Building 191 rooms

HUMMING ROSE:         PLANT
SHRIEKING SALAMANDER: MONSTER
CELESTIAL WORM: VERMIN
SEA MORLOCK: HUMANOID
GHOST OGRE: BOSS
CLOAKED WOLF: CRITTER

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Room A.
One exit blocked by enormous obese CELESTIAL WORM, will only move if presented with still-alive captured SEA MORLOCK or enormous quantity of garbage.
Room B.
SOUND: Rumble of tectonic plates shifting, impossibly loud and distant.
Single enormous HUMMING ROSE growing up towards skylight in very top of room. CELESTIAL WORM nesting in roots.
Room C.
SEA MORLOCKs engaging in orgiastic rite to win favour of dungeon god. Incredibly eager for you to join in.
Room D.
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
SIGHT: The roots of an ancient tree emerge from the roof.
Big wooden door halfway along corridor locked as fuck. Key in possession of SEA MORLOCK in room .
Room E.
SOUND: Crunch of footsteps on sand.
Couple of SEA MORLOCKs around shallow pit, gambling on combat between trained CELESTIAL WORM. 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 F.
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 G.
SIGHT: The roots of an ancient tree emerge from the roof.
MARDFIANA the BOASTFUL POLITICIAN, armed w/ LONGBOW OF HEALING, on quest to kill a SHRIEKING SALAMANDER, which they are only semi-certain even lives in this dungeon.
Room H.
Pit with CELESTIAL WORM lurking at bottom. V. poorly concealed. A couple of gold coins and a NECKLACE OF PIERCING in extremely poor condition gleam among the bones of a dead adventurer.
Room I.
SIGHT: Flowers bloom everywhere, even where they shouldn't. Especially where they shouldn't.
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 CELESTIAL WORM concealed in their flesh.
Room J.
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 K.
Terraced volcanic pools of bubbling, sulphurated water, getting warmer as you get closer to the bottom. SHRIEKING SALAMANDER drinking from second-lowest pool, temporarily pacified by calming effects of hot spring, will not attack unless provoked.
Room L.
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
SMELL: Faint caramelly smell of exotic woods.
SHRIEKING SALAMANDER asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room M.
Treasure room. Magnetic gates prevent you removing any gold or steel, even if you brought it in with you. GIANT'S SABRE made of pure gold in hand of enormous porcelain golem. Talisman in room G deactivates gates, activates golem.
Room N.
GHOST OGRE is having tea party w/ nervous SEA MORLOCKs, kidnapped NEELANNY the MASKED ASTRONOMER. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room O.
SMELL: Air painfully dry.
SHIROLMO the DEAF POET attempting to domesticate CLOAKED WOLF, with limited success. Has been reliably informed that CLOAKED WOLF's favourite food is HUMMING ROSE, will pay semi-handsomely for samples.
Room P.
SOUND: Boom of distant explosions, clatter of drills.
GRUFELOPA the AMBITIOUS RAGPICKER looking for girl/boy/personfriend, who they think is being held captive by SEA MORLOCKS. Actually came with them willingly to get away from GRUFELOPA the AMBITIOUS RAGPICKER, now rethinking it, dungeon life losing sense of mystery and grandeur. Still hates GRUFELOPA the AMBITIOUS RAGPICKER though. Is in room ^.
Room Q.
Two bridges across enormous bottomless pit. They do not intersect. Easy to go directly across, difficult to turn corners.
Room R.
SIGHT: Immense limestone stalactites hang from ceiling.
Apparent dead end in SEA MORLOCK workshop. Secret door concealed beneath anvil. SEA MORLOCK blacksmith not pleased to see you, will attack with half-forged SCIMITAR OF SHADOW, only continue to forge it if compelled. Possibility that PCs emerge from beneath anvil.
Room S.
GHOST OGRE lowering itself to play dice w/ SEA MORLOCK 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 FLUTE OF PLAGUE, might be convinced to wager it if stakes high enough.
Room T.
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 W can lock it in place.
Room U.
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
Feast hall / audience chamber of underworld king. One entrance on either side of hall. GHOST OGRE in throne at end of hall hearing stream of SEA MORLOCK petitioners.
Room V.
SIGHT: Walls made of petrified wood, as if you're in the bole of a huge ancient tree.
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 W.
SMELL: Zoosmell, like pressing your face to a tiger and inhaling.
