I decided to do mine a little differently, so it'll be more like a story or walk through rather than descriptions of each room and background etc...
*Warning - I'm crap with names

**Partway through writing it at this point lol, I might go into details about the team but I'll try leave the 'main character' slot ambiguous

lol -- this is turning into a fan fiction I can feel it lol
***Also obviously there would be more mobs, it'd just get boring if I repeatedly said you kill X then Y then X again etc etc

lol
Logan's Mouth
In the far north of the shiverpeaks looms an enormous cavern coated in ice crystals and huge stalactites, not far outside of the opening is a small dwarven camp. You enter the camp and are approached by 2 dwarves, Orotar Highmeld and Acolyte Trebious. Orotar tells you of a small scientific research team that was sent into the dungeon in search of its legendary relics, but alas, the team has been gone for nearly a week now and fears of their safety are mounting, Trebious is worried for his master - Abbot Nerhenicous, who had joined the team as their beacon and he is now willing to go with you deep into Logan's Mouth as your beacon.
Your team sets of with Trebious entail into the icy caverns, most of the rock was worn away centuries ago by huge underground river systems which you can still hear in the distance, the light from Trebious shimmers over the ice walls as you make your decent, your presence in the cavern is obviously known. The granite bridge that you are walking on forks, one side leading to what seems a hole in the walls, while the other leads to a system of boulders and more granite pathways. Trebious spots a small glowing icon on one of the rocks on the granite pathway, a path finding beacon left by the Abbot, so he quickly tells you to set off that way at once. A small tricking of water gets louder as you move towards the ice, you hold back for a second just as a wall breaks free and a huge system of icy water floods into the cavern completely destroying the pathway ahead, you grab Trebious and fling him to safety behind you as the granite falls into the abyss below. As you clamber through the little gap in the wall you hear another huge thunder of water rushing below you as once frozen rocks are crashing into the torrents below.
The new room is a much larger cavern covered with stalagmites and stalactites stretching ahead of you, strange colours of greens, yellows and blues dance across them as you pass. The shimmers light up and dance around the entire room, glinting off ice crystals, a small group of bats is awoken and comes to attack the intruders, but they are easily dispatched, what ranger couldn't pick off a few flying targets? And what elementalist is going to be bested by a bat? Trebious warns you that you wont just have bats in the cave, a legendary beast and his cohorts guarded those legendary relics that Nerhenicous and his team went after. Still, unruffled you plunge on further. A small mist of shattered ice falls from above your head, you look up and see a small crevice leading all the way through the mountain, you can see a slight hope of sunlight at the top. As you round a corner Trebious is pounced upon by a group of large scaly carnivores, a whole heard of the beasts are living in this room. You kill Terbious' aggressor and quickly begin the main battle. Beside you Narina fires an arrow through the arm of one of the beasts, a shriek goes up and they clamour towards her, you rush forward to defend her and see their leader shouting orders in whatever heathen language the beasts cry in - short battle and their leader is down and without him the beasts are in disarray, Jorgen finishes the last of the confused foes with a small electrical charge which flies from beast to beast. Terbious is hurt, you can see it - His breathing is heavy and there is a huge bleeding gash on his right arm. You ask him if he would prefer it if he went back to the camp and let you go on without him, he refuses. You decide to let him stay and call over Hina to give him a once over. She says that the bleeding will stop in time and chants a small healing spell. You move slower now, stepping softly you can see hordes of these beasts littering the cave, they're agitated after hearing that penetrating shriek. Suddenly a wail of screams fills all your hearing, you've been spotted! A mass of screaming scales flies at you and your team, you crowd together Jorgen keeping them at bay with short sharp shocks while Hina looks over Trebious' cowering form. You finish the fight hardly unscathed but Hina is on hand to heal your wounds, after salvaging what you can from their corpses you continue deeper into the dungeon.
As you enter the adjoining chasm you notice an eerie dark green glow below you, you gently step closer to the edge and see that the frozen bridge you are walking on is not any normal lump of granite, its a giant carving of a staff. The statue is huge, straining your eyes you can still only see down to its waist and you can just about make out its face hundreds of feet above you, the details on the staff are incredibly intricate, you chip away at some of the ice that hass formed on top and you can see that its embedded with jewels and has seems of silver spiralling round it. Trebious speaks to you of an ancient sect of the dwarves that worshipped different gods based on facets of earth fire and ice, this must be a statue to Karagoth the earth tempest. As you scale your way down the statue using the many folds in his frozen robe you can see, between the feet of the statue, a small temple with what seems a new encampment in it. Cautiously you begin to approach to camp, but Terbious sees another of Nerhenicous' beacons and rushes forward.
The dwarf camp is small, dirty and smells rotten, two small mounds of earth with an axe on top of each shows that their voyage was not without loss. One of the other dwarves was lost along the way, while 2 of the researchers and Nerhenicous remain. Nerhenicous believes that the fire tempest Remus was actually a djinn that was entombed by golems that used to inhabit the area and how the sect had tried to revive it. His story is cut short as a small fragment of the statue to Karagoth hurtles down causing the ground to shake like an earthquake, but the shaking doesn't stop. Out of the ground 6 mounds of earth begin to rise, slowly taking form from the earth these huge hulking golems roar enraged at your group. Jorgen fires out lightning bolts to no avail, while Narina's arrows ricochet off their bodies. The golems advance towards the group with deafening roars and thunderous steps, shaking loose rocks and shards of ice from the roof of the chasm miles above. As the rocks smash on their bodies you notice one get pieced by a huge ice shard, Narina takes quick aim and fires an arrow into the weakened golem taking off its arm, you scream at Jorgen to weaken them with ice while you and Narina lop off their limbs and torsos. Far above another fragment falls to the floor narrowly missing Hina, as your team fleas from the temple Karagoth's hand breaks free, it plummets to the ground in front of your group and cracks the earth. A cataclysm of events start happening as the ground shakes, freeing more rocks, causing the walls and floor the crack and break. Slowly you hear a feint roaring coming, getting louder, a few drips of icy cold water fall from the ceiling. Soon a stream of water careers out of one of the walls, then around you it shoots up from cracks in the floor, behind you an entire wall gives way as the floor moves beneath you, you see a wall of water rushing towards you. Take a deep breath. Everything goes black.
You regain conciousness and open your eyes to blackness, no light from anywhere. You can hear muffled groaning and voices, it seems your team and Trebious have survived, but there's no sign of Nerhenicous or the researchers. Trebious uses his beacon spell to create enough light for you, but its not much. [At this point the radar would go black outside the aggro bubble, because you really cant see

