Building 10 rooms

SILVER VINE:       PLANT
SACRED SPHINX: MONSTER
BRIMSTONE SPIDER: VERMIN
GREY SATYR: HUMANOID
CELESTIAL WARLOCK: BOSS
SALT IBIS: CRITTER

E
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I--A--B--F
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C--J
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G--D--H
Room A.
Treasure room. Magnetic gates prevent you removing any gold or steel, even if you brought it in with you. POISONED LANCE made of pure gold in hand of enormous porcelain golem. Talisman in room G deactivates gates, activates golem.
Room B.
GREY SATYRs engaging in orgiastic rite to win favour of dungeon god. Incredibly eager for you to join in.
Room C.
SACRED SPHINX asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room D.
SOUND: Hiss of steam escaping through cracks in floor.
SIGHT: Cobwebs in every corner.
Hall lined w/ oil paintings of forgotten aristocracy. Some have been defaced. Cursory knowledge of local history will tell you which conceals secret door.
Room E.
Bedchamber of three, four GREY SATYRs. Sodden and filthy. Careful inspection of damp rags that serve as bedding will reveal a(n) ANIMATED SCABBARD in surprisingly good condition, but forces save against filth fever.
Room F.
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
Looks like empty room. Actually maw of cave leviathan, those weird stalagmites its teeth. Glimmer of treasure deep in gullet is pyrite lure. SALT IBISs pick dead flesh from between teeth.
Room G.
SMELL: Faint breeze. Hard to tell where from, seems to change directions.
Map room. Globes, nautical charts, atlases, blueprints, guidebooks. CELESTIAL WARLOCK studying X-marked plan of faraway island, so enthralled that it has difficulty noticing PCs. Exquisite rug on room's floor seems like abstract pattern, careful study reveals it to be map of dungeon itself.
Room H.
SMELL: Metallic tang of hour-old blood.
Enormous mirror is scrying-portal to alternate realms. CELESTIAL WARLOCK getting stern lecture from overboss in Plane of Chaos/other, better dungeon/Hell, will shortly emerge in extremely foul mood. If there is a mirror anywhere else in the dungeon this mirror will let you look out of it.
Room I.
SOUND: Gloop of bubbling mud.
Bunch of GREY SATYRs who were just pointlessly fucking sitting there waiting for something to walk in so they could attack it.
Room J.
SOUND: Crunch of footsteps on sand.
GREY SATYR games room. Mildewed cardboard boxes, rotting tomes with amusing titles like Ye Olde Playeres Handbooke. Spotty GREY SATYRS hunched over reasonably flat rock playing Humans and Hamlets with dice made of bone and precious stones. One of the dice is actually lucky.