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- 1.Mess Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: glue inside nearly hidden pits And: a caterwaul and also: a skull
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2.Gymnasium
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.
Inside: a humunculus (actually several) travelling with a devil dog (actually, several)
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3.Pool
Exits (clockwise from East) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:False door. Because the architect(s) was(were) eccentric.
Inside: basically empty
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4.Tannery
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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5.Game Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a pack of baboons
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6.Embalming Chamber
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because the lock has been broken by recent intruders. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an eye of dread
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7.Morgue
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: a frost man eating a lodestone golem (actually, several)
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8.Conjuring Room
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things. Next exit: Doorless archway.
Inside: basically empty
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9.Wardrobe
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: a vortex and also: a dagger
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10.Well Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because the lock has been broken by recent intruders.
Inside: A trap: poison inside nearly hidden pits - one obvious way of disarming the trap is itself a trap
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11.Cage or Cell
Exits (clockwise from South) First exit: Door has a broken trap. Because it's old. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: basically empty
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12.Padded Room
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: A trap: spikes inside cleverly hidden pits
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13.Weird Alien Birthing Chamber
Exits (clockwise from South) First exit: Locked but key is in this room. Because only an intruder would be dumb enough to enter the next room and it's a sort of trap. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: poison inside cleverly hidden pits
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14.Statue hall
Exits (clockwise from West) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next 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 sword
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15.Stairway
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:Trapped, sophisticated and magical. Because the architecture is alive.
Inside: basically empty and also: a scythe
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16.Library
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: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.Observatory
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: a symbiotic jelly
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18.Aviary
Exits (clockwise from North) First exit: Door has a broken trap. Because it's old. Second exit:Secret door, mechanically hidden. Because the inhabitants hid something of value here. Next exit: Trapped, sophisticated and magical. Because the architect culture was protecting something of value.
Inside: A trap: magical sensors connected up to flame jets - one obvious way of disarming the trap is itself a trap and also: a disc
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19.Morgue
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked, serious lock. Because the inhabitants are protecting something of value.
Inside: basically empty
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20.Aviary
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: tripwires connected up to pendulum blades - clouds of acidic vapor are produced, burning everybody
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21.Morgue
Exits (clockwise from East) First exit: Doorless archway. Second exit:Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests.
Inside: basically empty
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22.Stairwell
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Because this was a residence. Next exit: Doorless archway. Next exit: Doorless archway. Because this was designed as a temple.
Inside: a vampire fighting a caterwaul (actually, several)
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23.Den
Exits (clockwise from West) First exit: Locked, serious lock. Because the inhabitant includes a wizard. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a dog
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24.Cistern 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 it's old. Next exit: Doorless archway.
Inside: basically empty
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25.Stairway
Exits (clockwise from East) First exit: Secret door, mechanically hidden. Because the architects hid something of value here. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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26.Hall
Exits (clockwise from North) First exit: Doorless archway. Because this was a residence. 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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27.Dining Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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28.Closet
Exits (clockwise from North) First exit: Doorless archway. Because this was designed as a temple. Second exit:Doorless archway. Because the inhabitants removed the door in order to make it into a residence.
Inside: basically empty and also: a hat
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29.Stable
Exits (clockwise from South) First exit: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Second exit:Locked but key is in this room. Because only an intruder would be dumb enough to enter the next room and it's a sort of trap.
Inside: basically empty
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30.Storage
Exits (clockwise from East) 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. Next 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
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- 1.Dressing Room
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants.
Inside: an elven male barbarian (actually several) negotiating with a salamander
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2.Stairwell
Exits (clockwise from East) First exit: Trapped, sophisticated and magical. Because the architecture is alive. Second exit:Doorless archway. Because this was a residence. 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: basically empty and also: a teacup
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3.Amphitheater
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed.
Inside: basically empty and also: a bracelet
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4.Bedroom
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: A trap: snakes inside cleverly hidden pits and also: a disc
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5.Bathroom
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: A trap: pressure plates connected up to pendulum blades - sprays acid nearby And: a fishwife
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6.Reception Chamber
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: Ordinary lock. Because the inhabitants are too primitive to do any better. Next exit: Doorless archway.
