. To the east and north, the roads continue.
This is the dining room of the Welcome Wench. All around you people are eating, laughing and having a good time. A waitress gracefully threads her way through the crowded room with a large platter of steaming food, and your stomach rumbles at the sight of it. In the corner a young man plays a lute, and now and then a patron tosses a coin his way. A smaller private dining room opens to the north, the bar lies to the west, and the door to St. Cuthbert Road is east.
This is a small, well furnished room. A large oak table sits in the center of the room. Unlike the others, this one has a tablecloth and is equipped with silverware, napkins, and candles. Sitting in a plush velvet lined chair sits a very large man. He is just about to take a bite of food when you stumble into the room. He pauses, looks up at you with angry eyes and growls menacingly. You can see his knuckles whiten as he clenches his fork. The only way out of the room is back the way you came in.
The inside of the inn is brightly lit by torches. A large fireplace is in the corner warming the room with its heat. The air is thick with smoke and the smell of food. There are a few empty barstools at the bar, the others are occupied by large hairy men that occasionally burst out into bellowing laughter. A bartender stands behind the bar, dexterously refilling drinks and collecting money. As you enter the room, he glances up at you expectantly. To the west, you can see the door to the kitchen. A wooden staircase leads upstairs.
This kitchen must be the busiest place you've ever seen. A cook stands in front of a chopping board cutting vegetables and demonstrating such skill with a knife that you'd never want to cross him. Several serving boys and girls rush around the kitchen darting in and out of the room carrying glasses and dirty dishes. As you enter the room, the cook looks up at you with an angry glare and motions with his knife for you to get out. The southern wall holds a thick wooden door, denying you entry to the room beyond.
You walk into a small dimly lit storeroom. Along the sides of the room are sacks of grain and flour piled up in neat stacks. On the walls are shelves stocked with assorted jars of pickled jams and jellies. A rack on the wall holds numerous spare cooking utensils. The only exit from the room is through the door you used to come into the room. Beyond it you can hear the chaotic din of the kitchen.
You stand at the top of the stairs; from below come the sounds of the bar. The hallway is bare and nondescript but for the doors along both walls, one to the north and one to the south. The hall continues to the east.
This small room is very plain and efficient. A small somewhat comfortable looking bed sits in the corner. Next to the bed is a table and chair at which a person sits, hunched over some books and papers.
This room is currently unoccupied. The bed has been freshly made and there are fresh flowers set in a vase on the dresser. You feel tempted to lie down and take a nap for a few hours. The only exit is to the north.
This is the end of the hallway, above the dining room. There are doors to the north and south, and the hall runs back to the west toward the stairs.
An overpowering stench of alcohol assaults your senses as you walk in. A simple white bed has been tipped over on its side, its sheets scattered on the floor. The mirror on the dresser is cracked and broken. Over at the desk sits a large individual whose face is a bright cherry red. Around him are scattered bottles of wine and ale. As you walk into the room he squints up at you with bloodshot eyes. Without warning, he suddenly shouts, 'Invaders!' leaping towards you in a drunken rage!
This room is much like all the others. Sparsely furnished with a bed and dresser, nothing much is out of the ordinary. A small man wearing spectacles is here, pacing about the room mumbling something about the price of fish nowadays. He seems to be completely oblivious to your presence.
A small sign denotes this as the beginning of Druid's Way. There is a small trail leading off to the north that has been marked by stones and flowers. The road continues to the east and west.
You can immediately sense that this is the town's leatherworking shop by the strong smell of chemicals in the air. You imagine that you could preserve a body for weeks with some of the foul smelling stuff that the leatherworker uses. Looking over the wares, you see various leather goods, all of them in excellent condition. They look as if they could easily withstand the hardships of adventuring.
A small trail branches off from the main road. It appears to be well traveled but still looks as if it were a natural trail. It leads off into a small copse of huge ancient trees. From the trees you hear the singing of hundreds of birds and the rustling of little animals. To the south lies the main road.
This is obviously a place of worship. The trees are neatly pruned, and the grass is well tended. A carefully placed line of bluish stones set off the path leading to a rock cairn where flowers, nuts, berries, and garlands of leaves are placed. A small path leads beyond the shrine to a low-roofed wooden building placed under the great boughs of the central oaks of the copse. As you enter the clearing, a very wise looking man exits the house with a large black bear at his side and waits expectantly.
You've reached an intersection in the road. A small shop has been built to the north and to the south stands a tall tower. Easily the tallest structure in the town, the tower appears to be built as if for a siege. Looking eastwards, you see the eastern entrance to the town.
The sign outside this shop displays three yellow balls; this must be the town's moneychanger shop. A guard in chain mail stands by the door, wearing a sword and cradling a light crossbow in his arms, with a quarrel ready. Two large dogs are sniffing in your direction as you enter the shop.
This structure is some 55 feet tall, a smaller tower rising inside the greater at about 35 feet above the ground. Its entrance is accessible only by going up a curving flight of stone stairs which terminate in a landing about 10 feet above the ground. The outer door of the tower lowers to form a bridge to the stone landing. There are numbers of arrow slits around the tower, and it has a splay around the base to about 6 feet in height. The lower and upper battlements are machicolated, the merlons being pierced for archery as well. A very formidable place indeed. Upon entering the tower, you find yourself facing a rather large fighter and a mage, who both look at you inquisitively.
A small keep is being built here for the two champions of the town. Right now there is only a small work crew working here with a foreman to overwatch them. With all the tools here, it would appear that several times those that are here actually work here.
You are standing before the entrance to Geldor. The road you are on twists and bends throughout this little village. Small wisps of smoke drift upwards into the sky from various houses and shops within. You can sense the life and vitality contained within as people go about their daily chores. There is a sign here.
The wind whips up a little dust devil that swirls in front of you. You look about and see the local trading post where people buy and sell stuff. The road continues to the south and a small path splits off towards the west, leading to a small stone house and a large church.
The whole front of this building is filled with various goods. Two traders stand here, with a small complement of men-at-arms guarding them. They look at you warily as you enter their shop, never taking their eyes off of you.
This is little more than a trail branching off of the main road. A small stone house is to the north, and a large church is to the west. To the east lies the main road.
This well-crafted stone dwelling seems recently built. It is set off from the road by a low stone wall. No animals are seen, but a man is out in the yard playing with his children. He stands and walks over to the gate as you approach his residence.
The cozy little town of Geldor sits off to the west, inviting you inside its gates and away from the dangers of travel. The terrain around you is full of gently sloping hills and green grass. Towards the east you can see the beginnings of a forest.
You are on what seems to be an unused game trail that connects to the main road. All around you the woods are dark and silent. To the north, the path seems to open up into a small clearing and you get a faint whiff of flowers wafting in from it. The bushes to the south have rendered the path back to the road nearly invisible.
The sun's weak rays still hold sway in this little clearing. To the east, across an old drawbridge, stands a decrepit building that has almost been swallowed by the forces of nature; vines and moss cover nearly every surface of it. A faint path to the south leads back into the forest.
You are standing on an old drawbridge. The boards shift and crack under your feet, and you expect the bridge to give at any moment; it would be best to get off as soon as possible! To the west lies a small meadow filled with flowers, and to the east is the ruined moathouse. Below you is the moat, where something is moving about, though you can't see from here what it might be.
Uh oh. You have fallen into the moat. You feel stabbing pain as the slime starts to bite into your flesh. You hear something in the water swimming towards you. Suddenly, you feel at peace with the world as your life passes in front of your eyes.
This chamber is some sixty feet on a side. Tattered tapestries hang from the walls, and furniture lies rotting in a small pool or smashed to pieces on the floor. Leaves and dirt cover the floor, and cobwebs hang from the walls and ceiling. Above, the second floor of the moathouse is totally destroyed and looks ready to collapse. A side tunnel leads north, the great audience chamber lies east, and the drawbridge is back to the west.
The road runs east and west here, both ways disappearing into the gloom. A faint, chilling breeze tickles the back of your neck and makes you uneasy.
You've come to the edge of the forest. Enormous trees tower above you, their leaves forming a canopy overhead; now and then a trickle of sunlight finds its way through and strikes the ground for an instant. The road runs on east into the dark woods, and back west to the rolling hills outside Geldor.
You can't help but feel lost in these woods, for the road looks the same in both directions. Off to the east however, a faint smell drifts towards you carried by an unseen breeze and bringing the sickly sweet smell of decay with it.
You are standing at the entrance to Midir, within you see cookfires being lit for the coming dusk, the wafting aroma of roast and freshly baked bread makes your mind drift to the thought of a comfortable bed and a real meal for a change... Yet you sense that something is amiss in this sleepy little community, something dark and sinister... You shake your head to clear it, attributing these thoughts to road weariness and your sometimes overactive imagination. To the north of here lies the waterside hostel and to the east is the infamous Boatmens' Tavern.
You are standing on an unkempt dirt road. To the south is a large stone building; from a chimney at its back a dark black smoke issues out. The sound of metal banging on metal shatters the silence, and your hand goes to your sword before you realize that it is only the smithy going to work. A winding road leads north out of town, and the street continues east and west.
A thick cloud of black greasy smoke billows out as you open the door. Stepping inside you hear the shouts of drunken patrons and above that the screaming voice of the cook who is desperately trying to put out a grease fire in the kitchen. As you look about a disgusting brute of a man shoulders you aside on his way out reeking of sour ale and smoke. Off in the rear of the room is a rickety old staircase leading upstairs. To the north is the bar.
You claim the last remaining stool at the far end of the bar and look around. Sitting next to you is a small and thoroughly drunk gnome muttering in his drink. A large balding man, presumably the bartender, finally wanders over to where you are sitting. He looks you up and down, assessing you and calculating just how much he can charge you for a drink. He wipes his mouth with the sleeve of his shirt and tells you to order something or get out.
You say a brief prayer of thanks for reaching the top of the stairs alive. For a moment there, you thought that they were going to collapse on you, sending you to a grisly demise. The hallway you're in doesn't look much safer though, the smell of stale beer and urine permeates the entire place. It seems to be emanating from the room to the north. The hall continues to the west and there is a door to the south. The only other exit is back down those stairs...
A hideous stench assaults you as you make your way past the rubble blocking the entrance to this room. All the furniture here has been torn to pieces. The mattress is nothing more than a soggy pile of stuffing, reeking of ale. You wonder just what went on here. The only way out is to the south.
This is a run down old room. There is a mattress lying on the floor in the corner of the room and a small desk against the wall. An ugly, scarred man looks up at you as you enter and tells you to get out.
This is the western half of the hallway. The smell isn't so bad here, except to the west where you can smell bad tobacco being smoked in vast quantities. The door to the west is a little nicer than the others in this hall and you can hear noises from the other side. There are also doors to the north and south. The hallway continues to the east.
This room is much like all the others complete with a battered up old desk and a lice ridden mattress. The room's occupant doesn't seem to mind it much though, he looks far worse than the mattress does.
This room is exactly the same as the others except that there isn't anyone in here. You could, if you REALLY wanted to, lie down and take a nap for a while. Just remember to keep one eye on the door at all times.
This appears to be a makeshift meeting room. There is a large table in the center of the room and even a small window in the far wall. The room is hot and full of smoke. Large men with greasy beards sit at the table laughing and talking to each other. Occasionally, one will drive the tip of his dagger into the table to emphasize a point. The only way out is back to the east.
This is a small run down shack built on the outskirts of the town. It looks as if it has been abandoned by its owners for quite some time, yet there are still a few signs of someone living here. A kettle sits on an old iron stove, half full of water, and there is a hunk of stale bread in the pantry.
This building is fairly well kept, unlike most of the others in Midir. By the forge a large brute of a man is hammering away at a red hot horseshoe. He looks up warily as you enter, then goes back to beating the metal. The stables are through the back to the south, and the street is north.
You follow a small, winding road through the trees, north out of Midir; the town lies back to the south. A noise to your left makes you turn: there in the trees, staring at you, is a giant two-hundred-pound squirrel with an acorn the size of a small child! It chitters angrily and disappears into the trees. You shake your head in disbelief; maybe you'd better keep moving.
The stables are as well kept as the smithy. After seeing the other buildings in town, you wonder why this one man is different from the rest. There are several horses here, with the riding gear they need. The smithy is back to the north.
The laughter is audibly louder now as you near the Boatmen's Tavern and if you look carefully enough you can make out two cheery fires greeting you at the windows to the east. From this vantage point you can also see a dilapidated building to the north and you feel a sense of disquiet as you strain to see more, however to the south of here is Mother Screng's herb shop and the aromas of her herbs that are hanging from the shop's rafters makes you giddy in the head.
