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- 1.Vault
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: A trap: tripwires connected up to auto-crossbows And: a human male ranger (actually several) and also: a jade
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2.Bestiary
Exits (clockwise from North) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: A trap: a rope noose ready to close on whatever steps inside - all enemy combatants are well-prepared for the trap and it cannot harm them And: a mushroom man (actually several) and also: an idol
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3.Vestiary
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a viper snake chasing a bear (actually, several)
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4.Reception Chamber
Exits (clockwise from East) First exit: Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far. Second exit:Doorless archway.
Inside: a banshee killing a dragon turtle and also: a warhammer
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5.Scriptorium
Exits (clockwise from South) First exit: Ordinary lock. Because the inhabitants didn't think anyone would ever come down here. Second exit:Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a sturdy cage ready to close on whatever steps inside And: a shadow (actually several)
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6.Stairway
Exits (clockwise from East) First exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value. Second exit:Locked, puzzle lock. Because one inhabitant is crazy.
Inside: A trap: acid inside cleverly hidden pits - all enemy combatants are well-prepared for the trap and it cannot harm them
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7.Servants Dorm
Exits (clockwise from West) First exit: Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed. Second exit:Doorless archway.
Inside: a gas spore (actually several) that is apparently terribly worried about a bear and also: a sapphire
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8.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a mezzodaemon (actually several)
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9.Maze
Exits (clockwise from North) First exit: Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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10.Closet
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a white elf eating a spider centaur
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11.Hall
Exits (clockwise from South) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: basically empty and also: an egg
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12.Stairway
Exits (clockwise from West) First exit: Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed. Second exit:Door has a broken lock. Because a beast just destroyed it.
Inside: A trap: magical sensors connected up to pendulum blades inside badly hidden pits And: a grimlock (actually several)
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13.Larder / Pantry
Exits (clockwise from North) First exit: Doorless archway. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old.
Inside: basically empty
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14.Barracks
Exits (clockwise from North) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it.
Inside: a shadow dragon (actually several) killing a guardian daemon and also: a ring
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15.Gymnasium
Exits (clockwise from East) First exit: Trapped, sophisticated and magical. Because the architecture is alive. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: a shrieking fungus and also: a bracelet
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16.Harem
Exits (clockwise from North) First exit: False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things. Second exit:Doorless archway.
Inside: basically empty
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17.Salon
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: a poltergeist (actually several) killing a halfling female barbarian (actually, several)
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18.Hall
Exits (clockwise from East) First exit: Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs. Second exit:Doorless archway.
Inside: basically empty and also: an egg
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19.Hall
Exits (clockwise from South) First exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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20.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Secret door, magically hidden. Because the inhabitants hid something behind it. Next exit: False door. Because the inhabitants have some ritual reason for needing them
Inside: basically empty
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21.Hall
Exits (clockwise from East) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a crypt thing (actually several)
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22.Dressing Room
Exits (clockwise from North) First exit: Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a wolf-demon (actually several) eating a vodyanoi
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23.Stairway
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: spikes inside cleverly hidden pits
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24.Morgue
Exits (clockwise from South) First exit: Doorless archway. Second exit:Locked, serious lock. Because this room contains something of special value.
Inside: basically empty
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25.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a water elemental and also: a jade
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26.Office
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: a half-elf male cleric that serves an apparition and also: a disc
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27.Music Room
Exits (clockwise from South) First exit: Trapped, sophisticated and magical. Because the architect culture was protecting something of value. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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28.Tannery
Exits (clockwise from West) First exit: Ornate but unprotected. Because this used to be a temple. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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29.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
Inside: a will-o’-wisp (actually several) killing a khargra
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30.Larder / Pantry
Exits (clockwise from West) First exit: Ordinary lock. Because the inhabitants are too primitive to do any better. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a jar of pickled eggs
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- 1.Kennel
Exits (clockwise from South) First exit: Doorless archway. Because this was a residence. Second exit:Doorless archway. Next exit: Secret door, mechanically hidden. Because the architects hid something of value here.
Inside: A trap: magical sensors connected up to rotary saw blades And: a desert ghoul
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2.Summoning Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a snow leopardmen (actually several) aiding a goblin (actually, several)
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3.Armory
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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4.Laboratory
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Secret door, magically hidden. Because the inhabitants hid something behind it.