SEA MORLOCKs in flimsy tin-pan armour, wielding long pointy sticks, riding poorly-tamed CLOAKED WOLFs, practicing jousting.
Room X.
Stepping stones over slow-trickling underground river. Actually pretty easy to cross. CLOAKED WOLFs drinking at edges, not aggressive unless provoked. Easy to provoke though.
Room Y.
Time moves slower the closer you get to the middle of this room. HOBBAMBRA the OLD DOCTOR, wearing a crown, wielding METEOR HAMMER 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. HOBBAMBRA the OLD DOCTOR is notorious character from history.
Room Z.
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 K (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 SHRIEKING SALAMANDER from another part of dungeon.
Room [.
Bubbling lake of mildly corrosive alkaline goo must be navigated via stepping stones. CELESTIAL WORM hidden in goo, obviously. Harmless until you get any blood in the goo, then will go into feeding frenzy.
Room \.
High ledge w/ two entrances that looks out over vast lake of lava. One SEA MORLOCK 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 ].
SMELL: Dry and musty, like mummy wrappings and black mold.
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 ^.
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 SEA MORLOCKs will jam the platform just below the third exit and attack from above.
Room _.
MOTHRIGHT the SERVILE BARBARIAN consulting beautifully-drawn, inaccurate dungeon map. They are looking for a BOTTLE OF FRIENDSHIP, an heirloom of their family, which was stolen by SEA MORLOCKs and is now hidden in a filth-crusted sack somewhere in room .
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. SHRIEKING SALAMANDER that lives in lake usually not hungry.
Room a.
SMELL: Vomit.
CLOAKED WOLFs engaged in elaborate mating ritual. Single SEA MORLOCK watching w/ creepy intensity.
Room b.
SIGHT: Room is part of ancient mansion, walls are rotting wood.
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 c.
SOUND: Boom of distant explosions, clatter of drills.
Dungeon cenote. Sides overgrown with HUMMING ROSE, 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 AMULET OF LIGHTNING. SEA MORLOCK cultists soon to return.
Room d.
SEA MORLOCK barracks-room, mostly empty. One fat SEA MORLOCK slobberingly asleep in corner. Has SCABBARD OF WISHES on string around neck.
Room e.
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
VOLELOPA the SHY PIRATE, wearing POET'S SPECTACLES, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room f.
Floor of cave is shoulder-high thicket of HUMMING ROSES. Exits raised. Stones protruding from top of thicket let you jump across. HUMMING ROSEs carnivorous, CLOAKED WOLFs in symbiotic relationship w/ them will attack when you are halfway across.
Room g.
SMELL: Metallic tang of hour-old blood.
SOUND: Coins clinking.
One path overgrown w/ HUMMING ROSE, one dry and barren, one littered w/ skeletons. HUMMING ROSEs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room h.
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 i.
Hall of statues that look exactly like SHRIEKING SALAMANDER. One of them is hollow and filled with CELESTIAL WORM.
Room j.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room k.
Enormous brass lever that raises/lowers water level throughout whole dungeon. There is another, similar level in room .
Room l.
SMELL: Spoiled-sweet, like garbage.
Enormous crystal-clear underground lake w/ HUMMING ROSE growing around it, couple of CLOAKED WOLFs peacefully drinking at edges. TELEPORT FALCHION lies clearly visible at very bottom of lake, which is much deeper than it looks.
Room m.
Featureless span of corridor w/ pacing GHOST OGRE 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 n.
SOUND: Muffled voices from next room.
Panicky SEA MORLOCK wearing obviously-stolen DIADEM OF THE GODS caught at fork in road, not sure which way to go. In one round BESHUNTO the SHOUTY SWINEHERD, conspicuously missing DIADEM OF THE GODS, will emerge on scene and demand it back.
Room o.
SMELL: Spoiled-sweet, like garbage.
SOUND: Dead silence. Even your voices muffled.
One passage being slowly walled off by SEA MORLOCKs under supervision of cranky, half-asleep GHOST OGRE who is enforcing compliance w/ threat of physical violence, eternal torment.
Room p.
GHOST OGRE's walk-in wardrobe. One entrance through wardrobe doors, one hidden behind layers of clothing. Careful searching will reveal a CUIRASS OF THE CAT, two living scarves that try to strangle you and a SEA MORLOCK in fancy dress.
Room q.
GAROVRA the EMACIATED DUELIST, with broken leg, desperately trying to fend off a couple of CELESTIAL WORM. Is carrying IMMOVABLE NOSE, which would be easier to take from their corpse.
