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- 1.Museum
Exits (clockwise from North) First exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old. Second exit:Doorless archway.
Inside: basically empty
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2.Waiting Room
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second 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: a lamp
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3.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Locked, serious lock. Because the inhabitant includes a wizard. Next exit: False door. Because the architect(s) was(were) eccentric.
Inside: basically empty
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4.Classroom
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 bottle of black ink
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5.Confessional
Exits (clockwise from East) First exit: Doorless archway. Second exit:Door has a broken trap. Because it was recently sprung by intruders. Next exit: Doorless archway.
Inside: basically empty and also: a mask
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6.Vestiary
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: Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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7.Gymnasium
Exits (clockwise from East) First exit: Door has a broken trap. Because it was poorly made by primitive inhabitants. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: acid inside nearly hidden pits - billows of steam are produced, heavily obscuring vision and also: a jar of pickles
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8.Observatory
Exits (clockwise from West) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitant includes a wizard.
Inside: an eye of dread (actually several) killing a kamadan
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9.Training Room
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs.
Inside: A trap: tripwires connected up to auto-crossbows and also: a morningstar
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10.Confessional
Exits (clockwise from South) First exit: Door has a broken lock. Because intruders just picked it. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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11.Harem
Exits (clockwise from West) 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.
Inside: A trap: acid inside badly hidden pits
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12.Tomb
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.
Inside: an elven female assassin (actually several) selling something to a vampire
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13.Map Room
Exits (clockwise from North) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitant includes a wizard.
Inside: a stone golem
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14.Stairway
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: A trap: a room that has reversed gravity and spikes on the ceiling And: a Unicorn-Head Guy (actually several) and also: a dagger
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15.Hall
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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16.Scriptorium
Exits (clockwise from West) First exit: False door. Because the architect(s) was(were) eccentric. Second exit:Doorless archway.
Inside: basically empty and also: a disc
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17.Temple
Exits (clockwise from South) First exit: Doorless archway. Second exit:Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. 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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18.Stairwell
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: A trap: a sturdy cage ready to close on whatever steps inside And: a grey jester (actually several)
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19.Torture Chamber
Exits (clockwise from East) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Doorless archway.
Inside: A trap: tripwires connected up to spring-loaded spears And: a monstrous spider (actually several) and also: a warhammer
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20.Mess Hall
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 morningstar
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21.Mass Grave
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Because this was designed as a temple. Next exit: Doorless archway.
Inside: basically empty
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22.Gallery
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 worg fighting a firedrake (actually, several)
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23.Bestiary
Exits (clockwise from West) First exit: Doorless archway. Second exit:False door. Because the inhabitants have some ritual reason for needing them Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a bonesnapper that serves a sandman
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24.Dressing Room
Exits (clockwise from East) 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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25.Hall
Exits (clockwise from East) First exit: Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an ape
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26.Classroom
Exits (clockwise from East) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. Next exit: Ornate but unprotected. Because this used to be a temple.
Inside: a doombat
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27.Waiting Room
Exits (clockwise from West) 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 inhabitants have abandoned this place.
Inside: A trap: pressure plates connected up to falling rocks And: a kamadan
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28.Pool
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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29.Divination Chamber
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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30.Granary
Exits (clockwise from South) First exit: Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. Second exit:Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
Inside: basically empty
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- 1.Summoning 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:Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs.
Inside: a pterodactyl (actually several) negotiating with a blood hawk (actually, several) and also: a diamond
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2.Mine
Exits (clockwise from South) First exit: Doorless archway. Second exit:Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old.
Inside: basically empty
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3.Hall
Exits (clockwise from South) First exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value. Second exit:Trapped, sophisticated and magical. Because the architect culture was protecting something of value. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a lizard (actually several) chasing a headless king
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4.Gallery
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a lamp
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5.Gallery
Exits (clockwise from North) First exit: False door. Because the architect(s) was(were) eccentric. Second exit:Door has a broken lock. Because a beast just destroyed it. Next exit: Doorless archway.
Inside: a headless king killing an elemental prince of evil (actually, several)
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6.Hall
Exits (clockwise from North) 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. Next exit: Doorless archway.
Inside: basically empty and also: a skull
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7.Embalming Chamber
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a mask
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8.Larder / Pantry
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 only an intruder would be dumb enough to enter the next room and it's a sort of trap. Next exit: Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
Inside: an aleax travelling with a snakeman (actually, several)
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9.Vault
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: a rope noose ready to close on whatever steps inside And: a fishwife (actually several)
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10.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: poison inside cleverly hidden pits - masses of steam are produced, blinding everyone and also: a pet
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11.Storage
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: acid inside cleverly hidden pits And: a winter wolf
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12.Hall
Exits (clockwise from South) First exit: Locked, serious lock. Because the inhabitant includes a wizard. Second exit:Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Next exit: Doorless archway.
