Building 191 rooms

CURSE BLOSSOM:    PLANT
CARRION GARGOYLE: MONSTER
MARROW SPIDER: VERMIN
FLAYED HARPY: HUMANOID
SHIELD MUMMY: BOSS
QUESTING TURTLE: CRITTER


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c--p--v o m-- --s ------
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--l--b--u--q k--j--w n _ --------
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------z--t--W--V--K--J--^--A--B--H }----------
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------------x --{--F--E--D C--M ]--f--r-- ----
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------ G N X--O T--Y ----------
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Room A.
SMELL: Faint breeze. Hard to tell where from, seems to change directions.
SIGHT: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
Rallying grounds for small FLAYED HARPY army. SHIELD MUMMY currently giving rousing speech to assembled phalanx, promising riches/success in afterlife to soldier that brings back the the juiciest human baby.
Room B.
Two statues. One always tells lies, one always tells the truth. They only know things that statues would know. None of the passages out of this room are trapped or dangerous in any way.
Room C.
SOUND: Howling laughter, swiftly fades to nothing.
Floor of cave is shoulder-high thicket of CURSE BLOSSOMS. Exits raised. Stones protruding from top of thicket let you jump across. CURSE BLOSSOMs carnivorous, QUESTING TURTLEs in symbiotic relationship w/ them will attack when you are halfway across.
Room D.
SMELL: Spoiled-sweet, like garbage.
Salt lick. Vein of salt (somehow) in wall of cave, QUESTING TURTLEs lapping at it. If you bring salt to other parts of cave the QUESTING TURTLEs there will lick it out of your hands and it will be adorable.
Room E.
SOUND: Dead silence. Even your voices muffled.
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
CARRION GARGOYLE w/ SCIMITAR OF THE MORNING stuck in it. Extremely unhappy. Someone in room t concealing serious wound, would like SCIMITAR OF THE MORNING back.
Room F.
Apparently empty room w/ very high ceiling. Vibrations in floor disturb the nests, cause rain of MARROW SPIDERs. Safe to move around edges of room.
Room G.
FLAYED HARPYs in flimsy tin-pan armour, wielding long pointy sticks, riding poorly-tamed QUESTING TURTLEs, practicing jousting.
Room H.
Ledge halfway up wall of big cylindrical pit-cavern, no way in, out except via entrances to ledge. CARRION GARGOYLE trapped at bottom of pit, bleeding from a number of minor wounds. Extremely long spiked sticks for poking it with. Couple of FLAYED HARPYs indulging in this pastime.
Room I.
Looks like three-way intersection. One exit actually trap, leads to immediate dead end and floor collapse. Then FLAYED HARPYs come in and start poking you w/ sticks.
Room J.
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
Two bridges across enormous bottomless pit. They do not intersect. Easy to go directly across, difficult to turn corners.
Room K.
Lava tube. Cracks in walls, FLAYED HARPYs compressed in spaces behind cracks. Not planning to ambush, terrified of you, want you to go away. One has a OCARINA OF MURDER and no idea how to use it. Neither do you.
Room L.
One of those Ripley's Believe It Or Not rooms where there's a row of mirrors along one wall and once you go around the corridor you can see through them. Couple of FLAYED HARPYs behind mirrors making fun of PCs, will flee as they approach. If the PCs linger, VOLMAEL the HELPFUL PAINTER will come through on the other side of the mirrors and accidentally reveal something they would kill to keep secret.
Room M.
SHIELD MUMMY's walk-in wardrobe. One entrance through wardrobe doors, one hidden behind layers of clothing. Careful searching will reveal a CROWN OF THE MOON, two living scarves that try to strangle you and a FLAYED HARPY in fancy dress.
Room N.
SOUND: Boom of distant explosions, clatter of drills.
Hall of statues that look exactly like CARRION GARGOYLE. One of them is hollow and filled with MARROW SPIDER.
Room O.
SHIELD MUMMY is having tea party w/ nervous FLAYED HARPYs, kidnapped EDWOMP the STUPID TINSMITH. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room P.
Bemused CARRION GARGOYLE being worshipped by bunch of prostrated FLAYED HARPYs. 25% chance this is actually a clever trick to get close enough to kill it.
Room Q.
Bubbling lake of mildly corrosive alkaline goo must be navigated via stepping stones. MARROW SPIDER hidden in goo, obviously. Harmless until you get any blood in the goo, then will go into feeding frenzy.
Room R.
SOUND: Whistling of underworld wind from cracks in wall.
SMELL: Zoosmell, like pressing your face to a tiger and inhaling.
One path overgrown w/ CURSE BLOSSOM, one dry and barren, one littered w/ skeletons. CURSE BLOSSOMs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room S.
One exit blocked by enormous obese MARROW SPIDER, will only move if presented with still-alive captured FLAYED HARPY or enormous quantity of garbage.
Room T.
SHIELD MUMMY lowering itself to play dice w/ FLAYED HARPY 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 SPIDER HAND, might be convinced to wager it if stakes high enough.
Room U.
SMELL: Rotten-egg brimstone.
SIGHT: Room is part of ancient mansion, walls are rotting wood.
FELOBO the INSECURE ASTRONOMER corners you, demands that you answer their riddles to determine which of the paths before you is true and which is false. One path conceals a swinging-blade trap, FELOBO the INSECURE ASTRONOMER fully aware of where this is and how to circumvent it.
Room V.
SOUND: Creepy singing, like every nursery rhyme in every horror movie ever.
Beautiful woman made of glass, living in pit of liquid glass. Can see future with 95% accuracy. No particular reason to help PCs, but would rather like to get her hands on fragile glass chalice in room Q (she'll eat it). Would be worth a lot if somehow extracted from dungeon and sold as artwork. Scream is like damp fingertip on rim of wineglass, summons CARRION GARGOYLE from another part of dungeon.
Room W.