This building is filled with the strong odors of various herbs and spices, all packed into bottles that lie on shelves throughout the room. Every kind of spice and herb you have ever heard of(and then some!) are here. You look around and spot an old and bent lady, with scraggly gray locks sticking out from beneath the aged shawl she wears drawn about her head. Another old woman, who appears to be the first's daughter watches you from behind her mother. They both stand behind a counter in the back of the room.
This room is in an appalling state of disrepair. Whoever lives here must not be much for tidiness. Broken pottery, cobwebs, and the ceiling about to cave in, it's a wonder that this place hasn't been torn down already. You notice a table hidden in a shadowy corner of the room. At it are two humanoid shapes lying face down on it. As you stare, you see a hand slide down to its side and see a glint of cold steel being drawn.
This very large building looks like an old warehouse. At the back you can see and hear a tavern full of people on their way to getting totally blasted. The rest of the building is filled with people selling and buying produce.
A side tunnel off the main chamber, cluttered with debris: rotting furniture and mildewed tapestries. To the north is the entrance to the only standing tower of the moathouse, and to the east a small storeroom. The main chamber is back to the south.
The smell of rats assaults you: their urine and droppings permeate the room. Squeaking and rustling under the trash strewn about betray that they are still here, and while you ponder this they leap to the attack. A set of stairs in the corner leads down into the dark, and the side tunnel is back to the west.
The upper portion of this tower has collapsed and the interior is dark. Rubble and trash lie throughout the area. Peering up into the darkness above you can barely make out some rafters that hold up the roof above. They look like they could collapse at any moment. While watching, a huge spider rushes out from the darkness and attacks.
Besides an ornate arch in the center of the room, this room holds nothing but trash. Heaped against the west wall is a pile of rubble that must once have been furniture, and from the broken containers strewn about you guess that this was a storage room and armory long ago. Beneath the arch, steps lead down to a flooded room. Passages lead north and south.
This room was obviously a storage room in times gone by. The room still contains a lot of mundane objects, all in a state of disrepair. Searching the room, all you find of value is a couple of bows, a bunch of arrows, and a few other assorted other implements of war.
This room measures forty feet on a side, with five plain stone pillars rising from floor to ceiling. In the south end of the room is a bed of furs and old clothing. When you enter, an ogre rises from where it was sitting, grunts and rushes to attack. A worn stretch of wall to the east hides a door, and an archway leads north.
This chamber measures fifty feet by twenty. Along one wall are a number of cells, and when you go to look inside you find them all unlocked: zombies shamble out, their smell making you gag. You turn to flee and find that more have circled around you, a dozen in all. Before you can shout a warning they let out a low moan and rush to the attack. A doorway leads west, and the stairway arch is back to the south.
You stand in what appears to be an old torture chamber. It appears that the room has not been used in some time. Cobwebs hang from the ceiling and rust coats all the metal in the room. At closer inspection, you notice that some of the torturing devices have been used recently...who, or what, used these you can not fathom. You begin to wonder if this is the safest place to stop...
This chamber is small, measuring at 10 feet by 10 feet. No noticeable exits exist, although after careful inspection you notice that the floor below the south wall appears well used all the way up to the wall.
The original use of this room is unclear. There are two small rooms with their doors ripped off on the east side of the room, each measuring 10 feet by 10 feet. They appear to have been closets at one time. The room itself measures 30 feet by 50 feet. To the north you can hear the sounds of guttural growling, from a beast(or beasts) that you can't recognize.
This room is shaped like a diamond, with you entering at the lower end of the diamond. Like the room to the south, the original purpose of this room is a mystery, but the current inhabitants of 6 bugbears have put it to a use as their room. They seem to enjoy privacy and attack as soon as you enter the room. The room is void of anything but them and their beds.
You stand in a tunnel that runs for about 120 feet, with one branch to the west at about 110 feet from the north. This echoes with the sounds of water dripping and the occasional burst of laughter from one of the denizens of the moathouse basement.
This chamber's walls curve this way and that, with almost no order. It makes you wonder whether the architect of this room was drunk when designing it. It right now is home to 9 gnolls who seem to like their room enough to defend it with their lives if they have to.
This tunnel goes on and on, with ways north, south and west. In every direction more tunnels stretch into the darkness. The walls are covered in a slimy green mold that sticks to your hands and clothing, and you catch a faint whiff of rotting fish.
A long, featureless tunnel stretches off towards the north. On the western wall, various holy symbols have been carved around an archway leading off into a darkened room. Though you cannot hear anything from that direction, a dry dusty smell drifts in from it, bringing memories of something long forgotten. The tunnel bends at a right angle to the south where a crude opening has formed. From there you can hear the sounds of dripping water.
The builders of the moathouse planned on a long tenancy, for they included this crypt. Most of the niches are empty; a few hold splintered coffins, wrappings, and gnawed and split bones. An awful stench hangs over the place, and four ghouls squatting at the far end stand as you enter and grin evilly at you. The only way out is the tunnel to the east.
This is a short side tunnel running east and west. To the east it meets a junction of tunnels, while to the west it runs on toward a small wooden door.
This is a short stretch of tunnel leading east and west. To the west there is a small wooden door.
The tunnel bends here. A small wooden door is to the east, a passage runs north, and to the south lies a guarded room.
Eight guards stand here, guarding this room and the chamber to the west. They are garbed all in black, with gold eyes of fire embroidered on tunic and cloak, and they rush fearlessly to attack you with a low hooting sound. At the sound, more guards rush into the room. The tunnel is back to the north.
This chamber is lavishly furnished, with thick rugs, wall hangings, and soft chairs, couch and cushions. Wines, liquors and dishes of sweetmeats abound. A brazier glows brightly in the center of the room, giving light and the strong odor of incense, and an ornately carved cabinet at the back holds goblets and plates of every kind. A large man in plate mail stands near the bed, toting a mace and a long staff: obviously the man who controls the moathouse. The only way out is back east through the barracks.
You have wandered the tunnels for what seems like hours when a breath of fresh air reaches you from above: a narrow, root-choked crawl climbs up out of the dark. The tunnel runs back to the south.
This was a great audience chamber, as shown by the tattered banners and tapestries on the walls, the destroyed furniture and the heaps of rotting cloth thrown into the corners. Once richly appointed, it has been thoroughly searched, sacked and despoiled. Leaves and dirt cover the floor, and cobwebs hang from the walls and ceiling. Above, pieces of beams and chunks of stone poke through; the upper stories are destroyed and impassable to anything larger than a rat. The main chamber is back to the west.
In this room lies a large, deep pool. You can see nothing in its murky depths, but the water does look potable. The pool takes up most of the room. After a little more careful inspection, you notice that many bones lie around the pool, making you wonder if the pool is safe after all. In answer to your questions, a large crayfish bursts forth from the water...
This small dirt road twists and turns its way through the trees, coming north out of Midir to the south and bending away to the east.
The small dirt road twists through the trees here, from the west to the south. Among the roots on the roadside a slab of stone lies flush with the earth, its edges too straight to be natural.
This small dirt road twists and turns its way through the trees, from the north toward a great gate that rises out of the woods to the east.
You stand before a large gate bound with an intricate lock. It is unlike any gate you have seen before: carved on its surface are a number of wards and signs, whether to keep what is inside from getting out or to keep you from getting in, you cannot tell. The gates stand to the north, and to the west the road leads back toward Nulb.
You stand in a large entryway, with columns and vile stained glass windows on either side. The windows show acts of evil done by demons and other minions of evil. To the south a pair of gates stands twenty-three feet tall and twenty feet wide. To the north is a vestibule and the way further into the temple.
The floor here is of reddish brown slate-like squares. The walls are plastered and painted with scenes of torture, maiming, killing and worse, too disturbing to look at for long. The beliefs of the worshippers are all too evident: evil is to be flaunted, practiced and praised. A dim light filters through the stained glass, casting revolting colors on the greenish stones of the nave to the north, where pillars of a pinkish mineral shot through with worm-colored veins form arches into two lesser aisles. This area was most likely reserved for the lowliest of the Temple's disciples. The grand entrance is back to the south.
The pillars here are white marble, veined with ugly red. The altar block of pinkish white marble is roughly oval, something over seven feet long by five wide, its top hollowed into the shape of a human form with legs apart and arms away from the body; the depression is stained darker than the rest. Beside the altar is a circular, marble-lined pit, a well of sorts twenty feet across, and the barred mouth of a stair descends into it. Shards of broken crystal vessels lie about, and a crystal knife with a broken blade lies on the block. The west and east altars stand in the aisles to either side, the high altar is north, and the vestibule south.
The supporting pillars in this aisle are sandstone, resting on a red slate floor. Broken pottery and sharp bits of rock cover the floor, making walking a risky business. The stump of a granite monolith and chunks of brownish-red rock around its base show that the altar was violently assaulted and destroyed; a few links of bronze chain, a twisted manacle and a bronze-wood maul with a snapped haft add to the impression that the enemies of the Temple hated this altar. The aisle runs north to a vestry, and the central altar is east.
This seems to be a vestry, at the far north end of the aisle. A broken rhondite bowl and ewer lie in a corner, flung in anger and shattered, their insides caked with a dry brown substance. Pieces of furniture are scattered about, as are the torn remains of some brown garments and three stubs of brown candles. A flight of stairs descends into the dark, and the aisle leads back south to the altar.
The thick stone columns of this aisle are deep green, with blood-red striations. The paving blocks are mossy green, with a two-tiered circular dais twenty feet across in the middle of the wing, its lower disc greenish black stone and its upper blackish green. In its center is a depression eight feet across, filled with scummed-over black liquid. Smashed shells are scattered around, along with a broken bronze knife. The aisle runs north to a vestry, and the central altar lies back to the west.
This area was a vestry, at the far north end of the aisle. Bits of broken altar service lie here too, with a broken trident and torn, scorched robes of a moss-green hue. Other rubble includes smashed benches, a small broken table and a thrown-down wardrobe with one side kicked in and its doors torn off. A flight of stairs descends into the dark, and the aisle leads back south to the altar.
A huge bronze vessel chased with copper stands here, its six legs holding it a little more than a foot above the floor. The basin is eight feet across, its bottom filled with old charcoal, bits of blackened bone and indefinable lumps. A piece of chain still hangs over the altar; others like it once did, but their links were broken and short pieces lie on the floor around it. The rim is dented and cut, as if struck by many hard blows. A carved door leads north, and the central altar is south.
The door to this room is finely carved, but most of its vile and obscene work has been hacked away to efface its evil. You stand in a large vestry, thirty feet wide and sixty long. It must once have been the scene of debauched revels, for the remains of great couches, tables and padded chairs are strewn about, with charcoal and several broken barrels. A stack of resinous firewood near the door is the only thing not broken. Amid the litter lie several skeletons, probably human; one wears the tattered remains of a scarlet robe. The high altar is back to the south.
You have reached a large stone chamber. The air is stale and musty, and dust clogs your nose as you breathe. In the corner a small staircase leads up. Large archways open to the east, south and west onto dark tunnels.
This passage is evidently one of importance, for it is plastered and painted with the evil scenes typical of the Temple. It runs east and west, and from its middle a gradually sloping corridor goes down to a lower level.
You have reached the tunnel's end. There are two doorways here, one to the east and another to the west. The doors themselves look as if they are ready to fall off their hinges. Dust on the floor is over an inch thick in places, piling up against the walls in little drifts. The only other exit from here is to the north.
This plain chamber is filled with wooden racks for various spears, pole arms, and smaller weapons. The walls have many pegs indicating where other weapons and shields once hung. All that remains now are broken weapons, sundered shields, and ruined coats of mail. Several skeletons, both human and gnolls, lie scattered here and there, as well as odd skulls and bones. Cobwebs hang in places; if any creatures have been here, visits are not frequent.
This plain chamber is filled with wooden racks for various spears, pole arms, and smaller weapons. The walls have many pegs indicating where other weapons and shields once hung. All that remains now are broken weapons, sundered shields, and ruined coats of mail. Several skeletons, both human and gnoll, lie scattered here and there, as well as odd skulls and bones. Cobwebs hang in places; if any creatures have been here, visits are not frequent. To the east is the way from which you came.
Corridors branch off here into the darkness. The walls are of the same gray stone, and the ceiling is vaulted high above your head. The archway to the east is a little more elaborate than the others. Passages lead north and west, though you cannot tell where; they all seem to stretch off into darkness.
