Lair of mighty Uggoroth

![[Mega Lair of Uggoroth.png]]

Zones

  • Zone I: Rooms 1–11

  • Zone II: Rooms 12–22

  • Zone III: Rooms 23–33

  • Zone IV: Rooms 34–43

Bloodstones

Uggoroth is a powerful Goblin Master who achieved immortality through Bloodstone. This technique he descovered through Blood Magic from a master called Xiamin in the Darklands (Sirakrat Blood Mage Villain). He was Xiamin's slave for years but his loyalty was rewarded. Xiamin ordered Uggoroth to claim the mountains of Lothen. Uggoroth creates bloodstones from human organs and uses them as phylacteries. With the help of his Shamans, he sustains the bloodstones that take heavy tolls. As long as the bloodstones exist, he cannot be killed.

Factions

There are 4 Goblin Hordes in the cavern, each led by a Shaman and a horde of Hobgoblins led by Uggoroth himself.

Events

  • Two goblins drag a sack dripping blood. They deliver it to a side chamber where an apprentice shaman carefully sorts “fresh parts” for the next Bloodstone creation.

  • One of the four Hordes assembles under its shaman, beating spears to shields. They rehearse coordinated roars before spreading out to patrol tunnels.

  • A hobgoblin captain beats a goblin scout publicly for “cowardice.” The surrounding goblins chant insults while avoiding eye contact with the hulking captain.

  • Goblins practice communication using bone horns that echo through the cavern.
    Three short blasts mean “intruder,” so hearing one risks the whole place mobilizing.

  • A shaman’s cauldron boils too violently, spraying alchemical blood. Goblins scramble to contain it with rags and buckets before someone important notices.

  • Goblins toss scraps (sometimes humanoid) into a pit where a chained human moans and thrashes. They toss rocks at him for fun.

  • Several goblins sit around a lantern, throwing bone dice carved from human fingers. They shout, push, cheat, and argue loudly.

  • A part of the cavern ceiling groans and sends dust raining down. Goblins flee, screaming about “rock spirits” as a minor collapse occurs.

  • A patrol of goblins with red runes painted on their faces march silently—these are the elite watchers blessed by their shamans to see in magical darkness.

  • Hobgoblins create a path as Uggoroth passes. His skin is grey and stretched, glowing veins visible beneath it. Everyone kneels or presses their heads to the dirt.

  • Two hordes nearly fight over hunting rights in a tunnel. Their shamans intervene with threats and minor curses.

  • A senior shaman tests a bloodstone using a sacrificial rat or goblin. The stone pulses, absorbing the creature’s life-energy.

  • Captured humans are marched through the cavern, bound and gagged, on their way to the organ harvest chamber.

  • Two goblin scouts whisper about Uggoroth’s immortality—one claims he saw the master swallow a heart glowing like a ruby.

  • Workers skim acidic slime from glowing pools, storing it in bone jars for weapon poison.

Corridors

Letter

Corridor Feature

Description & Logic

a

The Chained Gong

An iron gong chained to the wall. Goblins strike it to sound alarms across the western halls. A faint hum resonates in nearby tunnels, summoning guards from Room 1.

c

Blood Channel

A shallow groove carved into the stone floor, carrying thin streams of dried blood toward the lower chambers. Used during “Joining” rituals to drain fluids to Galik’s area (Room 6–7).

e

Torch Hall of Ok-Rag

Burning torches line the corridor in iron sconces engraved with goblin war sigils. This hall connects the warlord’s domain — goblins salute when passing through.

i

Supply Run

Crates and broken barrels pushed against the walls. This route connects to the storage and mess halls (Rooms 4 and 10). Occasional goblins hurry through with food and tools.

m

Slave Loader’s Ramp

A rough incline cut into stone, reinforced by wooden planks. Ogres and trolls drag supplies or corpses along this path. Grooves in the floor show heavy traffic.

n

Smoldering Fume Passage

Cracks in the wall emit warm, sulfurous air from deep below. Fumes keep insects and mold away, maintained by Bik’s alchemists. Prolonged exposure causes dizziness.

r

The Breeding Burrow

Walls covered in soft moss and faint webbing. This corridor hums faintly with insect noise. Goblins feed larvae here to raise Night Spiders and other small beasts.