SMELL: Salty as sea-air.
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room X.
FLAYED HARPY games room. Mildewed cardboard boxes, rotting tomes with amusing titles like Ye Olde Playeres Handbooke. Spotty FLAYED HARPYS hunched over reasonably flat rock playing Humans and Hamlets with dice made of bone and precious stones. One of the dice is actually lucky.
Room Y.
Mechanical platform that takes you from top of shaft to bottom of shaft w/ ease. Third exit halfway up shaft, goes by too quickly to jump to. Each time you use it, 25% chance that tinkering FLAYED HARPYs will jam the platform just below the third exit and attack from above.
Room Z.
SOUND: Dead silence. Even your voices muffled.
FLAYED HARPY barracks-room, mostly empty. One fat FLAYED HARPY slobberingly asleep in corner. Has +2 SPHERE on string around neck.
Room [.
SIGHT: Floor covered w/ layer of gritty sand.
Big wooden door halfway along corridor locked as fuck. Key in possession of FLAYED HARPY in room .
Room \.
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 ].
SMELL: Faint breeze. Hard to tell where from, seems to change directions.
Seems like straight corridor. Really obvious secret doors spaced out at five-metre intervals along corridor - loose bricks, bookshelves w/ books sticking out, candlesticks on funny angles, etc. All just spray acid except one.
Room ^.
Feast hall / audience chamber of underworld king. One entrance on either side of hall. SHIELD MUMMY in throne at end of hall hearing stream of FLAYED HARPY petitioners.
Room _.
When you look down this hallway it seems to get narrower and narrower until you reach the end, which is child-sized. When you walk down it it stays the same size but you shrink. Works very differently if there's another way around.
Room `.
SOUND: Crunch of footsteps on sand.
SMELL: Stagnant air and decay.
Big circular room, SHIELD MUMMY armed with TRIDENT OF HEALING patrolling boundaries. SHIELD MUMMY will not allow anyone to pass straight through crossroads. Doesn't mind you turning corners. Cheating by trying to turn two corners will be strictly punished.
Room a.
SOUND: Every noise echoes to an absurd degree.
ORDLISCO the STINKING SHEPHERD consulting beautifully-drawn, inaccurate dungeon map. They are looking for a EYE OF THE SERPENT, an heirloom of their family, which was stolen by FLAYED HARPYs and is now hidden in a filth-crusted sack somewhere in room .
Room b.
SOUND: Almost-subsonic warble of cave songbirds.
QUESTING TURTLEs engaged in elaborate mating ritual. Single FLAYED HARPY watching w/ creepy intensity.
Room c.
Crossroads, but one exit just loops back around into the other one. Walls of loop contain shelves for entombed corpses w/ gold coins on their eyes and MARROW SPIDER concealed in their flesh.
Room d.
SIGHT: Empty, rusted iron cages hang from hooks in the wall.
One passage being slowly walled off by FLAYED HARPYs under supervision of cranky, half-asleep SHIELD MUMMY who is enforcing compliance w/ threat of physical violence, eternal torment.
Room e.
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
Enormous pile of OCARINA OF THE DAMNEDs, all exactly alike, dumped haphazardly in corner. Only one is real. The rest are clever fakes that have a 25% chance of working once and then break. Somewhere in room is concealed the secret of finding the real one. Possibly in someone's brain.
Room f.
SOUND: Hiss of steam escaping through cracks in floor.
SMELL: Vomit.
Rope bridge across underground lake. Third exit at water level, can be accessed by diving into water, but you'll want some plan for getting out again. CARRION GARGOYLE that lives in lake usually not hungry.
Room g.
Room shaped like inside of tetrahedron. Anyone standing in etched circle in room's centre teleported to random other room of dungeon. Can be controlled by fetching tetrahedronal crystal in room , will grant access to secret treasure chamber w/ no doors leading to it. Someone has to stay behind to teleport you out again.
Room h.
Narrow bridge across swiftly-rushing underground river. Anyone who falls in will be carried out of dungeon, take bashing damage from rocks. FLAYED HARPY ambush party clinging to underside of bridge and/or ceiling, will attack halfway across. Some kind of perception check to spot.
Room i.
SMELL: Metallic tang of hour-old blood.
SOUND: Creepy singing, like every nursery rhyme in every horror movie ever.
PHOEBFORD the EXCITABLE HUNTER, armed w/ HALBERD OF ILLUSION, on quest to kill a CARRION GARGOYLE, which they are only semi-certain even lives in this dungeon.
Room j.
Single enormous CURSE BLOSSOM growing up towards skylight in very top of room. MARROW SPIDER nesting in roots.
Room k.
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.
Room l.
Completely empty room. Or is it? Yes. Yes it is.
Room m.
UDDYX the VENGEFUL CAPTAIN looking for girl/boy/personfriend, who they think is being held captive by FLAYED HARPYS. Actually came with them willingly to get away from UDDYX the VENGEFUL CAPTAIN, now rethinking it, dungeon life losing sense of mystery and grandeur. Still hates UDDYX the VENGEFUL CAPTAIN though. Is in room .
Room n.
SIGHT: Cobwebs in every corner.
SMELL: Air disgustingly humid.
Long flight of marble stairs painted black and white like piano keys. Stepping on wrong stairs flattens them into slide, makes climbing extremely difficult, getting down fun. Somebody in room knows secret pattern or it's hidden in mosaic on walls. Anyone who's a musician gets a bonus to working it out. You decide which side PCs start on.
Room o.
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
Corridor from abandoned prison. Walls lined w/ jail cells, most of the bars rotted away or overgrown w/ CURSE BLOSSOM. QUESTING TURTLEs nesting in cell halfway along, loose brick behind cell wall conceals INK OF LEVITATION that only works a third of the time, is haunted by ghost of MYRIVER the WHISTLING PIRATE who will tell you how to fix it if you get vengeance on their jailer.