The north wall of this chamber bears a bas relief of a hideous head, a human-like face with squashed features set low on a mushroom-shaped cranium; humanoids, monsters and demonic creatures prance and jape in the background. The remains of a sandstone altar lie in fragments before it. The furnishings are gone, but six heaps of old clothing and rags show that something still dwells here, and as you look, six ghouls stand and approach you. A door leads south, a banquet hall opens west, and a corridor runs east.
This huge hall is over a hundred feet long and thirty wide. The litter of tables, trestles, benches, chairs and stools shows that great revelries of evil were once held here, and bits of tapestry still hang from the walls. Bones and whole skeletons lie on the floor and under the heaped broken furniture: a skirmish in the battle for the Temple was surely fought here. Nothing of worth remains. A broken altar room lies east, and an opening to the south leads to a kitchen.
The stench of ghouls lies heavily here as well. Rotting tapestries still hang on the east and west walls. A battered table and two stools stand in the middle of the room, and mounds of cloth line the walls as beds. A water barrel stands by the south door and a full sack by the north door.
A ten-foot alcove opens in the corner of this room. Its walls were once plastered and painted, but mold has discolored what remains past recognizing. Bones are heaped in the alcove, and a disgusting odor lingers. Torn cloth and old cushions form two tangled nests of bedding near the north door. A large iron-bound chest with a heavy padlock stands in a corner. An opening leads east.
This room is plastered and wainscoted in once-fine wood, now ruined. It was evidently a trophy room or museum, and broken cases are shoved against the walls. A serviceable but moldy shield hangs on one wall, and two great heaps of old cloth and pillows serve as beds. Openings lead west and south.
The corridor bends here, west and north. To the north stands an archway made entirely of the bones of some strange creature, small teeth and bones scattered about its foot; beyond it you see only darkness.
The tunnel runs north and south here, and to the east it turns toward an archway of bones. A doorway to the north is flanked by two stone pillars, and the air from it smells of mold and dust.
You stand at a junction. Corridors run north and east into the darkness. To the west is an old rotted door, beyond which you hear the occasional clank of metal and odd scraping sounds.
The stone corridor runs west and south here. To the north is a closed door, beyond which you hear faint noises. The air is ever so slightly damp, and you smell food cooking somewhere in the distance.
This kitchen is twenty feet by thirty. A high, broad fireplace with numerous side ovens, big enough to roast a whole ox, dominates one wall. The room is littered with broken containers and dishes, unidentifiable trash and pieces of tables and counter tops. Several skeletons lie about, one of them an ogre's. From the depths of the fireplace comes the warning hiss of a large snake that does not appear to like you. An opening leads north to a banquet hall, and an old rotted door east.
The light in this thirty-foot room comes from four torches, one on each wall, and large candles on long trestle tables flanked by benches; on the tables are food, drink and knucklebones in ordinary pottery. Narrow three-tiered bunks and weapon racks full of weapons and shields show that this was always a guard room. A fountain flows into a wall basin, under which are four large knobs. A door leads south, and a passage north.
Passages branch off here in three directions: north, east and south. In the center of the room is a large stone well with a ladder inside. Looking down into it you see only a smoky gray haze, deep below.
Lurid light from a flaming cresset and a glowing brazier of charcoal reveals a thirty-by-twenty-foot chamber with a rack, an iron maiden, a cage and all the other unspeakable devices of a torture chamber. Two adjacent ten-foot alcoves are barred, their doors held fast by chain and padlock, with two prisoners in each awaiting the tender mercies of the torturers: two human women in one and two orcs in the other. A ladder climbs up a long, smoky well to the level above.
This seems to be a line of gaol cells. Each door has a small barred window and a large lock and bar. As you enter, zombies pour out of one of the cells and approach you. The Hall of Triangles lies east, and a passage west.
This corridor is sheathed in polished brown marble, veined with black. Inlaid in the floor are triangular pieces of polished yellow marble, forming a path that leads east. The marble shades toward beige to the east, and deepens to a dark chocolate hue toward a small room to the north. Large bronze cressets are staggered at ten-foot intervals along the hall; something keeps them fueled and burning brightly. To the west are the cells, and a short flight of stairs leads down from a walkway at the side of the hall.
This plain room holds little of interest. A peg between the stones holds a robe of dull black cloth with a pale brown pattern, a pair of triangles one atop the other. An old battered table stands in a corner with two chairs, a stool and a bench around it; on it are a cask, some earthenware mugs and bits of food. Three torches burn in sconces and eight fresh ones lie on the floor. An open cupboard shows old plates, mugs, lumpy sacks and a string of small dried sausages. The Hall of Triangles is to the south.
A short flight of stairs leads down to a walkway twenty feet long and ten wide, beside a pit twenty feet square and thirty deep. Its floor is slimy and covered with bones and filth, and its rough walls are pocked with small openings near the bottom but smooth and unclimbable above. You soon discover just how unclimbable, when the walkway tilts and spills you into the pit. You are trapped. The noise brings rats pouring out of the walls; they are easy to kill, but for every one you kill another pours out. Death might come soon.
This great open area is where the principle of the Elemental Evil of Earth is served. The walls are rough-hewn sandstone, and the whole floor is dark brown earth, lit by phosphorescent lichen. In the center is a pyramid of hard-packed dirt twenty feet square and six feet high, flat-topped, bearing a stone column whose four faces each have a carved triangle and a pair of bronze manacles. A locked door with a window in it bars a stairway leading up, and a locked gate in the floor bars the way down. Halls of Triangles lead east and west. As you look around, the dirt rises up and forms into four creatures.
This corridor is sheathed in polished brown marble, veined with black. Inlaid in the floor are triangular pieces of polished yellow marble, forming a path that leads west to the Earth Temple. The marble shades toward beige to the west and deepens to a dark chocolate hue toward a bronze-sheathed door to the north. Large bronze cressets burn brightly at ten-foot intervals. To the east a passage leads off into colder halls.
The face of the door to this place is sheathed in bronze and bears a peep hole; the bar on the inside is very thick. The walls are hung with tapestries and rugs, and the floor is covered with several layers of carpets. A pair of bronze lamps hang from chains, and a brass brazier on a tripod makes the room too warm and stuffy with incense. A divan, small table, two chairs and a cupboard stand along one wall, a large armoire along the other; the table holds a silver flask, ceramic dishes and cups, and some food. The bronze door leads south, and an inner chamber is north.
Two cressets light this room. The area was once lavishly decorated: two plush couches, a wardrobe, a small table with an inlaid top and two padded armchairs remain. A large chest stands by the couch. On the table are a few dented pewter dishes and some food, and an unlit candle in a wooden candlestick stands atop the wardrobe. A lounge lies to the north, and the sleeping apartment to the south.
This twenty-foot plastered room is lit by two torches and a lantern fixed to shine on the south door. It has been turned into a barracks, with four double bunks along each side. A mantlet stands between this room and the lounge to the south, giving solid protection to the defenders. Brown cloaks hang from pegs driven through the plaster, and a jug and cups stand on the table. A door leads west to an anteroom.
This ten-by-twenty-foot hall is lit by two torches and holds a bench and a stool. Pegs and hooks, recently added from the look of them, hold a brown cloak, a quiver of arrows and a hand axe. Several eye bolts are mounted along one wall, with a wire running through them and into the wall by the east door. A corridor leads west.
Another junction in this gloomy den of evil. Tunnels lead east, south and west. Standing perfectly still, you hear faint whispers and noises echoing through the room, and now and then faint flickers of light dance down the tunnels, gone when you look closer.
For at least a hundred feet this twenty-foot corridor is covered with bones. Skeletons of humans and humanoids lie in a terrible jumble, many skulls and loose bones gnawed. The whole skeletons still wear sundered armor and dented caps, or sprawl by broken shields; bent and broken weapons testify to a great melee in which a hundred, two, perhaps more met their death. Halfway along, ten human skeletons and six gnoll skeletons rise from the ground and surround you. The corridor runs east to a junction, and south beneath an archway of bones.
The former purpose of this room cannot be ascertained, but the four bunks in its far end show that it now houses troops. There are many pegs on the wall, one holding a brown cape, and a bench near the door. A trapezoidal annex through an archway holds four narrow cots, four small wooden chests and a wall fountain dribbling smelly water into its basin. A long table with benches is lit by a lantern hung on a thin chain, and an open cupboard holds dishes and four jugs. The only way out is east, to a guardroom.
This twenty-foot square room was obviously a guard room. Weapon racks remain on one wall, and a table with four chairs stands in a corner, scattered with rectangular bone markers, a jug and ceramic mugs. A nearly full water barrel stands by the west door with a bundle of torches. Pegs and hooks hold old brown cloaks, a leather bag and a shortbow with a quiver of loose arrows. Doorways lead west and east.
You have stumbled on an intersection. The tunnel runs off into the darkness to the south, and to the west is a faint flickering light. A door to the north leads to a wrecked reception room.
Perhaps this was once a reception room or a minor council chamber. Bits of wall covering still dangle here and there, and a once fine hardwood sideboard holds dirty dishes, a cask of beer and bits of stale bread and dried meat. One wall is lined with piles of bedding divided into eight pallets. A small wall font trickles sulfurous water into a stone basin. A stack of wood lies by the west door, and the south door opens on a corridor.
The fireplace in this room shows that special folk were housed here. Three battered old chairs stand by a broken bed of large size, with a wooden box and a small keg nearby. Several old cloaks hang from wall hooks. Doors lead east and west.
This place appears to have been another visitors' chamber, but the plastered walls are broken and smoke-stained from the struggles of the past. Several couches have been shoved together to form a huge bed in the northeast corner. Several empty sacks lie on the floor, and a nearly full barrel of ale is near the west door. A large table and rude chair are in the northwest corner; a big, yellowish cheese and several hard sausages lie atop the table, beside an empty gallon jug. A large assortment of mundane weapons are piled up near the east door. Most are in a state of disrepair.
You have entered an incredibly large chamber, its ceiling lost in the darkness above. The walls are cut from a granite-like stone polished to a mirror finish, and the thick dust on the floor shows hundreds of tiny footprints of the rodents that infest this foul place. Small archways lead east and south into the inky blackness.
The bare stone walls have only a peg or two and three brackets with unlit torches. A rude wooden table stands against one wall with three stools, and in the corner a small keg of water stands beside a mound of ordinary looking dirt. There are doors to the east and west.
This is a small room with a flight of rickety stairs in the far corner; from the opening above float ghostly sounds of chanting. Crumbled archways open to the west and east.
A sense of deja vu suddenly strikes you. Have you been here before? The tunnels have all looked the same since this morning, and you long for fresh air and sunny skies. The cold, damp chill saps your strength and makes you irritable and jumpy. Tunnels branch off here in every direction: north, east, south and west.
This seventy-by-thirty-foot chamber appears deserted. It probably served as a privy, for it has a foul fecal odor and filth is scattered on the floor. Thick columns four or five feet across hold up the ceiling forty feet overhead, with skulls and bones around their bases. As you enter, a horrible singing comes from above and two bird-like creatures with human faces descend. A door leads north, and a corridor west.
The endless tunnels are starting to get on your nerves. You look at the faces of your companions suspiciously: are they REALLY your friends, or are they out to get you like everything else down here? A bead of sweat drips into your eye. Ways lead north, south and west.
The walls here are of plain stone, with ordinary doors to the north and west. Four heaps of bedding made of rags, torn tapestries and rugs lie along one wall, and two stools stand by the east passage. Along the opposite wall a crude shelf holds pottery, bottles and mugs, with four spears standing beneath it. Four gnolls are standing around talking, and look up at your approach.
Carpets and tapestries cover the plain stone walls of this room, and a few rugs lie on the floor; the scenes on the tapestries show it was once the quarters of an underpriest of the Earth Temple. The furniture is gone, and heaps of cloth along the walls are beds. A small brazier stands in a corner, and a keg of cheap beer in the middle of the room. A door leads south out of the alcove, and the west wall seems to have been tampered with.
This room is plastered and paved with polished brown granite slabs. Now dirty and cluttered, it must once have been a plush guest chamber. Cushions and pillows are piled into beds in two corners. A half-empty wine barrel and a container of salted fish stand along one wall, and another barrel holds seven long spears; pegs hold a shortbow and three quivers of ten arrows each. An archway leads north, and the east wall seems to have been tampered with.
The tunnel here is cold and dry. Eroded stone crumbles at your touch, and the air sucks the moisture from your body until you long for a drink of water. The tunnel leads south, and a door is to the east.
You wander in, your mind numbed and unfocused by the gloom and evil that pervades this place. A noise behind you makes you jump, but when you turn there is only the same inky blackness. Passages lead east and west.
