Building 191 rooms

PALE WEED:         PLANT
CRIMSON MANTICORE: MONSTER
ROYAL CRAB: VERMIN
SPEAR GHOUL: HUMANOID
CLOAKED VAMPIRE: BOSS
BRIMSTONE WEASEL: CRITTER


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Room A.
SUMPANNY the EXCITABLE DRUID, wearing PROPHET'S BREASTPLATE, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room B.
Rallying grounds for small SPEAR GHOUL army. CLOAKED VAMPIRE currently giving rousing speech to assembled phalanx, promising riches/success in afterlife to soldier that brings back the the juiciest human baby.
Room C.
Time moves slower the closer you get to the middle of this room. EDRINGO the TATTOOED POLITICIAN, wearing a crown, wielding AXE OF THE SUN 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. EDRINGO the TATTOOED POLITICIAN is notorious character from history.
Room D.
Corridor from abandoned prison. Walls lined w/ jail cells, most of the bars rotted away or overgrown w/ PALE WEED. BRIMSTONE WEASELs nesting in cell halfway along, loose brick behind cell wall conceals APPARATUS OF BLOOD that only works a third of the time, is haunted by ghost of UDDOPPON the LYING WIZARD who will tell you how to fix it if you get vengeance on their jailer.
Room E.
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 F.
SMELL: Old people and medicine.
THEODOSSUS the TATTOOED WITCH looking for girl/boy/personfriend, who they think is being held captive by SPEAR GHOULS. Actually came with them willingly to get away from THEODOSSUS the TATTOOED WITCH, now rethinking it, dungeon life losing sense of mystery and grandeur. Still hates THEODOSSUS the TATTOOED WITCH though. Is in room |.
Room G.
SOUND: Toads croaking.
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 H.
CLOAKED VAMPIRE is having tea party w/ nervous SPEAR GHOULs, kidnapped VIRROGG the HELPFUL GLADIATOR. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room I.
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room J.
SOUND: Toads croaking.
SMELL: Acrid tang of goblin shit.
Couple of SPEAR GHOULs around shallow pit, gambling on combat between trained ROYAL CRAB. 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 K.
SMELL: Air painfully dry.
Dungeon oasis. Lake of pure water, grove of PALE WEED, BRIMSTONE WEASELs and SPEAR GHOULs 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 L.
SMELL: Strangely cold, like being in a meat freezer.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
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 CRIMSON MANTICORE from another part of dungeon.
Room M.
SIGHT: The roots of an ancient tree emerge from the roof.
SOUND: Every noise echoes to an absurd degree.
Big wooden door halfway along corridor locked as fuck. Key in possession of SPEAR GHOUL in room .
Room N.
Dungeon cenote. Sides overgrown with PALE WEED, 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 BREASTPLATE OF THE DRAGON. SPEAR GHOUL cultists soon to return.
Room O.
Floor of cave is shoulder-high thicket of PALE WEEDS. Exits raised. Stones protruding from top of thicket let you jump across. PALE WEEDs carnivorous, BRIMSTONE WEASELs in symbiotic relationship w/ them will attack when you are halfway across.
Room P.
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 Q.
EDULIA the OBSEQUIOUS PLAYWRIGHT, pacing. Could swear there was a secret door somewhere along this otherwise featureless corridor (there isn't).
Room R.
Panicky SPEAR GHOUL wearing obviously-stolen WOODEN COWL caught at fork in road, not sure which way to go. In one round THAGLEGG the OBSEQUIOUS SALESMAN, conspicuously missing WOODEN COWL, will emerge on scene and demand it back.
Room S.
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 T.
SOUND: Chirps of cave crickets.
One exit blocked by enormous obese ROYAL CRAB, will only move if presented with still-alive captured SPEAR GHOUL or enormous quantity of garbage.
Room U.
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 SPEAR GHOULs behind mirrors making fun of PCs, will flee as they approach. If the PCs linger, QUEEKISSON the WHISTLING SAILOR will come through on the other side of the mirrors and accidentally reveal something they would kill to keep secret.
Room V.
SOUND: Coins clinking.
SPEAR GHOUL 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 W.
CRIMSON MANTICORE asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room X.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
One path overgrown w/ PALE WEED, one dry and barren, one littered w/ skeletons. PALE WEEDs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room Y.