and again there would be mobs and stuff here lol] Now you're just trying to find a way out, you have no idea how deep you've come or even where you are, the huge underground rivers could have taken you anywhere. Still, the only way is forwards.
Soon you spot small crystals in the walls, giving of a dull blue glow. Moving further on you see more and more, soon enough Trebious doesn't need to use his beacon spell any more. The blue glow expands into a grand chamber, a once civilised chamber; small worn down houses, a well, bigger buildings and temples, but the entire room is dominated by a huge forge. The entire area is crawling with lesser flame djinns and more of the scaly beast creatures living in the looted homes, even larger golems wander around the chamber, but they are not aggressive to you - only to the djinns. Trebious tells you how he managed to talk to Nerhenicous about the sect before he was lost. The ancient dwarves managed to revive the djinn from the golems grasps, at first the djinn was thankful and defended the dwarves against Karagoth's uprising - the dwarves then began to worship Remus as a godlike figure, and Karagoth was labled as a destructor, but soon Remus grew tired of the dwarves and began to attack the dwarves. The dwarves flocked back to the old temples of Karagoth praying that he entomb the djinn again, and he tried - he sent forth golems. But Remus had retreated to the dwarven forge, creating magics and lesser djinn from his own essence and using the constant fire to replenish himself. The two armies fought, Fire against Earth and as you can see neither could truly win. The battle must have been raging for thousands of years and the dwaves could obviously no longer survive in the cavern.
As you dispatch wave after wave of lesser djinn and the beasts you slowly make your way towards the forge. As you get nearer the forge, the intense heat puts strain on you and your team [swirly heat-like effects and all spells/skills cause exhaustion (except signets/adrenaline) hehe] Remus leaps out of the forge [he'd look like a really huge, evil flame djinn] and begins to attack the team:
Boss-
Remus
Health - 2000
AL - 100
Natural Health regeneration of 1 pip
Attacks-
Intense Heat - For 20 seconds Targets skills cost 5 more base energy (including signets/adrenaline)
Flame Blast - Deals 80 damage to all adjacent foes, foes Burning take another 120 damage, foes not Burning are set on fire for 6 seconds.
Flame Spitter - Summons: (at 90% health) 1 lesser djinn, (75%) 2 lesber djinn, (50%) 3 lesser djinn, (25%) 5 lesser djinn - can only cast at those 4 times
Engulf - Target foe is interupted and set on fire for 5 seconds
Living Flame - At 5% health he'l jump back into the forge and after 30 seconds come back at 75% health (and get the summons again)
-----
After you have lowered his health to 5% for the second time a cinematic will start
You: "We can't keep this up, there has got to be another way! Cant you think of anything Trebious?"
Trebious "I-I Don't know sorry"
*Researcher comes running in*
Researcher "Trebious! Trebious! After I got separated from the group (Yes its him