Room p.
SOUND: Every noise echoes precisely once.
SIGHT: Walls made of petrified wood, as if you're in the bole of a huge ancient tree.
CARRION GARGOYLE asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room q.
HEFFIANA the RUDE GARDENER, wearing CUIRASS OF SPRING, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room r.
Dungeon cenote. Sides overgrown with CURSE BLOSSOM, climbdownable. Beautiful turquoise blue water. Bioluminescent bacteria intelligent, psychic, capable of projecting terrifyingly potent hallucinations/activating devotional centre of brain to make you think you see God. Bottom of cenote littered w/ human skeletons from sacrifices. Bacteria feed off flesh. One exit through underwater tunnel, skeleton in tunnel clutches bag of diamond dust and wears water-damaged DIAMOND CODPIECE. FLAYED HARPY cultists soon to return.
Room s.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
Panicky FLAYED HARPY wearing obviously-stolen SAINT'S GLOVES caught at fork in road, not sure which way to go. In one round UDDOPPON the OBESE EMPRESS, conspicuously missing SAINT'S GLOVES, will emerge on scene and demand it back.
Room t.
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 u.
SIGHT: Walls made of petrified wood, as if you're in the bole of a huge ancient tree.
FLAYED HARPYs engaging in orgiastic rite to win favour of dungeon god. Incredibly eager for you to join in.
Room v.
SIGHT: Dust on every flat surface.
SMELL: Stagnant air and decay.
Floor of cave is shoulder-high thicket of CURSE BLOSSOMS. Exits raised. Stones protruding from top of thicket let you jump across. CURSE BLOSSOMs carnivorous, QUESTING TURTLEs in symbiotic relationship w/ them will attack when you are halfway across.
Room w.
Single enormous carnivorous CURSE BLOSSOM that is secretly intelligent and the mastermind behind everything that happens in this dungeon.
Room x.
SIGHT: Walls rough-hewn chunks of black glass, edges sharp to touch.
Beautiful woman made of glass, living in pit of liquid glass. Can see future with 95% accuracy. No particular reason to help PCs, but would rather like to get her hands on fragile glass chalice in room (she'll eat it). Would be worth a lot if somehow extracted from dungeon and sold as artwork. Scream is like damp fingertip on rim of wineglass, summons CARRION GARGOYLE from another part of dungeon.
Room y.
SMELL: Air painfully dry.
MOTHOTH the GREEDY DRUID, wearing BUCKLER OF DISGUISE, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room z.
SIGHT: The roots of an ancient tree emerge from the roof.
Huge cavernous room w/ tiny campfire somewhere in middle. FLAYED HARPYs sitting around campfire, roasting sausages, telling filthy stories.
Room {.
Rope bridge across underground lake. Third exit at water level, can be accessed by diving into water, but you'll want some plan for getting out again. CARRION GARGOYLE that lives in lake usually not hungry.
Room |.
SIGHT: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
SMELL: Air disgustingly humid.
Vertical shaft w/ rope hanging from ceiling, goes two-thirds of way to floor.
Room }.
SIGHT: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
SMELL: Dry and musty, like mummy wrappings and black mold.
Mechanical platform that takes you from top of shaft to bottom of shaft w/ ease. Third exit halfway up shaft, goes by too quickly to jump to. Each time you use it, 25% chance that tinkering FLAYED HARPYs will jam the platform just below the third exit and attack from above.
Room ~.
Big wooden door halfway along corridor locked as fuck. Key in possession of FLAYED HARPY in room .
Room .
One path overgrown w/ CURSE BLOSSOM, one dry and barren, one littered w/ skeletons. CURSE BLOSSOMs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room .
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
Enormous brass lever that raises/lowers water level throughout whole dungeon. There is another, similar level in room .
Room .
Two statues. One always tells lies, one always tells the truth. They only know things that statues would know. None of the passages out of this room are trapped or dangerous in any way.
Room .
SOUND: Creepy singing, like every nursery rhyme in every horror movie ever.
SIGHT: Extremely high ceiling narrows to tiny skylight.
SHIELD MUMMY chained by leg or eye-stalk to centre of room. Half a dozen scabby FLAYED HARPYs taunting and jeering it.
Room .
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
SIGHT: Flowers bloom everywhere, even where they shouldn't. Especially where they shouldn't.
Staircase wraps around inner wall of well. One exit high up, one at water level. Water pitch black. CARRION GARGOYLE that lives in well usually not hungry, can be roused to surface by ringing bell at very top of shaft.
Room .
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
Trash midden. Not planned, just naturally developed here. Infested by tiny well-concealed MARROW SPIDER. No treasure, just bits of clothing that might have been magical once but no longer are.
Room .
SMELL: Rotten-egg brimstone.
SOUND: Creepy singing, like every nursery rhyme in every horror movie ever.
Room shaped like inside of tetrahedron. Anyone standing in etched circle in room's centre teleported to random other room of dungeon. Can be controlled by fetching tetrahedronal crystal in room , will grant access to secret treasure chamber w/ no doors leading to it. Someone has to stay behind to teleport you out again.
Room .
ZERKISSON the CHEERFUL SWINEHERD consulting beautifully-drawn, inaccurate dungeon map. They are looking for a APPARATUS OF THE STARS, an heirloom of their family, which was stolen by FLAYED HARPYs and is now hidden in a filth-crusted sack somewhere in room y.
Room .
SIGHT: Walls rough-hewn chunks of black glass, edges sharp to touch.
Time moves slower the closer you get to the middle of this room. EDFEN the SERVILE RAGPICKER, wearing a crown, wielding JAVELIN OF WISHES caught in stasis at exact centre. In fact crown is cursed - you can remove it pretty easily, breaking the curse and halting the effect, but in the time it takes you several years will have passed outside. EDFEN the SERVILE RAGPICKER is notorious character from history.