SIGHT: Walls made of petrified wood, as if you're in the bole of a huge ancient tree.
MOTHLOSIA the DISEASED WITCH consulting beautifully-drawn, inaccurate dungeon map. They are looking for a UNGUENT OF LEVITATION, an heirloom of their family, which was stolen by SPEAR GHOULs and is now hidden in a filth-crusted sack somewhere in room .
Room Z.
Apparent dead end in SPEAR GHOUL workshop. Secret door concealed beneath anvil. SPEAR GHOUL blacksmith not pleased to see you, will attack with half-forged GLAIVE OF COMMAND, only continue to forge it if compelled. Possibility that PCs emerge from beneath anvil.
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. SOUKRIGHT the NERVOUS PAINTER has got themselves trapped behind one and there's a half-rotted CLOAK OF THE CRAB in the wardrobe behind another.
Room \.
SOUND: Dead silence. Even your voices muffled.
Trash midden. Not planned, just naturally developed here. Infested by tiny well-concealed ROYAL CRAB. No treasure, just bits of clothing that might have been magical once but no longer are.
Room ].
SIGHT: Room is part of ancient castle, walls are slabs of stone.
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. CRIMSON MANTICORE that lives in lake usually not hungry.
Room ^.
SOUND: Agonizingly slow waterdrip.
SIGHT: Everything is coated in fine layer of snail slime.
Bubbling lake of mildly corrosive alkaline goo must be navigated via stepping stones. ROYAL CRAB hidden in goo, obviously. Harmless until you get any blood in the goo, then will go into feeding frenzy.
Room _.
SMELL: Acrid tang of goblin shit.
Single enormous carnivorous PALE WEED that is secretly intelligent and the mastermind behind everything that happens in this dungeon.
Room `.
One passage being slowly walled off by SPEAR GHOULs under supervision of cranky, half-asleep CLOAKED VAMPIRE who is enforcing compliance w/ threat of physical violence, eternal torment.
Room a.
CLOAKED VAMPIRE lowering itself to play dice w/ SPEAR GHOUL 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 ROD OF LEVITATION, might be convinced to wager it if stakes high enough.
Room b.
SIGHT: Cobwebs in every corner.
SOUND: Muffled voices from next room.
SPEAR GHOULs engaging in orgiastic rite to win favour of dungeon god. Incredibly eager for you to join in.
Room c.
Vertical shaft w/ rope hanging from ceiling, goes two-thirds of way to floor.
Room d.
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 SPEAR GHOULs will jam the platform just below the third exit and attack from above.
Room e.
Inverted ziggurat - steps going down to bottom of room, altar to dungeon god at lowest point. ZERKLEGG the WHISTLING PROPHET is tied to altar with SPEAR GHOULs preparing to sacrifice them. Everything exactly as it seems.
Room f.
Cube-shaped room w/ square sliding puzzle on plinth in centre. Fetching missing piece from room p and solving puzzle will completely reconfigure dungeon, reality around PCs. Roll a new dungeon, place PCs in random room.
Room g.
SOUND: Dead silence. Even your voices muffled.
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 U, 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.
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
Actual dungeon, exists to hold prisoners. Guarded by pair of SPEAR GHOULs, one sleepy, one watchful. They are siblings. Couple of human captives in pitiful condition, starving in cells. One is SCABOO the PARANOID COURTIER.
Room i.
HOGGANNY the WHISTLING RAGPICKER 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, HOGGANNY the WHISTLING RAGPICKER fully aware of where this is and how to circumvent it.
Room j.
Pit with ROYAL CRAB lurking at bottom. V. poorly concealed. A couple of gold coins and a GIANT'S DIADEM in extremely poor condition gleam among the bones of a dead adventurer.
Room k.
Bunch of SPEAR GHOULs quivering in fear as you approach. CRIMSON MANTICORE followed you in, is directly behind you.
Room l.
SMELL: Strangely cold, like being in a meat freezer.
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 SPEAR GHOULs will jam the platform just below the third exit and attack from above.
Room m.
SMELL: Spoiled-sweet, like garbage.
SIGHT: Walls rough-hewn chunks of black glass, edges sharp to touch.
GRUFOPPON the DEVOUT CHAMBERMAID 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, GRUFOPPON the DEVOUT CHAMBERMAID fully aware of where this is and how to circumvent it.