Inside: a paralyzing centipede/grub hunting with the aid of a candelabraxian peryton (actually, several)
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13.Hall
Exits (clockwise from East) First exit: Ordinary lock. Because the inhabitants are too primitive to do any better. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a book
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14.Hall
Exits (clockwise from West) First exit: Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants. Second exit:Doorless archway.
Inside: a candelabraxian peryton eating a cockatrice and also: a shield
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15.Confessional
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: an aquatic elf negotiating with a skulk (actually, several) and also: a grape
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16.Stairwell
Exits (clockwise from North) First exit: Doorless archway. 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 skrath aiding a babbler
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17.Gallery
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 is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: an imorph (actually several) negotiating with a Unicorn-Head Guy (actually, several) and also: a warhammer
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18.Hall
Exits (clockwise from North) First exit: Doorless archway. Because this was designed as a temple. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a scarecrow (actually several) that serves an ogrillon (actually, several) and also: a fishing rod
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19.Hall
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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20.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: a book
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21.Morgue
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 wraith (actually several) chasing a tween (actually, several)
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22.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a rope noose ready to close on whatever steps inside inside cleverly hidden pits and also: a cheese knife
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23.Padded 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 inhabitants have abandoned this place.
Inside: A trap: poison inside cleverly hidden pits And: a monstrous spider
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24.Stairwell
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. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps.
Inside: an elven male druid (actually several) aiding a firenewt
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25.Hall
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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26.Forge
Exits (clockwise from North) First exit: Locked, serious lock. Because the inhabitants are protecting something of value. Second exit:Ordinary unlocked door. Because the lock has been broken by recent intruders.
Inside: a evil peacock that is apparently terribly worried about a frost giant and also: a torch
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27.Hall
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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28.Vault
Exits (clockwise from South) First exit: Locked, serious lock. Because the inhabitant includes a wizard. 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.
Inside: basically empty
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29.Maze
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. 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: a naga that is apparently terribly worried about a white elf (actually, several)
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30.Lair
Exits (clockwise from East) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them.
Inside: basically empty and also: an egg
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- 1.Granary
Exits (clockwise from South) First exit: Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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2.Meditation Chamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty and also: a pair of gloves
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3.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 the lock has been broken by recent intruders.
Inside: basically empty
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4.Hall
Exits (clockwise from East) First exit: Locked, puzzle lock. Because one inhabitant is crazy. Second exit:False door. Because the architect(s) was(were) eccentric. Next exit: Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered.
Inside: basically empty
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5.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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6.Stairwell
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: A trap: tripwires connected up to spring-loaded spears - sprays glue nearby And: a hook horror and also: a mask
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7.Hall
Exits (clockwise from North) 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.
Inside: basically empty
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8.Wardrobe
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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9.Hall
Exits (clockwise from East) First exit: Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders Second exit:Doorless archway. Because this was a residence.
Inside: a gas spore (actually several) that serves a cockatrice and also: a pet
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10.Torture Chamber
Exits (clockwise from North) First exit: Door has a broken trap. Because it was recently sprung by intruders. Second exit:Doorless archway. 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 inhabitants have abandoned this place.
Inside: a rakshasa riding a dinosaur (actually several) aiding an urchin
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11.Confessional
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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12.Stairwell
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 inhabitants have abandoned this place.
Inside: a meenlock negotiating with a phantom stalker
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13.Sauna
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway.
Inside: a group of disturbing ravens (actually several) aiding a lich (actually, several)
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14.Hall
Exits (clockwise from North) 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 firefly woman
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15.Bathroom
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:Doorless archway. Next exit: False door. Because the architect(s) was(were) eccentric.
Inside: basically empty and also: an emerald
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16.Inscription Chamber
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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17.Cage or Cell
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 the lock has been broken by recent intruders.
Inside: a shrieking fungus selling something to a cyclops
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18.Audience Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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19.Wardrobe
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.
