Something is killing and eating the people of Th'gil. This monster displays cleverness, strength, and a thirst for blood. The PCs have stumbled into this town. Will they leave by walking or by dieing?
From that silent place fear flows in unseen waves, like white fog. The shadows are many, and the wind breathes cold through the broken battlements and casements. Through it's frowning walls and dark window openings there's a lantern of the spirit which none see by but those who bear it.
In local legend, the Halls are fairly old, with stories of people disappearing going back for hundreds of years, said to be taken by the Faeries. In actuality, the Halls are much older.
"What you wanna go messin' around up in the mountains for? Ain't nothin' up there but snow, and wolves, and more snow.
Yer lookin' for the old tomb? Take my advice, boys. Let that tomb alone. There ain't nothin up there you ought be messin' with. No money, no treasure, no fame, just ice. And death."
Not named for an resident beast, but for the multitude of winding, mazelike passages fraught with danger.
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.