A partially destroyed stone chair of brown marble veined with black dominates this place. Both arms have been broken off, the seat is chipped, a piece is missing from the back, and the whole is fractured. Rubble and broken furniture are strewn about, and the ceiling is lost in the shadows of supporting arches at least thirty-five feet up. The stench of rotting flesh faintly lingers. A corridor leads north, and the south wall seems oddly smooth.
This thirty-foot round chamber is finished in polished black stone, like the room to the south. Phosphorescent gleams far overhead have a bluish cast. In the center of the floor is a circular depression a foot deep and ten feet across, ringed by a stone seat so low that only a halfling could sit on it comfortably, or a human facing inward. A secret door leads north.
All the stonework here is black, polished smooth and glossy. The domed ceiling thirty feet overhead shows phosphorescent gleams, each dot a star, together making miniature constellations. A broken obsidian altar stone stands in the center; the place is otherwise empty. An arched exit, seven feet wide and twelve tall, breaks the smooth curve of the wall to the north, and something is scribed into the archway. A passage leads south.
This place is more like a labyrinth than a place of worship. Passages lead off in every direction, all looking the same, all leading into the dark. It is colder here than elsewhere, a creeping chill from the stone walls that seems to suck the life from your body.
This is a rough-hewn crypt, with a small passage leading north to a secondary burial place. The bodies are resting in niches carved into the rough stone walls. All of the bodies are in various states of decomposition.
The tunnel runs north from here and branches east and west. From the east a powerful acrid smell assaults your senses and makes your eyes water; to the west there is only silence.
This chamber is plastered and painted with disgusting scenes and adages. It was apparently used as a restful(?) place to which the clerics of the cult might retreat and ponder the glories of Earthy Elemental Evil. A huge eye is painted on the ceiling and seems to glare down upon all in the place. Padded benches still line the walls, and several chairs remain intact. From the condition of these seats and the look of the floor, this ghastly chamber is still frequented on occasion.
This area was evidently one where strange and potent stuffs were once kept. This place is a welter of smashed flasks, broken pottery vessels, glass shards all amidst the scattered remains of the contents of these containers - herbs, spices, chemicals, and other strange mixtures and substances now unidentifiable. Even the shelves and benches which held these things are now broken and strewn about. The wreckage is total.
You can not figure out what this room's original purpose was. It is now filled to a depth of about three feet by stagnant water. As you wade around trying to find anything of worth, two slimes decide you would make a tasty morsel and attack.
Light in this octagonal room seems to come from everywhere, a milky radiance giving a dim and eerie glow. The floor is fifteen feet below the normal dungeon floor, with short broad stairways leading down to it, and the ceiling vaults forty feet high. Swirling, softly glowing mist hides the walls and floor. In the center is a great pierced square of bronze ten feet on a side. A circular shaft twenty feet wide opens in the ceiling over a pit of the same width, five feet deep, and beside the pit stands a block of alabaster holding two knives and a bowl of finest crystal. Two crystal braziers hang from tripods on silver chains, each giving off a faint sickly-sweet smoke. A locked gate leads up, a secret door down, and doors north and east.
The walls of this twenty-foot passage are painted with scenes of gross evil, death and destruction, some showing parties of worshippers led by robed clerics with their sacrificial captives. Great doors of polished brass, with more vile scenes and runes and huge rings at their centers, lead north and east. The octagonal chamber lies west.
This huge, echoing hall was once the scene of great revels celebrating the triumphs of the Temple. The floor is littered with skeletons, skulls and bones, and the broken remains of chairs, tables, sideboards and cabinets; much of the wreckage has been carted off for firewood. Tapestries of raiding and looting still hang here and there, with trophies: mummified heads, torn battle standards, hides, battered shields, sundered armor and a broken broadsword. Broad steps of dull black stone descend from here, depressing and horrible but passable. The hall continues north, a corridor leads east, and another south.
This is the northern end of the Hall of Triumphal Evil, littered like the rest with bones and broken furniture. Empty cressets and sconces line the walls by the dozen, and torn tapestries still show scenes of raiding and pillage. The hall continues south, a lounge opens north, and a processional corridor leads west.
The plastered walls, paintings, hangings, two couches and upholstered chairs show that this was once a well-appointed room for important Temple guests. A heavy drape hangs across part of one wall. A brazier and a pair of torches light and warm the room, and an alcove holds a pair of rude cots and a small table with a flagon and ceramic mugs. The hall lies south, and a doorway east.
This twenty-by-thirty-foot room is lit by four torches in sconces. It holds a pair of beds with a large chest at the foot of each, a trestle table, benches, chairs, a writing table, a wardrobe and four stools. A small fire burns in the fireplace, part of a sheep cooking on a spit over it, and a fountain spills into a basin. Rush mats cover the floor. Two small kegs of beer stand on the table. The lounge is west, and a cleverly hidden door leads south.
This crooked passage is lined with double bunks, ten in all, each with a straw mattress and two small boxes underneath. Three torches are mounted in sconces, but only one is lit. A not-very-secret door is in the east wall at the bend; above it hangs a large beam studded with sharp spikes, hinged at one end and held up by a cord tied to the door. Doors also lead north and south.
This forty-by-fifty-foot chamber was evidently where new arrivals were hosted to the delights of the Temple, or so the wall murals suggest. A few pieces of battered furniture remain along the walls. In the center is a shallow pool, its fountain stopped and its statue of a minotaur on a throne much dirtied. Skeletons lie about, mostly human. None of the cressets are lit. A secret door leads west, a corridor north, and an archway south to a staircase.
A large staircase dominates this room, spiraling upward into the gloom, its wooden railings rotting and falling apart. A large archway to the north leads into a large dark chamber, and to the south a tunnel stretches off into the dark.
A large intersection. Chips of stone lie scattered on the floor with bits of metal and bone, and several spots on the floor are stained a dark crimson; there has been a battle here. Tracks lead off in all four directions.
This room holds a spiral staircase ten feet wide that descends into the depths of the Temple, circling clockwise down a shaft twenty feet across. The stairs have no rail, but otherwise appear safe and sound. A passage leads north.
The walls of this twenty-foot passage are painted with scenes of gross evil, death and destruction, with parties of worshippers led by robed clerics and their sacrificial captives. Great doors of polished brass with huge rings lead north, and the passage opens east into the Hall of Triumphal Evil. Broad steps lead down from here into the dark.
This whole room is damp, reeking of rotting seaweed and salt air, and a sense of evil pervades it. It is forty feet by ninety, with an arched ceiling thirty feet high, and a soft, cloudy greenish light seeps from the walls and floor as if the chamber lay deep underwater. In the middle of one wall is a great sheet of bronze, a bas relief of an underwater vista, from which projects the hideous head of a fish-like thing; its maw pours a stream of water into four tiered basins, the largest of which never overflows. Each corner holds a column topped with a gargoyle of verdigris-coated bronze. There is a large idol here. Doors lead north and south, and heavy curtains cover an opening to the west.
This small room is tucked away behind the masses of curtains in the Hall of Verdigris, which lies east. From here you could go almost any way you chose: north, south or west. Listening carefully, you hear strange noises, bits of whispered conversation and the sound of dripping water.
This twenty-foot passageway is strangely lit by magic. In its center it pulses with a disgusting gray luminosity, and toward the east bands of dull red light float in the air. A great brass double door, covered with horrible scenes and leering faces, leads east, and the octagonal chamber lies south. To the north is a huge slab of bronze, a solid portcullis, with a mighty windlass beside it to raise it; the slab isn't counterbalanced, so as soon as you let go of the windlass it falls back down to the floor behind you.
This 20 foot by 30 foot room is furnished in rich green - rugs, carpets, draperies, furniture, etc. Four bronze pedestals(one in each corner of the room) hold green globes of some odd sort, which provide a greenish illumination. The center of the room is dominated by a long table with four chairs. Upon the table are green vessels - a decanter, six goblets, several bowls and plates, a basin, and a small box. A high desk stands against the west wall just south of the door; upon it are a few scraps of parchment and writing tools. A large wardrobe stands against the south wall.
This large room is fashioned of great blocks of polished serpentine, save the domed ceiling of polished crystal - made to reflect everything in the room in a distorted way, concentrating light upon the center of the large oval pool of water in the center of the chamber. The whole place seems to be lit with a blue-green light from this pool, and at the same time the pool seems to absorb light, capturing it in its heart. Pale green flames come from eight bronze cressets, four on the east wall and four west; the flames shed light but not heat. Tapestries of vilest sort cover the east and west sections of the north wall. The south wall shows a mosaic of some great ten-armed octopoid monster, holding a sacrificial victim in each tentacle. The monster is fashioned from dark tiles, with reddish highlights and green orbs. The pool is an oval, 20 feet across and 30 feet long, set in a basin of small lapis lazuli tiles. The crystal-clear water allows vision to the very bottom.
This place is swathed in rich green, even the ceiling being obscured by gossamer green hangings. Tapestries on the walls show scenes of undersea cruelty and death. A large bronze brazier stands in the middle of the floor, sending off curls of sweetish fishy-smelling smoke, flanked by hanging bronze lamps which shed a green glow throughout the room. Six plush armchairs are here, each with a matching footstool and low table. On each table is a small decanter, a bowl of nuts and fruits, and a stemmed cup of serpentine. In the center of the west wall is a couch of green velvet piled with pillows. A round table before it holds an ivory tray, upon which are heaped many seashells. An armoire stands to each side of the east door.
This small room was meant for minor functionaries of the Water Temple, for shreds of green drapery still hang from the walls and part of a dirty green carpet remains in a corner. Four heaps of material serve as sleeping mats, a long bench has a small keg under it, and a large barrel stands near the north door beside a lumpy sack. Several green cloaks hang from pegs. Doors lead north and south, and an opening east.
This room is much like the one to the south. A pair of beds are shoved together. A large table and chair are the only other furnishings. Three barrels stand along the south wall.
This room is definitely a guard room for the Water Temple. The five bugbears here all wear the Water Temple's symbol on their leather armor, and one of them is larger than any you have seen; he looks like their leader. A doorway leads west and a door south.
This twenty-by-thirty-foot chamber holds many odds and ends of furniture: three wooden chairs, two armchairs, a large table, two small tables, a desk, three couches, a cot, and countless cushions and pillows. What use this room had cannot be discerned. A door leads east.
You stand in a corridor with a door to the west and passages north and south. A musty odor wafts in from the north along with the sound of dripping water.
This tunnel appears well trafficked. A door to the north has animals of some sort behind it, for you hear guttural growls from within. A corridor leads east, and a hidden door south.
A pair of stairs descend here to the third level of the temple. The corridor leads west, and an opening north leads into a storeroom.
There can be no doubt that this huge hall of red granite, lit by scores of flambeaux and pervaded by the smell of heated metal and sulfur, is the Fire Temple. Tapestries depict scenes of fire in evil form, and the streaks of blue and mica flakes in the polished granite seem to leap and dance like flames caught in the rock. A brass tube twenty feet long hangs from brass chains above a shallow fire pit, with low brass stands of charcoal blocks on either side. Beyond lines of pillars stand great copper cauldrons, each before an octagonal brass table set with sixteen bowls. There is a large pot here. Doors lead north, south and west.
This lavishly furnished thirty-foot chamber is dimly lit by torches in sconces; the many cressets and candelabras are unlit. Its colors are hot and bright: reds, oranges and yellows, and the tapestries show the triumph of the Elemental Evil of Fire. Cushions, low tables and stools lie about, but there is only one chair, a huge wooden seat lacquered red and gilt, with a gold skull on the arm rests and above the back. A door leads south to the Fire Temple, and a passage east.
This twenty-by-thirty-foot chamber is thickly strewn with rugs, and carpets and tapestries cover the walls. Light comes from candelabra, hanging lamps and a fireplace. Plush furniture and soft cushions are everywhere, all scarlet, hot orange, fiery gold and brilliant blue, and small tables hold ewers, cups, and dishes of nuts and sweetmeats. The plastered ceiling is painted with scenes of demons and humans in lewd activities. Under a heap of pillows is a hooded robe of scarlet hue. There is a picture hanging on the wall. Passages lead west and north.
A fireplace and a flowing fountain with its basin are the most remarkable features of this plastered but unpainted chamber. A large table with a pair of benches, all a bit too large for humans, stands in the middle, with a sizable haunch of cold meat on it. An old barrel holds seven spears, and heaps of bedding lie along the walls. A door leads north, and a passage south.
