Ruins of Melkier (Denethor)

187 rooms · levels 35–53

Denethor's Chatting Room

Sitting in this delightful room, you notice a large number of chairs, placed in a semicircle with a large, throne-like chair at the head. The eastern wall is adorned with a large tapestry of a wizard throwing a fireball into the face of an adversary. On the northern wall, a large spike-like weapon hangs on two hooks, and beneath it, on a single hook, a large kite shield, white with a black dragon encircled by a red cylinder embossed in its center. A large fire burns brightly in the corner, spraying warmth and cinders on the carpet nearby. This is Denethor's chatting room, where you have been invited to talk and remember the times of old.

The Moonsea

The Moonsea stretches away for miles, grey and still. A small light flickers on what looks like a piece of wrecked board drifting off to the east, where the water narrows toward the shore. The road is back to the south, on dry land.

The Moonsea

The sea is very calm. No waves can be seen, nor is any wind chopping up the water. Small creatures swim to the top of the river and scurry back down at the sight of strangers. Little bubbles rise and pop on the surface.

South of the Sea

Moving southwards along the sea, the flickering light shines luminously across the surface. There is no movement here except for a couple of small waves heading closer to the shore in the southeast.

Large Flowing Estuary

In what seems to be a southerly direction, the estuary turns and curves slightly, creating a path that leads to the old ship wrecked by the bank. Exits are to the west and south.

Large Flowing Estuary

Looking southward along the estuary face, mangroves begin to grow more frequently visible. Their long thin branches rustle gently in the slight southerly wind. Small leaves line the banks of the estuary where they have fallen from their branches. A refreshing scent lingers in the air, blown from the patch of wildflowers behind the mangrove trees.

Near the Wreckage in the Estuary

A large wreckage lies to the immediate south. The mangroves grow thick and plentiful here, while the wildflowers behind scatter and become less. The scent of fresh flowers still lingers in the air.

A Large Wreckage of a Ship

A large ship with two masts, one snapped in three places, lies strewn across the bank of the estuary. It seems to have been here for a long time as the decaying wood panels fall from the side of the ship. Small creatures take refuge from the new strangers who have intruded upon their home.

East of the Ship

To the east, the land begins to grow a little darker. Clouds line the sky. Not normal clouds, these are black in color and more ominous looking than the usual rain cloud. A smell of fish wafts along the salty breeze.

On the Bank of the Estuary

Standing on the bank of the estuary, it is very hard to see what lies to the east. A large stone can be seen off to the left. Its brilliance in architecture and precision of script can be seen from quite some distance away.

The Guard's Outlook

This is where the people coming and going from Melkier are to leave their names and visitation reasons. A large log hut stands a little way off the path. Grass grows freely around the hut, with a couple of dry lilies surfacing from the edges.

The Scarrab's Wings

Taking the advice from the guard, you cautiously inspect the solid gold statues of the Scarabs. Standing 9 feet tall, you look a little closer and find the keyhole. The Scarabs are a large bug type animal. These gold bugs have the utmost intricate resemblance to the real thing. They have 5 noticeable wing layers, each neatly sitting atop the other. Their hind legs stretch out holding these statues upright. A dark feeling penetrates the massive gold Scarab, leaving chills up your spine.

In the Scarab's Whirlwind

Turning the key, and entering here, you have activated the wings of the Scarab. Slowly increasing speed, the force of the wind that results from the wings pushes you over. Faster and faster they flap until a senseless feeling of circular motion takes over every limb in your body, you are hurtled through the air at a tremendously furious pace...

The Whirlwind

The world spins faster and faster. You are thrown about in a furious wind, your head spinning and your limbs collapsing from the effort of resisting, little stars floating before your eyes. Darkness falls over your mind, and then the falling begins: down, down, down into a seamless void, with the distant sound of something strange far below.

Whirlwind's End

The whirlwind drops you abruptly onto hard ground. Dizzy and disoriented, you try to get up and can't, not yet. A gravel road begins just to the east, beneath a black cloud that hangs low over the land.

The Westlake Road

Regaining your senses, you smell damp in the air. Dense vegetation crowds this gravel road, with tufts of grass growing haphazardly along its sides. Here the road turns: east along the northern shore of the Westlake, and south down its western border. A dark cloud covers the land to the south and east, and visibility is poor. The bare ground where the whirlwind dropped you is just west.

An Unknown Door

To the north, a large oaken door frame stands alone, with nothing to either side of it but darkness. A sign is engraved on a metal plaque beside it that can be read quite easily. South of the road the lake laps at the bank as a breeze blows across it into your face, and the black cloud floats ominously thirty feet above the ground. The gravel road runs east and west.

East of the Illusory Doorframe

The dark cloud hovers close to the land, spreading darkness and a feeling of ice. Wandering peasants run past crouched over, shying away from the dark skies, their cries loud and shrill and fear written all over their faces. The gravel underfoot is well trodden and scored by small wheel marks. The road runs east and west, with the Westlake just south. Trees are sparse here, and those there are look ready to fall over.

The Westlake Road

Remnants of a yellow clay path lie here, bending around the Westlake to the south. Peasants run back and forth, bumping into each other in their haste to get away from the death cloud above. Five trees line the northern side of the road, which runs on east and west.

Westlake Road, Closer to the Shore

The yellow clay path turns in a little here, bringing the shore very close: to the south, little waves splash against the path. The dark cloud hovers near the ground, rolling ever southward without moving. A smell that can't quite be made out drifts in from the east. The road continues east and west.

Near the Eastern Most Corner of the Westlake Road

Peasants still run in every direction here, but their message is very clear: 'Take shelter, and if not, stick to the Westlake road where it is firm!' A few wildflowers grow by the roadside, and three trees stand, barely living, a couple of feet away. The lake is just south; the road runs east to its corner and back west.