Inside: a salamander and also: a virgin
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7.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a sturdy cage ready to close on whatever steps inside
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8.Music Room
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:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a jewel
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9.Armory
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: basically empty and also: a dog
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10.Study
Exits (clockwise from West) First exit: Secret door, mechanically hidden. Because this room was a prison. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next exit: Door concealed behind stuff. Because this room is semi-abandoned and full of crap.
Inside: a paralyzing centipede/grub (actually several) and also: a bluish vest
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11.Classroom
Exits (clockwise from North) First exit: Locked, serious lock. Because the inhabitants are protecting something of value. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an enveloper
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12.Stable
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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13.Vault
Exits (clockwise from South) First exit: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Second exit:Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Next exit: Doorless archway. Because this was designed as a temple.
Inside: a tabaxi (actually several) fighting a bunyip and also: two wooden dowels
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14.Forge
Exits (clockwise from North) First exit: Doorless archway. Because this was designed as a temple. Second exit:Doorless archway. Next exit: Locked, serious lock. Because this room contains something of special value.
Inside: A trap: snakes inside nearly hidden pits And: a sphinx and also: a scythe
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15.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: an elven female paladin aiding a necrophidius and also: a war axe
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16.Music Room
Exits (clockwise from West) First exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door. Second exit:Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: a half-elf male assassin eating a devil dog and also: a pearl
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17.Monk Cell
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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18.Kitchen
Exits (clockwise from West) First exit: Door has a broken lock. Because the architects once kept something of value here but the inhabitants took it long ago. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: A trap: pressure plates connected up to elecical shock generators And: an eyekiller (actually several)
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19.Dining Room
Exits (clockwise from West) 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. Next exit: Trapped, sophisticated and magical. Because the architecture is alive.
Inside: a half-orc male fighter (actually several)
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20.Den
Exits (clockwise from East) 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:Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Next exit: Doorless archway.
Inside: basically empty
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21.Den
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door. Next exit: Doorless archway.
Inside: a kamadan (actually several) chasing an animal skeleton (actually, several) and also: a jewel
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22.Treasury
Exits (clockwise from East) First exit: Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them. Second exit:Door has a broken trap. Because it's old.
Inside: basically empty
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23.Inscription Chamber
Exits (clockwise from North) First exit: Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a virgin
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24.Cistern Room
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a were-rat (actually several) negotiating with a sheet ghoul (actually, several)
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25.Gallery
Exits (clockwise from South) First exit: Doorless archway. Because this was designed as a temple. Second exit:Secret door, magically hidden. Because the architects were magical and hid something behind it.
Inside: basically empty and also: a scythe
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26.Observatory
Exits (clockwise from South) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Doorless archway. Next exit: Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside And: an elven female wizard (actually several) and also: a ring
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27.Office
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second 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 and also: an egg
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28.Workshop
Exits (clockwise from North) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: basically empty and also: an idol
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29.Sauna
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a diamond
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30.Workshop
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Because this was a residence.
Inside: A trap: magical sensors connected up to elecical shock generators And: a human female fighter (actually several)
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- 1.Map Room
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff. Next exit: Locked but key is in this room. Because an inhabitant dropped it.
Inside: a kamadan and also: an emerald
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2.Armory
Exits (clockwise from East) First exit: Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: basically empty
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3.Hall
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
Inside: basically empty
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4.Scriptorium
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: an aquatic elf
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5.Hall
Exits (clockwise from East) 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: 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.
Inside: a grendel (actually several) aiding a jackal-headed warrior and also: a pearl
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6.Hall
Exits (clockwise from North) First exit: Locked but key is in this room. Because the next room is a prison cell. Second exit:Doorless archway.
Inside: a tentamort
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7.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a human female wizard (actually several) aiding a mechanism and also: a fork
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8.Audience Hall
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: Doorless archway.
Inside: basically empty
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9.Treasury
Exits (clockwise from West) First exit: Doorless archway. Second exit:Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs.
Inside: a lodestone golem (actually several) negotiating with a hand centaur and also: two wooden dowels
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10.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Because this was a residence. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: a human male wizard killing a blindheim
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11.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them. Next exit: Door has a broken trap. Because it's old.
Inside: basically empty and also: an emerald
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12.Mass Grave
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because the lock has been broken by recent intruders.
Inside: a goldbug (actually several) that serves a xvart and also: a jade
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13.Summoning Room
Exits (clockwise from West) First exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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14.Stable
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: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders.
