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- 1.Solar
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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2.Audience Hall
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 it's old. Next 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 death dog that is apparently terribly worried about a flumph (actually, several)
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4.Crematorium
Exits (clockwise from South) First exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: a pseudodragon negotiating with a symbiotic jelly (actually, several)
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5.Morgue
Exits (clockwise from South) First exit: Doorless archway. Second exit:Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
Inside: a sea hag negotiating with an iron golem
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6.Stable
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty and also: a disc
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7.Well Room
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: A trap: snakes inside cleverly hidden pits And: a doombat and also: a sapphire
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8.Robing Room
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.
Inside: A trap: a sturdy cage ready to close on whatever steps inside And: an eye of dread
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9.Barracks
Exits (clockwise from East) First exit: False door. Because the architect(s) was(were) eccentric. Second exit:Doorless archway.
Inside: A trap: magical sensors connected up to elecical shock generators
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10.Tannery
Exits (clockwise from North) 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:Trapped, sophisticated and magical. Because the architect culture was protecting something of value. Next exit: Doorless archway. Because there used to be a door here but it rotted away.
Inside: a gibbering mouther (actually several) hunting with the aid of a demilich (actually, several)
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11.Confessional
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty and also: a pearl
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12.Office
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ornate but unprotected. Because this used to be a temple.
Inside: A trap: a sturdy cage ready to close on whatever steps inside And: a snakeman
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13.Laboratory
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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14.Stairwell
Exits (clockwise from North) 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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15.Stairwell
Exits (clockwise from West) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps. Second exit:Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them.
Inside: a devil dog (actually several) eating a flail snail and also: a child
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16.Stairway
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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17.Meeting Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a magnesium spirit travelling with a halfling vampire and also: a torch
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18.Courtroom Great Hall Throne Room
Exits (clockwise from South) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them.
Inside: a vomiter (actually several) selling something to a bonesnapper (actually, several)
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19.Stable
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: False door. Because the inhabitants have some ritual reason for needing them
Inside: basically empty
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20.Meditation Chamber
Exits (clockwise from East) First exit: Ornate but unprotected. Because this used to be a temple. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty
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21.Lounge
Exits (clockwise from North) First exit: Doorless archway. Because there used to be a door here but it rotted away. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an 8-eyed goat (actually several) hunting with the aid of an al-mi’raj (actually, several) and also: a pearl
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22.Summoning Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
Inside: A trap: acid inside cleverly hidden pits And: a shocker
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23.Hall
Exits (clockwise from West) First exit: Door concealed behind stuff. Because this room is semi-abandoned and full of crap. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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24.Museum
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests.
Inside: basically empty and also: a pearl
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25.Den
Exits (clockwise from East) First exit: Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Second exit:Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals.
Inside: a lava children (actually several) fighting a xvart and also: a pearl
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26.Library
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a tyrant eyeball that serves a retriever and also: a staff
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27.Hall
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: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 flame jets And: a witherweed (actually several)
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28.Reception Chamber
Exits (clockwise from North) First exit: Doorless archway. Because this was a residence. Second exit:Doorless archway. Because there used to be a door here but it rotted away.
Inside: basically empty and also: a dagger
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29.Cage or Cell
Exits (clockwise from West) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Second exit:Trapped, sophisticated and magical. Because the architect culture was protecting something of value.
Inside: a man-scorpion
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30.Cistern Room
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: A trap: a sturdy cage ready to close on whatever steps inside - requires two simultaneous, far apart actions to safely disarm and also: a warhammer
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- 1.Statue hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a son of kyuss and also: a grape
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2.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty
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3.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Door has a broken trap. Because it's old.
Inside: a monstrous scorpion
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4.Bathroom
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. 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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5.Oubliette
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ornate but unprotected. Because this used to be a temple.
Inside: basically empty
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6.Dining Room
Exits (clockwise from West) First exit: Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs. Second exit:Locked, serious lock. Because this room contains something of special value.