Room r.
OBERYNGUS the STARVING KING 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, OBERYNGUS the STARVING KING fully aware of where this is and how to circumvent it.
Room s.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
One passage being slowly walled off by SEA MORLOCKs under supervision of cranky, half-asleep GHOST OGRE who is enforcing compliance w/ threat of physical violence, eternal torment.
Room t.
SOUND: Toads croaking.
Salt lick. Vein of salt (somehow) in wall of cave, CLOAKED WOLFs lapping at it. If you bring salt to other parts of cave the CLOAKED WOLFs there will lick it out of your hands and it will be adorable.
Room u.
Thick grove of HUMMING ROSE makes it impossible to see the other side of the room. SHRIEKING SALAMANDER lurks in ambush within. It has just fed and is currently in process of burying the bones of a CLOAKED WOLF 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 v.
Pool of stagnant water with treasure chest at bottom. Treasure chest contains bound, gagged BRODEEN the JOLLY DUKE, is temporarily watertight. If released BRODEEN the JOLLY DUKE will demand vengeance on SEA MORLOCK in room , offer reward for assistance in this matter.
Room w.
SIGHT: Room is part of ancient mansion, walls are rotting wood.
Couple of sorry-looking SEA MORLOCKs roasting CELESTIAL WORM 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 x.
SMELL: Strangely warm, like being in a kiln.
GARUNDUS the DEVOUT THIEF 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, GARUNDUS the DEVOUT THIEF fully aware of where this is and how to circumvent it.
Room y.
Narrow bridge across swiftly-rushing underground river. Anyone who falls in will be carried out of dungeon, take bashing damage from rocks. SEA MORLOCK ambush party clinging to underside of bridge and/or ceiling, will attack halfway across. Some kind of perception check to spot.
Room z.
SMELL: Faint breeze. Hard to tell where from, seems to change directions.
SOUND: Howling laughter, swiftly fades to nothing.
Iron portcullis, SEA MORLOCK 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 SEA MORLOCK will also be on the other side, it can squeeze through the bars.
Room {.
Dungeon cenote. Sides overgrown with HUMMING ROSE, 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 ELVEN CLOAK. SEA MORLOCK cultists soon to return.
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: Stagnant air and decay.
SIGHT: Walls made of petrified wood, as if you're in the bole of a huge ancient tree.
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 SEA MORLOCKs behind mirrors making fun of PCs, will flee as they approach. If the PCs linger, SOUKISK the POLITE BARBARIAN will come through on the other side of the mirrors and accidentally reveal something they would kill to keep secret.
Room ~.
Panicky SEA MORLOCK wearing obviously-stolen GREAVES OF THE EVENING caught at fork in road, not sure which way to go. In one round PANDOO the TATTOOED FOP, conspicuously missing GREAVES OF THE EVENING, will emerge on scene and demand it back.
Room .
SMELL: Strangely warm, like being in a kiln.
SOUND: Chirps of cave crickets.
SHRIEKING SALAMANDER asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room .
SIGHT: Dust on every flat surface.
Spiral staircase. Young SEA MORLOCKs sliding down bannisters. Will run away if they spot you, bring back angry parents.
Room .
SONDAXAS the MUTE BISHOP impressing SEA MORLOCKs w/ magical powers of HEADBAND OF THORNS, attempting to convince them that it is their rightful king. Will turn them on PCs if they do not show SONDAXAS the MUTE BISHOP proper signs of obeisance. SEA MORLOCKs just humouring SONDAXAS the MUTE BISHOP, will happily play along.
Room .
One path overgrown w/ HUMMING ROSE, one dry and barren, one littered w/ skeletons. HUMMING ROSEs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room .
Staircase wraps around inner wall of well. One exit high up, one at water level. Water pitch black. SHRIEKING SALAMANDER that lives in well usually not hungry, can be roused to surface by ringing bell at very top of shaft.
Room .
Big wooden door halfway along corridor locked as fuck. Key in possession of SEA MORLOCK in room .
Room .
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 A (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 SHRIEKING SALAMANDER from another part of dungeon.
Room .
ISHATHEON the JOLLY WATCHMAN, 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 .
SMELL: Salty as sea-air.
GHOST OGRE is having tea party w/ nervous SEA MORLOCKs, kidnapped NEELFEN the RHYMING TORTURER. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
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 .
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
SOUND: Every noise echoes precisely once.