Inside: A trap: acid inside cleverly hidden pits And: a viper snake (actually several) and also: a ruby
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20.Aviary
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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21.Forge
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: A trap: a sturdy cage ready to close on whatever steps inside inside cleverly hidden pits And: a frost salamander (actually several)
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22.Wardrobe
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 inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty
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23.Stairwell
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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24.Morgue
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next 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: basically empty and also: a jade
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25.Hall
Exits (clockwise from West) First exit: Door has a broken lock. Because a beast just destroyed it. Second exit:Locked, puzzle lock. Because one inhabitant is crazy. Next exit: Doorless archway.
Inside: A trap: a room that crushes those who enter - setting off the trap alerts someone elsewhere
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26.Hall
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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27.Trophy Room
Exits (clockwise from East) First exit: Doorless archway. 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: an astral searcher fighting a witherstench (actually, several)
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28.Cistern Room
Exits (clockwise from North) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. 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 red dragon (actually several) killing a kamadan
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29.Observatory
Exits (clockwise from West) First exit: Doorless archway. Second exit:Locked, puzzle lock. Because one inhabitant is crazy. Next exit: Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered.
Inside: basically empty
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30.Storage
Exits (clockwise from South) First exit: Door concealed behind stuff. Because this room is semi-abandoned and full of crap. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a rope noose ready to close on whatever steps inside
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- 1.Dining Room
Exits (clockwise from North) First exit: Secret door, mechanically hidden. Because this room was a prison. Second exit:Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
Inside: basically empty
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2.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a skull
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3.Office
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:Locked but key is in this room. Because an inhabitant dropped it. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty
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4.Training Room
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. Next exit: Doorless archway.
Inside: basically empty
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5.Scriptorium
Exits (clockwise from East) First exit: Doorless archway. Second exit:Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them.
Inside: an iron cobra that is apparently terribly worried about a lizard (actually, several) and also: a set of sewing needles
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6.Stairwell
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:Door has a broken lock. Because a beast just destroyed it.
Inside: a halfling male cleric and also: a sword
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7.Bathroom
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a demilich selling something to an ice lizard
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8.Gallery
Exits (clockwise from South) First exit: Ordinary lock. Because the inhabitants are too primitive to do any better. 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 trap: tripwires connected up to poisoned darts - all enemy combatants are well-prepared for the trap and it cannot harm them and also: a scythe
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9.Pool
Exits (clockwise from East) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Trapped, sophisticated and magical. Because the architect culture was protecting something of value.
Inside: A trap: a room that crushes those who enter and also: a sword
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10.Sauna
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: Trapped, sophisticated and magical. Because the architecture is alive. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a goldbug (actually several) hunting with the aid of a frost giant (actually, several) and also: a coral scarf
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11.Meditation Chamber
Exits (clockwise from West) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty
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12.Hall
Exits (clockwise from East) 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. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a pair of gloves
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13.Servants Dorm
Exits (clockwise from West) First exit: Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Second exit:Ordinary lock. Because the inhabitants didn't think anyone would ever come down here. Next exit: Locked but key is in this room. Because an inhabitant dropped it.
Inside: a shadow (actually several) negotiating with an ice lizard
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14.Morgue
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. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: five oranges
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15.Animal Crypt
Exits (clockwise from North) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a jewel
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16.Weird Alien Birthing Chamber
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Secret door, mechanically hidden. Because the architects hid something of value here. Next exit: Door concealed behind stuff. Because this room is semi-abandoned and full of crap.
Inside: basically empty
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17.Kennel
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Because there used to be a door here but it rotted away. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a basilisk and also: two silver coins
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18.Meditation Chamber
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 quaggoth
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19.Tannery
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Next exit: Doorless archway. Next exit: Doorless archway.
Inside: basically empty and also: a staff
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20.Crypt
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:Locked but key is in this room. Because an inhabitant dropped it.
Inside: a hoar fox (actually several)
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21.Hall
Exits (clockwise from North) First exit: Ordinary lock. Because the inhabitants didn't think anyone would ever come down here. 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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22.Larder / Pantry
Exits (clockwise from East) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff. Second exit:Doorless archway.
Inside: A trap: a room that seals itself and is filled with water And: a wild dog (actually several)
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23.Hall
Exits (clockwise from East) First exit: Trapped, sophisticated and magical. Because the architecture is alive. 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: a pack of hyenas travelling with a octopus (actually, several) and also: a weasel
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24.Embalming Chamber
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a constrictor snake (actually several) and also: a crown
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25.Laboratory
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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26.Pool
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty and also: a ruby
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27.Well Room
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Doorless archway.
