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- 1.Mess Hall
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:Locked but key is in this room. Because an inhabitant dropped it.
Inside: a time elemental (actually several) and also: a child
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2.Forge
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: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a octopus (actually several) and also: a ring
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3.Armory
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary lock. Because the real heavy locks are later down the line. Next exit: Doorless archway.
Inside: basically empty
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4.Hall
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. 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: Locked but key is in this room. Because an inhabitant dropped it.
Inside: basically empty
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5.Tomb
Exits (clockwise from East) First exit: Doorless archway. Second exit:Door has a broken trap. Because it was poorly made by primitive inhabitants. Next exit: Doorless archway.
Inside: A trap: a room that crushes those who enter - all enemy combatants are well-prepared for the trap and it cannot harm them And: a mite
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6.Music Room
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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7.Padded Room
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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8.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty and also: a scythe
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9.Office
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: Doorless archway.
Inside: A trap: a room that seals itself and is filled with water And: a halfling and also: a mace
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10.Sauna
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: basically empty
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11.Monk Cell
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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12.Meeting Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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13.Hall
Exits (clockwise from North) 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: 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 trap: pressure plates connected up to falling rocks - one obvious way of disarming the trap is itself a trap And: a glassilisk
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14.Hall
Exits (clockwise from North) 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: basically empty and also: a pearl
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15.Servants Dorm
Exits (clockwise from West) First exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value. Second exit:Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: basically empty and also: a sword
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16.Observatory
Exits (clockwise from South) First exit: Doorless archway. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a cloak
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17.Hall
Exits (clockwise from West) First exit: Secret door, magically hidden. Because the inhabitants hid something behind it. Second exit:Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a rope noose ready to close on whatever steps inside - sprays glue nearby And: a blindheim
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18.Armory
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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19.Planning Room
Exits (clockwise from North) 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: a lamia
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20.Interrogation Room
Exits (clockwise from East) First exit: Doorless archway. Second exit:Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a rope noose ready to close on whatever steps inside And: a black dragon (actually several) and also: a large smelly cheese, sealed in a charcoal wax rind
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21.Library
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty and also: a cloak
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22.Aviary
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 dark creeper (actually several) eating a harpy (actually, several)
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23.Observatory
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 to the inhabitants, this is an ordinary place.
Inside: a white dragon and also: a morningstar
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24.Harem
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: Doorless archway.
Inside: a blindheim (actually several) chasing a flailceratops (or other modified dinosaur)
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25.Servants Dorm
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:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a pearl
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26.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Because there used to be a door here but it rotted away.
Inside: a night hag eating a swarm of bats (actually, several)
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27.Meditation Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Next exit: Doorless archway.
Inside: a hobgoblin riding a skeletal horse that serves a CIFAL (actually, several) and also: an egg
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28.Crematorium
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, 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.
Inside: basically empty
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29.Trophy Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway. Because this was designed as a temple.
Inside: basically empty
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30.Closet
Exits (clockwise from South) 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: Doorless archway. Next exit: Door has a broken lock. Because intruders just picked it.
Inside: basically empty
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- 1.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: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: Locked, serious lock. Because the inhabitant includes a wizard. Next exit: Doorless archway.
Inside: basically empty and also: a warhammer
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2.Pool
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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3.Amphitheater
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: Doorless archway. Because the inhabitants removed the door in order to make it into a residence.
Inside: basically empty
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4.Inscription Chamber
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: A trap: acid inside cleverly hidden pits And: a scarecrow
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5.Hall
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 unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: a jade
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6.Weird Alien Birthing Chamber
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: A trap: spiders inside nearly hidden pits - all enemy combatants are well-prepared for the trap and it cannot harm them And: an osquip (actually several) and also: a warhammer
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7.Study
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 recent fighting int he complex has fucked it up.
Inside: A trap: tripwires connected up to rotary saw blades
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8.Stairwell
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, mechanically hidden. Because the inhabitants hid something of value here.
Inside: basically empty
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9.Robing Room
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary lock. Because the real heavy locks are later down the line.