Enormous pile of TOTEM OF THE STARSs, 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 C is concealed the secret of finding the real one. Possibly in someone's brain.
Room .
Beam of light comes down from above. FLAMBERGE OF MURDER 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 .
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. CLOAKED WOLF den hidden in cave behind waterfall, half-digested TOME OF THE PIT in stomach of sleeping CLOAKED WOLF.
Room .
Trash midden. Not planned, just naturally developed here. Infested by tiny well-concealed CELESTIAL WORM. No treasure, just bits of clothing that might have been magical once but no longer are.
Room .
SMELL: Strangely warm, like being in a kiln.
Clay nest of CELESTIAL WORM in corner. Single SEA MORLOCK tasked w/ exterminating it, no idea where to begin, will lead you to hiding place of SKULL OF THE BULL in room U if you can give it a hand. Surprisingly reliable and honest.
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 SEA MORLOCKs will jam the platform just below the third exit and attack from above.
Room .
Dungeon oasis. Lake of pure water, grove of HUMMING ROSE, CLOAKED WOLFs and SEA MORLOCKs 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 .
Ledge halfway up wall of big cylindrical pit-cavern, no way in, out except via entrances to ledge. SHRIEKING SALAMANDER trapped at bottom of pit, bleeding from a number of minor wounds. Extremely long spiked sticks for poking it with. Couple of SEA MORLOCKs indulging in this pastime.
Room .
SMELL: Spoiled-sweet, like garbage.
SEA MORLOCK on a banjo, playing the Humanoid Blues.
Room .
SIGHT: Room is part of ancient mansion, walls are rotting wood.
BESHUNDUS the DEVOUT BEGGAR and TYRFOPP the DEAF MATHEMATICIAN fighting for possession of a SPHERE OF THE PIT, each with an extremely good argument for why it is rightfully theirs. Actually they stole it from the hoard of a GHOST OGRE, who had it as a birthday present from their underworld pen pal and to whom it is of great sentimental value.
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 .
FELOPA the PARANOID PEASANT, wearing SHIELD OF EVIL, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room .
Smooth, round tunnel of enormous CELESTIAL WORM, which you will find advancing towards you when you are halfway along.
Room .
Looks like three-way intersection. One exit actually trap, leads to immediate dead end and floor collapse. Then SEA MORLOCKs come in and start poking you w/ sticks.
Room .
Bunch of SEA MORLOCKs quivering in fear as you approach. SHRIEKING SALAMANDER followed you in, is directly behind you.
Room .
SMELL: Zoosmell, like pressing your face to a tiger and inhaling.
SIGHT: Walls are murky green glass. You almost feel like you can see through to the next room.
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 p 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 .
Corridor lined on each side with mirrors so it looks like infinite PCs crawling through infinite dungeons. There is a mirror somewhere in room 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 .
SOUND: Agonizingly slow waterdrip.
Enormous brass lever that raises/lowers water level throughout whole dungeon. There is another, similar level in room B.
Room .
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room .
SIGHT: Fetishes of bone and feathers dangle from the ceiling.
SOUND: Whistling of underworld wind from cracks in wall.
One exit blocked by enormous obese CELESTIAL WORM, will only move if presented with still-alive captured SEA MORLOCK or enormous quantity of garbage.
Room .
SOUND: Hiss of steam escaping through cracks in floor.
SIGHT: Walls are sandstone, gritty when you touch them.
Inverted ziggurat - steps going down to bottom of room, altar to dungeon god at lowest point. HOBBRIGHT the DEAF HIGHWAYMAN is tied to altar with SEA MORLOCKs preparing to sacrifice them. Everything exactly as it seems.
Room .
SOUND: Every noise echoes to an absurd degree.
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 .
SIGHT: Ammonite, trilobite fossils visible in walls.
SMELL: Spoiled-sweet, like garbage.
THEODUNTO the EXHAUSTED BARD consulting beautifully-drawn, inaccurate dungeon map. They are looking for a FIGURINE OF SUMMONING, an heirloom of their family, which was stolen by SEA MORLOCKs and is now hidden in a filth-crusted sack somewhere in room .
Room .
GHOST OGRE chained by leg or eye-stalk to centre of room. Half a dozen scabby SEA MORLOCKs taunting and jeering it.
Room .
IMPROOK the CONSIDERATE BARD, 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 .
SOUND: Agonizingly slow waterdrip.