Eastern Corner of the Westlake Road

Here at the northeastern corner of the Westlake road, yellow clay rubble can still be seen, though the ground has been badly torn apart. The road turns here: it runs south along the eastern edge of the lake, and back west along its northern shore.

Eastern Path Around the Westlake

The road climbs a little incline here, and the entire Westlake can be seen spread out to the west, a dark island at its heart; a muddy slope leads down into the water. The 'Death Cloud' above rolls continuously southward. Crashes of thunder rumble through it, and small streaks of orange lightning flash across the sky. The road runs north and south.

Eastern Westlake Road

Only the road, the lake and the small island in the middle of the Westlake are left here; the land eastward has been swallowed by the death cloud. The road runs north and south along the eastern shore, and the lake lies to the west. The peasants' advice is good to take notice of.

Middle of the Eastern Westlake Road

The cloud hovers very close to the ground now, yet it still misses the heads of those running about, shouting and crashing into one another. A small divot has been cut into the ground here, and in it lies a small dead rat: this was to be the burial place of someone's pet, but it was interrupted. The road runs north and south, with the lake to the west.

Split in the Eastern Road Along the Westlake

A split has been torn in the road here, and water from the Westlake trickles slowly through it into the bleakness in the east. No man made this split: something more powerful, with the strength of magic, scoured this part of the road and made a new stream for the lake to dwindle into. The road continues north and south, and the lake lies to the west.

South of the Strange Split in the Path

The darkness thins a little here, letting small rays of white light through the cloud. Small animal remains are strewn across the road, and the tracks of horse-drawn carts mark the way south. To the west, a small rickety bridge reaches out across the lake toward the island. The split in the road is back to the north.

Southeastern Corner of the Westlake Road

Eastward the darkness is beyond imagining: nothing can be seen more than two feet that way. The sights westward are not much better, but at least there are signs of life still walking around. The road turns sharply here, from north to west, and its clay paving grows sturdier.

Rear of the Westlake Road Around the Westlake

Along the southern end of the Westlake road, the small island at the center of the lake can just be made out across the water, and shadows move frequently through the murky cloud above it. The death cloud has lifted a little here; small pockets of light break through it, and with them a little fresh air. The road runs east and west, and the lake is to the north.

Southern Westlake Road.

From an opening in the cloud, a shaft of sunshine falls on the road in front of you, so bright it is almost blinding. It shines on markings deliberately scratched into the ground, written in a scrawl but still readable. The road runs east and west; reeds and mud lie between it and the lake.

West of the Strange Markings

The strange markings back east must have been the dying words of a peasant. The island can only just be made out across the water, while southward the darkness is bewildering. The road winds on west, toward the lake, and back east.

Southern Westlake Road, in Line with the Island

The island mentioned in those strange markings lies straight across the water from here, though the lake does not run straight to it. The bleakness of the cloud shows on the faces of the running peasants. A small bush grows beside the road, unaware of what its fate will be in a short time. The road runs east and west, and the lake opens to the north.

A Large Hole in the Ground

A hole has been blasted into the road here, wide enough to fit three people abreast. The yellow clay has been shattered to bits, with nothing left of the path, and steam rises slowly from the hole as though it had only just been made. Torn-out grass lines the edge where the road meets the lake, which lies to the north. The road goes on east and west.

The Large Hole in the Ground

The great hole finishes here. Charcoal and the remains of people line its edge, and small spurts of water burst through the wall holding back the Westlake, which lies to the north. The smell of dead and burned bodies lingers in the air. The road runs east and west.

Southwestern Corner of the Westlake Road

This is the southwestern corner of the Westlake road, where it turns from east to north along the lake. The death cloud rolls continuously southward and yet never moves: its underside stands still while more and more cloud rumbles off southward across its top, giving the illusion of movement.

Border of the Westlake

This is the true border of the Westlake. A man-made wall was raised here so that the stream feeding the lake would not overflow and flood the whole village, though with everything in such disarray, a little more destruction would hardly matter. Small shrubs line the outer edge of the road, while some larger trees grow healthily on the bank. The road runs north and south, and the lake lies to the east.

Border of the Westlake

The border of the Westlake has been kept up extremely well; the path here is in very good condition, well kept and still quite new. Fresh wheel marks show that the road was used only recently. It runs north and south, with the lake to the east.

Middle Border of the Westlake

This is the middle of the Westlake's western border. Water spills over the bank onto the edge of the path. Speckles of blood line the bank, and just off it something that looks like a foot protrudes from the water, the water around it red: a death not long ago. The road runs north and south beside the lake, which lies to the east.

North of the Middle of the Westlake Border

The road runs on menacingly north, and back south. There are no broken parts in the path here, nor any trees, shrubs or living things on the yellow clay. Small ripples splash at the edge of the path from the lake to the east.

Western Westlake Road

Small tufts of grass grow slowly here. The clay path is well used, though for what is not known. The death cloud hides the island that should be visible across the lake to the east; only the outline of small moving shadows can be made out. The road runs north to its corner and south along the lake.

Northwestern Corner of the Westlake

This corner of the lake is not easily reached: on the north and west the bank rises steep and slick. Small ripples run along the surface, while dark animals swim beneath it without ever surfacing. Open water lies east and south.

The Westlake

This is a deeper part of the Westlake, further from the road on the bank to the north. Large animals wearing armor patrol here in what seems a military fashion. The water is very dirty and motionless. The edge of the island is just to the south, and the lake stretches east and west.

Westlake

Through a small opening in the death cloud, the island can be seen just to the south. The waters here are very dirty, and body parts covered in blood drift slowly past toward the east. The road is on the bank to the north; the lake stretches east and west.

North of the Spire on the Westlake

South of here, on the island, rises a large, dark and mysterious spire of earth. Something under the water rubs up against the few reeds that grow here, making them sway. The death cloud rumbles loudly above. The bank and the road are to the north, the island's shore to the south, and the lake runs east and west.

