Forgotten Realms: The Library

The Dungeons

The Depths of Madness

The last thing she remembers is seeing her friends die.

Eldritch and forgotten arcana wait within its vaults. The twisted accidents of magic prowl its halls. Sinister forces lure the unsuspecting deeper into death or madness. Its victims don't remember how they got there. No one remembers how to get out.

Now it's her turn.

*

When a mad wizard captures Twilight and throws her in a dungeon with a handful of strangers, it takes all of her cunning, strength, and skill just to stay alive. To escape, she's going to need help. Banding together with her fellow prisoners, Twilight attempts to navigate a dungeon beset with unimaginable horrors in search of both freedom and revenge. Unfortunately for her, not all her compatriots are who they seem to be.

 

The Howling Delve

They are meant to keep something in.

Below the unsuspecting streets of Amn lies a forgotten lair. Ghosts haunt its twisted passages. Old magic flows through its ancient stone. And lethal traps fashioned with sadistic creativity hide within every shadowed nook.

*

An orphan mage returns to the only home she's ever known to find it transformed into a dungeon, her former master missing or trapped within. To make matters worse, the thieves that hold the dungeon won't let her leave -- not for supplies, not for help. It will take all of her courage, skill, and magic to survive long enough to figure out what happened to her home.

 

Stardeep

All Kiril Duskmourn does is run away--from guilt, from her past, and from her responsibilities. But she can't run any longer. She lost everything stopping the Traitor from loosing his unholy revolution, and now the bindings on his cell are weakening. She alone holds the key to his release or further imprisonment. But does she still have the strength of will and arm to make the right choice?

 

Crypt of the Moaning Diamond

The Siegebreakers are a tight-knit group of eccentric mercenaries who boast they can safely bring down the walls of any fortress, and will do so for the right amount of coin. But when the walls of their latest job crash down on their heads, trapping them in ruins treacherous with magic, monsters, and ever-rising water, it's all they can do to stay alive. Undaunted, the Siegebreakers are determined to escape and finish the job.

*

Once again Tsurlagol has been invaded and now a band of orcs controls the city and the city's stout defences. Luckily for the citizens of Tsurlagol, the forces of Procampur have come marching to the rescue. Even more luckily (although the proper and extraordinarily stuffy Procampur officers don't know it yet), the Siegebreakers are available to help (for a quite reasonable fee).

The merry band of mercenaries knows all the tricks for overcoming a city's defenses. Except the Siegebreakers just fell into a vast underground ruin, which is being flooded by the river that they unleashed. The waters are rising, the ceilings are collapsing, and every turn reveals a new creature that wants to attack them.

Now all the Siegebreakers have to do is find their way out, not lose the dog, bring down the wall, and convince one mad magelord that they are not interested in a gem called the Moaning Diamond. For Ivy, the very human leader of the group, it's all in a day's work. Really, just one day. 24 hours to save everyone. Too bad the camel ate her breakfast!

 

Created July 10, 2005 - last modified January 27, 2008 Copyrights and Contact