Region A "Longtail's Destiny"
Rooms (in visitation order):
The shop is run by a human named Etnad and his Tiefling companion named Lladnar. This room is not fixed. It seems to be a spatial anomaly that can be accessed from any door in the dungeon through the use of the Crystal Keys that were given out to the heroes by Snap-On. (A1)
This is a simple "L" shaped room. It was the first chamber encountered by the heroes. The two entrances into this room (from The Shop) have been cut off by some magical ward on the doors. There is no way to go back through them. There were 4 other exits from this room.
Northern Door 1 leads to Room 6: Body Storage .
Northern Door 2 leads to Room 3: Antechamber .
Eastern Door 1 leads to Room 7: Orc Corpse
Eastern Door 2 leads to Room 16: Stinky Grass Room
(A2)
The door to this room was trapped with a magical Burning Hands trap. Once inside, the heroes encountered a table and learned of their mini-quests provided by their sponsors. They found a secret door in this room.
The northern door leads to Room 4: Rotten Storage
The southern door leads to Room 2: L-Shaped Entry
The secret door leads to Room 5: Secured Store Room
(A4)
Rotting barrels, moldy crates, and disgusting sacks with mushrooms embedded in them line the left wall of this room. The mold in the room is dangerous Black Mold, and it is highly toxic. There is a hallway in this room that leads to another area. It is trapped with a magical Acid Arrow trap.
Southern door 1 leads to Room 3: Antechamber
Southern door 2 leads to Room 5: Secured Store Room
(A5)
Coils of rope, barrels with nails, and open crates with tools are lined up against the walls. There is no mold in this room. There is a trap that guards the only visible entrance to this room, and a secret door that allows access so that the trap can be avoided.
The northern door leads to Room 4: Rotten Storage
The secret door leads to Room 3: Antechamber
(A6)
The room is filled with bodies of kobolds and troglodytes. They have been piled here on purpose, and the smell of decomposition mixed with the natural body odor of the troglodytes has created a smell so nauseating that the sick feeling can stick with you for hours.
The southern door leads to Room 2: L-Shaped Entry
(A3)
An orc was found in this room. He was apparently killed by stirges, and slowly crawled until he died in this spot. There were no other worthwhile features in this room.
The western door leads to Room 2: L-Shaped Entry
The northern door leads to Room 8: Echo Room
(A8)
This room had some strange echoing effect to it that seemed to magnify powers with a sonic component.
The northern door leads to Room 9: Obsidian Pillars
The southern door leads to Room 7: Orc Corpse
(A9)
This room was empty, but during the combat that was fought here some strange obsidian pillars sprouted up. Guan has been harvesting the obsidian to forge daggers.
The northern door leads to a hallway that goes west and east.
The southern door leads to Room 8: Echo Room
(A10)
This room was freezing cold. The heroes had to hurry though it for fear of being frozen inside it.
The northern door leads to Room 11: Windy Room
The southern door leads to a hallway that runs west and east.
(A16)
This room was empty, but strangely there seemed to be a massive breeze. The breeze only seemed to be contained inside this room. leaving out one door or the other left the breeze behind.
The northern door leads to Room 23: Junction
The southern door leads to Room 10: Cold Room
(A17)
This was more like a widened hallway than a real room. Shortly after entering the room there was a minor earthquake. The wall cracked and a bunch of giant rats came through it. The cracks didn't look big enough for anyone to really squeeze through.
The west passage leads to a hallway running west.
The northern door leads to a hallway that leads north and dead ends.
The southern door leads to Room 13: Abandoned Bedroom
(A11)
This bedroom was covered in dust. It looks like it hasn't been used for much in a long time.
The northern door leads to Room 12: Cracked Wall Room
The southern secret door leads to Room 14: Dining Room
The eastern secret door leads to a hallway that heads south.
(A20)
This room was also filled with layers and layers of dust. They can't be certain of its original use, but someone turned it into a dining room.