Room .
SIGHT: Ammonite, trilobite fossils visible in walls.
FLAYED HARPY herdsmen squabbling over where the sweetest CURSE BLOSSOMS are. Ones in room apparently not sweet enough. Herds of QUESTING TURTLEs getting bored, hungry.
Room .
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
SOUND: Dead silence. Even your voices muffled.
Panicky FLAYED HARPY wearing obviously-stolen BELT OF ILLUSION caught at fork in road, not sure which way to go. In one round ISHOBO the FORGETFUL SAILOR, conspicuously missing BELT OF ILLUSION, will emerge on scene and demand it back.
Room .
SMELL: Dry and musty, like mummy wrappings and black mold.
One exit blocked by enormous obese MARROW SPIDER, will only move if presented with still-alive captured FLAYED HARPY or enormous quantity of garbage.
Room .
SMELL: Air disgustingly humid.
SIGHT: Walls rough-hewn chunks of black glass, edges sharp to touch.
Dungeon cenote. Sides overgrown with CURSE BLOSSOM, climbdownable. Beautiful turquoise blue water. Bioluminescent bacteria intelligent, psychic, capable of projecting terrifyingly potent hallucinations/activating devotional centre of brain to make you think you see God. Bottom of cenote littered w/ human skeletons from sacrifices. Bacteria feed off flesh. One exit through underwater tunnel, skeleton in tunnel clutches bag of diamond dust and wears water-damaged BEADS OF WISHES. FLAYED HARPY cultists soon to return.
Room .
SMELL: Spoiled-sweet, like garbage.
SIGHT: Walls are murky green glass. You almost feel like you can see through to the next room.
Crevasse just wide enough to jump across. Darkness above. Anyone who falls in comes out of roof, keeps falling until caught. There was a huge butterfly net in room M and now you know why.
Room .
SIGHT: Immense limestone stalactites hang from ceiling.
WAXRIGHT the AMBITIOUS HIGHWAYMAN corners you, demands that you answer their riddles to determine which of the paths before you is true and which is false. One path conceals a swinging-blade trap, WAXRIGHT the AMBITIOUS HIGHWAYMAN fully aware of where this is and how to circumvent it.
Room .
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room .
At least twenty doors. Most just lead into cupboards full of toxic mould, foul garderobes or empty sarcophagi. A few are unopenable, having nothing but rock behind them. HYLDLET the STINKING COURTESAN has got themselves trapped behind one and there's a half-rotted SILKS OF THE MORNING in the wardrobe behind another.
Room .
Waterfall that trickles in through crack in wall, disappears in swirling vortex into crack in earth. Tricky climb, must be made to pass room. QUESTING TURTLE den hidden in cave behind waterfall, half-digested HOWLING LENS in stomach of sleeping QUESTING TURTLE.
Room .
SOUND: Howling laughter, swiftly fades to nothing.
PHOEBROGG the INCOMPETENT DOCTOR, suffering catastrophic memory failure, no longer sure which way they came in. Single glowing blue mushroom in centre of room does nothing if touched. Memories leeched by prolonged exposure to its light. Eating it gives you all the memories it's absorbed.
Room .
Seems like straight corridor. Really obvious secret doors spaced out at five-metre intervals along corridor - loose bricks, bookshelves w/ books sticking out, candlesticks on funny angles, etc. All just spray acid except one.
Room .
SMELL: Strangely cold, like being in a meat freezer.
SOUND: Gloop of bubbling mud.
Couple of FLAYED HARPYs around shallow pit, gambling on combat between trained MARROW SPIDER. 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 .
SHIELD MUMMY is having tea party w/ nervous FLAYED HARPYs, kidnapped OBERESTER the AMBITIOUS SWINEHERD. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room .
SOUND: Rumble of tectonic plates shifting, impossibly loud and distant.
Apparent dead end in FLAYED HARPY workshop. Secret door concealed beneath anvil. FLAYED HARPY blacksmith not pleased to see you, will attack with half-forged CLUB OF LIGHTNING, only continue to forge it if compelled. Possibility that PCs emerge from beneath anvil.
Room .
Pool of stagnant water with treasure chest at bottom. Treasure chest contains bound, gagged MOTHYNGUS the INCOMPETENT MERCHANT, is temporarily watertight. If released MOTHYNGUS the INCOMPETENT MERCHANT will demand vengeance on FLAYED HARPY in room d, offer reward for assistance in this matter.
Room .
SMELL: Vomit.
High ledge w/ two entrances that looks out over vast lake of lava. One FLAYED HARPY peacefully fishing w/ brass rod, wire, hook. If left alone long enough he will catch something. 50% chance of hungry lava fish, 50% chance of lava treasure.
Room .
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
ARBOXIS the POMPOUS SERGEANT and ARBULIA the TRAITOROUS DOCTOR fighting for possession of a EYE OF EVIL, each with an extremely good argument for why it is rightfully theirs. Actually they stole it from the hoard of a SHIELD MUMMY, who had it as a birthday present from their underworld pen pal and to whom it is of great sentimental value.
Room .
One passage being slowly walled off by FLAYED HARPYs under supervision of cranky, half-asleep SHIELD MUMMY who is enforcing compliance w/ threat of physical violence, eternal torment.
Room .
SMELL: Old people and medicine.
CARRION GARGOYLE asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room .
Looks like three-doored room. Tarnished mirror in corner will, if cleaned, show secret fourth exit in reflection. If taken to any other room it will also show a secret extra exit in that room. Secret extra exit always goes to same place, no matter where you are in the world. Overuse has chance of awakening evil reflection monsters.
Room .
Room shaped like inside of tetrahedron. Anyone standing in etched circle in room's centre teleported to random other room of dungeon. Can be controlled by fetching tetrahedronal crystal in room , will grant access to secret treasure chamber w/ no doors leading to it. Someone has to stay behind to teleport you out again.