Inside: basically empty
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7.Forge
Exits (clockwise from East) First exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: A trap: tripwires connected up to falling rocks And: an 8-eyed goat
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8.Barracks
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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9.Dining Room
Exits (clockwise from East) First exit: Secret door, magically hidden. Because the inhabitants hid something behind it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: magical sensors connected up to poisoned darts And: a lizardperson
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10.Robing Room
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a sword
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11.Mass Grave
Exits (clockwise from North) 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:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: magical sensors connected up to auto-crossbows - sprays sauce which makes the victim smell delicious to monsters nearby And: a violet fungus (actually several)
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12.Solar
Exits (clockwise from South) First exit: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: an emerald
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13.Tomb
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary lock. Because the inhabitants are too primitive to do any better.
Inside: basically empty
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14.Pool
Exits (clockwise from North) First exit: Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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15.Music Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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16.Stable
Exits (clockwise from West) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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17.Mine
Exits (clockwise from West) First exit: Secret door, magically hidden. Because the inhabitants hid something behind it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next exit: Doorless archway.
Inside: a evil peacock
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18.Harem
Exits (clockwise from North) 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:Doorless archway.
Inside: basically empty and also: a hat
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19.Crematorium
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: a room that seals itself and is filled with water And: a constrictor snake (actually several)
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20.Conjuring Room
Exits (clockwise from East) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door. Next exit: Doorless archway.
Inside: A trap: tripwires connected up to flame jets - requires two simultaneous, far apart actions to safely disarm
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21.Vault
Exits (clockwise from South) 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:Ordinary unlocked door. Because the lock has been broken by recent intruders. Next exit: Ordinary lock. Because the real heavy locks are later down the line. Next exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: a megaraptor
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22.Torture Chamber
Exits (clockwise from South) First exit: Ornate but unprotected. Because this used to be a temple. 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 trap: slime inside cleverly hidden pits and also: a sword
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23.Laboratory
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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24.Cage or Cell
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: a giant centipede (actually several)
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25.Well Room
Exits (clockwise from East) 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 lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it. Next exit: Doorless archway.
Inside: a hook horror travelling with a firetoad (actually, several)
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26.Hall
Exits (clockwise from South) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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27.Sauna
Exits (clockwise from North) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. Second exit:Doorless archway.
Inside: basically empty
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28.Divination Chamber
Exits (clockwise from North) First exit: Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Second exit:Door has a broken trap. Because it was poorly made by primitive inhabitants.
Inside: a hound of ill omen negotiating with a treant (actually, several)
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29.Summoning Room
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:Door has a broken trap. Because it was recently sprung by intruders.
Inside: basically empty
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30.Music Room
Exits (clockwise from North) First exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside - requires two simultaneous, far apart actions to safely disarm
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- 1.Bestiary
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a Marilith (actually several)
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2.Salon
Exits (clockwise from South) First exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Second exit:Doorless archway.
Inside: basically empty
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3.Planning Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Because this was a residence. Next exit: Secret door, mechanically hidden. Because the architects hid something of value here. Next exit: Doorless archway.
Inside: A trap: magical sensors connected up to auto-crossbows inside nearly hidden pits - masses of steam are produced, blinding everyone
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4.Forge
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door has a broken lock. Because the architects once kept something of value here but the inhabitants took it long ago.
Inside: a gas spore (actually several)
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5.Smokehouse
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Because there used to be a door here but it rotted away.
Inside: basically empty
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6.Study
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: 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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7.Hall
Exits (clockwise from North) First exit: Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Second exit:False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things.
Inside: basically empty
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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. Because there used to be a door here but it rotted away.
Inside: basically empty and also: a hat
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9.Treasury
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 to the inhabitants, this is an ordinary place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a pernicon that is apparently terribly worried about a giant praying mantis
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10.Cistern Room
Exits (clockwise from East) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. 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.
Inside: basically empty
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11.Robing Room
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. Next exit: Doorless archway.