The eastern door leads to Room 15: Collapsed Ceiling
The northern secret door leads to Room 13: Abandoned Bedroom
The southern secret door leads to Room 16: Stinky Grass Room
(A21)
The entire ceiling seems to have fallen apart. The room is dangerous and hard to walk through. Jack's Body Burned Here.
The eastern door leads to a hallway running north and east.
The western door leads to Room 14: Dining Room
(A72)
There are patches of dried grass scattered all around this room. The grass seems to have absorbed some severe B.O. from it's former occupants - the troglodytes.
The western door leads to Room 2: L-Shaped Entry
The northern secret door leads to Room 14: Dining Room
(A7)
This rubble filled room was the home to a small band of kobolds who have turned it into a fortress. When the battle was done, only two kobolds lived. The vicious Kiwk and their leader Boyikt.
The southern door leads toa hallway that runs south and west.
(A69)
This is little more than a dead end with a hole in the ground. Some of the dungeon inhabitants have turned this into a restroom, and so have our dungeon explorers.
The southern passage leads to a hallway running to the south.
(A19)
This room has been completely destroyed, most likely by vermin based on the smell. There is a portal in this room. Standing too close to it can cause you to vanish and reappear in one of three other rooms: Room 20: Trashed Room 2 ; Room 21: Trashed Room 3 or Room 22: Trashed Room 4. The destination can't be controlled.
The eastern door leads to a hallway with other doors in it.
(A12)
This room has been completely destroyed, most likely by vermin based on the smell. There is a portal in this room. Standing too close to it can cause you to vanish and reappear in one of three other rooms: Room 19: Trashed Room 1 ; Room 21: Trashed Room 3 or Room 22: Trashed Room 4. The destination can't be controlled.
The western door leads to a hallway with other doors in it.
(A14)
There is a portal in this room. Standing too close to it can cause you to vanish and reappear in one of three other rooms: Room 19: Trashed Room 1 ; Room 20: Trashed Room 2 or Room 22: Trashed Room 4. The destination can't be controlled.
The eastern door leads to a hallway with other doors in it.
(A13)
This room has been torn up and ransacked. The remains of a bed are still evident, but everything has been chewed up and destroyed - most likely by rats. There is a portal in this room. Standing too close to it can cause you to vanish and reappear in one of three other rooms: Room 19: Trashed Room 1; Room 20: Trashed Room 2 or Room 21: Trashed Room 3 . The destination can't be controlled.
The western door leads to a hallway with other doors in it.
(A15)
This empty room seems to serve as an access point to other chambers.
The western door leads to a hallway that leads west and then north.
The eastern door leads to hallway that leads east and then north.
The southern door leads to Room 11: Windy Room
(A18)
Four pillars dominate the corners of this large room. Water pours down all four. The water is pure and clean and a good source for drinking water in this dungeon. The loud sounds of cascading water can make it difficult to hear. This room is also the home of the Ogre named Bragdor.
The western door leads to hallway that runs north and south.
The eastern door leads to B]Room 26: Illusion Room[/b]
(A22)
Four pillars dominate the corners of this large room. The magic of the pillars makes this room completely silent. No sound can be heard while in this room, and no sound escapes it's walls.
The western door leads to Room 26: Illusion Room
The eastern door leads to a hallway going north and south.
(A24)
Four pillars dominate the corners of this large room. This room is capable of generating any illusion that someone can concentrate on. So far, this is the only way that the Cat Lord has been able to contact the heroes - through the power of this room.
The western door leads to Room 24: Bragdor's Lair
The eastern door leads to Room 25: Silent Room
(A23)
A giant pillar, some 10 ft. in diameter and rising from floor to ceiling, dominates this room. Defaced images cover every inch of the column leaving no clue as to what they might have once been. Several open doorways lead out of the room, but they were obviously of little use to the orc corpses that litter the floor. Several bodies of the reddish, leathery, octopus-like darkmantles are scattered about, one still attached to an orc's head. Along with the corpses there is trash scattered everywhere, piled thick.