Completely empty room. Or is it? Yes. Yes it is.
Room .
Enormous pile of +1 DECKs, 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 .
Floor of cave is shoulder-high thicket of HUMMING ROSES. Exits raised. Stones protruding from top of thicket let you jump across. HUMMING ROSEs carnivorous, CLOAKED WOLFs in symbiotic relationship w/ them will attack when you are halfway across.
Room .
SHRIEKING SALAMANDER w/ CLUB OF FRIENDSHIP stuck in it. Extremely unhappy. Someone in room concealing serious wound, would like CLUB OF FRIENDSHIP back.
Room .
SEA MORLOCK 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 .
SEA MORLOCK herdsmen squabbling over where the sweetest HUMMING ROSES are. Ones in room apparently not sweet enough. Herds of CLOAKED WOLFs getting bored, hungry.
Room .
Bemused SHRIEKING SALAMANDER being worshipped by bunch of prostrated SEA MORLOCKs. 25% chance this is actually a clever trick to get close enough to kill it.
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 .
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
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. SHRIEKING SALAMANDER that lives in lake usually not hungry.
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 .
SOUND: Every noise echoes precisely once.
SIGHT: Dust on every flat surface.
Dungeon cenote. Sides overgrown with HUMMING ROSE, 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 CORONET OF PLAGUE. SEA MORLOCK cultists soon to return.
Room .
Apparently empty room w/ very high ceiling. Vibrations in floor disturb the nests, cause rain of CELESTIAL WORMs. Safe to move around edges of room.
Room .
Pool of stagnant water with treasure chest at bottom. Treasure chest contains bound, gagged THAGOVRA the RACIST CLOWN, is temporarily watertight. If released THAGOVRA the RACIST CLOWN will demand vengeance on SEA MORLOCK in room , offer reward for assistance in this matter.
Room .
Single incredibly-intelligent SEA MORLOCK 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 .
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
GHOST OGRE dabbling in painting, composing a still life from scene of CELESTIAL WORM and bones. Having trouble getting the CELESTIAL WORM to stay still. Has left a paint canister (turbulent green) in room R, politely promises to kill you unless you go get it right now.
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 .
Extremely steep slope. Rope required to go up, down. Your choice whether the PCs start at bottom or top. Outcropping of HUMMING ROSE halfway up seems like it would provide handhold, does, but also tries to eat PCs.
Room .
SIGHT: The roots of an ancient tree emerge from the roof.
Huge cavernous room w/ tiny campfire somewhere in middle. SEA MORLOCKs sitting around campfire, roasting sausages, telling filthy stories.
Room .
Salt lick. Vein of salt (somehow) in wall of cave, CLOAKED WOLFs lapping at it. If you bring salt to other parts of cave the CLOAKED WOLFs there will lick it out of your hands and it will be adorable.
Room .
Big wooden door halfway along corridor locked as fuck. Key in possession of SEA MORLOCK in room .
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. HEFRIGHT the PITIABLE PIRATE has got themselves trapped behind one and there's a half-rotted BREASTPLATE OF PLAGUE in the wardrobe behind another.
Room .
Site of ancient battle. Hundreds of skeletons, rusted armour, shattered helms. Single, functioning FALCHION OF THE CAT somewhere in mess, but searching for it likely to disturb spirits of the dead.
Room .
SIGHT: Walls are murky green glass. You almost feel like you can see through to the next room.
SOUND: Whistling of underworld wind from cracks in wall.
One exit blocked by enormous obese CELESTIAL WORM, will only move if presented with still-alive captured SEA MORLOCK or enormous quantity of garbage.
Room .
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 M (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 SHRIEKING SALAMANDER from another part of dungeon.
Room .
SIGHT: Cobwebs in every corner.
SOUND: Muffled voices from next 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. SHRIEKING SALAMANDER that lives in lake usually not hungry.
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 .
Old wooden chest, given wide berth by nervous, prowling SEA MORLOCKs 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 BRACERS OF STRENGTH (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 .
Corridor from abandoned prison. Walls lined w/ jail cells, most of the bars rotted away or overgrown w/ HUMMING ROSE. CLOAKED WOLFs nesting in cell halfway along, loose brick behind cell wall conceals LANTERN OF EVASION that only works a third of the time, is haunted by ghost of WAXONEUS the OPPORTUNISTIC GRAVEDIGGER who will tell you how to fix it if you get vengeance on their jailer.
Room .