Inside: a human male paladin chasing a goblin
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10.Meditation Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty and also: a lamp
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11.Solar
Exits (clockwise from South) First exit: Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a halfling male barbarian eating a giant mantis
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12.Classroom
Exits (clockwise from South) 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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13.Armory
Exits (clockwise from East) First exit: Door has a broken trap. Because it's old. Second exit:Locked, serious lock. Because this room contains something of special value.
Inside: A trap: snakes inside cleverly hidden pits
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14.Hall
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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15.Mess Hall
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second 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
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16.Hall
Exits (clockwise from West) First exit: Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: a firedrake chasing a sussurus (actually, several)
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17.Divination Chamber
Exits (clockwise from South) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. 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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18.Storage
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: a candelabraxian peryton and also: a winter cap
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19.Reception Chamber
Exits (clockwise from West) First exit: Locked but key is in this room. Because an inhabitant dropped it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: basically empty
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20.Museum
Exits (clockwise from West) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: horde little gremlins and also: a book
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21.Robing Room
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.
Inside: a thoqqua (actually several) that is apparently terribly worried about a phantom stalker and also: a dog
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22.Stairway
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. Because this was designed as a temple.
Inside: basically empty
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23.Hall
Exits (clockwise from North) First exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Second exit:Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests.
Inside: basically empty
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24.Barn
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. Next exit: Doorless archway.
Inside: basically empty and also: a torch
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25.Shrine
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Because this was a residence. Next 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: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: A trap: gaping steel jaws ready to close on whatever steps inside And: a dark elf and also: a mask
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26.Monk Cell
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a wolverine (actually several) negotiating with a halfling male wizard (actually, several)
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27.Gymnasium
Exits (clockwise from West) First exit: Locked but key is in this room. Because the next room is a prison cell. Second exit:Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside
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28.Storage
Exits (clockwise from South) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff. Second exit:Secret door, mechanically hidden. Because the inhabitants hid something of value here.
Inside: A trap: a rope noose ready to close on whatever steps inside
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29.Vestiary
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary lock. Because the real heavy locks are later down the line. Next 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 and also: an idol
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30.Well Room
Exits (clockwise from East) First exit: Secret door, mechanically hidden. Because the architects hid something of value here. Second exit:Doorless archway.
Inside: basically empty and also: a hat
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- 1.Kennel
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: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: magical sensors connected up to rotary saw blades And: a mechanism (actually several)
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2.Well Room
Exits (clockwise from North) First exit: Locked but key is in this room. Because the next room is a prison cell. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a cloak
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3.Mass Grave
Exits (clockwise from South) 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. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because the lock has been broken by recent intruders.
Inside: a necrophidius (actually several) fighting a werewolf (actually, several) and also: seventeen paintbrush|two paintbrushess
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4.Closet
Exits (clockwise from North) First 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. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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5.Kitchen
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: Door concealed behind stuff. Because this room is semi-abandoned and full of crap.
Inside: A trap: a room that seals itself and is filled with water
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6.Dressing Room
Exits (clockwise from West) 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: horde little gremlins selling something to a vortex and also: a crown
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7.Confessional
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next 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: Doorless archway.
Inside: basically empty
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8.Meditation Chamber
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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9.Solar
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: a clay golem
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10.Hall
Exits (clockwise from South) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Next exit: Trapped, primitive/simple. Because the inhabitant culture is primitive/simple.
Inside: A trap: a sturdy cage ready to close on whatever steps inside - setting off the trap alerts someone elsewhere
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11.Trophy Room
Exits (clockwise from West) First exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door. 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 man-headed centipede (actually several) travelling with a caterwaul and also: a torch
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12.Shrine
Exits (clockwise from South) 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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13.Aviary
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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14.Stairwell
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: a human male thief
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15.Hall
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door has a broken lock. Because a beast just destroyed it. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside - all enemy combatants are well-prepared for the trap and it cannot harm them And: a screaming devilkin
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16.Hall
Exits (clockwise from West) 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: Secret door, mechanically hidden. Because the inhabitants hid something of value here.
Inside: basically empty and also: a cloak
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17.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.