Inside: basically empty and also: a teacup
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12.Mine
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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13.Bathroom
Exits (clockwise from East) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a torch
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14.Den
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: a room that crushes those who enter - clouds of steam are produced, lightly obscuring vision
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15.Morgue
Exits (clockwise from West) First exit: Doorless archway. Second exit:Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: basically empty
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16.Testing Room
Exits (clockwise from West) First exit: Doorless archway. Because this was designed as a temple. Second exit:Doorless archway.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside - requires two simultaneous, far apart actions to safely disarm And: a carbuncle (actually several)
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17.Hall
Exits (clockwise from South) 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:Doorless archway.
Inside: basically empty
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18.Wardrobe
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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19.Guardroom
Exits (clockwise from North) First exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Second exit:Doorless archway. Next exit: Secret door, magically hidden. Because the architects were magical and hid something behind it.
Inside: basically empty
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20.Crypt
Exits (clockwise from South) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: basically empty and also: a skull
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21.Mass Grave
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: a dog
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22.Storage
Exits (clockwise from South) First exit: Secret door, mechanically hidden. Because this room was a prison. Second exit:Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Next exit: Doorless archway. Because this was a residence.
Inside: basically empty
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23.Mine
Exits (clockwise from South) First exit: Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it. Second exit:Doorless archway. Next exit: Doorless archway. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff.
Inside: A trap: magical sensors connected up to elecical shock generators and also: a dog
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24.Harem
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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25.Dressing Room
Exits (clockwise from North) First exit: Ordinary lock. Because the inhabitants are too primitive to do any better. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next exit: Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: basically empty and also: a sapphire
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26.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.
Inside: a megaraptor (actually several) and also: a grape
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27.Hall
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, 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. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: slime inside cleverly hidden pits And: a pack of baboons (actually several)
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28.Music Room
Exits (clockwise from West) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps. 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: glue inside nearly hidden pits inside cleverly hidden pits And: a bear
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29.Crematorium
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: Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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30.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Second exit:Doorless archway.
Inside: a troupe of skeletons, playing a danse macabre fighting a vision (actually, several) and also: an idol
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- 1.Animal Crypt
Exits (clockwise from West) 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: Doorless archway.
Inside: a xorn eating a demon (actually, several)
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2.Den
Exits (clockwise from South) First exit: Doorless archway. Second exit:Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: basically empty
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3.Pool
Exits (clockwise from East) First exit: Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them. Second exit:Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed.
Inside: a wolverine (actually several) that serves a glassilisk (actually, several) and also: a spoon
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4.Shrine
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary lock. Because the real heavy locks are later down the line.
Inside: basically empty
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5.Summoning Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs.
Inside: a mimic
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6.Hall
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:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a lich eating a dragon turtle and also: a crown
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7.Training Room
Exits (clockwise from East) First exit: Ordinary lock. Because the real heavy locks are later down the line. Second exit:Doorless archway. 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 and also: a ruby
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8.Laboratory
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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9.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:False door. Because the inhabitants have some ritual reason for needing them
Inside: basically empty
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10.Forge
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary lock. Because the real heavy locks are later down the line. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: a diamond
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11.Stairway
Exits (clockwise from West) First exit: Doorless archway. Second 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 recent fighting int he complex has fucked it up.
Inside: basically empty
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12.Museum
Exits (clockwise from North) First exit: Doorless archway. Second exit:Door has a broken trap. Because it was recently sprung by intruders. Next exit: Ordinary lock. Because the real heavy locks are later down the line.
Inside: a sylph eating a succubus (actually, several)
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13.Shrine
Exits (clockwise from South) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a pair of gloves
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14.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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15.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: a garbug fighting a evil peacock
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16.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Next exit: Doorless archway.
Inside: basically empty
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17.Study
Exits (clockwise from South) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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18.Observatory
Exits (clockwise from North) First exit: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Second exit:Doorless archway.
Inside: basically empty
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19.Stairwell
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a monstrous centipede (actually several) chasing an ogre
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20.Hall
Exits (clockwise from South) First exit: Doorless archway. Second exit:Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff. Next 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
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21.Larder / Pantry
Exits (clockwise from East) 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: basically empty
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22.Observatory
Exits (clockwise from North) 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: Doorless archway. Next exit: Doorless archway.