Room .
One passage being slowly walled off by FLAYED HARPYs under supervision of cranky, half-asleep SHIELD MUMMY who is enforcing compliance w/ threat of physical violence, eternal torment.
Room .
Enormous mirror is scrying-portal to alternate realms. SHIELD MUMMY 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 .
Floor of cave is shoulder-high thicket of CURSE BLOSSOMS. Exits raised. Stones protruding from top of thicket let you jump across. CURSE BLOSSOMs carnivorous, QUESTING TURTLEs in symbiotic relationship w/ them will attack when you are halfway across.
Room .
SMELL: Stagnant air and decay.
Couple of sorry-looking FLAYED HARPYs roasting MARROW SPIDER over fire. In surprisingly good mood, will share. If you get sick and pass out from the feast they will definitely kill you, but otherwise harmless.
Room .
Stepping stones over slow-trickling underground river. Actually pretty easy to cross. QUESTING TURTLEs drinking at edges, not aggressive unless provoked. Easy to provoke though.
Room .
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
SOUND: Every noise echoes precisely once.
IMPOMPA the OLD ADMIRAL, pacing. Could swear there was a secret door somewhere along this otherwise featureless corridor (there isn't).
Room .
SOUND: Every noise echoes precisely once.
SHIELD MUMMY dabbling in painting, composing a still life from scene of MARROW SPIDER and bones. Having trouble getting the MARROW SPIDER to stay still. Has left a paint canister (turbulent green) in room , politely promises to kill you unless you go get it right now.
Room .
Almost-frictionless surface. Works like the ice puzzles in Pokemon - once you pick a direction you're stuck with it until you hit a solid surface. Dotted with menhirs. One FLAYED HARPY w/ projectile weapon at far end of room.
Room .
QUEEKAERYS the TATTOOED PRIEST, wearing CHAIN OF THE MOUNTAIN, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room .
LUBBAMBRA the MUTE BEGGAR attempting to domesticate QUESTING TURTLE, with limited success. Has been reliably informed that QUESTING TURTLE's favourite food is CURSE BLOSSOM, will pay semi-handsomely for samples.
Room .
Spiral staircase. Young FLAYED HARPYs sliding down bannisters. Will run away if they spot you, bring back angry parents.
Room .
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 .
Big wooden door halfway along corridor locked as fuck. Key in possession of FLAYED HARPY in room }.
Room .
SIGHT: Room is part of ancient castle, walls are slabs of stone.
SMELL: Vomit.
Corridor lined on each side with mirrors so it looks like infinite PCs crawling through infinite dungeons. There is a mirror somewhere in room D and next time you enter it you will see your reflections banging against the glass, claiming that they are the real PCs and you are just their reflections.
Room .
Smooth, round tunnel of enormous MARROW SPIDER, which you will find advancing towards you when you are halfway along.
Room .
Actual dungeon, exists to hold prisoners. Guarded by pair of FLAYED HARPYs, one sleepy, one watchful. They are siblings. Couple of human captives in pitiful condition, starving in cells. One is UDDYX the MASKED GLADIATOR.
Room .
SIGHT: Cobwebs in every corner.
Old wooden chest, given wide berth by nervous, prowling FLAYED HARPYs who are 100% certain it's a mimic. 20% chance this is true. Key to chest, even if it's a mimic, is clutched in the hand of the top half of a skeleton in room [. Chest contains reasonable amount of gold, partially-chewed VEST OF THE OAK (operates at half efficiency until repaired), gnawed bottom half of skeleton. Possible if chest not mimic that it will follow PCs around dungeon fucking w/ them.
Room .
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 can lock it in place.
Room .
Clay nest of MARROW SPIDER in corner. Single FLAYED HARPY tasked w/ exterminating it, no idea where to begin, will lead you to hiding place of DICE OF BLASTING in room F if you can give it a hand. Surprisingly reliable and honest.
Room .
SOUND: Every noise echoes to an absurd degree.
STATHANDA the DEAF SERGEANT impressing FLAYED HARPYs w/ magical powers of ANIMATED NECKLACE, attempting to convince them that it is their rightful king. Will turn them on PCs if they do not show STATHANDA the DEAF SERGEANT proper signs of obeisance. FLAYED HARPYs just humouring STATHANDA the DEAF SERGEANT, will happily play along.
Room .
Beam of light comes down from above. SABRE OF THE MOUNTAIN embedded in monolith in room's centre. Can only be removed by hand of true king, which can be found - dried, placed in wall sconce, candle placed in curled fingers, is now magical torch that reveals ghosts - in room m.
Room .
Thick grove of CURSE BLOSSOM makes it impossible to see the other side of the room. CARRION GARGOYLE lurks in ambush within. It has just fed and is currently in process of burying the bones of a QUESTING TURTLE in the heavy loam of the room's floor, feeding the plants with marrow to maintain their symbiotic relationship. Still happy to kill PCs though, can always save them for later.
Room .
SOUND: Boom of distant explosions, clatter of drills.
SIGHT: Cobwebs in every corner.
Dungeon cenote. Sides overgrown with CURSE BLOSSOM, climbdownable. Beautiful turquoise blue water. Bioluminescent bacteria intelligent, psychic, capable of projecting terrifyingly potent hallucinations/activating devotional centre of brain to make you think you see God. Bottom of cenote littered w/ human skeletons from sacrifices. Bacteria feed off flesh. One exit through underwater tunnel, skeleton in tunnel clutches bag of diamond dust and wears water-damaged SPECTACLES OF LIGHTNING. FLAYED HARPY cultists soon to return.
Room .
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
THAGOPPON the INCOMPETENT MONK consulting beautifully-drawn, inaccurate dungeon map. They are looking for a THIEF'S CORD, an heirloom of their family, which was stolen by FLAYED HARPYs and is now hidden in a filth-crusted sack somewhere in room g.