Inside: a lich (actually several) that is apparently terribly worried about a dark stalker (actually, several)
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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. Next exit: False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things.
Inside: A trap: snakes inside cleverly hidden pits - setting off the trap alerts someone elsewhere
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16.Barn
Exits (clockwise from North) First exit: Secret door, mechanically hidden. Because the architects hid something of value here. Second exit:Doorless archway.
Inside: basically empty
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17.Cistern Room
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway. Next exit: Doorless archway.
Inside: A trap: a rope noose ready to close on whatever steps inside - all enemy combatants are well-prepared for the trap and it cannot harm them
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18.Stairway
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door concealed behind stuff. Because this room is semi-abandoned and full of crap.
Inside: basically empty
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19.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway. Because this was a residence.
Inside: A trap: a room that has reversed gravity and glue on the ceiling and also: a cloak
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20.Crypt
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Trapped, sophisticated and magical. Because the architecture is alive.
Inside: basically empty and also: a bracelet
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21.Banquet hall
Exits (clockwise from West) First exit: Door has a broken trap. Because it was recently sprung by intruders. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Locked but key is in this room. Because the next room is a prison cell.
Inside: A trap: snakes inside cleverly hidden pits
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22.Hall
Exits (clockwise from East) First exit: Ordinary lock. Because the inhabitants are too primitive to do any better. Second exit:Doorless archway.
Inside: basically empty
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23.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: False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things.
Inside: a firefly woman
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24.Lair
Exits (clockwise from West) 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 inhabitants have abandoned this place. Next exit: Ordinary lock. Because the real heavy locks are later down the line.
Inside: a volt (actually several)
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25.Stairwell
Exits (clockwise from North) First exit: Locked, serious lock. Because the inhabitants are protecting something of value. Second exit:Doorless archway.
Inside: basically empty
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26.Kennel
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a zombie (actually several) and also: an emerald
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27.Closet
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Because this was a residence.
Inside: basically empty
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28.Conjuring Room
Exits (clockwise from North) First exit: Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed. Second exit:Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps. Next 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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29.Hall
Exits (clockwise from East) First exit: Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a crown
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30.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered.
Inside: a chameleon Man
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- 1.Pool
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: a rope noose ready to close on whatever steps inside - setting off the trap alerts someone elsewhere
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2.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a brass dragon (actually several) negotiating with a headless king (actually, several) and also: a disc
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3.Monk Cell
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: a necrophidius
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4.Morgue
Exits (clockwise from South) 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.
Inside: a octopus (actually several) hunting with the aid of a CIFAL (actually, several)
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5.Hall
Exits (clockwise from East) First exit: Secret door, mechanically hidden. Because this room was a prison. 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.
Inside: a flumph (actually several) and also: a tiara
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6.Gallery
Exits (clockwise from North) First exit: Doorless archway. Because there used to be a door here but it rotted away. Second exit:Doorless archway.
Inside: basically empty
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7.Stairwell
Exits (clockwise from East) First exit: Ordinary lock. Because the inhabitants didn't think anyone would ever come down here. Second exit:Doorless archway.
Inside: basically empty and also: a jewel
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8.Statue hall
Exits (clockwise from West) First exit: Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a shield
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9.Workshop
Exits (clockwise from North) First exit: Doorless archway. Because this was designed as a temple. Second exit:Doorless archway. Next 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 jewel
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10.Audience Hall
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 and also: a grape
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11.Stairwell
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. Next exit: Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered. Next exit: Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far. 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
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12.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: basically empty and also: a tiara
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13.Stairway
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway.
Inside: a flagellant (actually several) negotiating with a hollow bride (actually, several) and also: several sacks of flour
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14.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: acid inside cleverly hidden pits And: a flailceratops (or other modified dinosaur) (actually several)
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15.Wardrobe
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: oozes inside nearly hidden pits
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16.Gymnasium
Exits (clockwise from West) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: basically empty
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17.Stairwell
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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18.Meeting Chamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it.
Inside: a giant praying mantis (actually several) fighting a demilich
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19.Hall
Exits (clockwise from South) First exit: Door has a broken trap. Because it was recently sprung by intruders. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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20.Reception Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed.
Inside: basically empty and also: a jewel
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21.Gallery
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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22.Kitchen
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Because this was designed as a temple.