s

Hall of Pillars

A long passage supported by uneven stone columns carved with crude goblin faces. Warriors etch kill marks here as offerings to Ok-Rag. Dried blood stains the base of each pillar.

u

Insect Swarm Nest

The floor crawls with harmless beetles and worms. Goblins treat them as holy offspring of the deep. The sound of clicking carapaces echoes eerily but serves as ambient noise cover for patrols.

v

Collapsed Tunnel Trap

Once a real pit trap, now filled and repurposed by goblins to store bones and refuse. A faint smell of decay seeps from the stones — scavenger rats scurry beneath.

w

Dripstone Corridor

Water drips rhythmically from the ceiling. Goblins place clay jars to collect it, calling it “Uggoroth’s Tears.” Used for washing tools and extinguishing fires.

x

Arrow Slit Gauntlet

Narrow arrow slits line one side of the wall. Goblin sentries occasionally watch through them, defending against intruders from the central halls. Some are decoys filled with bone idols.

z

Carved Observation Holes

Square holes carved into walls, used by Gazers and Goblin Seers to spy unseen. The stone around them is slick from oils and grime. Whispers sometimes emerge when no one is near.

🗺️ Zone I – Rooms 1 to 11

Encounter Type

Area

1

2

3

4

5

6

7

8

9

10

11

Goblins

1

Close

Near

Near

Far

Far

Far

Far

Far

Far

Far

Far

Ratman

1

Close

Near

Far

Far

Far

Far

Far

Far

Far

Far

Far

Shaman Ok-Rag

2

Near

Close

Near

Far

Far

Far

Far

Far

Far

Far

Far

Shaman Galik

6

Far

Far

Far

Far

Near

Close

Near

Far

Far

Far

Far

Shaman Xan-Gi

8

Far

Far

Far

Far

Far

Near

Near

Close

Near

Far

Far

Spirits (Malice)

4

Far

Near

Near

Close

Near

Far

Far

Far

Far

Far

Far

Night Spider

7

Far

Far

Far

Far

Far

Near

Close

Near

Far

Far

Far

Ogres

2

Near

Close

Near

Far

Far

Far

Far

Far

Far

Far

Far

Trolls

Far

Far

Far

Far

Far

Far

Far

Far

Far

Far

Far

Naga

5

Far

Far

Near

Near

Close

Near

Far

Far

Far

Far

Far

Gazer

8

Far

Far

Far

Far

Far

Near

Near

Close

Near

Far

Far

Blade Spider

3

Near

Near

Close

Near

Far

Far

Far

Far

Far

Far

Far

Room #1 – Western Gate Cavern

  • Entrance: Totem of Life (Repels Undead), Totem of Awareness (Alarm)

  • Light: Dim

  • Description: A sloping entrance tunnel reinforced with scavenged planks and bone supports. The scent of smoke and wet fur fills the air.

  • Encounters: Patrol of goblins (8+1 soldiers and 1 Ratman overseer).

  • Objects: Makeshift barricades, piles of discarded torches, hanging skull charms.

  • Loot: Crate Loot (travel rations, arrows).

  • Notes: The guards here are the lair’s first line of defense. They strike a bell if intruders approach, alerting deeper sentries.


Room #2 – The Gatekeeper’s Quarters

  • Light: Dark

  • Description: A narrow alcove filled with straw mats and an overturned table. A smoky torch stub rests in the corner.

  • Encounters: Shaman Ok-Rag & 3 Hobgoblins guarding a BLOODSTONE.

  • Objects: Sleeping pallets, cracked pottery, a rat cage.

  • Loot: Person Loot (hidden beneath bedding).

  • Notes: The graffiti on the wall reads in Goblin: “Uggoroth sees all.” It’s written in dried blood.


Room #3 – The Training Hall of Ok-Rag

  • Light: Normal

  • Description: Wooden dummies and straw targets fill this rectangular room. Goblin weapons litter the floor in piles.

  • Encounters: Blade Spider.

  • Objects: Weapon racks, broken spears, spilled oil lamps.

  • Loot: Crate Loot (training gear, damaged arms).

  • Notes: The southern wall bears carved tally marks — kills counted by goblins during drills.


Room #4 – Storage Cavern

  • Light: Dim

  • Description: A large cave filled with crates, barrels, and piles of raw materials. The sound of dripping water echoes throughout.