Room n.
Completely empty room. Or is it? Yes. Yes it is.
Room o.
SOUND: Agonizingly slow waterdrip.
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 p.
Couple of sorry-looking SPEAR GHOULs roasting ROYAL CRAB 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 q.
QUEEKANNY the ARROGANT DOCTOR attempting to domesticate BRIMSTONE WEASEL, with limited success. Has been reliably informed that BRIMSTONE WEASEL's favourite food is PALE WEED, will pay semi-handsomely for samples.
Room r.
SIGHT: Cobwebs in every corner.
SMELL: Spoiled-sweet, like garbage.
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 s.
BRODOMPA the FORGETFUL MERCHANT, wearing GLASS ROBE, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room t.
SOUND: Crunch of footsteps on sand.
Panicky SPEAR GHOUL wearing obviously-stolen EARRING OF GOOD caught at fork in road, not sure which way to go. In one round ANGELOPA the OILY WATCHMAN, conspicuously missing EARRING OF GOOD, will emerge on scene and demand it back.
Room u.
Enormous brass lever that raises/lowers water level throughout whole dungeon. There is another, similar level in room .
Room v.
SMELL: Meaty reek of underworld flowers, like frying fat and potpourri.
One path overgrown w/ PALE WEED, one dry and barren, one littered w/ skeletons. PALE WEEDs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room w.
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
Hall of statues that look exactly like CRIMSON MANTICORE. One of them is hollow and filled with ROYAL CRAB.
Room x.
SMELL: Vomit.
SPEAR GHOUL barracks-room, mostly empty. One fat SPEAR GHOUL slobberingly asleep in corner. Has CANDLE OF ICE on string around neck.
Room y.
Stepping stones over slow-trickling underground river. Actually pretty easy to cross. BRIMSTONE WEASELs drinking at edges, not aggressive unless provoked. Easy to provoke though.
Room z.
One passage being slowly walled off by SPEAR GHOULs under supervision of cranky, half-asleep CLOAKED VAMPIRE who is enforcing compliance w/ threat of physical violence, eternal torment.
Room {.
SIGHT: Walls rough-hewn chunks of black glass, edges sharp to touch.
Staircase wraps around inner wall of well. One exit high up, one at water level. Water pitch black. CRIMSON MANTICORE that lives in well usually not hungry, can be roused to surface by ringing bell at very top of shaft.
Room |.
SOUND: Crunch of footsteps on sand.
SMELL: Stagnant air and decay.
Terraced volcanic pools of bubbling, sulphurated water, getting warmer as you get closer to the bottom. CRIMSON MANTICORE drinking from second-lowest pool, temporarily pacified by calming effects of hot spring, will not attack unless provoked.
Room }.
SMELL: Vomit.
CRIMSON MANTICORE asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room ~.
Dungeon cenote. Sides overgrown with PALE WEED, 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 BRACELET. SPEAR GHOUL cultists soon to return.
Room .
SOUND: Chirps of cave crickets.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
THEODIAN the ENERGETIC CLOWN impressing SPEAR GHOULs w/ magical powers of CROWN OF THE BULL, attempting to convince them that it is their rightful king. Will turn them on PCs if they do not show THEODIAN the ENERGETIC CLOWN proper signs of obeisance. SPEAR GHOULs just humouring THEODIAN the ENERGETIC CLOWN, will happily play along.
Room .
BAUDISK the VENGEFUL PEASANT, 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 .
SPEAR GHOUL on a banjo, playing the Humanoid Blues.
Room .
SOUND: Gloop of bubbling mud.
Beam of light comes down from above. JAVELIN OF LIGHT 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 .
TYRION the DEVOUT DOCTOR consulting beautifully-drawn, inaccurate dungeon map. They are looking for a EYE OF TIME, an heirloom of their family, which was stolen by SPEAR GHOULs and is now hidden in a filth-crusted sack somewhere in room .
Room .
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room .
SMELL: Dry and musty, like mummy wrappings and black mold.
CLOAKED VAMPIRE is having tea party w/ nervous SPEAR GHOULs, kidnapped SHIRWIND the STINKING PAINTER. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room .
Two bridges across enormous bottomless pit. They do not intersect. Easy to go directly across, difficult to turn corners.
Room .