Room .
One path overgrown w/ CURSE BLOSSOM, one dry and barren, one littered w/ skeletons. CURSE BLOSSOMs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room .
Dungeon oasis. Lake of pure water, grove of CURSE BLOSSOM, QUESTING TURTLEs and FLAYED HARPYs 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 .
SIGHT: The roots of an ancient tree emerge from the roof.
Beautiful woman made of glass, living in pit of liquid glass. Can see future with 95% accuracy. No particular reason to help PCs, but would rather like to get her hands on fragile glass chalice in room D (she'll eat it). Would be worth a lot if somehow extracted from dungeon and sold as artwork. Scream is like damp fingertip on rim of wineglass, summons CARRION GARGOYLE from another part of dungeon.
Room .
Extremely steep slope. Rope required to go up, down. Your choice whether the PCs start at bottom or top. Outcropping of CURSE BLOSSOM halfway up seems like it would provide handhold, does, but also tries to eat PCs.
Room .
SOUND: Coins clinking.
SMELL: Spilt beer accumulated over decades.
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room .
CARRION GARGOYLE asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room .
SMELL: Strangely warm, like being in a kiln.
Site of ancient battle. Hundreds of skeletons, rusted armour, shattered helms. Single, functioning STAFF OF COMMAND somewhere in mess, but searching for it likely to disturb spirits of the dead.
Room .
Iron portcullis, FLAYED HARPY on other side asking substantial fee to raise it. Will slam it shut when you're directly under it to try and spike you to death. If you approach this from the other side the FLAYED HARPY will also be on the other side, it can squeeze through the bars.
Room .
SMELL: Stagnant air and decay.
SOUND: Howling laughter, swiftly fades to nothing.
SHIELD MUMMY bedchamber. Four-poster bed, priceless paintings kidnapped from world are hung on walls and artistically befouled. Fairy kept in cage as singing nightlight begs release, claims to be able to grant wishes, can't. Golden key to cage discarded in room , SHIELD MUMMY concluded they will never need it. Cage highly portable, otherwise unbreakable.
Room .
SOUND: Every noise echoes to an absurd degree.
Featureless span of corridor w/ pacing SHIELD MUMMY in bleak, contemplative mood, searching for reason even to live. Not aggressive until given one - then will immediately turn on PCs. Will come up w/ one on own in half hour or so.
Room .
FLAYED HARPY marketplace. Stalls selling rusted-through pots, moldy fruit, actual piles of shit. Violence prohibited in marketplace, they will not hurt you as long as you stay within the prescribed boundaries and don't break any of their weird taboos.
Room .
One exit blocked by enormous obese MARROW SPIDER, will only move if presented with still-alive captured FLAYED HARPY or enormous quantity of garbage.
Room .
SHIELD MUMMY is having tea party w/ nervous FLAYED HARPYs, kidnapped SONDOBO the RUDE TORTURER. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room .
Panicky FLAYED HARPY wearing obviously-stolen +3 BUCKLER caught at fork in road, not sure which way to go. In one round HOGGLER the RUDE CHILD, conspicuously missing +3 BUCKLER, will emerge on scene and demand it back.
Room .
SIGHT: The roots of an ancient tree emerge from the roof.
SOUND: Dead silence. Even your voices muffled.
Cube-shaped room w/ square sliding puzzle on plinth in centre. Fetching missing piece from room and solving puzzle will completely reconfigure dungeon, reality around PCs. Roll a new dungeon, place PCs in random room.
Room .
Inverted ziggurat - steps going down to bottom of room, altar to dungeon god at lowest point. HEFAMPER the SHY EMPRESS is tied to altar with FLAYED HARPYs preparing to sacrifice them. Everything exactly as it seems.
Room .
Big circular room, SHIELD MUMMY armed with ANGEL'S SCYTHE patrolling boundaries. SHIELD MUMMY will not allow anyone to pass straight through crossroads. Doesn't mind you turning corners. Cheating by trying to turn two corners will be strictly punished.
Room .
Rope bridge across underground lake. Third exit at water level, can be accessed by diving into water, but you'll want some plan for getting out again. CARRION GARGOYLE that lives in lake usually not hungry.
Room .
Salt lick. Vein of salt (somehow) in wall of cave, QUESTING TURTLEs lapping at it. If you bring salt to other parts of cave the QUESTING TURTLEs there will lick it out of your hands and it will be adorable.
Room .
Huge cavernous room w/ tiny campfire somewhere in middle. FLAYED HARPYs sitting around campfire, roasting sausages, telling filthy stories.
Room .
SIGHT: Room is part of ancient castle, walls are slabs of stone.
VOLWOMP the BOASTFUL BANKER corners you, demands that you answer their riddles to determine which of the paths before you is true and which is false. One path conceals a swinging-blade trap, VOLWOMP the BOASTFUL BANKER fully aware of where this is and how to circumvent it.
Room .
SIGHT: Cobwebs in every corner.
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
Two statues. One always tells lies, one always tells the truth. They only know things that statues would know. None of the passages out of this room are trapped or dangerous in any way.
Room .
Looks like three-doored room. Tarnished mirror in corner will, if cleaned, show secret fourth exit in reflection. If taken to any other room it will also show a secret extra exit in that room. Secret extra exit always goes to same place, no matter where you are in the world. Overuse has chance of awakening evil reflection monsters.
Room .
SOUND: Toads croaking.
SIGHT: Flowers bloom everywhere, even where they shouldn't. Especially where they shouldn't.
Apparently empty room w/ very high ceiling. Vibrations in floor disturb the nests, cause rain of MARROW SPIDERs. Safe to move around edges of room.
Room .
Terraced volcanic pools of bubbling, sulphurated water, getting warmer as you get closer to the bottom. CARRION GARGOYLE drinking from second-lowest pool, temporarily pacified by calming effects of hot spring, will not attack unless provoked.