The tunnel bends at a right angle here, west and south. From under the door to the south wafts a smell that reminds you vaguely of a wet dog.
There is a door in the western wall covered with claw marks and scratches, as if something wanted in very badly, and a strange pungent odor comes from under it. To the south a half-crumbled archway leads into a large chamber. The tunnel continues east.
This round area forty feet across has an arched ceiling thirty feet high. Its polished stones show it was once meant for some special purpose, now lost under a litter of refuse, bones and dung. A huge metal ring is cemented into the center of the floor, with a heavy iron chain eight feet long fastened to it. A crumbling archway leads north, and a passage west.
The way north is barred by a huge sheet of bronze, its surface covered with a bas relief of evil, leering creatures; it is far too massive to raise by brute strength. Ten-foot corridors lead east and west, and a sloping passage climbs up to the level above.
This area was once of some importance, for its walls are plastered and painted and there are traces of carpet in the corners, all now ruined. The floor is covered with litter, filth and bones. The walls are dirty and stained, with great chunks of plaster pulled off and gouge marks everywhere below ten feet. The room stinks. An eight-foot chain is bolted to the center of the floor, with an owlbear on it. Openings lead east and west.
Boxes, crates and barrels line the walls of this thirty-by-twenty-foot chamber. Their spilled contents, flour, grain, broken crockery and who knows what else, are mixed with old bones, broken furniture, splintered wood, rags and ordure at least a foot deep. The whole area stinks of troll. A scratched door leads east, and a passage south.
Something has taken considerable pains to decorate this disused storeroom. The walls are plastered with excrement and bones, forming patterns and shelf-like bone ledges from which skulls leer: human, humanoid, dwarven and stranger. The floor is a conglomerate of bones and ordure. A large armchair and a crude table, each made of bones, stand in one corner, and in another lies a heap of torn cloth, leather scraps and bits of tapestry. Suddenly the pile moves, and a huge troll rises from it! He does not look happy at your intrusion. Doors lead north and south.
This twenty-by-thirty-foot chamber is a mess in every respect. It reeks of troll, is covered with dirt and rubbish, and is littered with bits of decaying meat and many bones. Some shelves remain on the walls, and a few boxes, crates, barrels and bales still stand where they were placed years ago. There is nothing of value here. A door leads north, an opening east, and a passage south to a staircase.
The floor here is of white marble, the walls and vaulted ceiling sheathed in pearly alabaster. There is a "right feel" to the place, as a place of safety in a storm of evil. The room is bare and clean. A sheet of cloudy crystal substance seems to be set into the northern portion of the east wall. As you look, it begins to brighten, its radiance actually lighting the room! Two manlike creatures with wings of snowy feathers and radiant faces, robed in purest white, appear amidst golden tinted, cloud-like billows. A pale blue sky can be seen behind them. The step through the crystal which clouds back up. They first peer at you, and then one speaks in dulcet tones, "What are fair and just folk such as you doing in this foul place of pain and base wickedness?"
This bare-walled 20 foot square room is permeated by a feral odor. A pair of nestlike heaps of cloth and pillow lie by the east wall; bones and litter cover the floor. A large cupboard stands against the north wall. A pair of rust-red cloaks hang on pegs by the secret door, the only apparent entrance. A few pieces of dirty pewterware are on the cupboard shelves, along with two bottles of wine and a bunch of cooking herbs in a glass bottle. You notice a jumble of weapons and other items in the northwest corner.
This twenty-foot room was the sleeping chamber of some personage of importance. Its plastered walls bear murals, though the plaster is broken and stained and most of the painting ruined. Rugs still lie on the floor, and a huge bed stands in a corner with a heap of bedding beside it, a small table, a large wardrobe and a brazier. Two lamps hang from chains. It is home now to two large male bugbears and three female bugbear slaves who supply their entertainment. A corridor leads west, and a door south.
This thirty-by-forty-foot room was once quite splendid, if its wall hangings, carpet remnants and battered furnishings are any gauge. Bronze cressets and sconces line the walls. Small tables, chairs, couches, sideboards, boxes and chests fill the room, and a large iron pot hangs from a bronze chain over a charcoal fire in a bronze bowl. A large group of bugbears have taken over the room and call it home. Doors lead north and east, and a hidden one south.
The walls of this small room show all four principles of Elemental Evil in their most horrible and disgusting forms. Battered and torn furnishings show it was once a sitting room for some high Temple official. The sconces are bronze, as is a wall basin set in a round alcove. A small table, two chairs, a couch and a broken cabinet remain. Four bugbears have taken up residence here. A door leads west.
This plastered and painted chamber, probably a secluded place for relaxation when the Temple was in its heyday, is now filled with rubbish. The room is a heap of rotting, stinking garbage, offal, dung, and who knows what else; bones and skulls are visible here and there. Part of a bronze-bound coffer of some sort can be seen near the middle of a large pile of refuse in the center of the room. Rising up from the pile as you enter the room is a rather large otyugh whose arms flail at your entry.
This is a stone corridor much like all the others. Cut out of the living rock, the gray walls seem lifeless and, in a way, sad. A foul smell comes from an opening to the east, and the corridor leads south and west.
This oddly shaped chamber is crammed with containers of all sorts: large clay jars, boxes, barrels, crates, chests, sacks, casks, bales, bags and hampers, many of them full. Bales hold black cloth and finished cloaks, capes and kilts, and an alcove holds scores of arrows, quarrels, javelins and spears and several dozen hand weapons, most in disrepair. Among the huge pottery jars at the far end lie three humanoid skulls and a few bones. The corridor is to the north.
You have stumbled on a major intersection of the temple. To the north is the archway into the Hall of Triumphal Evil. A set of stairs behind a door leads down into darkness. Corridors lead east and west, to places that seem nondescript as far as you can tell.
An outsized table and two matching chairs stand along a diagonal wall, holding a cask, several leather jacks and small hunks of cheese and dried meat. A barrel and a huge pot stand nearby. Brackets line the walls, only three with torches, none lit. A great pile of hides and skins in a corner is a bed of sorts. Four bronze-bound oaken doors, each with a heavy bar, padlock and small barred port, mark the cells, all empty. The jailers, a large ogre and a bugbear, stand and rush at you. The corridor is east.
This place is filled with old furniture, mostly wardrobes, cabinets, armoires and chests. Two chairs, a stool, a small table and a couch are crowded in a corner. A shabby carpet covers the floor and hangings of every sort adorn the walls: a hodgepodge of junk, gathered here since the overthrow of the Temple. Doors lead north and east.
The corridor here runs north and south between two doors. From beyond both come sounds of an unidentifiable sort.
The battle seems to have raged into this room as well. Pieces of broken armor and the bones of creatures lie strewn about, and in one corner a human hand still clutches an old rusty sword, half crumbled to dust. To the west lie the remains of a once mighty archway; its stone pillars have collapsed and almost block the way into the hall beyond. Unadorned tunnels lead north and south.
You have reached the end of the tunnel. There are wooden doors on either side of you. The floor in front of the southern door has a thick layer of black dust, and the door to the west has seen so much use that it has almost fallen off its hinges. The tunnel leads back north.
This room is twenty feet square. Several large hampers stand along one wall, and propped along the others and scattered over the floor are eight shields and many human-sized suits of armor. The door is to the north.
This large chamber is evidently used for storing wood and lumber. Stacks of firewood stand near the entrance, planks and beams at the west end. Just inside the entry are several large lumpy sacks filled with charcoal.
This place is horrible and disgusting, loathsome and fearsome. The stonework seems leprous and mottled, sculpted everywhere into fungous shapes of nightmare form and color, and each column writhes with intertwined fungi. The walls drip with slime. Bizarre reds, disgusting yellows and rotten grays and browns swirl around a huge sprawling purple throne. The demoness must have used this hall to view captives and servants, the former going to unspeakable fates, the latter exulting that no such fate awaited them as long as they served Zuggtmoy well. Black steps climb up behind a gate. The hall continues south, and ways lead north, east and west.
This huge echoing hall is built of polished black stones that give back odd black reflections of your light. Four symbols are set into the floor. One is a triangle of dull ecru stone outlined in gray metal, throbbing with dun-colored pulses. Another is a ten-foot square of translucent stone, blue at the edges and deep green at the center, giving off sheets of blue-green light. A third is a circle of crystal ringed in silver, sending up slowly rising clouds of pale light. The last is a long diamond of translucent stone mottled red and amber and outlined in red gold, sending up sudden tongues of brightness. The only way out is west.
This hall is much like the last, with the same leprous and mottled stonework, the same sculpted fungous shapes and fungus-twined columns, and walls dripping with slime. Projections like blighted vegetation line the walls, each giving off a dim but pervasive light. There is a throne here. The floor makes a squashing, wet sound under your feet. The hall continues north, passages lead east and west, and a secret door lies to the south.
This 30 foot by 40 foot chamber is a strange composite of polished pink stone, golden chains, and a floor of loose earth. Deep black earth covers the entire floor, save for a four-foot-wide walkway which edges the room. The bright metal chains hang from the walls, affixed by rings to the walkway as well. The room is dark; the walls show neither cressets nor sconces.
The plastered walls of this thirty-by-twenty-foot room are painted with murals in which humans, demihumans and humanoids are robed in finery and given golden crowns adorned with skulls. Above them all is painted a golden skull wearing a silvery crown set with gems of red, blue-green, crystal and orange-brown. The floor is tiled in black and yellow squares a foot across. One wall shows scenes of elemental devastation, with a chair beneath each. The Hall of Dread lies west, and a hall of revelry east.
The plastered walls here show scenes of revelry and debauchery among crowned figures like those in the room to the west; those rewarded there were evidently brought here to be feted. Couches, cushions and pillows surround small tables. The place is in disorder, as if those here left in a hurry: stands and chairs are tipped over, stains on the carpets show where food and drink were spilled and never cleaned, and dishes, ewers and drinking vessels lie everywhere. The furnishings are of excellent workmanship, and all disgusting in what they depict. The way out is west.
This spacious chamber is filled with opulent furnishings: carpets of rich golden hue, nine plush chairs, five green velvet divans, cushions of gray watered silk and deep orange satin, and six ottomans of shining black leather. Murals and tapestries show debauchery amid a forest of fungi, and a throne-like golden seat stands in the center; one tapestry shows the round-bodied, elephant-legged, fungus-headed thing seated on it amid a revelry of fungoid forms. A secret door leads north, and a door west.
This gallery is filled with cabinets and shelves, and even the walls have alcoves and niches, all bearing sculptures of ceramic, bone, stone and shell. They depict mushrooms of every sort, toadstool, fungus and blight, in all colors, sizes and shapes. A dozen larger ivory sculptures inlaid with translucent stone stand on the floor as stools for those who would rest and view the gallery. A door leads east, and an opening north.
This room is made of polished brown stone, its ceiling twelve feet high. There are no cressets here, nor anywhere to put torch or candle. The floor is dirt from wall to wall, a rich dark soil loosely compacted. The room is otherwise empty, but for the sculpture gallery to the south and a curtain that hides a passage to the north.
This corridor is eighty feet long and ten wide, unlit and unfurnished. A recess in one wall forms a shelf two feet deep and ten feet long, holding only four dusty stones. A curtain to the south hides the way back, a plain room lies east, and to the north the corridor opens into a great hall.
This plain room is unfurnished but for a thick carpet and many empty sconces. Its walls are solid stone blocks, closely set and polished. There is no one here. Doorways lead north, east and west.
This place is decorated in purples and reds: rugs, cushions, upholstered furniture, wall hangings, etc. A large divan, covered in plum silk worked with nauseating green and orange figures, dominates the north wall. Behind this couch is a tapestry depicting the spherical creature with the mushroom neck and head. Before the couch are several stools of cinnabar. All of the wood is inlaid with mother-of-pearl, showing demons, fungi, or worse. The wall cressets and sconces are of bright copper, either recently attended or magically kept polished. Before a throne, a gold bowl contains some offerings.
The stones here are deep purple, and all the furnishings match: a mauve carpet, lilac and puce wall hangings, and a long table with twelve chairs and a larger one at its head, all lacquered violet. Bronze candelabras stand on the table. This was probably a council chamber. One wall bears a large map of Daleville with the Temple at its center, the Temple's conquests shaded in purple among dots of purple, black, red, green, white and brown, with cryptic marks beside most cities and towns. Doors lead west and south.