Inside: a monstrous spider negotiating with a shrieking fungus (actually, several)
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18.Vestiary
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it. Next exit: Doorless archway.
Inside: basically empty
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19.Stairway
Exits (clockwise from North) First exit: Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Door has a broken lock. Because intruders just picked it.
Inside: A trap: spikes inside cleverly hidden pits - clouds of steam are produced, lightly obscuring vision And: an amphibious vampire (actually several) and also: a ruby
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20.Scriptorium
Exits (clockwise from East) First exit: Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered. Second exit:Doorless archway.
Inside: an ogrillon that serves a treant, evil
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21.Lounge
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.
Inside: basically empty and also: a butter knife
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22.Crematorium
Exits (clockwise from East) First exit: Doorless archway. Second exit:Secret door, mechanically hidden. Because this room was a prison. Next exit: Doorless archway.
Inside: basically empty
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23.Hall
Exits (clockwise from East) 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 white elf (actually several) hunting with the aid of a terithran (actually, several) and also: a weasel
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24.Divination Chamber
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: a tower golem and also: a morningstar
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25.Laboratory
Exits (clockwise from South) First exit: Doorless archway. Second exit:Trapped, sophisticated and magical. Because the architecture is alive.
Inside: a candelabraxian peryton (actually several) aiding a vomiter (actually, several)
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26.Statue hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: basically empty and also: a diamond
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27.Office
Exits (clockwise from South) First exit: Doorless archway. Because this was designed as a temple. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a room that seals itself and is filled with water - all enemy combatants are well-prepared for the trap and it cannot harm them
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28.Antechamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Next exit: False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things. Next exit: Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed.
Inside: basically empty
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29.Laboratory
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:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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30.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, mechanically hidden. Because this room was a prison.
Inside: basically empty and also: a bracelet
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- 1.Courtroom Great Hall Throne Room
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:Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Next exit: Doorless archway.
Inside: basically empty and also: a bracelet
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2.Hall
Exits (clockwise from West) First exit: False door. Because the inhabitants have some ritual reason for needing them Second exit:Doorless archway. 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: a rope noose ready to close on whatever steps inside And: a sublunary man
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3.Bedroom
Exits (clockwise from West) 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.
Inside: basically empty
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4.Amphitheater
Exits (clockwise from South) First exit: Doorless archway. Because this was designed as a temple. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a room that crushes those who enter
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5.Audience 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. Next exit: Doorless archway. Next exit: Trapped, sophisticated and magical. Because the architect culture was protecting something of value.
Inside: basically empty and also: a book
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6.Crematorium
Exits (clockwise from South) 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: A trap: magical sensors connected up to rotary saw blades inside nearly hidden pits - all enemy combatants are well-prepared for the trap and it cannot harm them And: a kenku (actually several) and also: a mace
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7.Harem
Exits (clockwise from East) 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.
Inside: A trap: a room that has reversed gravity and glue on the ceiling - setting off the trap alerts someone elsewhere
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8.Hall
Exits (clockwise from South) First exit: Doorless archway. Second exit:Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered. Next exit: Ordinary lock. Because the inhabitants are too primitive to do any better.
Inside: basically empty
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9.Maze
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a green dragon (actually several) and also: a set of sewing needles
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10.Mess Hall
Exits (clockwise from East) 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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11.Aviary
Exits (clockwise from North) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
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. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a mace
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13.Monk Cell
Exits (clockwise from East) First exit: Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. 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
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14.Stairway
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty and also: an idol
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15.Bedroom
Exits (clockwise from West) First exit: Locked, serious lock. Because the inhabitants are protecting something of value. Second exit:Doorless archway.
Inside: basically empty
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16.Inscription Chamber
Exits (clockwise from East) First exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place.
Inside: a nonafel travelling with a giant praying mantis (actually, several)
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17.Hall
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a firetoad (actually several) chasing an assassin bug
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18.Trophy Room
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a staff
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19.Planning Room
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: a pterodactyl and also: a jade
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20.Stairway
Exits (clockwise from West) First exit: Doorless archway. Because there used to be a door here but it rotted away. Second exit:Locked but key is in this room. Because the next room is a prison cell.