GARROOK the RHYMING EMPRESS and TETHATHEON the WHISPERING CHILD fighting for possession of a OCARINA OF THE MOON, each with an extremely good argument for why it is rightfully theirs. Actually they stole it from the hoard of a CLOAKED VAMPIRE, who had it as a birthday present from their underworld pen pal and to whom it is of great sentimental value.
Room .
CLOAKED VAMPIRE's walk-in wardrobe. One entrance through wardrobe doors, one hidden behind layers of clothing. Careful searching will reveal a SILKS OF THE GOAT, two living scarves that try to strangle you and a SPEAR GHOUL in fancy dress.
Room .
HOBBRIGHT the BLIND GARDENER, 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 .
Big circular room, CLOAKED VAMPIRE armed with RAINBOW FLAIL patrolling boundaries. CLOAKED VAMPIRE 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. CRIMSON MANTICORE that lives in lake usually not hungry.
Room .
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
Big wooden door halfway along corridor locked as fuck. Key in possession of SPEAR GHOUL in room .
Room .
SIGHT: Walls are sandstone, gritty when you touch them.
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 .
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 .
Floor of cave is shoulder-high thicket of PALE WEEDS. Exits raised. Stones protruding from top of thicket let you jump across. PALE WEEDs carnivorous, BRIMSTONE WEASELs in symbiotic relationship w/ them will attack when you are halfway across.
Room .
CLOAKED VAMPIRE chained by leg or eye-stalk to centre of room. Half a dozen scabby SPEAR GHOULs taunting and jeering it.
Room .
HOGGOMPA the GREEDY PIRATE, armed w/ HAMMER OF TRUTH, on quest to kill a CRIMSON MANTICORE, which they are only semi-certain even lives in this dungeon.
Room .
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
Enormous pile of LENS OF BLASTINGs, 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 .
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 .
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 CRIMSON MANTICORE from another part of dungeon.
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 .
SIGHT: Room is part of ancient mansion, walls are rotting wood.
Bemused CRIMSON MANTICORE being worshipped by bunch of prostrated SPEAR GHOULs. 25% chance this is actually a clever trick to get close enough to kill it.
Room .
SIGHT: Room is part of ancient mansion, walls are rotting wood.
SPEAR GHOUL herdsmen squabbling over where the sweetest PALE WEEDS are. Ones in room apparently not sweet enough. Herds of BRIMSTONE WEASELs getting bored, hungry.
Room .
SMELL: Acrid tang of goblin shit.
High ledge w/ two entrances that looks out over vast lake of lava. One SPEAR GHOUL 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 .
One exit blocked by enormous obese ROYAL CRAB, will only move if presented with still-alive captured SPEAR GHOUL or enormous quantity of garbage.
Room .
Thick grove of PALE WEED makes it impossible to see the other side of the room. CRIMSON MANTICORE lurks in ambush within. It has just fed and is currently in process of burying the bones of a BRIMSTONE WEASEL 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: Gloop of bubbling mud.
CLOAKED VAMPIRE dabbling in painting, composing a still life from scene of ROYAL CRAB and bones. Having trouble getting the ROYAL CRAB 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 .
Apparently empty room w/ very high ceiling. Vibrations in floor disturb the nests, cause rain of ROYAL CRABs. Safe to move around edges of room.
Room .
SIGHT: Room is part of ancient castle, walls are slabs of stone.
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: Old people and medicine.
SIGHT: Room is part of ancient castle, walls are slabs of stone.
Ledge halfway up wall of big cylindrical pit-cavern, no way in, out except via entrances to ledge. CRIMSON MANTICORE trapped at bottom of pit, bleeding from a number of minor wounds. Extremely long spiked sticks for poking it with. Couple of SPEAR GHOULs indulging in this pastime.
Room .
CRIMSON MANTICORE w/ BLESSED HAMMER stuck in it. Extremely unhappy. Someone in room concealing serious wound, would like BLESSED HAMMER back.
Room .
Old wooden chest, given wide berth by nervous, prowling SPEAR GHOULs 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 U. Chest contains reasonable amount of gold, partially-chewed GHOST HAT (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: Walls carved w/ ancient glyphs, adorned w/ partial mosaics.
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
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 .
SPEAR GHOULs in flimsy tin-pan armour, wielding long pointy sticks, riding poorly-tamed BRIMSTONE WEASELs, practicing jousting.
