Undercity

### Not Finished

Beneath Ibrido lies one of the largest and deepest dungeons in the world. It sprawls out under the city (hence the name) and some stories say it plunges down to the center of the world itself. Ancient beyond the reckoning of locals, it was already ancient when the Black Dynasty controlled the region and some say it was there even before the Dawn War. Many theories exist concerning the complex's creation and its original purpose, but nothing concrete.

The dungeons are filled with traps, monsters, cursed magic, criminals, cults, and strangeness unknown to even the most learned. The only known entrance to the complex is within the **Low-Way Tavern**, an inn built upon the site of "The Pit" not long after the founding of Ibrido itself. Many outlandish tales exist about relics, legendary figures, lost lore, and more residing somewhere in the depths. These stories attract adventurers, scholars, and explorers of all walks.

While many have ventured into Undercity in search of fame, fortune, and glory but few return. And those who do return are forever changed by the experience.

## History

Nobody knows why the dungeon was built, nor do they know exactly who built it. Some say it was a lost clan of dwarves, or ancestors of the dwarves of Glitterhame, though the ruins bear little resemblance to what is known of dwarven architecture of the age. Others say that it was created through magic by the elves, as an empire of the elves was known to exist in the modern-day Lucain Coast during the Dawn Age and collapsed in the Dawn War.

Whoever the creator is, what is known is that the Pit has been a figure in local folklore for many centuries. The natives of the area are known to have sacrificed fish to the Pit in the hopes of favorable weather and protection. When the Black Dynasty arrived, the Lich King would cast prisoners into the pit. It is known that the Lich King was interested in the Pit and evidence has been found of Black Dynasty scholars in some of the levels.

After Ibrido's founding the pit was used to dispose of criminals. It gained a reputation as a cursed death trap and locals gave it a wide berth. That all changed with the arrival of two adventurers--a dwarven warrior named Gror and a ne'er-do-well named Mikhail. The duo were the first to return from Undercity, laden with riches and magic treasures. Mikhail used his riches to build a mansion, but Gror had a different idea. The dwarf retired from adventuring and purchased the land on which The Pit sat. Around the Pit, he built a tavern that catered to adventurers and those who seek their services, and he called it The Low-Way Tavern. Gror left adventuring to younger folk, and took his place behind the bar.

The Low-Way Tavern has been here for a little over 200 years now, and is currently operated by Oren Trell, the tavern's ninth owner. Adventurers from across Tyrind visit the Low-Way Tavern to exchange knowledge about Undercity. Most are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don't survive to make the return trip, but enough come back with riches and tales of adventure to tempt more into trying their luck.

## Entering the Dungeon

Access to Undercity is not so simple as jumping into The Pit. With the dungeon's high death toll, the city has issued a number of decrees for the safety of all. First, one must acquire a Charter from the city, which costs roughly 250 gold. Second, only a group of at least 5 may enter the dungeon.

Once you have your charter and your party, all that's left is to pay the toll. It costs 5gp per person to be lowered into the dungeon via a pulley rig operated by the bartender. It takes about 2 minutes for the system to make the 160-foot trip, one way. To come back up, one must pay the same toll FIRST before being brought back up.

## First Level

The topmost level of Undercity is sometimes simply called 'The Dungeon'. It is well-traveled by adventurers, and maps even exist for those who take the plunge. It has been scoured clean of much of its treasures; only well-hidden secrets still remain. These chambers were long used by the lords of Ibrido as a dumping ground for criminals, the insane, and other undesirables, hence the nickname. The Pit is the main entrance, but there are others if you know where to look.

Since all explorers of Undercity visit this level, its features are common talk of tavern gossip on the surface.

The first level seems to be largely under the control of a large tribe of goblins and bugbears, under the iron fist of a massive bugbear warlord called The Flaming One. Evidence of goblin activity can be found across the dungeon level, and it is known that a number of secret spying rooms and tunnels are known to the goblins. The Flaming One seems to almost religiously follow an entity called "The One Who Dwells Below", who is said to be a near-omniscient entity with "many eyes, who sees all".