  • Encounters: Spirit of Malice (uggoroth).

  • Objects: Rope coils, rotting food, smashed jars.

  • Loot: Crate Loot (grain, crude tools).

  • Notes: Among the crates lies a goblin ledger with drawings of ogres and chains — inventory for slaves.


Room #5 – Shrine of Broken Faces

  • Light: Normal (torch sconces)

  • Description: The walls are carved with hundreds of goblin faces, all broken or defaced. A thick iron scent lingers in the air.

  • Encounters: Naga (chained).

  • Objects: A crude altar covered in soot, burnt offerings, cracked idols.

  • Loot: Chest Loot (donation coffer hidden behind altar).

  • Notes: A faint whisper emanates from the cracked idol — those who listen hear “Join us.”


Room #6 – The Circle of Galik (Encounter)

  • Light: Dim green fungal glow

  • Description: A stone circle lies at the center, surrounded by hanging corpses and bone totems. Fungal growths pulse faintly with light.

  • Encounters: Galik, Shaman of Rot, with 2 diseased goblins guarding a Bloodstone.

  • Objects: Ritual stones, pestle and bowl of black sludge, suspended remains.

  • Loot: Laboratory Loot (fungal reagents, embalming tools).

  • Notes: Galik’s power seeps into the ground; those who disturb his circle risk infection and madness.


Room #7 – The Rot Pit

  • Light: Dark

  • Description: A natural sinkhole filled with stagnant water and floating carcasses. The air is suffocating.

  • Encounters: Night Spider.

  • Objects: Wooden planks forming a crude walkway, poles with chains.

  • Loot: None.

  • Notes: The goblins use this pit to dissolve unwanted bodies — or captives who displease Galik.


Room #8 – Idol Hall of Xan-Gi (Encounter)

  • Light: Normal (blue ritual fire)

  • Description: A black obsidian idol of a many-eyed goblin towers on a raised platform. The walls shimmer with faint heat.

  • Encounters: Xan-Gi, Shaman of Shadows, attended by a Gazer familiar guarding a Bloodstone.

  • Objects: Candles made from bone fat, runic scripts etched into walls, incense bowls.

  • Loot: Laboratory Loot.

  • Notes: The idol’s eyes watch all movement; if destroyed, the Gazers shriek and combust violently.


Room #9 – The Prison Pens

  • Light: Dark

  • Description: Iron cages line both sides of the passage. The stench of rot and waste hangs thick.

  • Encounters: None.

  • Objects: Shackles, rotting straw, gnawed bones.

  • Loot: Person Loot (remnants of past captives).

  • Notes: A crude goblin sign reads, “New flesh for the Joining.” The floor bears drag marks leading east.


Room #10 – Mess Hall

  • Light: Normal

  • Description: Long wooden tables and overturned bowls fill this cavern. Goblin laughter echoes faintly from distant tunnels.

  • Encounters: None.

  • Objects: Crates of half-eaten meat, a spitted rat roasting on coals, broken mugs.

  • Loot: Crate Loot (supplies and preserved rations).

  • Notes: A mural on the wall shows goblins merging into one large creature — a crude depiction of Uggoroth’s “divine form.”


Room #11 – Barracks of the Blooded

  • Light: Dim

  • Description: Straw mattresses line the floor, with crude weapons resting beside each bedroll. The air smells of sweat and iron.

  • Encounters: None.

  • Objects: Hanging hammocks, damaged armor, an idol fragment nailed to the wall.

  • Loot: Person Loot (small trinkets and gambling bones).

  • Notes: The walls bear painted sigils representing Ok-Rag’s warrior bands. The ground is stained red where they perform blood oaths.

🗺️ Zone II – Rooms 12 to 22

Encounter Type

Area

12

13

14

15

16

17

18

19

20

21

22

Shaman Bik

12

Close

Near

Near

Far

Far

Far

Near

Far

Far

Far

Near

Spirit of Darkness

13

Near

Close

Near

Near

Far

Far

Far

Far

Far

Far

Far

Troll Slave

18

Far

Far

Far

Near

Near

Near

Close

Near

Far

Far

Far

Goblin Overseers

18

Far

Far

Far

Near

Near

Near

Close

Near

Far

Far

Far

Dweller

24

Far

Far

Far

Far

Far

Far

Near

Near

Far

Far

Near

Spirits of Rot

12

Close

Near

Near

Far

Far

Far

Far

Far

Far

Far

Far

Ogres

Far

Far

Far

Far

Far

Far

Near

Far

Far

Far

Far

Room #12 – Pool of the Deep

  • Light: Dim (reflected water light)

  • Description: A circular stone pool glows faintly with a greenish hue. The water ripples on its own, though no wind stirs.