Room .
Looks like empty room. Actually maw of cave leviathan, those weird stalagmites its teeth. Glimmer of treasure deep in gullet is pyrite lure. BRIMSTONE WEASELs pick dead flesh from between teeth.
Room .
Enormous crystal-clear underground lake w/ PALE WEED growing around it, couple of BRIMSTONE WEASELs peacefully drinking at edges. TRIDENT OF THE SWARM lies clearly visible at very bottom of lake, which is much deeper than it looks.
Room .
VIRAMBRA the HELPFUL HIGHWAYMAN, with broken leg, desperately trying to fend off a couple of ROYAL CRAB. Is carrying UNGUENT OF THORNS, which would be easier to take from their corpse.
Room .
SIGHT: Cobwebs in every corner.
Salt lick. Vein of salt (somehow) in wall of cave, BRIMSTONE WEASELs lapping at it. If you bring salt to other parts of cave the BRIMSTONE WEASELs there will lick it out of your hands and it will be adorable.
Room .
CLOAKED VAMPIRE is having tea party w/ nervous SPEAR GHOULs, kidnapped SONDESTER the CURSED FOP. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
Room .
Lava tube. Cracks in walls, SPEAR GHOULs compressed in spaces behind cracks. Not planning to ambush, terrified of you, want you to go away. One has a OCARINA OF FEAR and no idea how to use it. Neither do you.
Room .
CLOAKED VAMPIRE laboratory. Weird hybrid things bubble away in glass tanks. At least one attempted crossbreed between SPEAR GHOUL and BRIMSTONE WEASEL. CLOAKED VAMPIRE not there. CHANDFEN the STINKING PLAYWRIGHT pretends to be experimental captive, is actually willing lab assistant.
Room .
One passage being slowly walled off by SPEAR GHOULs under supervision of cranky, half-asleep CLOAKED VAMPIRE who is enforcing compliance w/ threat of physical violence, eternal torment.
Room .
Floor of cave is shoulder-high thicket of PALE WEEDS. Exits raised. Stones protruding from top of thicket let you jump across. PALE WEEDs carnivorous, BRIMSTONE WEASELs in symbiotic relationship w/ them will attack when you are halfway across.
Room .
One path overgrown w/ PALE WEED, one dry and barren, one littered w/ skeletons. PALE WEEDs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room .
SIGHT: Room is part of ancient castle, walls are slabs of stone.
SMELL: Dry and musty, like mummy wrappings and black mold.
Corridor lined on each side with mirrors so it looks like infinite PCs crawling through infinite dungeons. There is a mirror somewhere in room t 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: Crunch of footsteps on sand.
Narrow bridge across swiftly-rushing underground river. Anyone who falls in will be carried out of dungeon, take bashing damage from rocks. SPEAR GHOUL ambush party clinging to underside of bridge and/or ceiling, will attack halfway across. Some kind of perception check to spot.
Room .
SMELL: Faint breeze. Hard to tell where from, seems to change directions.
Foucault pendulum tracing path in sand of dungeon floor. Messing with it affects gravity slightly throughout entire dungeon.
Room .
SOUND: Boom of distant explosions, clatter of drills.
AMAFLISCO the LYING PEDDLER, wearing EARRING OF THE JUNGLE, meditating atop stone pillar to unlock its full power, which they intend to use to conquer world.
Room .
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
MARDAERYS the SHOUTY CLOWN 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, MARDAERYS the SHOUTY CLOWN fully aware of where this is and how to circumvent it.
Room .
THEODOLMO the JOLLY CHILD, with broken leg, desperately trying to fend off a couple of ROYAL CRAB. Is carrying LAMP OF INTELLECT, which would be easier to take from their corpse.
Room .
MOTHWEG the DISEASED MERCHANT looking for girl/boy/personfriend, who they think is being held captive by SPEAR GHOULS. Actually came with them willingly to get away from MOTHWEG the DISEASED MERCHANT, now rethinking it, dungeon life losing sense of mystery and grandeur. Still hates MOTHWEG the DISEASED MERCHANT though. Is in room K.
Room .
Enormous crystal-clear underground lake w/ PALE WEED growing around it, couple of BRIMSTONE WEASELs peacefully drinking at edges. POISONED SCIMITAR lies clearly visible at very bottom of lake, which is much deeper than it looks.