Large Stretch in the Westlake

This stretch of the Westlake is wide, and with the death cloud rolling above, the path on the north bank is hard to see, though it is only a short swim away. A smell of rotten flesh drifts over from the island south of here, while small body parts float in from the west. The water stretches on east and west.

Large Stretch in the Westlake

The stretch of water continues east and west. An uncanny fishy smell, blended with the smell of death, rises from small bubbles popping continuously on the surface. The road is close by, on the north bank.

Sudden Corner of the Westlake

You come to an abrupt halt where the lake meets the banks of the yellow clay road, north and east; a muddy slope leads up onto the road to the east. The water here is somewhat cleaner than anywhere else in the lake, but still not fit for any animal to live in healthily. The lake runs west along the north shore and south along the east.

Dried Up Bank of the Lake

There isn't much water here; a lot of it has dried up and no longer reaches the yellow clay road to the east. Small, sharp rocks have been left behind underfoot while the death cloud above sucks up all that lives around it. To the west, the end of a well kept track comes down to the water from the island. The lake runs north and south along the shore.

More Dried Up Bank

The bank has dried up a lot here. The death cloud hovers only ten feet from the ground, closer than anywhere else. Peasants still run for safety along the road to the east, tripping over the small rocks strewn along the bank. Some small shrubs grow where the water meets the edge, their leaves withered and choked with vines. Across the water westward, the island's mound rises steeply. The lake runs north and south.

East of the Island in the Westlake

The island in the middle of the Westlake is clearly visible from here, across a channel of water that rings it like a moat. The water moves more rapidly southward, and largish creatures patrol it like sentries. The road runs along the bank to the east, and the lake runs north and south.

A Small Rickety Bridge to the Island

A small rickety bridge has been built here, across the water between the road and the island, so that the island can be reached with ease. The water barely misses the bottom of the bridge as it rushes south. Bodies float past in growing numbers, while on the eastern bank death leeches stand guard, watching everyone's moves. The bridge leads west to the foot of the marble stairs and east to the road; the lake runs north and south beneath it.

Southeastern Corner of the Westlake

This is the southeastern corner of the lake. Nothing grows here: no shrubs, no trees, and no animals swim. A leg floats ominously by from the north and goes on with the current. Eastward the darkness is tremendous; nothing at all can be made out. The road is on the bank to the south, and the lake runs north and west.

A Mouth in the Lake

Here a mouth of the lake opens onto the island, now fully visible to the north. The water is low and still, and the mouth makes a good place to climb onto the island among its great trees. The water stretches east toward the bridge and west along the island's southern shore; the road is on the bank to the south.

The Western Mouth of the Lake

The mouth along the rear of the island continues here from the east, a little narrower than it is there, for this part of the lake has been flooded. Shapes blur and fade in and out of view over the island, with the death cloud rumbling close overhead. The road is on the bank to the south, and the water runs east and west.

A Bright Red Marker in the Lake

A bright red marker floats here in the middle of the lake. Nothing is attached to it, nor hangs from it. Its spherical base is as shiny as silver, while its stone top is rough and neglected; as it swings back and forth with the current, small inscriptions in a strange tongue can be seen on its top. The island's southern trees are to the north, the road is to the south, and the water runs east and west.

Large Green Marker

A large green marker floats stiffly here, at the southwestern corner of the lake. A small message on it reads 'This is the western marker of the lake, Korbundar is north east of here.' It might be meant for evil eyes only; then again, it could be a TRAP! The road is on the bank to the west, and the lake runs north and east.

North of the Green Marker

The water runs rapidly northward here, and small animals dart from the bottom to the surface and back again quicker than the blink of an eye. To the east, the first of the island's great trees rises toward a spire that stands tall into the death cloud. A small dam by the western bank is home to evil creatures ready to spawn their young and provide more soldiers for the unholy trio. The lake runs north and south.

The Westlake Markers

Southward, a couple of markers bob unevenly with the ripples of the water. The level of the water here is very high, almost streaming over the bank to the west, and an oily film of muck covers the lake, with twigs and leaves floating on it. The lake runs north and south.

North of Some Markers in the Westlake

The water rushes past the western bank at a furious and vicious pace. Films of muck and blood line its surface, while branches and whole trees have caught and tangled on the island's bank to the east. The lake runs north and south.

On the Westlake

Stepping somewhat easily off the path, you are on the Westlake itself. It was from here that Melkier drew all its drinking water and all the water for everyday life; now it is used for nothing more than washing things off the bank. The island is to the east and the road to the west, and the lake runs north and south.

Edge of the Westlake Isle

This is the border between the Westlake and the island that houses Korbundar, the terrorizing dragon. There is no vegetation to be seen anywhere, only dirt. Most of the island is taken up by a great spire of earth rising beside you, and there is barely enough room to walk around it. Paths lead east and south, and the lake is to the north.

Westlake Island

This island has been stripped bare of all that once grew upon it: no animals, no plants or shrubs, no life whatsoever lives on this tattered ruin. A tiny track made by animal hooves leads east toward the spire. The path runs north and south along the island's western shore, and the lake is to the west.

Along the Path of the Westlake Island

There are more markings here, making a track to follow along the brown, dirty path, which runs north and south along the island's western shore. Thick brush hides the interior of the island. The lake is to the west.

The Southern Trees

The first of six large, elegant trees stands here, very out of place. Growing with great intensity and ferocity, this tree is no natural gift of nature: it has been summoned and planted here to grow and protect Korbundar from intruders. A path leads north along the shore and the trees go on east; the lake is to the south and west.

Southern Trees

The second of six trees towers above the carved marble of a staircase further east. It sways gently in the wind, and little whispers of words can be heard in its leaves. No other movement is visible. The row of trees runs east and west.