lol) I found some runes about a third god!
Trebious "You mean Logan? The Ice tempest, yes, why did he not have any part in the fight between Remus and Karagoth... He was the strongest of the three elementals"
You "How could Ice defeat Fire anyway? It would melt"
Trebious "Yes, but thats the point. Fire melts the Ice into water! The water would submerge the forge and Remus! ... That must be whats happening, the underground water systems would completely submerge the entire city here"
*The giant golems start attacking Remus as he comes out of the forge again*
You "They're going for him!"
*They start roaring and stomping causing earthquakes*
Trebious "Looks like we weakened him enough for them to attack again, so Karagoth and Logan would be allied against Remus it seems..."
You "Wait... They are going to crack the ground and walls again, like what they did with us?"
Trebious "Yes I think that would be the easiest way to rid of him"
You "Then how would we get out?"
Trebious "Well we, umm..."
*Floor and walls crack and water floods in - all goes black*
-----
You wake up again in what seems to be an Ice palace, a large human figure covered in Ice stands before you (and your team). Logan thanks you for aiding him and Karagoth of ridding Remus, he says how he guided the water flows to lead you to his palace unharmed. He says that such efforts deserve rewards, he opens a chest next to the throne (spawns 3 weapons reserved for random people). Logan states how before Remus became unruly the ancient dwarves created wonderous relics in their forge, also gives a tome to Trebious
Weapons-
Remus' Essence (Focus)
+12 Energy (req. 9 Energy Storage)
Halves skill recharge (of spells) 20%
+30 Health
PvE Only: +40 Armor while casting a Fire spell
Fire Spitter (Staff)
Energy +10
Fire Damage 11-22 (req 9 Spawning Power)
Halves skill recharge (of spells) 20%
Halve Casting Time of Spells (Spawning Power) 20%
HP +30
HP +30
Two Handed
PvE Only: 20% Chance for summons to have +20% health
Karagoth's Defence (Sheild)
Armor: 32 (Requires 13 Strength)
-5 Recieved Damage (Chance 20%)
Health -30
PvE Only: +30 Armour vs Fire
Karagoth's Purity (Wand)
Earth damage 11-22 (Requires 9 Protection Prayers)
Halves skill recharge of Protection Prayers spells (Chance: 20%)
Energy +5 (while Health is above 50%)
PvE Only: 5% Chance of Blinding foe for 5 seconds
Logan's Fury (Scythe)
Cold damage 9-41 (req. 9 Scythe Mastery)
Damage +15% (while Health is above 50%)
Health +15
Armour +5
PvE Only: 10% Chance for Enchantments to last 10% Longer
Logans Companion (Hammer)
Cold Damage 19-35 (Requires 9 Beast Mastery)
Damage +15% (while pet is alive)
Health +30
PvE Only: Armour +20 while pet is alive
Dwavern Daggers (Daggers)
Slashing Dmg: 7-17 (Requires 9 Dagger Mastery)
Energy +5
Armor penetration +20% (Chance: 20%)
Health +30
PvE Only: +10% Chance that your daggers will double strike
Nerhenicous' Beacon (Staff)
Energy +10
Chaos damage: 11-22 (req. 9 Illusion Magic)
Halves casting time of Illusion Magic spells (Chance: 20%)
Halves skill recharge of spells (Chance: 20%)
Health +30
Energy +5
PvE Only: 20% Chance that conditions on you expire 20% sooner
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Woo, that took a little while

hope you like it (and actually read all of it lol)