Inside: basically empty
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21.Hall
Exits (clockwise from North) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Doorless archway.
Inside: basically empty
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22.Stairwell
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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23.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
Inside: basically empty
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24.Bestiary
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 white tiger rakshasa (actually several) killing a lava children (actually, several)
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25.Granary
Exits (clockwise from West) First exit: Secret door, mechanically hidden. Because this room was a prison. Second exit:Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Next exit: Doorless archway.
Inside: basically empty
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26.Stairway
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: basically empty
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27.Robing Room
Exits (clockwise from South) First exit: Door has a broken lock. Because a beast just destroyed it. 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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28.Waiting Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: an amphibious vampire
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29.Scriptorium
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:Door has a broken trap. Because it was poorly made by primitive inhabitants. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a Unicorn-Head Guy eating a gibberling (actually, several)
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30.Sauna
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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- 1.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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2.Kitchen
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Because this was designed as a temple.
Inside: basically empty
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3.Trophy Room
Exits (clockwise from North) First exit: Door has a broken lock. Because intruders just picked it. Second 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
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4.Banquet hall
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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5.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:Locked but key is in this room. Because an inhabitant dropped it. Next 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: a rope noose ready to close on whatever steps inside and also: two potatos
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6.Meditation Chamber
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 it's old. Second exit:Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. 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: basically empty
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7.Testing Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals. Next 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 goldbug and also: a bracelet
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8.Hall
Exits (clockwise from East) 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. Next exit: Doorless archway.
Inside: A trap: spikes inside cleverly hidden pits And: a spider centaur (actually several)
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9.Confessional
Exits (clockwise from South) First exit: Doorless archway. Second exit:Secret door, magically hidden. Because the architects were magical and hid something behind it.
Inside: A trap: a sturdy cage ready to close on whatever steps inside
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10.Mess Hall
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 it's old. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Next exit: Doorless archway.
Inside: a caterwaul
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11.Forge
Exits (clockwise from West) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Second exit:Doorless archway.
Inside: basically empty and also: an egg
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12.Temple
Exits (clockwise from South) First exit: Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. Second exit:Secret door, mechanically hidden. Because this room was a prison. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a sword
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13.Barracks
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next 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 pearl
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14.Stable
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway. Because the inhabitants removed the door in order to make it into a residence. Next exit: Locked, serious lock. Because the inhabitant includes a wizard.
Inside: a shadow dragon aiding a halfling male barbarian (actually, several)
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15.Dressing Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Door has a broken trap. Because it was recently sprung by intruders. Next exit: Locked, puzzle lock. Because one inhabitant is crazy.
Inside: A trap: acid inside nearly hidden pits - clouds of steam are produced, lightly obscuring vision And: a white dragon (actually several)
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16.Training Room
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: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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17.Workshop
Exits (clockwise from West) First exit: Door has a broken trap. Because it was recently sprung by intruders. Second exit:Doorless archway.
Inside: a nycadaemon
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18.Courtroom Great Hall Throne Room
Exits (clockwise from East) First exit: Doorless archway. Second exit:Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard.
Inside: basically empty and also: a diamond
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19.Barracks
Exits (clockwise from East) First exit: Doorless archway. Second exit:Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
Inside: A trap: pressure plates connected up to flame jets And: a huecuva (actually several)
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20.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a frost salamander
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21.Gallery
Exits (clockwise from East) First exit: Doorless archway. Second exit:Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to.
Inside: basically empty and also: a ring
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22.Maze
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them.
Inside: basically empty
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23.Confessional
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: a dagger
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24.Laboratory
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: Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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25.Bathroom
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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26.Closet
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 maggot naga (actually several)
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27.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a gargoyle
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28.Dining Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. 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.
Inside: a viper snake (actually several)
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29.Planning Room
Exits (clockwise from North) First exit: Ordinary lock. Because the inhabitants are too primitive to do any better. 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.
Inside: A trap: tripwires connected up to poisoned darts - setting off the trap alerts someone elsewhere and also: a staff
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30.Gymnasium
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. 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.
Inside: basically empty and also: a crown
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