The northern door leads to Room 31: Narrow Room .
The western door leads to a hallway that travels west and then south.
Southern door 1 leads to the long hallway on the other side of the complex.
Southern door 2 leads to a long hallway that splits off to the east and the south.
The eastern door leads to
(A25)
This small empty room is where the group first encountered the cowardly orc Turag. He was hiding here. The only exit in this room leads out into a hallway that goes south and east.
(A19)
This room is covered in dust. There are two toppled over pedestals, and the statue of an elf maiden carved from marble. The eyes of the statue (broken into pieces) seems to have some sort of life in them.
The northern passageway leads to a winding hallway that eventually heads west.
The southern door leads to a long hallway leading south and west.
The eastern door leads to a long hallway leading north and south.
(W1)
The heroes discover a room full of bodies. Some are recent, but some are very old. There are a lot of them.
The northern door is the only entrance or exit. It leads back into a long hallway.
(A51)
This is a long narrow room with nothing of interest in it.
The southern door leads to Room 27: Giant Pillar Chamber .
(A26)
This room is completely empty, though there were some signs that people had been stationed here at one time or another. There are two doors leading from this room.
The northern passageway leads to a winding hallway.
The eastern door leads to Room 33: The Long Battlefield
(A50)
This room is the largest room that has been encountered so far. It stretches on for quite a distance. The group has to spread themselves pretty thin in order to light up the whole room at once. This room was the scene of a massive battle between the kobolds, orcs and darkmantles. According to Turag, this room was considered highly important by both factions, and was fought over for control of it. There are a total of 9 doors leading out of this room.
The west door leads to Room 32: Empty Room 1
The first northern door leads to a hallway.
The second northern door leads to a hallway.
The Secret southern door leads to...
The first southern door leads to...
The second southern door leads to...
The third southern door leads to...
The fourth southern door leads to...
The eastern door leads to...
(A49)
This somewhat isolated room contained some remains of some humanoids shackled to the wall and apparently forgotten about. The doorway to this room was trapped with a spell that kept the target from moving for an extended period of time. There was only one way in or out of this room.
(A98)
This room contained a couple of broken barrels, but otherwise it was completely empty. There was only one way in or out of this room.
(A99)
The door to this empty room is trapped with a spell that explodes outward with ice and frost. There was nothing else of interest in the room, though John did sense a feeling of calm while he was inside. The only door inside this room leads back out into the hallway that entered into it.
(A97)
Billowing fog pours out of this room. There are shackles that line the walls giving a sense of the rooms purpose. The only door inside this room leads back out into the circular hallway that they came from.
(A95)
This "L" Shaped room was the lair of the two Lizardfolk that had followed Longtail into this dungeon and their pet snake. There was only one door leading into or out of this room, and it had been trapped when the group first entered. The trap seems to have been a one-shot trap though.
(A96)
The door to this room was wide open. Inside the floor has been covered in rock and debris that fell from the ceiling. Aside from the door that leads in, there is only one other way out of this room. There is a partially collapsed archway to the north.
The north archway leads to Room 40: Double Room 2
The south door leads to a hallway.
(A70)
The archway into this room had been trapped, but it was disabled by Jared. This room is just as collapsed in as others in the area. A message to John was displayed on the wall here. It read: "Stay awhile, John." The only way out of this room is the way into it.
The south archway leads to Room 39: Double Room 1
(A71)
This room is filled with the skeletal remains of many humanoids hanging on the wall.
The west secret passage leads to a hallway with a pillar in it.
The eastern passage leads to a hallway across from Room 42: Reverse E-Shaped Room
(A53)
This room is filled with the skeletal remains of many non-humanoid creatures hanging on the wall. Including some sort of spider husk and what appears to be a displacer beast.