Inside: basically empty and also: a war axe
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5.Lair
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a hollow bride negotiating with a boar (actually, several)
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6.Stairwell
Exits (clockwise from South) First exit: Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. Second exit:Ordinary unlocked door. Because the lock has been broken by recent intruders. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a monstrous scorpion (actually several) travelling with a berbalang (actually, several)
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7.Morgue
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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8.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: a sturdy cage ready to close on whatever steps inside And: a stag demon (actually several)
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9.Servants Dorm
Exits (clockwise from South) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because the inhabitants want intruder to come in for some reason,but also want to know when they're in here. Second exit:Locked, magically. Because a recent emergency int he dungeon has caused an inhabitant to go around and magically lock as many doors as possible. Next exit: Doorless archway.
Inside: A trap: scorpions inside cleverly hidden pits
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10.Study
Exits (clockwise from West) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here. Next exit: Doorless archway.
Inside: A trap: a room that crushes those who enter And: a monstrous scorpion and also: a morningstar
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11.Cistern Room
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed.
Inside: A trap: poison inside nearly hidden pits - clouds of steam are produced, lightly obscuring vision
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12.Stairway
Exits (clockwise from East) First exit: Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: acid inside nearly hidden pits - all enemy combatants are well-prepared for the trap and it cannot harm them And: Tiamat
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13.Guardroom
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door has a broken lock. Because intruders just picked it.
Inside: A trap: oozes inside cleverly hidden pits And: a cyclops (actually several)
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14.Hall
Exits (clockwise from North) First exit: Locked but key is in this room. Because only an intruder would be dumb enough to enter the next room and it's a sort of trap. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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15.Museum
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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16.Den
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: basically empty
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17.Scriptorium
Exits (clockwise from East) First exit: Ordinary lock. Because the real heavy locks are later down the line. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: a gas spore killing a penangallan (actually, several) and also: a ruby
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18.Lounge
Exits (clockwise from North) First exit: Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants. Second exit:Doorless archway. Next exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Next exit: Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed.
Inside: a giant head w/legs and multiple tongues
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19.Stairway
Exits (clockwise from North) First exit: Secret door, mechanically hidden. Because the architects hid something of value here. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a scythe
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20.Den
Exits (clockwise from East) First exit: Secret door, mechanically hidden. Because the inhabitants hid something of value here. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Secret door, magically hidden. Because the inhabitants hid something behind it.
Inside: a mechanism (actually several) that is apparently terribly worried about a slaad and also: a teacup
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21.Cage or Cell
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary lock. Because the inhabitants are too primitive to do any better. Next exit: Doorless archway.
Inside: basically empty and also: a disc
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22.Study
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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23.Aviary
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: A trap: pressure plates connected up to auto-crossbows - one obvious way of disarming the trap is itself a trap And: a rothe (actually several)
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24.Interrogation Room
Exits (clockwise from West) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a scythe
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25.Maze
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an ettercap (actually several) killing a stag demon
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26.Hall
Exits (clockwise from South) First exit: Door has a broken trap. Because it's old. Second exit:Ordinary lock. Because the inhabitants are too primitive to do any better.
Inside: basically empty
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27.Lounge
Exits (clockwise from East) First exit: Ordinary unlocked door. Because the lock has been broken by recent intruders. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a norker eating a witherweed (actually, several) and also: a pair of gloves
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28.Gymnasium
Exits (clockwise from East) First exit: False door. Because the architect(s) was(were) eccentric. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a mask
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29.Weird Alien Birthing Chamber
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. Next exit: Doorless archway.
Inside: basically empty and also: a torch
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30.Monk Cell
Exits (clockwise from South) First exit: Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered. Second exit:Doorless archway. Next exit: Trapped, sophisticated and magical. Because the architecture is alive.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside
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- 1.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: pressure plates connected up to elecical shock generators And: a magnesium spirit
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2.Weird Alien Birthing Chamber
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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3.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: A trap: poison inside cleverly hidden pits and also: a grape
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4.Harem
Exits (clockwise from West) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff. Second exit:Locked but key is in this room. Because an inhabitant dropped it. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because the inhabitants want intruder to come in for some reason,but also want to know when they're in here.
Inside: a man-scorpion
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5.Hall
Exits (clockwise from South) First exit: Door has a broken trap. Because it was recently sprung by intruders. Second exit:Locked, puzzle lock. Because one inhabitant is crazy.
Inside: A trap: poison inside cleverly hidden pits
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6.Cage or Cell
Exits (clockwise from South) First exit: Locked, puzzle lock. Because it wasn't designed as a puzzle lock but the original mechanism has sort of fallen apart over the years and now is tricky to deal with. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a mechanism
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7.Temple
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: magical sensors connected up to auto-crossbows And: a werewolf riding a skeletal horse (actually several) and also: a staff
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8.Bedroom
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm.