  • Encounters: Shaman Bik guarding a Bloodstone.

  • Objects: A rope ladder leading up to a crumbling balcony, clay jars of oily residue, chipped goblin cups.

  • Loot: Laboratory Loot (liquids and reagents).

  • Notes: The water reacts to nearby magic. When touched, faint whispers of Bik, the Shaman of the Deep, echo from below.


Room #13 – Chamber of the Forgotten Rite (Encounter)

  • Light: Flickering torchlight (normal)

  • Description: This large chamber bears faded murals of goblins sacrificing beasts before a towering shadow. Ash covers the floor.

  • Encounters: 1 Spirit of Darkness, haunting the ruins of an unfinished ritual.

  • Objects: Stone altar, overturned brazier, crumbled scrolls.

  • Loot: Library Loot (ritual fragments and notes).

  • Notes: The spirit attacks only those who touch the altar. It mutters “The Joining was not yet complete” before fading when defeated.


Room #14 – The Shrine of the Airless Flame

  • Light: None (magical darkness lingers)

  • Description: The air is thick and cold, and even torches seem to flicker weakly. A broken pedestal lies at the center.

  • Encounters: None.

  • Objects: Melted candles, broken brass incense holders, faint runes scorched into the floor.

  • Loot: None.

  • Notes: A detect magic spell reveals this room once bound an elemental spirit — perhaps an experiment by Xan-Gi gone wrong.


Room #15 – The Fountain of Shields

  • Light: Dim

  • Description: A cracked fountain stands in the center, its basin filled with rusting shields and dulled blades. Water still trickles faintly.

  • Encounters: None.

  • Objects: Metal scraps, a toppled goblin banner, shattered helmets.

  • Loot: Crate Loot (weapon fragments).

  • Notes: Carvings depict goblins bathing their weapons here before battle — a ritual to gain Ok-Rag’s blessing.


Room #16 – Chamber of Iron Chains

  • Light: Normal

  • Description: Chains hang from the ceiling, swaying slightly as if recently disturbed. The sound of clinking metal fills the space.

  • Encounters: None.

  • Objects: Shackles, iron hooks, scattered bones.

  • Loot: Person Loot (trinkets left on bodies).

  • Notes: This chamber is used for “Joining” trials — captives are suspended and exposed to fumes from the Deep Pools until they transform or perish.


Room #17 – The Hex Mosaic

  • Light: Dim

  • Description: The floor is a perfect pattern of black hexagonal tiles, glistening faintly with moisture.

  • Encounters: None.

  • Objects: Fungal growth between tiles, remnants of rope, small bone tokens.

  • Loot: None.

  • Notes: Some tiles are pressure triggers for an old defense system. The goblins have forgotten which ones, avoiding the center entirely.


Room #18 – The Chamber of Three (Encounter)

  • Light: Flickering orange (torch sconces)

  • Description: Three stone thrones stand against the north wall, each etched with a different rune. A dull hum resonates throughout.

  • Encounters: 1 Troll Slave and 5 Goblin Overseers.

  • Objects: Chains bolted to thrones, blood-stained tools, carved stone runes.

  • Loot: Chest Loot (iron coffer containing offerings).

  • Notes: The troll is half-awake and chained. If freed, it rampages in confusion — friend or foe depends on how it’s treated.


Room #19 – The War Table

  • Light: Normal

  • Description: A crude stone slab covered in scratched battle maps and stones marking troop positions.

  • Encounters: None.

  • Objects: Goblin spears leaning against walls, half-burned candles, animal bones used as figurines.

  • Loot: None.

  • Notes: The carvings show the goblins’ expansion plans — marking nearby villages under “Future Joining.”


Room #20 – Barrel Chamber

  • Light: Dim

  • Description: Barrels line the western wall, some leaking a foul mixture of oil and blood.

  • Encounters: None.