Inside: a needleman (actually several) fighting an ooze or jelly (actually, several)
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28.Bedroom
Exits (clockwise from West) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a mold (actually several) fighting a carbuncle (actually, several)
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29.Larder / Pantry
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:False door. Because the architect(s) was(were) eccentric. Next exit: Locked but key is in this room. Because the next room is a prison cell.
Inside: a white dragon (actually several) that serves a crabman
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30.Inscription Chamber
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: Secret door, mechanically hidden. Because the architects hid something of value here. Next exit: Doorless archway.
Inside: basically empty and also: a lamp
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- 1.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
Inside: A trap: acid inside badly hidden pits inside cleverly hidden pits
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2.Bestiary
Exits (clockwise from East) First exit: Doorless archway. Second exit:Door has a broken trap. Because it's old.
Inside: basically empty
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3.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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4.Stairway
Exits (clockwise from South) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: tripwires connected up to auto-crossbows and also: an idol
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5.Treasury
Exits (clockwise from East) First exit: Doorless archway. Second exit:Doorless archway.
Inside: basically empty
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6.Summoning Room
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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7.Well Room
Exits (clockwise from East) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Next exit: Doorless archway.
Inside: basically empty and also: a hat
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8.Divination Chamber
Exits (clockwise from North) First exit: Doorless archway. Second exit:Ordinary unlocked door. Because the lock has been broken by recent intruders.
Inside: a whipweed
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9.Hall
Exits (clockwise from East) First exit: Doorless archway. 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. Next exit: Doorless archway. Next exit: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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10.Courtroom Great Hall Throne Room
Exits (clockwise from South) 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:Locked, puzzle lock. Because one inhabitant is crazy.
Inside: a jackal-headed warrior (actually several) and also: a shield
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11.Aviary
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Trapped, sophisticated and magical. Because the architecture is alive.
Inside: a halfling (actually several)
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12.Conjuring Room
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:Secret door, magically hidden. Because the architects were magical and hid something behind it. Next exit: Doorless archway.
Inside: basically empty
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13.Cistern Room
Exits (clockwise from North) 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: A trap: poison inside cleverly hidden pits And: an adherer
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14.Hall
Exits (clockwise from West) First exit: Doorless archway. Second exit:Doorless archway. Because this was designed as a temple.
Inside: basically empty
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15.Smokehouse
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: A trap: a sturdy cage ready to close on whatever steps inside And: an al-mi’raj and also: a weasel
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16.Robing Room
Exits (clockwise from East) 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 the inhabitants know never to use this door and so use it as a sort of intruder alarm. Next exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders.
Inside: A trap: a sturdy cage ready to close on whatever steps inside
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17.Padded Room
Exits (clockwise from South) First exit: Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. Second exit:Ordinary lock. Because the real heavy locks are later down the line.
Inside: a candelabraxian peryton (actually several) hunting with the aid of a leopardman
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18.Weird Alien Birthing Chamber
Exits (clockwise from East) First exit: Door has a broken lock. Because the inhabitants are primitive and suck at making locks. Second exit:Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs. Next exit: Doorless archway.
Inside: basically empty and also: a tiara
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19.Reception Chamber
Exits (clockwise from West) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a harpy
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20.Maze
Exits (clockwise from South) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. 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.
Inside: basically empty
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21.Hall
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. Next exit: Ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
Inside: basically empty
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22.Morgue
Exits (clockwise from East) First exit: Doorless archway. 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: Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: basically empty
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23.Observatory
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:Doorless archway. Because there used to be a door here but it rotted away. Next exit: Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it.
Inside: basically empty and also: a shield
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24.Library
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 recent fighting int he complex has fucked it up. 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 trap: magical sensors connected up to auto-crossbows
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25.Sauna
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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26.Animal Crypt
Exits (clockwise from East) First exit: Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. Second exit:Ordinary unlocked door. Because inhabitants have abandoned this place.
Inside: a sandman and also: a crown
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27.Hall
Exits (clockwise from North) First exit: Secret door, magically hidden. Because the architects were magical and hid something behind it. 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 tabaxi (actually several) chasing a mantari (actually, several)
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28.Meeting Chamber
Exits (clockwise from North) First exit: Ordinary unlocked door. Because inhabitants have abandoned this place. Second exit:False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things. Next exit: Doorless archway. Next exit: Ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
Inside: A trap: gaping steel jaws ready to close on whatever steps inside And: a pterodactyl
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29.Stairway
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 halfling female assassin (actually several) and also: a diamond
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30.Library
Exits (clockwise from East) 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 - setting off the trap alerts someone elsewhere And: an eye of fear and flame
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