### Notable Locations

* **The Arch Room:** Located between the Forest of Pillars and the Fire Tribe Warrens. The room is mostly taken up by a gigantic stone arch covered in runes. Passing through the arches causes a random magical effect to occur--sometimes good or benign, and sometimes very bad. It is possible to skirt around the arches through a narrow opening between the left side of the arch and the wall, but it is booby-trapped; any pressure on the floor opens a chute that leads to a room filled with a massive gelatinous cube.
* **The Entry Well:** This is the "starting area" of the dungeon, where one sets down after being lowered into the Pit. One can faintly hear the sounds and music of the tavern above. There is an altar to what may be the Knowing Lord, as well as quite a bit of debris, old rotting shields, and sand. Lots of sand and dust. The area appears to be a large cavern, with a single path leading deeper into the dungeon. A second door exists, but the bridge leading to it has long since been destroyed, so to access it one must first cross a 70-foot chasm.
* **Excavation Site:** The goblins were, at one point, attempting to connect the southern face of the Forest of Pillars with a smaller chamber, making it easier for the goblins to access it. It was only a partial success; the passage is cramped and in danger of collapse. There is also a statue of what appears to be a medusa at the southern end.
* **Fire Tribe Warrens:** In the south-western reaches of level 1 is a twisting, labyrinthine warren inhabited by the fire tribe of goblins and their leader, a massive bugbear known as "The Flaming One", who was slain by **The Delvers** in early Brussendar of 413. It is unknown exactly what happened to the warren after the Delvers left.
* **The Forest of Pillars:** This massive chamber is confusing, cluttered with tall pillars. Many of these pillars are covered with graffiti and goblin writing. Bugbears and Intellect Devourers, followers of the Flaming One, often patrol these corridors to ambush travelers. It acts as a sort of hub of travel for explorers, as three passages that lead off from here lead to the rest of the dungeon.
* **The Great Forge:** This massive forge is found near the Fire Tribe warrens, and is home to an entity the goblins call "her". It turns out this creature is a manticore who seems to have swelled to great size by feeding off of energy from what turned out to be a planar rift leading to the Plane of Elemental Fire. She seemed to have stood guard over the rift and ruled over this room for decades and had fought the Flaming One to a stalemate more than once. She would be killed by the Delvers the day after the Flaming One was ended.
* **The "Grick Room":** This small room was found north of the Forest of Pillars, and was inhabited by a half dozen gricks that were eliminated by the Delvers It is a small room that seems to have been used mostly for storage. A large crack in the ceiling houses the gricks.
* **Hall of Candles:** These halls are extremely clean and lined with walls. Small, clockwork automatons constantly roll up and down the halls to keep them clean.
* **The Hall of Faces:** This 60-foot long hall way is lined with ten-foot tall, carved faces that appear to be screaming or yawning. Each name has a different name or word written in Abyssal across the forehead. The skeleton of a tengu was found in one of the mouths.
* **Hidden Armory:** This storage area had been sealed with magic. Inside was a chest full of coins and a number of magical items, including **The Craven's Blade.**
* **Hidden Demiplane:** Located at one end of the Hall of Candles. This demiplane is a Magnificent Mansion, whose gateway is hidden in the dungeon and appears to be a large portrait. The only resident of the demiplane is a warforged wizard--who may or may not be an actual wizard.
* **Map Room:** This room, found in the south-eastern reaches of Undercity, it appears to be a large library, filled with bookshelves and rotting books. There is a large pit in the middle of the room, as well as a fireplace that contains a secret passage to the South Grand Chamber (see below). The room's namesake is a massive mural along one wall that looks like a cross-section of the entire dungeon, containing information on 23 levels. There is also a small stone room, with no doors or entrances to speak of, containing only a single chair, and allows the occupant to watch the Map Room from behind the bookcases.
* **Rat Room:** Not a location the Delvers have visited, but it is someplace **Vladimir** has been and highly encourages people to stay away from. What is it? A room full of rats.