  • Objects: Barrels, tattered rags, a makeshift table of planks.

  • Loot: Crate Loot (preserved food, salted meat).

  • Notes: The odor is almost unbearable. One barrel hides a secret tunnel used by the shamans to escape unseen.


Room #21 – The Silent Alcove

  • Light: None

  • Description: This small room is unnaturally quiet — even footsteps make no sound. A faint warmth radiates from the walls.

  • Encounters: None.

  • Objects: Carved goblin runes, scraps of burnt parchment, melted wax.

  • Loot: Library Loot (charred scrolls).

  • Notes: This chamber once housed Xan-Gi’s meditation space. Prolonged silence here induces visions of shadowed figures joining together.


Room #22 – The Sarcophagus Gate

  • Light: Flickering torchlight

  • Description: An upright stone sarcophagus stands against the wall, carved with grotesque goblin visages. It conceals a narrow doorway.

  • Encounters: None.

  • Objects: Half-buried skeletons, broken candles, ritual symbols.

  • Loot: Chest Loot (hidden behind the sarcophagus).

  • Notes: The passage beyond leads to Bik’s domain. A faint hissing noise echoes through the gap — perhaps steam or whispering spirits.

Room #23 – The Pit of Blades

  • Light: Dark

  • Description: The floor drops into a shallow pit lined with shattered blades and bits of armor. The metallic smell of rust and blood lingers.

  • Encounters: None.

  • Objects: Ropes coiled near the edge, broken weapons, discarded shields.

  • Loot: Person Loot (a fallen goblin warrior).

  • Notes: This pit was once a trial for goblin warriors to prove themselves by fighting bare-handed against wild beasts. A faint hiss echoes from below.


🗺️ Zone III – Rooms 23 to 33

Encounter Type

Area

23

24

25

26

27

28

29

30

31

32

33

Dweller

24

Near

Close

Near

Far

Far

Far

Far

Far

Far

Far

Far

Goblin Ritualists

24

Near

Close

Near

Far

Far

Far

Far

Far

Far

Far

Far

Wraith

31

Far

Far

Far

Near

Near

Near

Near

Near

Close

Near

Near

Lingering Spirits

31

Far

Far

Far

Near

Near

Near

Near

Near

Close

Near

Near

Naga

5

Far

Far

Far

Far

Far

Far

Far

Far

Far

Far

Far

Trolls

18

Near

Near

Far

Far

Far

Far

Far

Far

Near

Far

Far

Night Spider

7

Far

Far

Far

Far

Far

Far

Far

Far

Far

Far

Far

Room #24 – The Chamber of the Bound (Encounter)

  • Light: Dim red (magical glow from runes)

  • Description: The walls pulse with faint light as chained figures hang suspended over a runic circle etched into the stone.

  • Encounters: 1 Dweller (amorphous creature bound to Bik’s will) and 2 Goblin Ritualists.

  • Objects: Runes carved into the floor, bronze bowls filled with ichor, blood-soaked ropes.

  • Loot: Laboratory Loot.

  • Notes: The Dweller mutters in an ancient tongue about “joining beneath the skin.” Destroying the runes weakens it.


Room #25 – The Whisper Shaft

  • Light: Dim

  • Description: A narrow vertical shaft descends into darkness. The walls are covered in smeared handprints and goblin graffiti.

  • Encounters: None.

  • Objects: Frayed ropes, loose stones, dripping condensation.

  • Loot: None.

  • Notes: Whispers echo through the shaft — voices of past victims. Anyone descending hears their own name whispered softly.


Room #26 – The Hall of Impaled

  • Light: Normal

  • Description: Corpses of goblins and larger humanoids are impaled on iron spikes descending from the ceiling. The smell of dried blood is thick.

  • Encounters: None.

  • Objects: Blood-soaked ground, hanging chains, iron spikes.

  • Loot: Person Loot (bones and rusted trinkets).

  • Notes: This gruesome hall serves as a warning to failed experiments — those who “refused the joining.”


Room #27 – The Molded Floor

  • Light: Dark

  • Description: Black and green mold covers every inch of the floor. Each step squelches softly.

  • Encounters: None.

  • Objects: Rotting planks forming a walkway, fungal growths that glow faintly when disturbed.

  • Loot: None.

  • Notes: Prolonged contact with the mold causes a mild hallucination of whispering goblin faces.