Southern Trees

A large tree, like the trees growing in the west, stands here just meters below the death cloud rumbling overhead. Further east a set of marble stairs can be made out quite clearly. Small whispering voices can be heard in the swaying leaves. The trees run east and west, and a mouth of the lake opens to the south.

Southern Trees

This extremely large tree stands fifteen feet tall, its top poking through the low-flying death cloud without any harm coming to it at all. Whispers of instructions of some kind rustle through its leaves. Just east, a path leads to the foot of a beautiful marble staircase, set a little higher on a mound of dirt to protect it from intruders. The trees run back west.

Before the Marble Stairs

Arriving at this most beautiful sight, the marble stairs are an unexpected, pleasant change of scenery. At the bottom of the stairs, statues stand to either side of the way north; the first two can be made out, and they are made of jade. The rest of the statues are a little too far up the stairs to make out. A rickety bridge leads east across the lake to the road, and the trees run west.

On the Marble Staircase

This is the marble staircase leading up the spire toward an ornate cave. Two statues stand to either side of the stairs, motionless, glowing with a bright golden light. The stairs go on north, and back down south.

At the Spire

The spire stands a good hundred feet tall, but it isn't a tower at all: it is a hill, delicately carved and built up by packing more and more dirt onto its top until it rose to a point. The dirt is very solid and has been packed hard for extra support. Flickering lights can be seen around its southern foot. A path skirts the spire east and west, a track leads south along its side, and the lake is to the north.

A Path Around the Island

This path winds around the spire along the northern edge of the island. Not often used, it has been left to grow a little, with small rinds of grass and tiny flowers showing through. The path runs east and west, and the lake is to the north.

Well Kept Track

This part of the track around the island is not used often, but it is looked after well: the edge of the road is clearly kept from the grass. Atop the spire sits a small figurine of three men, one in a dark cloak, one in battle armor and the third in long robes: the Unholy Trio, who have made their mark everywhere in the town of Melkier. A bloodstained marsh lies to the south, and the track continues east and west.

Abrupt End in the Well Kept Track

The track just stops here. Eastward there is nothing but formless water swishing up against the bank at your feet, though you could wade out into it. To the west, the track reverses back on itself and leads off toward the spire of dirt.

Beside the Spire

The dirt spire looms enormous above you; nothing can pass by here without first noticing this spire of muck. The only ways on are north along its side or west to the shore; formless blackness shields any view of what lies beyond.

Top of the Marble Staircase

Reaching the top of the stairs, two more statues stand guard at the entrance to the ornate cave just north. These statues will have no mercy: made of steel and banded with an evil dark force, they are here for one purpose and one purpose only, to keep trespassers out. The stairs lead back down to the south.

Bloodstained Marsh

This bloodstained marsh has been the place of a recent battle. The smell of death rises heavily from the mangled corpses on the path. The only way out that can be seen is back north, to the track.

Secret After the Marsh

Stumbling through from the marsh, you find a hidden passage, where a trickle of clean water runs down from a well-tended tree. This place has not been used for quite some time: green grass flourishes, and little animals scurry about. There is no way back through; the passage leads on west.

More Marshy Path

More marshy path winds here, with little flowers starting to bloom and small tufts of grass deciding it is time to grow. No part of the death cloud seems to touch this hidden marsh, and small forms of life live here normally. A narrow way leads west through the brush, out onto the island's shore path.

Inside the Ornate Cave

Stepping off the stairs into this beautifully crafted archway, it is obvious at once that it was built for someone truly special. A Symbol of Discord has been placed here by Wazor to protect against intruders. Beyond the arch, a steep passage slopes down into the heart of the spire; the marble stairs are back to the south.

The Small Archway Inside the Cave

Carefully laid runes mark this marble and jade archway, deep beneath the spire. Strange glyphs have been inscribed on the walls in a tongue not familiar to ordinary folk. The ground is damp, and the ceiling is no more than three feet high. Small arrows on the ground point in different directions. The steep passage climbs back up to the cave entrance, and the tunnel goes on north.

Beyond the Archway

Moving through this tunnel, water seems to trickle a little more from the dirty, gritty walls. A smell of dank, musty clothes sweeps in through the openings to the east. A symbol of protection or warding rises slowly on the west wall. The archway is back to the south.

Bend in the Tunnel

There is a slight bend in the tunnel here, causing a three way intersection, with exits leading to the east, north and west. Small baron squires run awkwardly through the tunnels, trying to escape the warding from the deathcloud.

Entrance Chamber

This is the entranceway to a holding cell used for prisoners. Shrill wails can be heard off to the north, but their cries for help cannot be understood. The damp floor seems to firm up the further into the tunnels you go. A low passage opens to the east.

Before the Room of the Undead

To the north, a room that smells of rotten flesh, dried up blood and dank clothes floats easily through the air. Wights and other death creatures patrol this area, keeping Korbundar's prisoners safe from any kind of rescue attempt. Cells here are small and inhumane, leaving nothing for the prisoner but to rot.

The Baron's Cell Holding

This room has been specifically set aside for the capture of the Baron and his family. So far only two of the 5 important barons have been placed under lock and key. The cell is dark with not much room at all to move about it. There is no bed for sleeping, nor a window to look out. Water trickles slightly from the northern wall onto a small hole in the floor.

Room of the Undead

This room has been put aside specially for the unholy trio to keep a monitor of all their evil creatures. From what seems to be a box in the middle of the room, slimy oozes form and emerge and form different animals. There is no one here looking over it, and there is no magic wards visible, to keep these creatures reproducing.

West of the Room of Undead

This room is directly opposite a most disgusting and smelly part of the damp tunnels. Squires run here and there trying to appease their forceful leader, while the rest of Melkier still has a chance to run and save their lives. There is no light here, and the cave is of a large size, big enough to fit five abreast here.

Smaller Tunnels

The tunnels here get a little smaller, still enough to fit five people across, but a little more squashed. The floor is declined down a little here, leading into a deeper part of the cave. Water drips slowly from the ceiling into small puddles on the ground. Rocks cover the floor here.