Inside: a huecuva
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23.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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24.Granary
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: spiders inside cleverly hidden pits
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25.Gallery
Exits (clockwise from South) First exit: Ordinary unlocked door. Because the lock has been broken by recent intruders. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place.
Inside: a grey jester (actually several) negotiating with a scarecrow (actually, several)
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26.Summoning Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: tripwires connected up to flame jets - setting off the trap alerts someone elsewhere And: a terithran (actually several) and also: a teacup
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27.Meditation Chamber
Exits (clockwise from West) 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:Doorless archway.
Inside: basically empty and also: a winter cap
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28.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary lock. Because the real heavy locks are later down the line. Next exit: Secret door, mechanically hidden. Because the architects hid something of value here.
Inside: a dragonnel chasing a demon
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29.Hall
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a sturdy cage ready to close on whatever steps inside and also: a cloak
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30.Granary
Exits (clockwise from West) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are protecting something of value. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a teacup
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- 1.Well Room
Exits (clockwise from North) First exit: Locked, serious lock. Because the inhabitant includes a wizard. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: a room that has reversed gravity and acid on the ceiling And: a gloomwing moth (actually several)
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2.Weird Alien Birthing Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a revenant (actually several) eating a grimlock (actually, several)
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3.Mass Grave
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: a volt
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4.Robing Room
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: Secret door, mechanically hidden. Because this room was a prison.
Inside: basically empty and also: a staff
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5.Kitchen
Exits (clockwise from West) First exit: Ornate but unprotected. Because this used to be a temple. Second exit:Doorless archway.
Inside: basically empty
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6.Statue hall
Exits (clockwise from West) First exit: False door. Because the architect(s) was(were) eccentric. Second exit:Doorless archway.
Inside: basically empty
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7.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: Doorless archway.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside
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8.Meeting Chamber
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, sophisticated and magical. Because the architecture is alive. Next exit: Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Next exit: Locked, serious lock. Because this room contains something of special value.
Inside: a doombat (actually several) that is apparently terribly worried about a kamadan (actually, several)
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9.Oubliette
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a wraith eating a demon (actually, several) and also: a warhammer
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10.Maze
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 mimic that is apparently terribly worried about a goblin
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11.Hall
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: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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12.Granary
Exits (clockwise from East) First exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Second exit:Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Next exit: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests.
Inside: a giant (actually several) fighting a goat centaur and also: a war axe
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13.Bathroom
Exits (clockwise from South) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are protecting something of value. Next exit: Door has a broken lock. Because intruders just picked it.
Inside: a guardian daemon
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14.Padded Room
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: 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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15.Hall
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an elemental prince of evil and also: a lamp
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16.Torture Chamber
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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17.Stairwell
Exits (clockwise from East) First exit: Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a death knight and also: a tiara
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18.Cage or Cell
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
Inside: a bunyip (actually several) that is apparently terribly worried about a unicorn
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19.Wardrobe
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: False door. Because the architect(s) was(were) eccentric.
Inside: a halfling male assassin (actually several)
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20.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.
Inside: basically empty
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21.Workshop
Exits (clockwise from East) First exit: Ornate but unprotected. Because this used to be a temple. Second exit:Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Secret door, magically hidden. Because the inhabitants hid something behind it.
Inside: A trap: a sturdy cage ready to close on whatever steps inside - all enemy combatants are well-prepared for the trap and it cannot harm them And: a gibberling
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22.Hall
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside And: a stunjelly
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23.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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24.Courtroom Great Hall Throne Room
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door. Next exit: Doorless archway.
Inside: basically empty
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25.Vault
Exits (clockwise from North) First exit: Doorless archway. Second exit:Secret door, magically hidden. Because the architects were magical and hid something behind it.
Inside: a flumph eating a toad creature (actually, several)
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26.Stairway
Exits (clockwise from East) 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: a glassilisk (actually several)
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27.Morgue
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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28.Amphitheater
Exits (clockwise from South) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Next exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard.
Inside: an osquip selling something to a pseudodragon
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29.Padded Room
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 toad creature that serves a hellhound and also: a jewel
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30.Armory
Exits (clockwise from East) First exit: Door has a broken lock. Because the architects once kept something of value here but the inhabitants took it long ago. Second exit:Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door.
Inside: A trap: tripwires connected up to spring-loaded spears
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