SMELL: Metallic tang of hour-old blood.
SIGHT: Immense limestone stalactites hang from ceiling.
Vertical shaft w/ rope hanging from ceiling, goes two-thirds of way to floor.
Room .
SEA MORLOCK on a banjo, playing the Humanoid Blues.
Room .
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
SOUND: Every noise echoes precisely once.
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 and now you know why.
Room .
SMELL: Strangely warm, like being in a kiln.
BESHLEY the WHISPERING WITCH, 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 .
Pit with CELESTIAL WORM lurking at bottom. V. poorly concealed. A couple of gold coins and a SLIPPERS OF EVASION in extremely poor condition gleam among the bones of a dead adventurer.
Room .
Staircase wraps around inner wall of well. One exit high up, one at water level. Water pitch black. SHRIEKING SALAMANDER that lives in well usually not hungry, can be roused to surface by ringing bell at very top of shaft.
Room .
Observatory. Star charts, half-ground lenses, celestial globes, tables of astronomical data (looks like random numbers) and pulsar emissions. GHOST OGRE 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 .
SIGHT: Cobwebs in every corner.
Looks like three-way intersection. One exit actually trap, leads to immediate dead end and floor collapse. Then SEA MORLOCKs come in and start poking you w/ sticks.
Room .
SOUND: Howling laughter, swiftly fades to nothing.
SIGHT: Room is part of ancient mansion, walls are rotting wood.
SEA MORLOCKs engaging in orgiastic rite to win favour of dungeon god. Incredibly eager for you to join in.
Room .
Panicky SEA MORLOCK wearing obviously-stolen BRACERS OF THE SUN caught at fork in road, not sure which way to go. In one round PHALYX the CALM GRAVEDIGGER, conspicuously missing BRACERS OF THE SUN, will emerge on scene and demand it back.
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 SEA MORLOCK w/ projectile weapon at far end of room.
Room .
GARLEGG the CRUEL PEDDLER, with broken leg, desperately trying to fend off a couple of CELESTIAL WORM. Is carrying CORD OF FOG, which would be easier to take from their corpse.
Room .
SOUND: Boom of distant explosions, clatter of drills.
FENDWOMP the CHEERFUL PAINTER, pacing. Could swear there was a secret door somewhere along this otherwise featureless corridor (there isn't).
Room .
SIGHT: Empty, rusted iron cages hang from hooks in the wall.
Waterfall that trickles in through crack in wall, disappears in swirling vortex into crack in earth. Tricky climb, must be made to pass room. CLOAKED WOLF den hidden in cave behind waterfall, half-digested BOTTLE OF BLASTING in stomach of sleeping CLOAKED WOLF.
Room .
SMELL: Spoiled-sweet, like garbage.
MARDLET the LYING COURTIER, 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 .
Space is bent in such a way that walking down this tunnel will bring you out in room .
Room .
Bemused SHRIEKING SALAMANDER being worshipped by bunch of prostrated SEA MORLOCKs. 25% chance this is actually a clever trick to get close enough to kill it.
Room .
AMAFISSON the RACIST CHAMBERMAID and DREGLET the EXCITABLE COURTESAN fighting for possession of a HAND OF THE LICH, each with an extremely good argument for why it is rightfully theirs. Actually they stole it from the hoard of a GHOST OGRE, who had it as a birthday present from their underworld pen pal and to whom it is of great sentimental value.
Room .
Single enormous carnivorous HUMMING ROSE that is secretly intelligent and the mastermind behind everything that happens in this dungeon.
Room .
HOBBAS the WEEPING PAINTER impressing SEA MORLOCKs w/ magical powers of CORONET OF THE SWAMP, attempting to convince them that it is their rightful king. Will turn them on PCs if they do not show HOBBAS the WEEPING PAINTER proper signs of obeisance. SEA MORLOCKs just humouring HOBBAS the WEEPING PAINTER, will happily play along.
Room .
SIGHT: Everything is coated in fine layer of snail slime.
SMELL: Zoosmell, like pressing your face to a tiger and inhaling.
Map room. Globes, nautical charts, atlases, blueprints, guidebooks. GHOST OGRE 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 .
Bunch of SEA MORLOCKs who were just pointlessly fucking sitting there waiting for something to walk in so they could attack it.
Room .
SMELL: Salty as sea-air.
Couple of sorry-looking SEA MORLOCKs roasting CELESTIAL WORM 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 .
SOUND: Whistling of underworld wind from cracks in wall.