Odd pillars flank the first part of this great hall; thirty feet beyond them it broadens to sixty feet. A huge dais of translucent alabaster commands the far end, and before it a magical device is set in the floor: a hexagon of two interlocking triangles and the circle that rings them, seemingly of molten electrum, its points glowing different colors and its center pulsing a pure purple. Atop the dais stands a huge silver throne set with hundreds of gems forming demon faces, skulls and fungi, and behind it hangs a deep purple tapestry worked with fungi. High above, four sealed portals are set in the vaulted ceiling. A black mist shrouds the way back south.
This plastered room is decorated with murals of lesser demons paying homage to humans of evil mien, and scenes of the killing and destruction that earned such homage. A plain armchair of black wood stands against one wall. Many bronze cressets line the walls, but there is no other furniture. Ways lead east and west.
The walls of this twenty-by-forty-foot room are frescoed. Two suits of plate armor hang on each long wall, of black metal enameled with strange glyphs in red, white, green and brown around a golden skull. The armor is strangely fluted and spiked, the helmets wrought to frighten, and each suit bears a huge two-handed sword. There are some frescoes here. Ways lead east and west.
The whole floor of this chamber is covered with a noisome earth full of manure and rotting things. From this sickening humus spring thin-stalked fungi, thicker growths with strange caps, spongy masses, shelf-fungi and tumorous blobs on niches and shelves along the walls, some of them giving off a ghostly phosphorescent light. As you set foot here, a female voice calls a warning: "Stand still! Some of the fungi are dangerous. I know the path, and will come to guide you." A comely head moves this way and that through the huge fungi. Stairs lead up, a chamber of statues lies west, and a stairwell south.
You are at the top of a stairwell that leads down into the dark. A cave-like opening to the north gives off a very earthy smell, and a faint glow comes from that direction.
This circular chamber, forty feet across, is lit by four weirdly glowing globular cressets of ancient bronze. The light reveals nine monstrous statues whose stony faces could still strike fear into the bravest: beyond a smallish blue dragon is a beholder, a fire giant, a manticore and a medusa stand in frozen conversation, and off to one side are a mummy, an ogre mage, a wight and a rakshasa. Ways lead east, south and west.
The tunnel runs east and west here, and a door to the south has a great eye carved into the archway above it. You get an eerie feeling as you stare at it.
This area is not in use; the floor is covered with dried husks, castings and less definable litter. Heavy webs mask the ceiling at least twenty feet up, but the dust on the strands shows that the monster that made them is probably no longer here... at least you hope. A tunnel leads east, and a section of the south wall is not quite what it seems.
The plastered walls of this triangular room are covered with paintings of eyes and the symbol of the Eye of Fire, a triangle with a Y within it. The eyes are of every sort, human and monstrous, blind or many-faceted, and all seem to stare in hatred, hunger or fright. The room has seen rough use of late: rubbish, gnawed bones and the marks of a large fire often burned in the middle of the floor. Two smoky cressets burn between the doors, which lead north, east and south. Broad steps climb up out of the room.
The walls of this colorful thirty-foot room are covered with mosaics of weird and depraved scenes, and the floor is a mosaic of the same. Broken furniture is stacked by a fireplace, and four heaps of rugs and skins lie about with a large barrel between them. Two small pots stand by the fireplace and a large kettle hangs over the dead ashes. The door is to the north.
The walls of this colorful thirty-foot room are covered with mosaics of weird and depraved scenes, and the floor is a mosaic of the same. A few pieces of battered furniture remain, and a large pile of rugs, skins and tapestries in a corner makes a bed of sorts. Six unlit cressets line the walls. A door leads west, and a passage south.
Torch brackets are affixed to the walls of this hexagonal chamber, but without torches. The stone here is of mottled rust and moss-green hue. The ceiling arches to a height of about 25 feet in the center. A large iron brazier stands in the center of the room, and a rude table by the south wall, with a cabinet nearby. Two heaps of pillows, cushions, and old cloth(rugs, tapestries, etc.) lie on the floor.
Horrid faces carved from the same rock as the walls snarl and vomit thin streams of water into a multitiered basin. The water smells evil and the basin is lined with some aquatic growth, but it is probably drinkable. Passages lead north, east, south and west.
The corridor, so far unremarkable, suddenly drops away. You stand at the brink of a pit sixteen feet deep, its sides and floor sheathed in smooth, highly polished bronze; beyond it the corridor opens into a chamber likewise adorned, but further progress is impossible. A few scraps of trash litter the floor: a bit of cloth, a small bone, maybe a broken dagger. Your lights reflect well from the mirror-like bronze. The way back is west.
This room is lit as bright as a sunlit day. You notice many dim figures moving about the room, the haze of the room distorts the images but they appear to be giant rats and foxes. The room is 20 feet by 30 feet, the ceiling, (if there is one) is impossible to see, due to the bright light. Blue sky and a hot sun seem to be overhead, but the sky appears close - only 20 feet up. In the center of the room are some jackalweres, jackals, and gargoyles taunting some prisoners. They approach the prisoners, who are armed only with small impotent clubs, and scratch them with their sharp claws, or bite them. Just out of reach of the prisoners is a tantalizing image for them: a large ring with a key in it, a dagger, a longsword, and a rod of some sort. When the prisoners see you, they cry out for your aid!
Besides the door you came in by, to the south, there are no exits from this room. It reeks of carrion and filth, and bones litter the floor. Heaps of old cloth along the walls show where the occupants nest, and old garments hang from pegs.
This long hall is lined with pillars and filled with long benches where the faithful sit to hear sermons, with a dais at the far end from which the head priest preaches on Godsday Eve. The hall is floored in well-polished wood, with wooden pillars rising to the roof high overhead. The walls are painted with pastoral scenes, and tinted glass windows of many colors let in the light. The door to the street is east, and the processional west.
This hallway is floored with a lighter colored wood. The walls are deep blue, sprinkled with starbursts in silver leaf. This room is most probably used for those to be confirmed, married, and so forth.
This room is used for rest and relaxation by the clerics, as well as to dress for services. The wardrobe here is filled with vestments and such items.
The exit to the east is covered by a drape of deep green velvet. Upon entering, you are startled to see a large man, smiling and with a great cudgel held high(almost looking like he's about to bash your brains in!). You then notice that it is but a statue, a very life like statue. Behind that statue, various types of ferns and other plants grow. An altar of carved bronzewood is here, with billets, star bursts, and the sacred sign of the crumpled hat carved into its surface.
The chamber here is rather large and austere. Cushioned chairs adorn the area around the fireplace, but that is the only sign of comfort this room has to offer. The rest of the benches are hard, without backs, and look extremely uncomfortable. A poorbox resides in the room also, it being set into the floor to keep any would be thieves from taking it. The priest here asks for a donation to his church.
This is obviously the church kitchen, filled with the bare necessities for cooking a meager meal. Sacks of grain are stacked in a small pantry off the kitchen. A set of stairs leads up, and a passage north.
The hall here is lined with trophies. On shelves lining the hall are many dented helmets, maces, clubs, and knobbed cudgels of fame with a plaque underneath telling the story of what made the weapon of such known.
This room is formed into a perfectly round chamber measuring 25 feet in diameter. The room is void of any objects that might distract you from meditation. The walls are a soothing light green color. A portrait of Cuthbert hangs straight ahead of you, on the far west wall. A cleric is here, deep in meditation.
This room is floored in hardwood. Stacked up in racks are various kinds of blunt weapons. The majority of the weapons are clubs of various sizes and shapes, but a few hammers and other blunt weapons are here also. The walls are decorated with various scenes of moves that can be used with blunt weapons. Right now, there are two clerics utilizing the room.
This round chamber, forty feet across and forty high at the top of its dome, is made to look like a natural place, bleak and disquieting. The walls are hewn to look like boulders, with jagged rocks and detritus along them, and the floor is uneven with cracks, ledges and loose rock. A gray light with no source leaves pools of shadow by the walls, and a cold, damp breeze moans through. A bone projects from a fissure, and near it lies a skeleton in chain mail; a leering skull on a slab of rock seems to taunt you. A staircase leads down, a passage north, and a hidden door east.
The room is twenty feet square, with filthy straw on the floor, a small drain hole in a corner and a water-filled barrel. Herein are two humans, an orc, a hobgoblin and three goblins. A hidden door leads west, and a locked door south.
This is a cramped intersection of tunnels, each bending off into the gloom: north, east, south and west. Here, where you stand, whispers of sound are carried along the tunnels and brought together.
The room is twenty feet by thirty, littered with straw. Herein are a gnoll, a bugbear and two ogres. The exit is to the east. Born of desperation, the prisoners attack.
This forty-foot room is floored in alternating red and black stone, its supports and ceiling all black. The plastered walls show horrid feasts, ghouls, ghasts, shadows and vampires joining Temple clerics and demons at an unspeakable meal. The cressets are unlit; the place has been deserted for some time. Long tables, chairs and sideboards stand dusty but whole, the tables still set with dishes and vessels. Ways lead north and west.
This thirty-foot hall is lined with disquieting guardians, or trophies: thirteen human skeletons stand at attention along each wall, all in armor, each holding a different pole arm or missile weapon. Large bronze candle stands with no candles stand along the walls, and six pairs of crossed swords and six shields decorate one wall. Ways lead north, east and south, and a secret door west.
This chamber is red. Floor, walls and curved ceiling are each a subtly different hue, jarring to the eye, and the whole is bloody and disgusting. Rotting cushions and divans of red cloth lie about, and a low round table lacquered orange-red holds a red serving set of cups and a bowl beside two candelabra of thirteen candle stubs each. The way out is north.
The walls, floor and ceiling of this twenty-by-forty-foot room are dull black stone; heavy velvet hangings of ebony cover the walls, and even the torch brackets are of blackish metal. Couches and chairs of black wood, upholstered in the same somber cloth, remain in good condition, and a large black cabinet stands against one wall. The way out is south.
This oddly shaped chamber is lined with shelves of empty containers: bottles, flasks, alembics, retorts and the other gear of an alchemist's or wizard's laboratory. On the floor are more mundane things: a large box of chalk, sacks of charcoal, jugs of turpentine and fuel oil, candles of many colors, enough to stock a small shop. A door leads up a flight of stairs, a secret door east, and a corridor south.
A gray featureless tunnel runs north, east and west. To the west you see brightly flickering lights and smell incense and other strange odors.
The merest glance shows the past purpose of this round room: alchemical experiment. The walls and floor are covered with graven glyphs of the elements and metals. Benches and work tables line the walls, holding flasks, retorts and crucibles, and three braziers of different sizes stand in a row in the middle, piled with dishes of strange powders, granules and crystals. The exit is to the east.
This is a small cramped junction with passages east, south and west, each looking exactly the same; you're not really sure which one you just came from.
This room, ten feet wide and fifty long, was meant for reading and writing spells. Cressets are fitted to the walls at ten-foot intervals. A long slanted shelf runs along one wall with stools along it, still holding sheets of vellum and parchment, quills, oddly stoppered pots and candlesticks. A small writing desk stands at one end and a lectern at the other. The door is to the west.
The ceiling of this fifty-foot chamber is at least forty feet high. Chains hang over a great cold fire pit in the center, one holding a great iron pot, and eye bolts in the walls each hold a ten-foot chain. Beside each door is an empty torch bracket. Iron doors lead north, east and west, all standing open. A great heap of cloth, pillows and skins lies in a corner with a tun, a barrel and a sack.
This is a twisty tunnel with branches north, south and west. Running water echoes down the corridor, and you catch a faint whiff of food.
From the huge fireplace and the containers of flour, meal, salt, oil, preserved meats and cheeses, this kitchen is clearly still used now and then; there is enough food here to feed several score people for days. Shelves and counters hold spits, skewers, long forks, spoons and ladles. The way out is south.
Horrid faces carved from the rock snarl and vomit thin streams of water into a multitiered basin lined with aquatic growth. The water smells evil, but it is probably drinkable. A passage leads north, a dining salon lies east, and a door west.
Above a long wooden table in this plastered and decorated room hangs a large chandelier, with twelve chairs around the table. Two sideboards, a cabinet and a wheeled cart complete the furnishings. The way out is west.
This place is covered with thick carpets, with many cushions spread about. Upon it lies the mummified body of an elf, face down just beyond the entryway with the hilt of a dagger protruding from the back. Its remains are clad in rotting splendor; the garments are of silk and brocade, and jewels gleam from earrings, a necklace, a bracelet, and two rings. The skeletal right hand clutches a carved stone of some sort. Near the body is a large curio cabinet, its door slightly ajar. The cabinet contains mummified portions of human, demihumans, and humanoids. The dark room has many unused candelabra and wall sconces. Its plastered walls are painted with scenes of decadence, and the tapestries hanging here and there show similar scenes of depravity. A huge bed stands against the north wall, with a table on each side.