The Secret Passage

This is the passage that leads to Korbundar's lair. The advice given by the squires has been taken well. Korbundar has left what seems to be a message on the wall here, written in strange patterns.

South of the Room of Undead

To the north, a room full of undead spectres and other gory monsters are continually being made. There is no room here for more than three people, as the tunnels south and east start to shrink. Damp puddles lie on the floor from little trickles of water falling from cracks in the walls. A passage leads west to the entrance chamber.

The Deathstone Room

This room is the room that a deathstone lies in. Large and like a boulder of coal molded together, this rock emanates darkness from within its center. A small trail of ooze follows its way around this large rock, then leads south, while little particles of dirt line the edge of the walls and floor.

More Small Tunnels

The tunnels here are getting smaller and smaller the further into the caves you venture. The walls have small tufts of fungus and moss growing on them, from the dank and dark conditions. Water flows a little less here, while some tiny rinds of grass protrude from little crevices in the ground.

Before Korbundar's Lair

The room directly south is Korbundar's lair. It is very easily noticed that Korbundar is a dragon, from this room. Although not extremely large in size, the ornately furnished cave walls are nothing less than exquisite. Large tapestries of gold and lands once conquered hang on dry walls, while mountains of coins and gold pottery lie on the ground. The exits are to the south and to the north.

Deep in the Cave

This is the center of the cave, turning tunnels have led to the darkest point in this small but well set up dragon lair. To the south nothing but darkness exists, with the occasional flash of light, streaking through the caves ceiling, an unusual amount of heat can be felt blasting from the south. To the north undead spectres wail and shriek at the sight of squires

Secret Room South of the Deathstone

Stumbling through the small crack, this secret room is only big enough to house 4 people, and that isn't very comfortably either. A large rock lies in the southern corner, with moss growing quite freely off it. Little rats scurry around behind the rock out of sight of strangers.

A Dark Storage Cave

Not very interesting, nor with any objects of great importance inside it, this cave was once used for storage. Small bags line the east and southern walls, while broken wooden crates take up the most area on the western wall. There is no water on the ground here, but the sound of running water can be easily made out to the north.

Korbundar's Chamber

Great wall hangings adorn this cavern, giving it an air of decadent luxury. Blue scales from Korbundar's hide are scattered about crushed piles of silk and velvet. Boxes, chests, urns, bottles and other treasures are also tossed about this room. No traps nor evil wards have been set here by the looks of it, but one can never be too sure.

Room of Darkness

This room is pitch black. Nothing can be seen in any direction. There are no exits here. Suddenly a flash of light streaks down from above. Unable to get out of the way, you are hit by a ray of disintegrating energy, splitting reality from dreams.

Secret Tunnel

A large hole in the wall reveals a secret tunnel. The smell of death and decay rings high in the air. Blood stains all corners of this tunnel.

Secret Tunnels

Moving through these secret tunnels, more death and desecration is plainly obvious. Shrill wails and cries float in from the north, small markings on the walls have been left here in bloody writing. Figures pass by unseen in the darkness.

Secret Tunnels

The death becomes evident here, with bodies lying strewn from one end of the wall to the other. Blood stains these freshly carved faces, from lance slashes and hammer beatings. The wails get a little louder moving deeper into the tunnels.

Deep in the Battle of the Undead

This battle has been forced onto the villagers by the unholy trio. The number of undead here is enormous, to look after and keep inline the many villagers and refugees fleeing from the town. The area here is a little smaller and cramped, with a musty smell of decay lingering in the air.

End of the Tunnels

This is the farthest most edge of the battle of the undead. There is no remains, nor blood stains on any part of the walls or floor. A couple of squires lie huddled in the corner, shivering and wailing. Food scraps lie on the floor on the western wall, while small piles of bed linen take up most of the eastern wall.

Secret Tunnels

The tunnels run continuously in all directions to the south and the east. This is the northern wall, where hundreds of body parts lie scattered from wall to wall. Shrill wails loft in from the south.

The Arena Tunnel

This part of the secret tunnels, seems to be an arena room. Six different types of weapons hang on the western wall, while there are many different shields hanging on the eastern wall. Bodies been dragged out of this room, have left scratching trails in all directions.

South of the Arena Room

This part of the tunnel is very dull, small water trinkets drip from the ceiling above, while little tufts of moss grow wildly along the eastern and western wall edges. More blood stained markings line both walls.

More Secret Tunnels

The tunnels here have been dug out by some sort of animal. The smell of death and rotting corpses falls heavily in the air. A small set of markings in the western wall are easily read. Exits are in all directions.

Secret Tunnels

These tunnels are very large, and spacious continuously through the north and west. Small animals of ethereal nature scurry along the ground, moving out of the way of prying eyes, and destructive humans.

Endless Tunnels

The tunnels run further and further east, deeper into the underground battle of the undead. Spectres wail, while skeletons crank along these large dark battlegrounds. No light comes through any part of the exits, and the air is musty and stale.

Junction in the Endless Tunnels

This is a junction in the endless tunnels. Exits lead in all four directions. Shadow figures pass by mysteriously. Bones and remains of beings lie scattered on the floor.

Second Junction in the Endless Tunnels

The battle of the undead rages on and on here. This junction provides access to different parts of the tunnels, leading north, south and west. A small light shines slightly from the eastern wall.

Southern End of Tunnels

This is the southern most point in the battle of the undead. Ulslime the Chaosar has left pieces of tablets and other ornaments for special markings. These are what the undead use to navigate through this maze of endless caverns.

Smaller Tunnels

The tunnels start decreasing in size here, fitting only about 10 people abreast here. A light shines from the east very faintly, while to the south darkness floats in precariously.

Smaller Tunnels

The tunnels here are a little more cramped. Moving through them is a little more difficult. Rats appear more frequently here, running in and out of the small cracks made from the earth rumbling.