Inside: basically empty and also: a bottle of crimson ink
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9.Stairwell
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: A trap: glue inside nearly hidden pits inside nearly hidden pits - setting off the trap alerts someone elsewhere And: a swarm of plague flies (actually several) and also: a hat
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10.Office
Exits (clockwise from West) First exit: Doorless archway. Second exit:Secret door, magically hidden. Because the inhabitants hid something behind it. Next exit: Doorless archway.
Inside: basically empty
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11.Stairwell
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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12.Crypt
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old.
Inside: basically empty
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13.Robing Room
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door has a broken trap. Because it was poorly made by primitive inhabitants. Next exit: Doorless archway.
Inside: basically empty and also: a war axe
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14.Classroom
Exits (clockwise from South) First exit: Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door. Second exit:Doorless archway. Next exit: Door has a broken lock. Because the architects once kept something of value here but the inhabitants took it long ago.
Inside: A trap: oozes inside cleverly hidden pits
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15.Office
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a necrophidius (actually several) chasing horde little gremlins (actually, several) and also: a hat
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16.Summoning Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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17.Planning Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Second exit:Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs.
Inside: basically empty and also: a sword
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18.Forge
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: a huecuva
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19.Kennel
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty
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20.Bestiary
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a man-headed centipede hunting with the aid of a hyena-like humanoid (actually, several)
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21.Office
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty
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22.Den
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here. Next exit: Secret door, magically hidden. Because the inhabitants hid something behind it.
Inside: a man-scorpion (actually several) travelling with a symbiotic jelly
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23.Vestiary
Exits (clockwise from East) First exit: Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door. Second exit:Secret door, magically hidden. Because the inhabitants hid something behind it.
Inside: basically empty
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24.Kennel
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here.
Inside: A trap: spiders inside cleverly hidden pits - sprays glue nearby and also: a average-sized pungent-smelling cheese, sealed in a khaki wax rind
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25.Map Room
Exits (clockwise from West) First exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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26.Dining Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a jaculi and also: a scythe
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27.Game Room
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. Next exit: Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far.
Inside: basically empty and also: a crown
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28.Hall
Exits (clockwise from South) First exit: Door has a broken lock. Because intruders just picked it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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29.Interrogation Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, mechanically hidden. Because this room was a prison. Next exit: Door has a broken trap. Because it was recently sprung by intruders. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps.
Inside: A trap: a rope noose ready to close on whatever steps inside
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30.Antechamber
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps.
Inside: basically empty
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- 1.Hall
Exits (clockwise from South) First exit: Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. Second exit:Doorless archway.
Inside: a troll
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2.Wardrobe
Exits (clockwise from West) First exit: Secret door, mechanically hidden. Because the inhabitants hid something of value here. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a dagger
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3.Classroom
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an elven male witch (actually several) and also: a scythe
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4.Hall
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, sophisticated and magical. Because the architect culture was protecting something of value. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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5.Inscription Chamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: tripwires connected up to flame jets - all enemy combatants are well-prepared for the trap and it cannot harm them And: a grig
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6.Salon
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because recent fighting int he complex has fucked it up.
Inside: basically empty and also: a tiara
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7.Smokehouse
Exits (clockwise from North) First exit: Doorless archway. Second exit:Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard.
Inside: a protein polymorph
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8.Mess Hall
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a cannibal mermaid (actually several) and also: a war axe
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9.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a diamond
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10.Vestiary
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Next exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard.
Inside: basically empty
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11.Antechamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a lich riding a skeletal horse and also: a jade
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12.Treasury
Exits (clockwise from West) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Doorless archway. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because the inhabitants want intruder to come in for some reason,but also want to know when they're in here. Next exit: Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far.
Inside: A trap: scorpions inside badly hidden pits - one obvious way of disarming the trap is itself a trap and also: a pearl
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13.Audience Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Locked, serious lock. Because this room contains something of special value.
Inside: A trap: a rope noose ready to close on whatever steps inside - all enemy combatants are well-prepared for the trap and it cannot harm them
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14.Guardroom
Exits (clockwise from North) First exit: Locked, puzzle lock. Because one inhabitant is crazy. Second exit:Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed.
Inside: a thoqqua fighting a blue tiger
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15.Hall
Exits (clockwise from East) First exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: glue inside nearly hidden pits And: a worg
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16.Confessional
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty
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17.Crypt
Exits (clockwise from North) First exit: Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old.
Inside: an iron cobra (actually several) negotiating with a human male wizard (actually, several)
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18.Hall
Exits (clockwise from South) First exit: Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants. Second exit:Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. Next exit: Doorless archway.