The west passage leads to a hallway across from Room 41: E-Shaped Room .
(A54)
This room was completely empty except for some feces which they assumed to belong to the darkmantle that attacked them in the hallways near this room. There is only one door in or out.
The south door leads to a hallway.
(A55)
This room was completely empty except for a broken table.
The south door leads to a hallway.
(A56)
This is a trio of small cells that look like they were designed to hold one prisoner each. They don't look to have been used in a long time. Each on has a door in it that is the only way in or out. They have locks on them, but the group has no keys.
The doors lead out into a hallway.
(A60-A65)
Rubble filled room. Badly damaged by the earthquakes this area seems to experience. Without spending a great deal of time clearing the rubble from the room, nothing can be found in there.
The southern passage leads to a hallway.
(A57)
Another rubble filled room. This one is worse than the last. There is a door to the west, but the rubble is so thick that only the top half is visible.
The western passage leads to Room 48: Collapse Room
The eastern passage leads to a hallway.
(A58)
The door to this room was stuck. When John and Guan tried to force their way into the room it caused the lintel, door and ceiling to cave in on them. They managed to survive, but it took hours for them to be dug out. While they were in there, they had a look around, and found the remnants of a couple hammocks and shards of what most likely held the hammocks to the wall.
The eastern passage leads to Room 47: Damaged Room 2 .
(A59)
The door to this room was stuck. After checking it to see if it would collapse, John was able to force it open. Inside the room they found less rubble, three unbroken chairs, and a weapon rack containing 4 short spears.
The southern passage leads to a rubble filled hallway
(A68)
The door to this room was stuck. Richard tried to squeeze into the room, causing the doorway to collapse. The collapse left a wide enough opening for them to move in and out. Inside they found 5 opened chests. Only one of them contained anything, a bundle of 5 metal rods with a permanent glow.
The eastern passage leads to a rubble filled hallway.
(A67)
As the group entered this room, dozens of fiendish rats were seen scurrying to the south. Richard and John gave the room a good searching, but found nothing of interest and only one other way out of the room to the south. The group approached the doorway and could hear all the rats behind the door. Instead of fighting, Jared closed the door - hopefully trapping the rats inside.
The northern door leads out into a rubble filled hallway.
The southern door leads to a room filled with rats, presumably.
(A75)
This large room is mostly in tact. There are scorch marks all over the walls and floors as well as cracks and melted sections. Skeletons line the walls and litter the floor all chained. The skeletons on the floor have chains that lead to a large spike in the center of the room..
The northern door leads out into a rubble filled hallway.
The eastern secret door leads to Room 53: Rat Room
(A75)
This bedroom was mostly undamaged, but full of rats.
The northern door leads out into a rubble filled hallway.
The eastern secret door leads to Room 52: Chains
(A75)
Jared looked into this room and noticed a green glow in the middle of the floor in this very large chamber. He couldn't tell what was causing the glow, but the massive amounts of stirge in the room seemed to be drawn towards it. There were furnaces in the two corners that he could see, but they looked to be in bad shape. Jared couldn't see another way out of the room, but he couldn't see all the way into the room either. The only visible exit has the door spiked open - to keep it from being closed.
The northern door leads out into a hallway.
(A80)
This room is empty except for a small pedastal in the center of the room with a metal box sitting on top of it.
The eastern door leads to a hallway.
(A84)
This is a long narrow room. At the end of the room was a dead orc laying in front of a chest. The chest was trapped. Two lasers popped out of a concealed panel in the ceiling, and and started shooting. The group left the trap active, unable to defeat the lasers.
The southern door leads to a hallway.
(A94)
This room had two traps on the door. A blade trap designed to take off feet, and a lightning bolt trap designed to finish the job. They were able to disable to foot chopper, but not the lightning bolt trap. Inside the room they could see quite a few mannequins adorned with an assortment of weapons and armor, but could not safely get to them.
The eastern door leads to a hallway.
(A87)