Deeper Smaller Tunnels

Vision here is limited, with walls only barely made out approximately three feet either side. The ground is a little rough, with small amounts of water trickling to the south. The ceiling decreases in size to the south.

Deeper Small Tunnels

The walls begin to move closer and closer here, while the ceiling seems to raise a little higher. Large chunks have been taken out of the western wall, leaving a gaping divot. A small patch of dried dirt rests in the eastern corner of the wall.

End of the Smaller Tunnels

This is the southern point ending the small tunnels. There are no exits other than to the north. Formless shapes breeze by unhindered.

The Breach

Deep in the secret tunnels of the battle of the undead, this breach is a makeshift barricade, placed here by Ulslime for ambushes and defenses against intruders. Small bags of dirt lie scattered around as obstacles.

The Breach

This part of the breach has been set up quite elusively. To the southern part of this cave, small black clothes line and cover dirt bags, giving the illusion of rocks. This is where the spectres and nightshades take their hiding until the launch of a new ambush.

The Northern Breach

This northern part of the breach has been left unattended for quite some time. The makeshift dirt bags once strategically placed have now been scattered everywhere, making spotting them much easier. This isn't a very good hiding place, as open spaces are prominent and noticeable.

The Northern Breach

This breach has been left to ruin. A battle of what seems to be a large proportion has taken place, and only recently, with large pools of blood and scattered bones lying everywhere.

The Breach Beginning

This part of the cave, seems to be the beginning of a large and well thought out barricade. The breach runs to the south with large dirt bags lying scattered everywhere. A confrontation has occurred only recently, with the smell of death lingering high in the air.

Behind the Breach

Standing behind the breach, wails of a ghostly nature can be heard in the distant south. Not much has happened here, it would seem that the breach has served its purpose extremely well.

The Trap

A trap had been lain here for intruders, which seems to have not long ago been sprung. Remains of hill giants and nightshades litter the bloodstained earth. Pieces of flesh hang from small protruding rocks on the walls.

The Trap

A well sprung ambush sees the remains of more than thirty different animals, and humans scattered throughout this small part of the tunnels. To the south figures float by rapidly, unseen. To the north nothing but darkness.

The Traps End

This is where the last line of defense was for the trap. All ambushes struggled in a fight to the finish, but by the remains of hill giants to nightshades, it would seem that the ambush was over all unsuccessful. To the south nothing can be seen.

Trapped

It would seem that the trap's end was not to the north. As you look around you, more eyes start appearing from the darkness. Suddenly weapons are drawn with the sounds of swords and axes leaving their sheaths. Hill giants lunge at you with a great ferocity, there is no escape from this ambush!

Behind the Secret Wall

This wall was only temporary, placed here by the unholy trio to stop intruders discovering the true way to the highpass tower. There is nothing special here, just a large cave-like hallway climbing steeply up toward the surface.

Entrance to the Skulheim Castle Grounds

This is the entrance to the castle grounds, where the hallway from the tunnels comes up out of the ground. No part of this castle can be seen from the outside, due to the enormous size of the death cloud lingering over it. This is the castle of the barony, taken by force by the evil forces of the undead and Ulslime himself. The walls are a little bare here, but lights shine to the north, and a small garden lies to the east.

Castle Doors

The main doors of the castle stand about twenty five feet high, with gold hinges and brass knockers on the outer parts of the doors. The doors are open, with reddish light emanating from the immediate north.

The Guard Post of the Castle

After being taken by force, Ulslime set monsters to watch the doors. Small windows lie on the western wall, with no shutters, shedding a little light onto the ground. The fiery emanating light comes not from the windows, but two efreet guards standing to either side of the windows.

A Small Garden Off the Entrance to the Castle

This out of place garden is ridden with bones and blood. What looks to be a once beautiful little patch, has now been turned into a bloodied battle field. Rocks that lined a flower bed have been uprooted and thrown against the castle outer wall. Flowers lay crushed in the churned dirt.

The Small Garden

The rest of this little garden has been also uprooted, leaving nothing to grow or flourish. A small rat lies on the western rock bed torn in half, still twitching.

Second Guard Post

Two more efreets guard this entrance to the castle. An open window in the east wall lets in a slight breeze, making the tattered and torn curtains sway a little from side to side. A small brass stand lies broken against the eastern wall, while a table stands sternly under the windowsill.

The Grand Hall

Hanging from the walls of this beautiful castle are banners of many assorted colors and shapes. Hanging beside them are two wall candles, glowing brightly. Large plush red carpets adorn the floor leading north, with a small round table sitting alone on the western wall.

The Grand Hall

Red carpet continues to the north and the south. Looking very new and plush, this carpet has tiny yellow tassels running the length of the carpet on both edges. A small painting of a family hangs on the eastern wall.

End of the Grand Hall

The grand hall comes to an abrupt end here. To the north a smaller room can be seen, while to the south red carpet runs endlessly. A small window on the eastern wall sheds some light on the large tapestry adorning the western wall. A small oil lamp rests on a broken table, while a chair lies broken beneath it.

Stewards Room

A short bed lies in the corner of the stewards room. Numerous candle sconces, alternating with large silver mirrors line both walls. Several broken chests lay scattered about the room.

The Baron's Bedroom

Draperies, chests, clothes racks and silver candle sconces adorn this lovely bedroom. The bed in the eastern corner lies unruffled. Two extremely large silver mirrors flank a painting of the baron's wife on the northern wall. Although not untidy, it seems that someone has been searching in this room for something.

Marshall's Room

Hundreds of weapons hang from the walls, all of them in perfect fighting condition. Most of these are adorned with precious metals and jewels of a varying nature. Some breast plates and leggings lie scattered in the northern corner of the room. This is the room of the Marshall Amanda of Alexis. Remnants of her scent can still be smelled, but no sign of her is visible.