SMELL: Stagnant air and decay.
Hideout for rebellious SEA MORLOCKs, unwilling to recognize authority of GHOST OGRE, want to establish tiny republic in forgotten dungeon crevice.
Room .
SEA MORLOCK games room. Mildewed cardboard boxes, rotting tomes with amusing titles like Ye Olde Playeres Handbooke. Spotty SEA MORLOCKS 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 .
COLRICK the EXCITABLE HIGHWAYMAN attempting to domesticate CLOAKED WOLF, with limited success. Has been reliably informed that CLOAKED WOLF's favourite food is HUMMING ROSE, will pay semi-handsomely for samples.
Room .
GHOST OGRE laboratory. Weird hybrid things bubble away in glass tanks. At least one attempted crossbreed between SEA MORLOCK and CLOAKED WOLF. GHOST OGRE not there. PANDOLMO the RUDE SOLDIER pretends to be experimental captive, is actually willing lab assistant.
Room .
Bedchamber of three, four SEA MORLOCKs. Sodden and filthy. Careful inspection of damp rags that serve as bedding will reveal a(n) TOME OF THE OWL in surprisingly good condition, but forces save against filth fever.
Room .
SOUND: Whistling of underworld wind from cracks in wall.
SIGHT: Cobwebs in every corner.
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 SEA MORLOCKs will jam the platform just below the third exit and attack from above.
Room .
SOUND: Rumble of tectonic plates shifting, impossibly loud and distant.
GHOST OGRE's walk-in wardrobe. One entrance through wardrobe doors, one hidden behind layers of clothing. Careful searching will reveal a GLASS DIADEM, two living scarves that try to strangle you and a SEA MORLOCK in fancy dress.
Room .
Spiral staircase. Young SEA MORLOCKs sliding down bannisters. Will run away if they spot you, bring back angry parents.
Room .
SOUND: Whistling of underworld wind from cracks in wall.
SIGHT: Walls rough-hewn chunks of black glass, edges sharp to touch.
Lava tube. Cracks in walls, SEA MORLOCKs compressed in spaces behind cracks. Not planning to ambush, terrified of you, want you to go away. One has a LAMP OF ORDER and no idea how to use it. Neither do you.
Room .
SOUND: Burble of distant river.
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
Enormous crystal-clear underground lake w/ HUMMING ROSE growing around it, couple of CLOAKED WOLFs peacefully drinking at edges. ELVEN MAUL lies clearly visible at very bottom of lake, which is much deeper than it looks.
Room .
Old wooden chest, given wide berth by nervous, prowling SEA MORLOCKs 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 DOUBLET OF DISGUISE (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 .
SIGHT: Dust on every flat surface.
Clay nest of CELESTIAL WORM in corner. Single SEA MORLOCK tasked w/ exterminating it, no idea where to begin, will lead you to hiding place of OCARINA OF THE MOUNTAIN in room if you can give it a hand. Surprisingly reliable and honest.
Room .
Trash midden. Not planned, just naturally developed here. Infested by tiny well-concealed CELESTIAL WORM. No treasure, just bits of clothing that might have been magical once but no longer are.
Room .
Enormous mirror is scrying-portal to alternate realms. GHOST OGRE 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 .
GHOST OGRE 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 , GHOST OGRE concluded they will never need it. Cage highly portable, otherwise unbreakable.
Room .
SMELL: Dry and musty, like mummy wrappings and black mold.
Looks like empty room. Actually maw of cave leviathan, those weird stalagmites its teeth. Glimmer of treasure deep in gullet is pyrite lure. CLOAKED WOLFs pick dead flesh from between teeth.
Room .
Ledge halfway up wall of big cylindrical pit-cavern, no way in, out except via entrances to ledge. SHRIEKING SALAMANDER trapped at bottom of pit, bleeding from a number of minor wounds. Extremely long spiked sticks for poking it with. Couple of SEA MORLOCKs indulging in this pastime.
Room .
SIGHT: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
SMELL: Salty as sea-air.
CLOAKED WOLF den. Where they keep their babies. Parents not pleased to see you.
Room .
SOUND: Boom of distant explosions, clatter of drills.
Formerly a wizard's study. Now a breeding pair of CLOAKED WOLFs 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 .
SMELL: Faint caramelly smell of exotic woods.
Lightless oubliette. PANDOO the INCOMPETENT PAINTER has been trapped in here for at least twenty years, some SEA MORLOCKs coming by to feed and water them occasionally.