Room .
SMELL: Acrid tang of goblin shit.
SIGHT: Walls made of petrified wood, as if you're in the bole of a huge ancient tree.
One exit blocked by enormous obese ROYAL CRAB, will only move if presented with still-alive captured SPEAR GHOUL or enormous quantity of garbage.
Room .
Single enormous PALE WEED growing up towards skylight in very top of room. ROYAL CRAB nesting in roots.
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 .
SOUND: Coins clinking.
Dungeon cenote. Sides overgrown with PALE WEED, 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 THE GODS. SPEAR GHOUL cultists soon to return.
Room .
Bemused CRIMSON MANTICORE being worshipped by bunch of prostrated SPEAR GHOULs. 25% chance this is actually a clever trick to get close enough to kill it.
Room .
SIGHT: Dust on every flat surface.
Pool of stagnant water with treasure chest at bottom. Treasure chest contains bound, gagged SONDAS the OBSEQUIOUS TINSMITH, is temporarily watertight. If released SONDAS the OBSEQUIOUS TINSMITH will demand vengeance on SPEAR GHOUL in room , offer reward for assistance in this matter.
Room .
Clay nest of ROYAL CRAB in corner. Single SPEAR GHOUL tasked w/ exterminating it, no idea where to begin, will lead you to hiding place of FIGURINE OF FOG in room if you can give it a hand. Surprisingly reliable and honest.
Room .
CRIMSON MANTICORE w/ CHAKRAM OF THE BASILISK stuck in it. Extremely unhappy. Someone in room concealing serious wound, would like CHAKRAM OF THE BASILISK back.
Room .
SPEAR GHOUL on a banjo, playing the Humanoid Blues.
Room .
Treasure room. Magnetic gates prevent you removing any gold or steel, even if you brought it in with you. ANIMATED FLAIL made of pure gold in hand of enormous porcelain golem. Talisman in room deactivates gates, activates golem.
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 .
SOUND: Slow, monotonous weeping. Sounds like it's been going for a very long time.
Panicky SPEAR GHOUL wearing obviously-stolen SANDALS OF TIME caught at fork in road, not sure which way to go. In one round PANDLANTA the EVIL PEDDLER, conspicuously missing SANDALS OF TIME, will emerge on scene and demand it back.
Room .
CRIMSON MANTICORE asleep in centre of irregular room, can only be squeezed round w/ difficulty.
Room .
SOUND: Creepy singing, like every nursery rhyme in every horror movie ever.
SIGHT: Flowers bloom everywhere, even where they shouldn't. Especially where they shouldn't.
Space is bent in such a way that walking down this tunnel will bring you out in room K.
Room .
SOUND: Sound like crunching glass or gnawing teeth. Comes from within walls.
SMELL: Salty as sea-air.
CHANDLET the EVIL CHAMBERMAID attempting to domesticate BRIMSTONE WEASEL, with limited success. Has been reliably informed that BRIMSTONE WEASEL's favourite food is PALE WEED, will pay semi-handsomely for samples.
Room .
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
SOUND: Burble of distant river.
Big wooden door halfway along corridor locked as fuck. Key in possession of SPEAR GHOUL in room .
Room .
SIGHT: Empty, rusted iron cages hang from hooks in the wall.
BRIMSTONE WEASELs engaged in elaborate mating ritual. Single SPEAR GHOUL watching w/ creepy intensity.
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 .
HYLDROOK the MOROSE DRUID impressing SPEAR GHOULs w/ magical powers of WIG OF THE SWAMP, attempting to convince them that it is their rightful king. Will turn them on PCs if they do not show HYLDROOK the MOROSE DRUID proper signs of obeisance. SPEAR GHOULs just humouring HYLDROOK the MOROSE DRUID, will happily play along.
Room .
Pit with ROYAL CRAB lurking at bottom. V. poorly concealed. A couple of gold coins and a COWL OF THE OWL in extremely poor condition gleam among the bones of a dead adventurer.
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 SPEAR GHOULs will jam the platform just below the third exit and attack from above.
Room .
ATRAGIVER the EXCITABLE MERCHANT consulting beautifully-drawn, inaccurate dungeon map. They are looking for a HUNTER'S SKULL, an heirloom of their family, which was stolen by SPEAR GHOULs and is now hidden in a filth-crusted sack somewhere in room .
