Building 10 rooms

ABYSSAL CYCAD:    PLANT
DESERT YETI: MONSTER
TOTEM URCHIN: VERMIN
GHOST HARPY: HUMANOID
FALSE SIREN: BOSS
GIBBERING TURTLE: CRITTER

F B--A
| | | | | |
I--E--C--D--G
| | | |
J--H
Room A.
Spiral staircase. Young GHOST HARPYs sliding down bannisters. Will run away if they spot you, bring back angry parents.
Room B.
Clay nest of TOTEM URCHIN in corner. Single GHOST HARPY tasked w/ exterminating it, no idea where to begin, will lead you to hiding place of +3 CORD in room D if you can give it a hand. Surprisingly reliable and honest.
Room C.
Circular room. When you enter all the doors slam shut, it spins around faster and faster until you don't know which way you're facing, save or be nauseated then roll 1d4 for direction you leave in. Square hole in centre, square wooden peg hidden in room E can lock it in place.
Room D.
Big wooden door halfway along corridor locked as fuck. Key in possession of GHOST HARPY in room J.
Room E.
FALSE SIREN chained by leg or eye-stalk to centre of room. Half a dozen scabby GHOST HARPYs taunting and jeering it.
Room F.
SIGHT: Fetishes of bone and feathers dangle from the ceiling.
Space is bent in such a way that walking down this tunnel will bring you out in room G.
Room G.
Formerly a wizard's study. Now a breeding pair of GIBBERING TURTLEs has made a nest of the spellbooks, which reveal interesting magical snippets if closely examined. Torn-up pages, gummed back together, may have produced odd new spells.
Room H.
SMELL: Spoiled-sweet, like garbage.
SOUND: Hiss of steam escaping through cracks in floor.
Enormous crystal-clear underground lake w/ ABYSSAL CYCAD growing around it, couple of GIBBERING TURTLEs peacefully drinking at edges. BOOMERANG OF FORCE lies clearly visible at very bottom of lake, which is much deeper than it looks.
Room I.
SOUND: Howling laughter, swiftly fades to nothing.
Lightless oubliette. TYRUS the PARANOID DOCTOR has been trapped in here for at least twenty years, some GHOST HARPYs coming by to feed and water them occasionally.
Room J.
SMELL: Air disgustingly humid.
Space-distorting statue in exactly-square corner of corridor. Shaking right hand will increase number of corners until corridor is mile-long side of polygon. Shaking left hand will decrease it again.