Inside: an iron cobra (actually several) selling something to an eye of dread (actually, several) and also: a sapphire
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23.Mess Hall
Exits (clockwise from North) First exit: Doorless archway. Second 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 inhabitants have abandoned this place. Next exit: Door has a broken trap. Because it's old.
Inside: A trap: a rope noose ready to close on whatever steps inside And: a human female druid (actually several) and also: a sapphire
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24.Lounge
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. Next exit: Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it.
Inside: A trap: a rope noose ready to close on whatever steps inside inside cleverly hidden pits And: a ghoul
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25.Laboratory
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Secret door, magically hidden. Because the inhabitants hid something behind it.
Inside: a crabman travelling with a demon fly/ chasme
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26.Guardroom
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty
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27.Wardrobe
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: poison inside badly hidden pits and also: a bracelet
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28.Tomb
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 ruby
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29.Interrogation Room
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. 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: basically empty and also: a staff
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30.Inscription Chamber
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, magically hidden. Because the architects were magical and hid something behind it.
Inside: basically empty and also: a jade
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- 1.Workshop
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty and also: a mask
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2.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a dwarven female druid (actually several) killing a cockatrice and also: a hat
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3.Storage
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: A trap: a sturdy cage ready to close on whatever steps inside - sprays contact poison nearby And: a zombie and also: a weasel
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4.Hall
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:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a room that has reversed gravity and poison on the ceiling - one obvious way of disarming the trap is itself a trap And: a white or yellow pudding (actually several)
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5.Library
Exits (clockwise from South) 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:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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6.Guardroom
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Next exit: Ordinary lock. Because the inhabitants are too primitive to do any better.
Inside: basically empty and also: an idol
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7.Dining Room
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: basically empty
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8.Lair
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:Doorless archway. Next exit: Door has a broken lock. Because intruders just picked it. Next exit: Doorless archway.
Inside: an ice lizard (actually several) travelling with a hollow bride and also: a skull
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9.Hall
Exits (clockwise from North) First exit: Locked, puzzle lock. Because one inhabitant is crazy. Second exit:Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty
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10.Lair
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: basically empty and also: a book
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11.Padded Room
Exits (clockwise from West) First exit: Doorless archway. Second 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: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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12.Hall
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 trap: tripwires connected up to poisoned darts and also: a pair of gloves
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13.Dining Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a doombat (actually several) negotiating with an elven female barbarian
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14.Map Room
Exits (clockwise from North) 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.
Inside: basically empty
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15.Stairwell
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: basically empty
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16.Stairway
Exits (clockwise from South) First exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: A trap: a room that seals itself and is filled with water and also: a cloak
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17.Dining Room
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked but key is in this room. Because an inhabitant dropped it.
Inside: basically empty and also: a teacup
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18.Pool
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 sophisticated and was protecting something of value.
Inside: a white dragon
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19.Oubliette
Exits (clockwise from East) First exit: Doorless archway. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here.
Inside: basically empty
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20.Stairwell
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door has a broken trap. Because it's old.
Inside: basically empty
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21.Hall
Exits (clockwise from East) First exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door. Second exit:Doorless archway.
Inside: a mite (actually several) fighting a mantari (actually, several)
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22.Hall
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Secret door, mechanically hidden. Because the architects hid something of value here.
Inside: A trap: tripwires connected up to falling rocks
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23.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Door has a broken trap. Because it was recently sprung by intruders. Next exit: Doorless archway.
Inside: basically empty
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24.Testing Room
Exits (clockwise from West) First exit: Trapped, sophisticated and magical. Because the architecture is alive. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a human female druid
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25.Banquet hall
Exits (clockwise from North) First exit: Trapped, sophisticated and magical. Because the architecture is alive. 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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26.Conjuring Room
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 recent fighting int he complex has fucked it up.
Inside: a witherstench and also: a lamp
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27.Hall
Exits (clockwise from East) 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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28.Conjuring Room
Exits (clockwise from West) First exit: Locked, serious lock. Because the inhabitant includes a wizard. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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29.Library
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a hobgoblin selling something to a snyad (actually, several)
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30.Classroom
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a room that crushes those who enter - setting off the trap alerts someone elsewhere and also: a sword
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