Room .
Apparent dead end in FLAYED HARPY workshop. Secret door concealed beneath anvil. FLAYED HARPY blacksmith not pleased to see you, will attack with half-forged KRIS OF BLASTING, only continue to forge it if compelled. Possibility that PCs emerge from beneath anvil.
Room .
One of those Ripley's Believe It Or Not rooms where there's a row of mirrors along one wall and once you go around the corridor you can see through them. Couple of FLAYED HARPYs behind mirrors making fun of PCs, will flee as they approach. If the PCs linger, ZERKLANTA the JOLLY SENATOR will come through on the other side of the mirrors and accidentally reveal something they would kill to keep secret.
Room .
SIGHT: Dust on every flat surface.
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
Space is bent in such a way that walking down this tunnel will bring you out in room f.
Room .
SIGHT: Fetishes of bone and feathers dangle from the ceiling.
Treasure room. Magnetic gates prevent you removing any gold or steel, even if you brought it in with you. HATCHET OF INVISIBILITY made of pure gold in hand of enormous porcelain golem. Talisman in room d deactivates gates, activates golem.
Room .
SOUND: Agonizingly slow waterdrip.
SIGHT: Dust on every flat surface.
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.
Room .
Spiral staircase. Young FLAYED HARPYs sliding down bannisters. Will run away if they spot you, bring back angry parents.
Room .
Mechanical platform that takes you from top of shaft to bottom of shaft w/ ease. Third exit halfway up shaft, goes by too quickly to jump to. Each time you use it, 25% chance that tinkering FLAYED HARPYs will jam the platform just below the third exit and attack from above.
Room .
Bedchamber of three, four FLAYED HARPYs. Sodden and filthy. Careful inspection of damp rags that serve as bedding will reveal a(n) POISONED SCROLL in surprisingly good condition, but forces save against filth fever.
Room .
Shrine to dungeon god. Altar will curse you if you touch it unless you prepare the proper sacrifices, which consist of one ritually smothered QUESTING TURTLE. If you do it will bless you. One FLAYED HARPY elsewhere in dungeon is priest, knows secret to this.
Room .
Looks like empty room. Actually maw of cave leviathan, those weird stalagmites its teeth. Glimmer of treasure deep in gullet is pyrite lure. QUESTING TURTLEs pick dead flesh from between teeth.
Room .
Formerly a wizard's study. Now a breeding pair of QUESTING 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 .
Enormous pile of LANTERN OF THE BASILISKs, all exactly alike, dumped haphazardly in corner. Only one is real. The rest are clever fakes that have a 25% chance of working once and then break. Somewhere in room is concealed the secret of finding the real one. Possibly in someone's brain.
Room .
SOUND: Almost-subsonic warble of cave songbirds.
Cornered, enraged, only semi-wounded CARRION GARGOYLE preparing to unleash its ultimate attack on bunch of spear-wielding FLAYED HARPYs who think they're doing much better than they are. If you wait you can get it before its ultimate attack recharges.
Room .
Lightless oubliette. VOLWIND the ARROGANT CLOWN has been trapped in here for at least twenty years, some FLAYED HARPYs coming by to feed and water them occasionally.
Room .
SMELL: Metallic tang of hour-old blood.
SIGHT: Room is part of ancient mansion, walls are rotting wood.
Hideout for rebellious FLAYED HARPYs, unwilling to recognize authority of SHIELD MUMMY, want to establish tiny republic in forgotten dungeon crevice.
Room .
Bunch of FLAYED HARPYs who were just pointlessly fucking sitting there waiting for something to walk in so they could attack it.
Room .
Seems like straight corridor. Really obvious secret doors spaced out at five-metre intervals along corridor - loose bricks, bookshelves w/ books sticking out, candlesticks on funny angles, etc. All just spray acid except one.
Room .
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
SIGHT: Everything is coated in fine layer of snail slime.
Staircase wraps around inner wall of well. One exit high up, one at water level. Water pitch black. CARRION GARGOYLE that lives in well usually not hungry, can be roused to surface by ringing bell at very top of shaft.
Room .
SMELL: Spilt beer accumulated over decades.
Enormous crystal-clear underground lake w/ CURSE BLOSSOM growing around it, couple of QUESTING TURTLEs peacefully drinking at edges. HAMMER OF THE ZEPHYR lies clearly visible at very bottom of lake, which is much deeper than it looks.
Room .
One path overgrown w/ CURSE BLOSSOM, one dry and barren, one littered w/ skeletons. CURSE BLOSSOMs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room .
Bunch of FLAYED HARPYs quivering in fear as you approach. CARRION GARGOYLE followed you in, is directly behind you.
Room .
FLAYED HARPY marketplace. Stalls selling rusted-through pots, moldy fruit, actual piles of shit. Violence prohibited in marketplace, they will not hurt you as long as you stay within the prescribed boundaries and don't break any of their weird taboos.
Room .
SHIELD MUMMY laboratory. Weird hybrid things bubble away in glass tanks. At least one attempted crossbreed between FLAYED HARPY and QUESTING TURTLE. SHIELD MUMMY not there. SOUKISK the EVIL SENATOR pretends to be experimental captive, is actually willing lab assistant.
Room .
Single incredibly-intelligent FLAYED HARPY has found only space in dungeon where it is possible to just sit and think. If left to own devices will rule own kingdom on surface world in ~10 years.
Room .
CARRION GARGOYLE den. Sulphuric fumes vent from somewhere deep within. Contains skeleton holding MAUL OF THE RAVEN, which in addition to other powers gets +2 against CARRION GARGOYLE. 50% chance that CARRION GARGOYLE is out. Secret way out of dungeon, big enough for monster to fit through.
Room .
SIGHT: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
Observatory. Star charts, half-ground lenses, celestial globes, tables of astronomical data (looks like random numbers) and pulsar emissions. SHIELD MUMMY mesmerized by whatever it sees through single enormous telescope. If you broke the telescope's lens you could climb out of the dungeon through it.