This large chamber is empty and bare. The polished stones of its floor, walls and vaulted ceiling are exceptionally smooth, closely fitted and remarkably hard, and every footfall or word echoes alarmingly. Empty torch brackets flank the doors, which lead north, east, south and west. A secret door in the ceiling hides a way up.
This bare room reeks of troll. The floor is covered with a filthy litter of dung, bones, trash, and bits of cloth. An iron hook protrudes from the far wall, from which a large piece of rotting meat hangs. A huge iron eye bolt is sunk in the stone of this same wall, and from it runs a thick iron chain, five feet long, its end broken. The glint of metal can be seen when the rubbish on the floor is moved.
This bare room reeks of troll. The floor is covered with a filthy litter of dung, bones, trash, and bits of cloth. An iron hook protrudes from the far wall. A huge iron eye bolt is sunk in the stone of this same wall, and from it runs a thick iron chain, five feet long, its end broken. The glint of metal can be seen when the rubbish on the floor is moved.
This bare cell reeks of troll. The floor is covered with filthy dung, bones, trash and bits of cloth. An iron hook in the wall holds a cloak, and a thick iron chain, five feet long and broken at the end, runs from a huge eye bolt. Metal glints when the rubbish is moved. A door leads south, and a secret door north.
Torch brackets without torches are fixed to the walls of this hexagonal chamber of dull ocher stone, its ceiling arching twenty-five feet high. A large iron brazier stands in the center and a rude table by one wall, and six heaps of old rugs, tapestries, clothing and badly cured skins lie on the floor. A secret door leads south.
The secret passage opens into a twenty-by-thirty-foot room where you are horrified, perhaps petrified, to see a huge pale green basilisk gazing at you. Suddenly a runnel of flame spreads along the walls and leaps into a pair of large cressets by the doors, lighting the whole lair. Doors lead east and west, a secret passage north, and a narrow stair climbs up to a slab that opens outside the temple.
This plainly furnished twenty-foot room is the home of someone fond of unusual weapons. On the walls hang a man-catcher, punching daggers of several sorts, wave-bladed, double-pointed and center-hilted knives, falchions, a buckler with a wicked center spike, barbed javelins and maces with heads like a wolf's open mouth or a clenched dragon's claw. A narrow cot, a table, chairs, a bucket, a wardrobe and a weapon rack furnish it, with dishes, food and bottles on a shelf. The door is to the west.
This is obviously a magic-user's chamber. A thaumaturgic triangle lies across the threshold, and the shelves around the walls are full of stuffed and mummified animals. A cloak with strange runes hangs on a wall. There is a large bed, a small cabinet, a stool, a writing table with an oddly branched candle holder, a brazier and hanging lamps. One parchment of runes hangs on the wall, and another seems to be a map of this level. A door leads east, and a hidden door south.
This ten-by-thirty-foot room is where the magic-user next door, to the north, does his real work. A workbench runs along the wall by the door, under shelves of bins and containers. Kettles hang over a small fireplace, with a brazier, furnace and bellows nearby. A high writing desk is flanked by bookstands, each with an unopened tome, and at the far end a table holds a green cup, an iron box, scattered gems, potion bottles and a leather case, beside an open cabinet of iron coffers, a crystal ball, a tall pointed black hat, a long brass wand, five large books and a small statuette.
This is a small cramped junction with passages in every direction, each looking exactly the same; it is hard to be sure which goes where.
A few remaining containers and bales show that mundane goods were once stored here. Now it holds gnawed bones, torn garments and a pile of broken weapons: someone has used this place as a grisly dump for the remains of meals, mostly bugbear, with an ogre, a gnoll and a human among them. The way out is west.
This 30 foot square room contains many exhibits of grim sort, hung on the walls or displayed in glass cases. Here are heads of all sorts, a few skulls, withered and bony hands, flayed skins, banners of many types, several plain crowns for wear atop helms or helmet, holy symbols of Good deities(Stic, Immort, Trafford, etc), surcoats, jupons, tabards bearing arms and shields with like decorations, and small items such as rings, seals, and sigils. One case bears several maces and similar items, though these are obviously ceremonial and not meant for use as weapons. Cabinets in the center of the room are smashed and broken; many bones litter the floor.
The black stone of this small chapel is draped with white hangings, one edged in purple, one fringed with gold and one cornered in silver. A small altar of wood painted white stands with a reliquary of ashes beside it, under a silver votive lamp, and on the altar lies a snowy cloth with red runes written in common. There is a cloth here. A secret door leads east, and a door south.
This bare hexagonal room is dusty, cobwebbed, and forgotten. Near the door is a rag-clad skeleton - probably some cleric who met his end herein, from unknown causes. The remains obviously harbor no treasure. A vague feeling of unease creeps over all who gaze into this place of darkness overlong. The place is empty, except for a black iron coffin by the northwest wall; its iron lid, in which a silver cross has been inlaid, lies beside it. After a little searching, you discover a sarcophagus with no top. You see a vampire, clad in black and appearing hale lying within. As you watch, he starts to move.
A staircase spirals up into the gloom, and from above come strange echoing laughter and screaming. A dark tunnel leads south.
This long hall is covered with mosaic murals of frolicking demons, vile goops and molds and giant humanoids capering among their torn and tortured victims. It is well traveled: fresh and old footprints of large humanoids and small cover the floor, with scraps of food and bits of bone in the dusty corners. Staircases lie north and west, and to the south the hall meets a great chamber.
A slimy gray staircase spirals up into the darkness. Now and then a loud booming echoes through the room. A small tunnel leads east.
This is a large chamber with exits in every direction, but the one to the south is an exit among exits: a huge archway fills that wall, every inch of it engraved with glyphs and runes, and a feeling of dark evil and wrongness comes from it. The ways north, east and west seem much more inviting all of a sudden.
On one wall of this chamber is a huge mural of a great battle between Good and Evil, shining humans and winged humanoids blasted to the ground by blue bolts from the fingers of a tall horned humanoid in wizard's garb. Rags piled in a corner make beds for the four trolls who occupy the chamber. Ways lead north, east and west.
Ornate wall hangings and twin fireplaces show that this room is used by those at the highest levels of command. A magnificent oak table fills the center, flanked by a dozen plush chairs of normal and giant size, with books, parchment, quills and ink pots on it. Four rich tapestries and two crystal chandeliers adorn the room, and a large map covers one wall. Doors lead north, south and west.
This chamber is truly impressive. Thick rugs cover the floor, and the walls are hung with tapestries of ornate geometric designs, circles, squares, triangles and the eight-pointed fire symbol. Two engraved braziers and a large fireplace with brass andirons give light and heat. On the marble mantelpiece are knickknacks, and above them hangs an excellent painting of the united forces of the Greater Temple in full battle array before the great altar, their human leaders in front. Bookshelves, a few tables and a truly massive bed piled with rich sheets fill the room. The door is to the south.
You follow the twisting tunnels to another intersection. To the east a flickering light comes from a doorway, and the tunnel branches south and west.
This large and undecorated room is empty except for 3 rather large sleeping mats on the floor and a fireplace in the west wall. The fireplace is lit, supplying light and heat for the occupants.
A large bed of rags and tapestries stands against one wall, and a long, huge table fills the center of the room, bordered by ten chairs of the same size. A fireplace burns merrily, spreading light and heat. Doors lead south and west to storerooms, a tunnel north, and the west wing east.
This room is filled with crates, barrels, boxes, and the like. The boxes and other containers are filled with foodstuffs, enough to feed an army. The only exit is to the north.
The room is filled with crates, barrels and boxes, none of them unpacked, all holding foodstuffs. Nothing else of value remains. The door is to the east.
The walls of this room are covered by a huge tapestry which depicts a great battle, apparently between the forces of Good and Evil. Therein, shining humans and winged humanoids are being blasted to the ground by magical rays issuing forth from the eyes of a gigantic, rotund, wrinkled face. Other than the tapestry...and the four trolls who snarl at your approach, the room is empty.
The east wall of this room is dominated by a great brick fireplace with marble mantle, upon which are various knickknacks - shrunken human heads, religious paraphernalia, carved figurines, and other interesting items. Decorative tapestries flank the fireplace on the east wall. They depict a large battle between the forces of Good and Evil, where large demons are ripping some human paladins apart with their claws. A larger demon than the other stands watching, with a totally evil grin on his face.
This is a small, cramped passageway. You have to keep your head bent low to keep from hitting the ceiling. The passage is dark and unlit and continues to the north, south and west.
The room is well-appointed, with tapestries on the walls and furnishings made of ebony and rosewood. The bed stands in the southeast corner, adjacent to a small fireplace in the east wall. A wardrobe stands at the foot of the bed between it and the door. The north wall is filled by a long workbench, with beakers bubbling over small flames, bottles and boxes of various rare substances, and other laboratory paraphernalia. On the west wall is an oaken shelf unit, upon which are three large and heavily bound books, a group of twelve pieces of assorted skulls, and two small medallions.
This room is better furnished than the others you have seen. Four large bugbears are here discussing events that have unfolded recently. They notice your entry, and with a little bit of fear in their eyes, they attack.
This area is obviously a sleeping and eating place. Spread evenly along the walls are small rooms that contain sleeping mats. In the center of the main room is a huge cauldron and a small fire burning underneath it. A large bugbear is currently stirring the mixture in the pot and several other bugbears stand around waiting to eat.
This room is full of bugbears in various states of relaxation. They notice your entry into the room and all jump to secure their weapons with a loud hooting noise from the majority of them. The room is void of anything of value.
You stand in a vast hall with a raised altar at its southern end. The ceiling rises a full sixty feet, flanked by buttresses where gargoyle statues scowl down at you. The walls are lined in smooth black marble or onyx, the joints barely visible, and the ceiling is dotted with the stars and constellations. Across the altar lies a sheet of red silk embroidered in gold with the eight-pointed fire symbol, and behind it hangs a curtain bearing the same sign. The hall continues east and west in wings, and the great archway is north.
The walls and vaulted ceiling of this wing are covered in black stone, onyx or black marble, the ceiling lost in darkness and dotted with constellations. Fifty feet up, buttresses hold statues of gargoyles. Two trolls guard the room. Corridors open to the north, south and west, steps lead down, and the main hall is east.
The green corridor opens into a wide ceremonial area. The walls show water creatures amid a chaotic sea of square and rectangular symbols, and the ceiling is painted like the surface of water seen from below. Two large ceremonial urns stand in the corners. A doorway in the center of the south wall, ten feet wide and fifteen high, opens onto a sunken pool, reached by a short stair; the west wing is north.
The floor here is about eight feet below that of the foyer to the north, and the room is nearly filled with water. On each wall is a simple square symbol three feet across. At the bottom of the pool a large circle inscribed in the floor makes the water hum, and within it is another square: a gate that would carry anyone who sank into it far below. You can breathe only by struggling to keep your head above the water.
The red corridor opens into a room shaped like the eight-pointed fire symbol that you have seen at the altar to the east. A circle is inscribed in the center of the floor, crackling with energy. The walls here are a riot of flaming color, with fourteen other fire symbols of various sizes inscribed on the walls of the room and two facing each other at the entrance.
The brown corridor opens into a triangular room. The walls here are unmarked save for a huge triangle on each wall, and a baleful red and white eye in each figure. A large circle is inscribed in the center of the floor of the room, and within it is another triangle, but without the eye.
The gray corridor opens into a circular room, its walls painted like the view of a storm from the calm eye of a hurricane. A large circle is inscribed in the center of the floor, with a plainer circle within it, and the air above it stirs constantly downward. The west wing is south.
The walls and vaulted ceiling of this wing are covered in black stone, the ceiling lost in darkness and dotted with luminous constellations. Fifty feet up, buttresses hold scowling gargoyle statues. Two trolls guard the room and waste no time in attacking. Corridors open to the north, south and east, steps lead down, and the main hall is west.
The green corridor opens into a wide ceremonial area. The walls show water creatures amid a chaotic sea of square and rectangular symbols, and the ceiling is painted like the surface of water seen from below. Two large ceremonial urns stand in the corners. A doorway in the center of the south wall opens onto a sunken pool, reached by a short stair; the east wing is north.
The floor here is about eight feet below that of the foyer to the north, and the room is nearly filled with water; you can breathe only with difficulty, by struggling to the surface. On each wall is a simple square symbol three feet across. A large circle with a square inscribed in it sends waves of energy through the water from the bottom, making it hum, and anything that sinks into it is drawn away below.