Room #28 – The Scorched Vault

  • Light: Dim (torchlight flickering off scorched walls)

  • Description: Burn marks streak the ceiling. Shards of broken glass glitter on the ground.

  • Encounters: None.

  • Objects: Blackened shelves, cracked urns, melted metal trinkets.

  • Loot: Chest Loot (locked iron chest behind rubble).

  • Notes: This was once a potion store for Bik’s alchemists. The explosion that destroyed it left faint traces of unstable residue.


Room #29 – The Hall of Leather

  • Light: Normal

  • Description: The air smells of tannin and rot. Bits of leather hang from racks along the walls, some still wet.

  • Encounters: None.

  • Objects: Drying racks, stone basins of oily water, crude cutting tools.

  • Loot: Crate Loot (processed hides and supplies).

  • Notes: The goblins use this chamber to prepare armor from beasts slain in the lower tunnels — and sometimes from humanoid skins.


Room #30 – The Empty Forge

  • Light: Dim orange (embers)

  • Description: A blackened forge stands cold and unused. Tools are scattered, and a single anvil bears a deep gouge down its center.

  • Encounters: None.

  • Objects: Rusted tongs, broken hammers, scrap metal.

  • Loot: Crate Loot (smithing tools).

  • Notes: A faint hum can be heard from the anvil — legend claims it was split by Uggoroth himself during his ascension ritual.


Room #31 – The Hanging Hall (Encounter)

  • Light: Normal

  • Description: Chains descend from the ceiling, each holding skeletal remains swaying gently in unseen air currents.

  • Encounters: 1 Wraith and 3 Lingering Spirits bound to the remains.

  • Objects: Chains, manacles, scattered bone dust, ritual glyphs on the north wall.

  • Loot: Person Loot (spectral remains).

  • Notes: The Wraith is one of Galik’s earliest victims, fused from multiple souls. Destroying it releases the spirits, which whisper a warning: “The Joining consumes even gods.”


Room #32 – The Idol of Red Song

  • Light: Dim red

  • Description: A demonic goblin idol sits in the corner, mouth open as if mid-scream. Faint music plays when anyone approaches.

  • Encounters: None.

  • Objects: Broken harp strings, scattered coins, dried petals.

  • Loot: Chest Loot (small shrine offerings).

  • Notes: The “music” comes from air vibrating through hidden holes in the idol. Those who listen too long hear their heartbeat matching its rhythm.


Room #33 – The Fountain of Bones

  • Light: Dim

  • Description: A stone basin overflows with murky water filled with bones. A slow drip echoes rhythmically.

  • Encounters: None.

  • Objects: Water-stained carvings, goblet fragments, small altars carved from skulls.

  • Loot: None.

  • Notes: The goblins believe drinking from this fountain grants visions of Uggoroth’s coming “Union.” Anyone who drinks must resist madness.

🗺️ Zone IV – Rooms 34 to 43

Encounter Type

Area

34

35

36

37

38

39

40

41

42

43

Cerberus

37

Far

Near

Near

Close

Near

Near

Far

Far

Far

Far

Uggoroth

42

Far

Far

Far

Near

Near

Near

Near

Near

Close

Near

Troll Slaves

42

Far

Far

Far

Near

Near

Near

Near

Near

Close

Near

Naga Attendant

42

Far

Far

Far

Near

Near

Near

Near

Near

Close

Near

Baaru

43

Far

Far

Far

Far

Near

Near

Near

Near

Near

Close

Spirits of Malice

43

Far

Far

Far

Far

Near

Near

Near

Near

Near

Close

Room #34 – The Sealed Passage

  • Light: Dark

  • Description: A narrow corridor blocked by rubble and twisted beams. A faint draft of cold air seeps through a gap.

  • Encounters: None.

  • Objects: Rubble piles, rusted picks, broken shovels.

  • Loot: Crate Loot (mining tools, rope).

  • Notes: The wall conceals a passage once leading to an abandoned excavation. Strange murmurs echo faintly beyond the stones.


Room #35 – The Hall of Stone Teeth

  • Light: Dim (glow from moss)

  • Description: Jagged stalactites and stalagmites line the path like jaws closing in. The sound of dripping water is constant.

  • Encounters: None.