Room .
Terraced volcanic pools of bubbling, sulphurated water, getting warmer as you get closer to the bottom. CARRION GARGOYLE drinking from second-lowest pool, temporarily pacified by calming effects of hot spring, will not attack unless provoked.
Room .
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
SOUND: Crunch of footsteps on sand.
Pit with MARROW SPIDER lurking at bottom. V. poorly concealed. A couple of gold coins and a SILVER NECKLACE in extremely poor condition gleam among the bones of a dead adventurer.
Room .
QUESTING TURTLE den. Where they keep their babies. Parents not pleased to see you.
Room .
WAXAMBRA the SINGING DUELIST, wearing SCORPION ROBE, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room .
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
Bubbling lake of mildly corrosive alkaline goo must be navigated via stepping stones. MARROW SPIDER hidden in goo, obviously. Harmless until you get any blood in the goo, then will go into feeding frenzy.
Room .
Clay nest of MARROW SPIDER in corner. Single FLAYED HARPY tasked w/ exterminating it, no idea where to begin, will lead you to hiding place of UNGUENT OF THE BASILISK in room if you can give it a hand. Surprisingly reliable and honest.
Room .
Rope bridge across underground lake. Third exit at water level, can be accessed by diving into water, but you'll want some plan for getting out again. CARRION GARGOYLE that lives in lake usually not hungry.
Room .
SIGHT: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
FLAYED HARPY barracks-room, mostly empty. One fat FLAYED HARPY slobberingly asleep in corner. Has TALKING TOME on string around neck.
Room .
SOUND: Rumble of tectonic plates shifting, impossibly loud and distant.
SIGHT: Room is part of ancient castle, walls are slabs of stone.
Map room. Globes, nautical charts, atlases, blueprints, guidebooks. SHIELD MUMMY 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 .
SIGHT: Immense limestone stalactites hang from ceiling.
Formerly a wizard's study. Now a breeding pair of QUESTING 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 .
BRODANNY the EXCITABLE GLADIATOR, suffering catastrophic memory failure, no longer sure which way they came in. Single glowing blue mushroom in centre of room does nothing if touched. Memories leeched by prolonged exposure to its light. Eating it gives you all the memories it's absorbed.
Room .
SIGHT: Empty, rusted iron cages hang from hooks in the wall.
Enormous brass lever that raises/lowers water level throughout whole dungeon. There is another, similar level in room .
Room .
SMELL: Dry and musty, like mummy wrappings and black mold.
SOUND: Every noise echoes precisely once.
SHIELD MUMMY bedchamber. Four-poster bed, priceless paintings kidnapped from world are hung on walls and artistically befouled. Fairy kept in cage as singing nightlight begs release, claims to be able to grant wishes, can't. Golden key to cage discarded in room , SHIELD MUMMY concluded they will never need it. Cage highly portable, otherwise unbreakable.
Room .
SOUND: Every noise echoes to an absurd degree.
Cornered, enraged, only semi-wounded CARRION GARGOYLE preparing to unleash its ultimate attack on bunch of spear-wielding FLAYED HARPYs who think they're doing much better than they are. If you wait you can get it before its ultimate attack recharges.
Room .
SOUND: Gloop of bubbling mud.
SIGHT: Extremely high ceiling narrows to tiny skylight.
Observatory. Star charts, half-ground lenses, celestial globes, tables of astronomical data (looks like random numbers) and pulsar emissions. SHIELD MUMMY mesmerized by whatever it sees through single enormous telescope. If you broke the telescope's lens you could climb out of the dungeon through it.
Room .
SMELL: Salty as sea-air.
Enormous mirror is scrying-portal to alternate realms. SHIELD MUMMY 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 .
HYLDOO the RUDE FOP, pacing. Could swear there was a secret door somewhere along this otherwise featureless corridor (there isn't).
Room .
BRODOPPON the RHYMING DUKE, playing the flute. Has no idea they're in a dungeon. Can see everything around them perfectly clearly, just refuses to believe it's a dungeon. Will confabulate other things it could be. Flute not magical unless you desperately need it to be.
Room .
SMELL: Acrid tang of goblin shit.
Hideout for rebellious FLAYED HARPYs, unwilling to recognize authority of SHIELD MUMMY, want to establish tiny republic in forgotten dungeon crevice.
Room .
Lava tube. Cracks in walls, FLAYED HARPYs compressed in spaces behind cracks. Not planning to ambush, terrified of you, want you to go away. One has a CIGAR OF THE FOREST and no idea how to use it. Neither do you.
Room .
CARRION GARGOYLE den. Sulphuric fumes vent from somewhere deep within. Contains skeleton holding HALBERD OF SPRING, which in addition to other powers gets +2 against CARRION GARGOYLE. 50% chance that CARRION GARGOYLE is out. Secret way out of dungeon, big enough for monster to fit through.
Room .
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
SHIELD MUMMY laboratory. Weird hybrid things bubble away in glass tanks. At least one attempted crossbreed between FLAYED HARPY and QUESTING TURTLE. SHIELD MUMMY not there. MYRRICK the INCOMPETENT COURTIER pretends to be experimental captive, is actually willing lab assistant.
Room .
SOUND: Chirps of cave crickets.
Single incredibly-intelligent FLAYED HARPY has found only space in dungeon where it is possible to just sit and think. If left to own devices will rule own kingdom on surface world in ~10 years.
Room .
SOUND: Boom of distant explosions, clatter of drills.
SIGHT: Walls are murky green glass. You almost feel like you can see through to the next room.
GRUFAMBRA the RUDE PROPHET, with broken leg, desperately trying to fend off a couple of MARROW SPIDER. Is carrying SILVER APPARATUS, which would be easier to take from their corpse.