The red corridor opens into a room shaped like the same eight-pointed fire symbol that was gracing the altar to the west. There is an identical symbol inscribed on the floor in the center of a circle that pulses with crackling energy. The walls here are a riot of flaming color, with fourteen other fire symbols of various sizes inscribed on the walls of the room and two facing each other at the entrance.
The brown corridor from which you came gives way to a triangular room. The walls here are unmarked save for a huge triangle on each wall, and a baleful red and white eye in each figure. A large circle is inscribed in the center of the floor of the room, and within it is another triangle, but without an eye. The circle is giving off waves of scents that smell of fresh earth.
The gray corridor opens into a circular room, its walls painted like the view of a storm from the calm eye of a hurricane. A large humming circle is inscribed in the center of the floor, with a plainer circle within it. The east wing is south.
The area behind the main altar holds three smaller plain altars of stone, each a ten-foot ovoid four feet high. Two small rooms flank this one, closed off by black curtains, each with a wardrobe full of vestments. The Greater Temple is north.
A large plain of dirt stretches away farther than your eyes can see: loose dirt, packed dirt, clay and stony earth, broken only by the odd hill. This is where the gate from the Temple set you down, with no way back up. Paths lead off north, east, south and west.
Four wall cressets send smoky light through this plastered room with its mosaic floor. The paintings show it was meant for drinking and debauchery, whether for the Temple's clerics or its guests. Eight double bunks stand here, with a long table, benches and a chair at each end; cloaks hang on pegs and chests sit under the bunks. Three barrels stand inside the north door, smoked sausages hang from a rope over a ceiling truss, and a cabinet holds dishes. An inner chamber lies south.
You are swimming in a vast body of greenish water. Shapes move about in the distance, too far to make out. The gate from the Temple dropped you here, and there is no way back up. The water opens out to the north and east.
Cold currents sweep through the green water here, tugging you this way and that. The water runs on to the east and west.
White-hot flames leap all around you. The gate from the Temple's east wing dropped you here, and there is no way back. Paths lead north and west.
Ash lies deep here, drifted like snow, and still warm. Paths lead south and west.
The earth here is churned and cratered, as if something enormous had walked across it, and boulders lie scattered about. The gate from the Temple's east wing let you down here, with no way back. A path leads west.
Strange beings wander here in the wind, some eyeing you curiously, others angered at your presence. The gate from the Temple's east wing dropped you here, and there is no way back. The plane runs on north and west.
There is a Jailer here to keep you company and to make sure that you are not bored while you stay. If you lose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to lose your stuff. So it would be advisable to stay for the given duration. When you have served your term you will be released. Murderers generally stay longer, thieves stay about one hour (one tick) maybe a bit more.
RULES FOR GRINDY MUD 1) Pkills are NOT allowed. Punishment is level drop or freezing. 2) No STORAGE characters. Punishment EQ removal and possible level drop. 3) Keep the language clean on public channels (gossip,shout,auction). 4) If you get caught stealing EQ from a player you will be dealt with as a criminal of Grindy Mud, judgment is on a case by case basis. 5) Please be kind to newbies, newbies do not bother high level players too much (tell once to them if you need assistance and hope for a response). High level people can help newbies, but it is up to them so do not expect them to help you always. 6) Be sure to read NEWS and help NEWBIE for more information on the mud.
Use your best judgment on the rest and have fun!
1) NEVER EVER HELP MORTALS IN ANY WAY THAT CAN BE CONSTRUED AS CHEATING! 2) DO NOT go 'check out' areas in places your mortals could not do. THIS INCLUDES casting know monster/identify and such. It ruins the excitement of the game when you tell others about such things. 3) If you interact with the MORTALS you MUST BE IN CHARACTER, this means act like an immortal. Unless there is a code problem, or something that would require you to act different. Immortals must keep their distance from mortals. 4) NEVER use spells on people on prays, use potions if you are granting a prayer. IF you can't load then do not answer a prayer. 5) NEVER kill a mob for items or for any reason! You have no NEED to do so! 6) If you wanna run a quest, see the Questmaster, s/he MUST approve ANY quest before it can be run, PERIOD!
1) PRAYER GUIDELINES: a)Do not answer prayers if you cannot do it IN CHARACTER. b)Do not answer a prayer if you MUST cast to give the person the 'request'. c)Do not answer a prayer if it is similar to this : :*:Celestian:*: prays 'Cel, gimme a sanc.' Make them ask nicely and in character, and make sure they ask for it FROM someone, not just a generic prayer. d)Do not give EQ out or enchant items for a prayer. e)* Lastly, DO NOT ANSWER a prayer if they are annoying to * you or you just do not like the person. We are supposed to be * immortal and we CAN be subject to whims!
1) All quests must have a purpose, not simply go kill XX mobs for a reward. 2) STAT changing WILL NOT BE DONE FOR ANY QUESTS! 3) EQ enchanting for a quest on SPECIAL OKAY ONLY. 4) Items to be given out at the end of a quest must be approved BEFORE the quest! 5) NO EXP RESTORES FOR ANY QUEST. 6) Make it fun, new and interesting, if it ain't we ain't gonna let ya do it. 7) ALL QUESTS MUST BE OKAYED BEFORE YOU CAN RUN ONE, IF YOU DO RUN ONE WITHOUT OKAY, YOUR LIFE WILL NEVER EVER EVER BE THE SAME!
You find yourself standing in the middle of a gigantic forest. Small trails and pathways wind their way into the woods. Overhead, weak beams of sunlight shine through the thick canopy of leaves. Off in the distance you hear the sounds of splashing water and decide to investigate. An obscure little trail leads you into the middle of a clearing surrounded by several ancient oak trees. A tiny stream ends here, forming a crystal clear pool of water. At the water's edge sits Starlight, dangling her feet in the water and stroking the fur of a black cat that's curled up in her arms. As you enter the clearing, the cat looks up at you with wise golden-green eyes, studies you for a moment, then goes back to watching the fish.
This is the room where you figure out how to use the Jails. The time a person must spend in jail is as follows: You must be of an editing level to set the duration of the room. This is done by editing the teleport function of the room. The formula is as follows.
edit tele <time> 3001 1 time is set as follows: 300 = 1 tick the duration of the sentence doubles with the offense. It starts at 4 ticks. Such that first offense is 4 ticks, second eight, third sixteen, etc. For a 3 offense the time would be: 16 * 300 = 4800
The fine a person gets is as follows: 10% of gold carried and or in bank, depending on which you can tell. Take the best weapon the person has away from them.
And you fine them a number of items equal to one less than the offense. Example: If this is a person's fourth offense they get fined as follows: 40% of their gold is taken (round up) The person's best weapon is taken The person loses their 3 best items.
Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you lose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to lose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room.
Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you lose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to lose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room.
Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you lose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to lose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room.
The cells in this church are clean compared to most you have seen. Each is furnished with a peg, pallet, and a pail. The tiny windows on the front of the cells are barred from this side and the doors are likewise bound with a heavy metal bar. None of the cells are currently occupied, but some of them contain clerical paraphernalia so you believe that the cells are also sleeping quarters for the acolytes.
This is a well stocked, well cared for library. Almost all of the books deal with religion...it's a cleric's dream come true. Leading down from here is a set of stairs.
This plain hall is void of any furnishings save some upholstered chairs and couches which line the hall. Like other parts of the church, the floor is made of hardwood, polished smooth by the labors of the acolytes.
This room is fairly well furnished. The room has one thing that catches your interest. There are many cords and ropes hanging down from the ceiling. Looking up, you see that the ropes extend through the ceiling above and up to a set of bells. You are tempted to pull the rope.
This room is well appointed and comfortably furnished. A fireplace is burning merrily in the western part of the room. The mantle above the fireplace holds many religious paraphernalia.
The earthen plain is flat and dull here, a wide, hard-packed stretch where nothing grows. Paths run east and west.
You are in a tunnel burrowed into the side of a hill. Its sides are granite in some spots, dirt in others, and other materials elsewhere; the effect is strange. A low rumbling comes from the north, from what manner of creature you cannot tell. Light shows to the east, out on the plain.
You stand on a path made of small stones of every kind, some ordinary, some semi-precious. To the east is the mouth of a cave that swallows what meager light there is. The path continues north, and the plain lies south.
You have fallen in to what amounts to a trap. There seems to be no way out. You look in vain for an exit, running this way and that, but the walls just recede from in front of you, and draw towards you from behind. Even burrowing into the loose soil at your feet is futile as the roof just comes down to meet your efforts. Now, how do you cast that astral spell...
The path ends at the foot of a small hill. A large portal hangs here parallel to the ground, above your head; if you jump, you think you can enter it. The path leads back south.
The tunnel ends suddenly in a smooth rock face. High above, in the rock of the ceiling, is a keyhole, the only thing that mars the surface. There is also a large rock here, covering something. The tunnel leads back south.
You stand on the side of a large hill. A hole extends into the ground below you. Above you, the hill continues at a grade that is too steep for you to climb. You fear to try and fly up also, for there is a large horde of rather large birds that swoop down upon anything airborne here, quickly stripping and tearing up all that flies around here which is not another bird.
Well, hope you didn't want to go back out of this tunnel. You can't. You now stand in a damp earthen tunnel. To the west, an unearthly greenish glow is cast about the tunnel.
A bright greenish portal is set into the floor here. Nothing can be seen beyond the bright green glow. The earth around the portal crackles and hisses in some strange way that you can not understand.
You stand on a field of fires of every shade, from bluish-purple to dull red, some with a source and some burning of their own accord. The gate from the Temple's west wing dropped you here, and there is no way back. The fires part to the east.
Flames roar up all around this crossing of burning paths, which lead north, east, south and west.
Blue fires burn here, so hot they hiss, and the ground glows beneath them. Paths lead north, east and west.
A great pillar of fire rises here from the ground, roaring like a furnace. Paths lead south and west.
A river of magma crawls across the field here, crusted black and splitting to show the glow beneath. Paths lead east and west.
Smoke and cinders swirl here in a hot wind. Paths lead north and south.
The ground here is a crust of cooling slag that cracks underfoot. Paths lead north, east and south.
A sheet of dull red fire falls from the sky here like rain. Paths lead east, south and west.
Jets of flame burst from vents in the ground here without warning. Paths lead east and west.
A large pulsing portal is set into the ground here, glowing a dull brown and giving off a smell of freshly turned earth, which mixes with the brimstone of the fire plane into a stench of charred earth. A path leads north.
This chamber stands alone on the field of fire, so well hidden that you did not see it until you were right in front of it. Set in its ceiling is a large portal shrouded in flames, bare of any mark but a keyhole in its face. The fires lie to the east.
A great column of bubbles rises here from somewhere far below; the gate from the Temple's east wing dropped you into it, and there is no way back up. The water opens to the north and west.
A forest of giant kelp sways here in the green water, tall enough to hide anything. The water opens north and south.
The water darkens here and grows saltier, and a deep hum carries through it from the west. The kelp forest lies to the south.
A bright green portal opens in the water above this spot, and the current from it pushes downward. The water opens north and east.
The water here is warm and murky, and things brush past you that you never quite see. The water opens east, south and west.
A field of pale coral rises beneath you, its branches sharp as knives. The water opens east and west.
The water here is icy cold, and great slabs of ice drift overhead, blotting out the light. The water opens south and west.
You are in a room submerged by very salty water that hums with the energy of two portals. Above you, a broad-trunked aquatic plant grows down from the ceiling, a keyhole in the face of its trunk. In the floor beneath you lies an opaque portal. To the east is the open water you came from.
You stand on a flat plane stretching endlessly into the distance. A strong wind blows this way and that, and tornadoes and dust devils wander far off. The gate from the Temple's west wing dropped you here, and there is no way back. The plane runs on north and east.
A dust devil spins endlessly in place here, never moving on. The plane runs on east and south.
The wind howls here, strong enough to push you off your feet. The plane runs on north and south.
The air is still here, eerily so. The plane runs on north and south, and four pillars stand to the west.
A tornado roars past close by, tearing at your clothes. The plane runs on north, east and west.
Clouds drift past at the height of your knees here. The plane runs on east, south and west.
Lightning crackles between the clouds overhead. The plane runs on south and west.
This chamber is formed by four pillars standing upright on the bleak, featureless plain. Spread between the pillars overhead is a portal that glows a bright red and heats the air. The plane runs north and south.
Four pillars stand at the corners of this place, and a large portal of some crystalline material hangs over it, a large keyhole in its center. The strange thing about it is that you can look right through it; it appears to go nowhere. The plane runs on to the east.