Magist's Room

The doors to this room have been burned to a near crisp. An enormous mess of clothes and wood splinter lies strewn from the northern wall to the southern. Wazor has placed a cursed scroll on the floor here, for anyone who enters. Exits are only north.

The Guest Room

A richly appointed room with a few tables and chairs, has been completely demolished. Wazor and Ulslime have searched this room from top to bottom, carefully looking for something, then just as carefully scrapping it. A tapestry of a great man lies torn in two pieces in the eastern corner.

The Council's Room

A large, richly carved wooden table, surrounded by ornate highbacked wooden chairs, dominates this room. Motionless human figures, dressed in robes and leather armor, are seated at the table, four to a side and one at each end. Heavy draperies line the walls.

The Second Guard Room

A skeleton, dressed in leather armor, holding a shortsword and a buckler much larger than himself, has been slain and left to nothing in the eastern most corner of the room. There are no furnishings here except for a single oil lamp hanging on the wall.

The Southern Hallway

This hallway leads south and deeper into the castle grounds. A door outlines the eastern and western walls, but from closer inspection, they have been shut magically, with no possible way of opening them. A red carpet lies on the ground, rolling to the south. A large round mirror hangs above the eastern door outline.

A Bend in the Hallway

The hallway comes to an abrupt end here. A blue carpet runs right up against the eastern wall, as though the hall once went on that way, and a square mirror hangs from the southern wall. A fresh pot of lilies has been placed in a vase on the small table near the corner.

A Large Hallway Leading South

Slipping into this smaller than usual room, a well lit hallway streaks to the south, with a regal green carpet following its trail. A chest lies opened in the western corner, one hinge falling off it. An oil lamp hangs without light from a picture hook.

Southern Hallway Leading to the King's Quarters

This hallway continues south a little way. More adornments seem to shape the walls and floor here, with a small square table sitting with a high backed wooden chair on the eastern wall. Roses in a vase brighten up this otherwise dull hall.

Before the Southeast Tower of the Castle

This room is leading straight into the southeast tower of Skulkheim Castle. It is here that the king, his wife and son the prince are being held captive. This plain room is large enough for nine people to fit abreast, with two armor shells standing with halberd to either side of the entrance to the south.

The Southeast Tower

Hanging weapons and shields line this large grey wall. A beautiful set of full plate armor lies in disarray against the eastern wall. Along the southeast wall, a huge mirror hangs above a small table, with a small skeleton sitting atop it.

The Southeast Tower

This plain room doesn't hold a lot of objects. A small chest lies in the eastern corner, while a small candle holder has been shattered and left on the floor. The walls have a couple of dirty old carpets on them to cover their even dirtier surfaces. A narrow stair winds up inside the tower to the barony's quarters.

Mogus the Bailiff's Room

This is where the bailiff of Melkier's barony lives. His room is very simple, with only the things he needed: a table in the eastern corner, a bed and linen in the western corner, a small lamp by a bedside drawer and a wash basin on a small stool.

Before the Bailiff's Room

This small room stands before the room of the bailiff of Melkier. No carpet or drapes line any part of it, only a simple amount of furniture, with a small light glowing in the east corner. The bailiff's room is to the west and the prince's bedroom to the south, and the tower stair winds down.

The Baron's Quarters

This area of the southeastern tower is known as the barony's quarters. Here everything has been spared no expense, from the carpet being walked on to the beautiful, yet simple washstand. A large mirror of ornate carvings hangs here, while a large glass oil lamp lights the way to the south. Tapestries of the barony hang next to the mirror.

The Prince's Bedroom

Spoiled rotten, this prince has taken every advantage of his parents being rich. With lush golden carpets, and silk embroidered bed linen, this room has taken on the consistency of complete perfection. Nothing is out of place here, with a large bed nestled in the corner, and silk drapes covering it. The floor is adorned with a carpet and insignia of the barony.

The Baron's Dining Room

This dining room has been decked out with nothing short of expensive dinner wear. Fine china lies set on the large round oaken table, a setting for four. High mahogany backed chairs surround the table, while a regal carpet of greens and whites lies underneath. A door leads to the east.

The Baron's Bedroom

This room is also of regal content. A large oil painting of the hills in Melkier hangs on the wall, in between two very large brown mirrors. The floor is adorned with a blue and red carpet, with the barony emblems firmly stitched in.

Entering the Quest

Entering the quest, this sparse land once used to be a beautiful green, flourishing land of vegetation. At the very entrance, it is very visible at just how beautiful this area was, with great lilies and mangroves growing freely in all immediate directions. The ground is soft and light to walk on, but to the north, this ground is no longer a luxury.

The Quest Through the Miasma Swamp

Moving deeper into this once beautiful area, it can be seen that much fighting has occurred. Wazor's evil creatures roam this barren and neglected land, which is now a marshy swamp. Trees begin to wither and die, while the grass that once grew now fades a little from the lush green it once was.

The Edge of the Miasma Swamp

This is where the death and destruction began, on the edge of the swamp. Wazor has set up traps and left behind many of his death pets, to secure this area. It is believed that wazor actually takes refuge here.

Mucky Marshy Swamp Path

This path leads to the east and the north. The swamp here is ridden with insects and lizards, they seem to like this environment. Upon closer inspection of the lizards though, you can see right through their bodies. Everything in this swamp has been taken over by the Unholy Trio and their deathcloud. Nothing can live or grow here any more unless they give it permission.

Mucky Marshy Swamp Path

Deeper into the swamp, the vegetation withers and dies. As the area transformed from the effects of the deathcloud, strange things began to grow from the depths of the ground. Vines sprang up and started choking the previous vegetation. Where they were dead the vines uprooted and walked to another part of the lake, and began destroying that. Exits lead north and east.

Northern Swamp Path

The path continues to the northeast and south. Vines run along the ground here looking for more good vegetation to strangle and kill. A long slow moan can be heard from an easterly direction.