Inside: A trap: magical sensors connected up to poisoned darts
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19.Stairwell
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside - setting off the trap alerts someone elsewhere
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20.Morgue
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: a halfling female wizard negotiating with an eye of dread
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21.Hall
Exits (clockwise from West) First exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: a man-scorpion
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22.Summoning Room
Exits (clockwise from West) First exit: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Second exit:Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Next exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
Inside: basically empty
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23.Crypt
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty and also: a jewel
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24.Stairway
Exits (clockwise from North) First exit: Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed. Second exit:Doorless archway.
Inside: a vampire riding a skeletal horse (actually several)
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25.Conjuring Room
Exits (clockwise from North) First exit: Secret door, mechanically hidden. Because the inhabitants hid something of value here. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. Next exit: Doorless archway.
Inside: basically empty and also: a grape
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26.Museum
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: magical sensors connected up to poisoned darts - sprays foul-smelling gunk nearby And: a ghoul
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27.Divination Chamber
Exits (clockwise from West) First exit: Doorless archway. Second exit:Door has a broken lock. Because a beast just destroyed it.
Inside: basically empty
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28.Summoning Room
Exits (clockwise from North) First exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. Second exit:Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed.
Inside: a qullan (actually several)
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29.Mess Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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30.Larder / Pantry
Exits (clockwise from West) First exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Second exit:Ornate but unprotected. Because this used to be a temple. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a grape
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- 1.Testing Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Because there used to be a door here but it rotted away.
Inside: basically empty
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2.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a skull
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3.Embalming Chamber
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a pair of shears
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4.Hall
Exits (clockwise from South) First exit: Door has a broken trap. Because it was recently sprung by intruders. Second exit:Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed.
Inside: basically empty
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5.Observatory
Exits (clockwise from West) First exit: Doorless archway. Because this was designed as a temple. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a wight (actually several) negotiating with a pterodactyl
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6.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a pet
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7.Divination Chamber
Exits (clockwise from West) First exit: False door. Because the architect(s) was(were) eccentric. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: tripwires connected up to auto-crossbows And: a wight and also: a pair of gloves
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8.Torture Chamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here.
Inside: a white tiger rakshasa
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9.Torture Chamber
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a pearl
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10.Pool
Exits (clockwise from North) First exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Second exit:Doorless archway.
Inside: basically empty
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11.Testing Room
Exits (clockwise from West) First exit: Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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12.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard.
Inside: A trap: magical sensors connected up to pendulum blades and also: a butter knife
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13.Dressing Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Door has a broken trap. Because it was recently sprung by intruders.
Inside: basically empty
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14.Closet
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a lamp
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15.Tomb
Exits (clockwise from North) First exit: Doorless archway. Because there used to be a door here but it rotted away. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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16.Hall
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: oozes inside cleverly hidden pits And: a violet fungus (actually several)
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17.Bestiary
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a half-elf female ranger that serves a sphinx
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18.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Door has a broken lock. Because intruders just picked it. Next exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because recent fighting int he complex has fucked it up.
Inside: basically empty
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19.Tomb
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it.
Inside: an elven female barbarian
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20.Hall
Exits (clockwise from North) First exit: Trapped, sophisticated and magical. Because the architect culture was protecting something of value. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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21.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:False door. Because the architect(s) was(were) eccentric. Next exit: Locked but key is in this room. Because the next room is a prison cell. Next exit: Doorless archway. Because this was designed as a temple.
Inside: basically empty and also: a morningstar
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22.Hall
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: an ooze or jelly travelling with a galltrit
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23.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated and magical. Because the architecture is alive.
Inside: a giant mantis (actually several) fighting a troupe of skeletons, playing a danse macabre and also: a morningstar
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24.Guardroom
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a room that seals itself and is filled with water And: a goat centaur
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25.Salon
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed.
Inside: basically empty and also: a war axe
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26.Game Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: glue inside cleverly hidden pits
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27.Cistern Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Trapped, sophisticated and magical. Because the architect culture was protecting something of value. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Next exit: Locked but key is in this room. Because only an intruder would be dumb enough to enter the next room and it's a sort of trap.
Inside: A trap: a rope noose ready to close on whatever steps inside And: a xortoise
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28.Hall
Exits (clockwise from North) First exit: Secret door, mechanically hidden. Because this room was a prison. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: several empty glass bottles
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29.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a hat
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30.Embalming Chamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Locked but key is in this room. Because the next room is a prison cell.
Inside: A trap: tripwires connected up to spring-loaded spears - setting off the trap alerts someone elsewhere And: Tiamat (actually several)
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