Room .
GHOST OGRE lowering itself to play dice w/ SEA MORLOCK 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 DUST OF CHAOS, might be convinced to wager it if stakes high enough.
Room .
High ledge w/ two entrances that looks out over vast lake of lava. One SEA MORLOCK 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 .
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
MYRONEUS the WHISTLING GARDENER, pacing. Could swear there was a secret door somewhere along this otherwise featureless corridor (there isn't).
Room .
SOUND: Gloop of bubbling mud.
SMELL: Metallic tang of hour-old blood.
Actual dungeon, exists to hold prisoners. Guarded by pair of SEA MORLOCKs, one sleepy, one watchful. They are siblings. Couple of human captives in pitiful condition, starving in cells. One is NEELOTH the OPPORTUNISTIC COURTESAN.
Room .
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 .
SIGHT: The roots of an ancient tree emerge from the roof.
SEA MORLOCK barracks-room, mostly empty. One fat SEA MORLOCK slobberingly asleep in corner. Has TOME OF FRIENDSHIP on string around neck.
Room .
SIGHT: Walls are sandstone, gritty when you touch them.
SOUND: Crunch of footsteps on sand.
Cornered, enraged, only semi-wounded SHRIEKING SALAMANDER preparing to unleash its ultimate attack on bunch of spear-wielding SEA MORLOCKs who think they're doing much better than they are. If you wait you can get it before its ultimate attack recharges.
Room .
SOUND: Whistling of underworld wind from cracks in wall.
SIGHT: Fetishes of bone and feathers dangle from the ceiling.
GHOST OGRE dabbling in painting, composing a still life from scene of CELESTIAL WORM and bones. Having trouble getting the CELESTIAL WORM 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 .
SMELL: Strangely cold, like being in a meat freezer.
SIGHT: Empty, rusted iron cages hang from hooks in the wall.
Shrine to dungeon god. Altar will curse you if you touch it unless you prepare the proper sacrifices, which consist of one ritually smothered CLOAKED WOLF. If you do it will bless you. One SEA MORLOCK elsewhere in dungeon is priest, knows secret to this.
Room .
Couple of SEA MORLOCKs around shallow pit, gambling on combat between trained CELESTIAL WORM. 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 .
SMELL: Metallic tang of hour-old blood.
SHRIEKING SALAMANDER w/ FALCHION OF SPRING stuck in it. Extremely unhappy. Someone in room concealing serious wound, would like FALCHION OF SPRING back.
Room .
One passage being slowly walled off by SEA MORLOCKs under supervision of cranky, half-asleep GHOST OGRE who is enforcing compliance w/ threat of physical violence, eternal torment.
Room .
SHRIEKING SALAMANDER den. Sulphuric fumes vent from somewhere deep within. Contains skeleton holding SPEAR OF THE STARS, which in addition to other powers gets +2 against SHRIEKING SALAMANDER. 50% chance that SHRIEKING SALAMANDER is out. Secret way out of dungeon, big enough for monster to fit through.
Room .
SIGHT: Walls are murky green glass. You almost feel like you can see through to the next room.
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 .
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 CELESTIAL WORM concealed in their flesh.
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 .
FULIA the AMBITIOUS BANKER, wearing BEADS OF ORDER, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room .
MAKAMBRA the BOASTFUL TORTURER, armed w/ HATCHET OF THE GOAT, on quest to kill a SHRIEKING SALAMANDER, which they are only semi-certain even lives in this dungeon.
Room .
Bunch of SEA MORLOCKs who were just pointlessly fucking sitting there waiting for something to walk in so they could attack it.
Room .
Space is bent in such a way that walking down this tunnel will bring you out in room .
Room .
SOUND: Muffled voices from next room.
SMELL: Acrid tang of goblin shit.
Map room. Globes, nautical charts, atlases, blueprints, guidebooks. GHOST OGRE 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 .
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
SIGHT: Walls are sandstone, gritty when you touch them.
Completely empty room. Or is it? Yes. Yes it is.
Room .
SMELL: Stagnant air and decay.
SHRIEKING SALAMANDER den. Sulphuric fumes vent from somewhere deep within. Contains skeleton holding DANCING NET, which in addition to other powers gets +2 against SHRIEKING SALAMANDER. 50% chance that SHRIEKING SALAMANDER is out. Secret way out of dungeon, big enough for monster to fit through.