Guardians in the Swamp

Reaching deep into the swamp, two guardians of a seismic grandeur stand about eight feet tall. They look around the swamp waiting for someone to intrude, or pose a threat. The trees around here stand only about six feet tall, and against the monsters they look like shrubs.

A Small Hole in the Swamp Bed

Moving down a little, this hole seems to have been man made, for the edges of the dirt are quite firm and packed. Small tufts of the vines that roam, are growing quite freely on the under part of this hole. Exits lead east and south.

Border Between the Swamp and the Deathcloud

The deathcloud rolls ever so close to the tree tops here, well what tree tops there seem to be anyway. Vines scurry along here in and under the dirt, looking for something to attach to, and reproduce. Exits are to the south, west and east.

Deeper in the Swamp

The Miasma swamp was designed by Wazor to keep out and test any intruders who have actually made it this far. He has carefully planted nests of creatures and traps, and any time one of them goes off, he knows you were careless. Eastward a small light can be made out, but only faintly, while southward the death cloud blurs and blocks all view.

The Second Guardian Line

Two guardians stand here, with dark cloaks and large halberds. Protecting Wazor from any intrusion is their primary task, but it seems they are having a tough time with the vines that spread like wildflowers. The earth here seems a little less damp, while the number of vines seems to be a lot more.

South of the Second Guardian

To the north, some frightening figures loom in the darkness. Trees stand here with no apparent reason, other than a scattered array of nothing. Vines crawl up the trees, sucking all the life force they can from these once beautiful things. The deathcloud above rolls louder and moves quicker, while going absolutely nowhere

Wazor's Lair

This is where the most treacherous of the unholy trio resides. Wazor the Cunning Emissary of Atlantis has built this abode into the miasma swamp, and kept himself well hidden. Treasure from all of Melkier line the walls and floor. Ornate jugs, priceless oil lamps and other such items are just thrown around the place. A carpet with the barony's emblem hangs upon the southern wall. Wazor has kept the most important part of Melkier's treasure on him. The key of chests.

Behind Wazor's Lair

This is a secret room behind Wazor's lair, that holds the chest and the items that meant most to the Barony of Melkier. There is a small cloth covering a very large chest in the eastern corner.

Ulslime's Lair

Ulslime the Chaoser has taken root here. His reign of terror goes hand in hand with the creation of the deathcloud. This room that he calls home, has no adornments, he doesn't believe in material possessions, his interests lie in power. On the western wall hangs a single moose head, the last of the animals in Melkier. Proof of his power

Before Ulslime's Lair

The darkened swamp comes to an abrupt end here. To the south a large cave-like abode has been raised, and no light can be seen going into or out of it. Trees have been uprooted and left to die on the edges of this small swampy path, which leads back north; to the east is the black dragon's lair. There is no color in the sky as the death cloud continues to roll southward.

Small Swampy Path

A small swampy path has been created leading to the south. It seems that this path is important, for there are little to no vines slithering along it. The edges of the path have been reinforced with red clay, while trees have been uprooted to make the path a little wider.

Small Mucky Path

A path leading south has been created, with trees and plants being uprooted and placed specially on edges for reinforcement. Clay and mud have been used to raise the edges about one foot from the path itself, to deter any of the vines that slither around from entering this strange path, leading to somewhere even stranger.

Bend in the Small Marshy Path

Exits of this path lead east and south. Nothing but the rolling deathcloud can be heard or seen, except for the annoying vines crawling around in the dirt.

North of the Third Guardians

Off to the southeast, two large figures can be clearly made out. A couple of dead trees are still rooted in the ground here, though by the look of all the other trees on this path, they won't last long. The path continues east and west.

Large Uprooted Tree

A tree more than eighteen feet tall has been lopped and dropped to the earth. Little dark creatures scurry in and out of the huge dead hole in its twisted trunk, and three vines sit atop it, sucking the last of the life from a single living branch. The swamp goes on east past the fallen crown, south toward a guard post, and back west.

Before the Guard Post

A large heap of bones and dirty clothes lies abandoned on the ground. No animals move, though their beady, evil red eyes can be seen blinking in the dark around you. The guard post is south, the fallen tree north, and the dead swamp lies to the east.

The Third Guardian Outlook

This is the last of the tests that Wazor has placed. Two more hill giants stand here, with large cloaks and halberds, looking for trespassers, or just something to kill. There is no more vegetation here, and the dirt is a little dry, from the continual battlement and movement going on top of it.

South of the Third Guardian

Moving south is a small trail of green slime, left behind by some sort of largish creature. The slime takes up the best part of this wide swampy trail. The deathcloud hovers above only three feet from your heads. A loud shrill cry can be heard to the south.

The Black Dragon's Lair

This is where Ulslime's pet, A black dragon is kept. Tied to a metal mesh leash, the dragon sleeps here waiting for Ulslime to come and take him, to cause more destruction.

The Portal

This room is moving continually, spinning in a circular motion, pushing all that is in it, forcibly to the ground. There are no exits in the portal, only darkness.

East of the Tree

This part of the swamp, and to the south, is not used by anyone at all. The vegetation here grows slightly better than anywhere else, but still no where near as good as it once did.

The Dead Swamp

The death cloud above rolls heavily and loudly. A small tree lies on the ground east of here, and a small fountain of water trickles its way down southward. The swamp goes on north and south, and back west to the heap of bones.

Outermost Edge of the Swamp

This is the outer most edge of the swamp. It seems that this is the area where all the dead carcasses are brought. There is a pile of rotting bones in the southeastern corner, with a large array of scattered clothes in front of it. Exits are to the north and west.

Ulslime's Advisor's Room

This is where Ulslime and his advisor stand and talk about the strategies they are going to use to conquer the next town or village. This room is adorned with a large regal carpet on the west wall, and a small table and chair on the eastern wall. There are no exits.