Building 10 rooms

FLAIL MEMBRANE: PLANT
BLIND YETI: MONSTER
SORROW MANTIS: VERMIN
FLAIL ELF: HUMANOID
QUASI-VAMPIRE: BOSS
SKIN TURTLE: CRITTER

E
| |
J--C--F
| | | | | |
H--A--B--G
| | | |
I D
Room A.
SMELL: Old people and medicine.
Huge cavernous room w/ tiny campfire somewhere in middle. FLAIL ELFs sitting around campfire, roasting sausages, telling filthy stories.
Room B.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
SMELL: Stagnant air and decay.
QUASI-VAMPIRE chained by leg or eye-stalk to centre of room. Half a dozen scabby FLAIL ELFs taunting and jeering it.
Room C.
SIGHT: The roots of an ancient tree emerge from the roof.
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
Dungeon oasis. Lake of pure water, grove of FLAIL MEMBRANE, SKIN TURTLEs and FLAIL ELFs drinking together in peace. If you start a fight here everyone in the dungeon will find out about it and regard you with unremitting hostility forever.
Room D.
Couple of FLAIL ELFs around shallow pit, gambling on combat between trained SORROW MANTIS. Intruders will be hurled into pit, but if you wait long enough the furious loser will accuse the winner of cheating and a fight will ensure.
Room E.
Bedchamber of three, four FLAIL ELFs. Sodden and filthy. Careful inspection of damp rags that serve as bedding will reveal a(n) +1 SKULL in surprisingly good condition, but forces save against filth fever.
Room F.
SMELL: Air disgustingly humid.
Completely empty room. Or is it? Yes. Yes it is.
Room G.
QUASI-VAMPIRE lowering itself to play dice w/ FLAIL ELF retainers. Will pretend it's condescending to let you live so long as you amuse it by joining in. Actually, not totally sure it can take you, not really in fighting mood, will throw game and say you've earned your freedom. Has CANDLE OF LIGHT, might be convinced to wager it if stakes high enough.
Room H.
SIGHT: The roots of an ancient tree emerge from the roof.
Bunch of FLAIL ELFs who were just pointlessly fucking sitting there waiting for something to walk in so they could attack it.
Room I.
Single enormous carnivorous FLAIL MEMBRANE that is secretly intelligent and the mastermind behind everything that happens in this dungeon.
Room J.
Staircase wraps around inner wall of well. One exit high up, one at water level. Water pitch black. BLIND YETI that lives in well usually not hungry, can be roused to surface by ringing bell at very top of shaft.