  • Objects: Pools of stagnant water, bones embedded in calcite, scraps of goblin cloth.

  • Loot: None.

  • Notes: The goblins say this hall “feeds” on the bones of the unworthy. The air grows colder toward the east.


Room #36 – The Silent Store

  • Light: None

  • Description: Empty shelves and toppled crates fill the small chamber. The dust is thick, undisturbed for months.

  • Encounters: None.

  • Objects: Wooden crates, cobwebs, a moldy ledger.

  • Loot: Crate Loot (expired rations).

  • Notes: Notes in the ledger mention “essences owed to Bik.” This may be a storage space for his alchemical experiments.


Room #37 – The Chamber of Echoes (Encounter)

  • Light: Dim red (flickering brazier)

  • Description: The air vibrates faintly, carrying distorted echoes of past screams. A half-melted brazier burns with unnatural light.

  • Encounters: 1 Cerberus, chained to a stone pillar by runic bindings.

  • Objects: Broken chains, ritual chalk lines, burnt bones.

  • Loot: Chest Loot (sacrificial offerings).

  • Notes: The Cerberus guards the threshold to Uggoroth’s domain. If freed, it howls loud enough to alert the entire lair.


Room #38 – The Hex Chamber

  • Light: Flickering torchlight

  • Description: Perfect hexagonal tiles cover floor and walls, each etched with faint glyphs. Drops of water fall in rhythmic intervals.

  • Encounters: None.

  • Objects: Faintly glowing runes, cracked tiles, small bones placed intentionally in each corner.

  • Loot: None.

  • Notes: The symbols maintain a ward against something deeper below. Erasing them causes the air to grow warmer and thicker.


Room #39 – The Wailing Corridor

  • Light: Dark

  • Description: Narrow stone walls channel a constant low wailing sound. The noise rises and falls with no visible source.

  • Encounters: None.

  • Objects: Scorched marks, clawed stone, torn bits of fabric.

  • Loot: Person Loot (a lone corpse clutching a dagger).

  • Notes: The wailing is caused by trapped vapors escaping through holes in the rock — though the pitch seems to mimic human cries.


Room #40 – The Labyrinth Floor

  • Light: Normal (torches in sconces)

  • Description: Intricate tiles form a labyrinth pattern that glows faintly underfoot. The pattern seems to shift when unobserved.

  • Encounters: None.

  • Objects: Iron sconces, shallow carvings, scattered chalk marks.

  • Loot: None.

  • Notes: Goblin initiates walk the labyrinth blindfolded to “see Uggoroth with the mind.” Walking the correct path induces a brief vision of merging flesh.


Room #41 – The Hall of Victories

  • Light: Normal

  • Description: Dozens of cracked shields and broken weapons hang upon the walls as trophies. A toppled statue lies on the floor.

  • Encounters: None.

  • Objects: Trophy racks, faded banners, goblin runes listing names.

  • Loot: Person Loot (fallen warriors’ belongings).

  • Notes: Each name is followed by a crude tally of kills. One name — Ok-Rag — is carved deeper than the rest.


Room #42 – The Throne of Uggoroth (Final Encounter)

  • Light: Dim gold and green glow

  • Description: A vast cavern of rough stone opens into a throne hall. Uggoroth’s massive seat is carved from fused bones and metal. The air thrums with power.

  • Encounters: Uggoroth, the Joining King, flanked by 2 Troll Slaves and 1 Naga attendant.

  • Objects: Black banners, golden fetishes of fused limbs, burning braziers of green flame.

  • Loot: Chest Loot (sacrificial treasure and offerings).

  • Notes: Uggoroth’s voice echoes from every direction. He speaks of “perfect unison” before combat begins. Killing him causes all enslaved creatures to wail in pain as the lair trembles.


Room #43 – The Chamber of Dissolution

  • Light: Dark (faint phosphorescence)

  • Description: A quiet chamber of smooth stone, strangely untouched by the chaos elsewhere. The floor dips into a shallow pool of black liquid.

  • Encounters: None.

  • Objects: Remains of shackles, fragments of crystal, scattered goblin bones.

  • Loot: Laboratory Loot (residual essence).

  • Notes: This is where Uggoroth performed his first Joining. The liquid still ripples faintly, whispering in a dozen voices. Those who linger hear their own thoughts echo in chorus.