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 .
SIGHT: Extremely high ceiling narrows to tiny skylight.
Completely empty room. Or is it? Yes. Yes it is.
Room .
Looks like three-way intersection. One exit actually trap, leads to immediate dead end and floor collapse. Then SPEAR GHOULs come in and start poking you w/ sticks.
Room .
SMELL: Delicious stew boiling. The more you sniff at it the more it changes to rotting flesh.
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 C (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 CRIMSON MANTICORE from another part of dungeon.
Room .
SMELL: Rotten-egg brimstone.
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. CRIMSON MANTICORE that lives in lake usually not hungry.
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. BRIMSTONE WEASEL den hidden in cave behind waterfall, half-digested TELEPORT ROD in stomach of sleeping BRIMSTONE WEASEL.
Room .
SOUND: Howling laughter, swiftly fades to nothing.
SMELL: Humans being cooked. Indistinguishable from roast pork except to trained noses.
Featureless span of corridor w/ pacing CLOAKED VAMPIRE 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 .
SOUND: Dead silence. Even your voices muffled.
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 .
Enormous mirror is scrying-portal to alternate realms. CLOAKED VAMPIRE 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 .
SMELL: Acrid tang of goblin shit.
SOUND: Toads croaking.
CLOAKED VAMPIRE lowering itself to play dice w/ SPEAR GHOUL 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 STONE OF THE DAMNED, might be convinced to wager it if stakes high enough.
Room .
CRIMSON MANTICORE den. Sulphuric fumes vent from somewhere deep within. Contains skeleton holding STILETTO OF RESISTANCE, which in addition to other powers gets +2 against CRIMSON MANTICORE. 50% chance that CRIMSON MANTICORE is out. Secret way out of dungeon, big enough for monster to fit through.
Room .
CLOAKED VAMPIRE is having tea party w/ nervous SPEAR GHOULs, kidnapped MOTHOVRA the RACIST MONK. Will insist that you join it. Will murder people for impoliteness, reward proper etiquette w/ fine and expensive cakes.
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 BRIMSTONE WEASEL. If you do it will bless you. One SPEAR GHOUL elsewhere in dungeon is priest, knows secret to this.
Room .
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
Bunch of SPEAR GHOULs who were just pointlessly fucking sitting there waiting for something to walk in so they could attack it.
Room .
SMELL: Metallic tang of hour-old blood.
Map room. Globes, nautical charts, atlases, blueprints, guidebooks. CLOAKED VAMPIRE 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: Faint caramelly smell of exotic woods.
SIGHT: The roots of an ancient tree emerge from the roof.
Old wooden chest, given wide berth by nervous, prowling SPEAR GHOULs 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 SANDALS OF PIERCING (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 .
Hideout for rebellious SPEAR GHOULs, unwilling to recognize authority of CLOAKED VAMPIRE, want to establish tiny republic in forgotten dungeon crevice.
Room .
Lightless oubliette. ISHEFFO the WHISPERING DUKE has been trapped in here for at least twenty years, some SPEAR GHOULs coming by to feed and water them occasionally.
Room .
Big wooden door halfway along corridor locked as fuck. Key in possession of SPEAR GHOUL in room .
Room .
SPEAR GHOUL games room. Mildewed cardboard boxes, rotting tomes with amusing titles like Ye Olde Playeres Handbooke. Spotty SPEAR GHOULS 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 .
Cornered, enraged, only semi-wounded CRIMSON MANTICORE preparing to unleash its ultimate attack on bunch of spear-wielding SPEAR GHOULs who think they're doing much better than they are. If you wait you can get it before its ultimate attack recharges.
Room .
Spiral staircase. Young SPEAR GHOULs sliding down bannisters. Will run away if they spot you, bring back angry parents.
Room .
Smooth, round tunnel of enormous ROYAL CRAB, which you will find advancing towards you when you are halfway along.
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 ROYAL CRAB concealed in their flesh.
Room .
Bedchamber of three, four SPEAR GHOULs. Sodden and filthy. Careful inspection of damp rags that serve as bedding will reveal a(n) ANGEL'S FLUTE in surprisingly good condition, but forces save against filth fever.
Room .
SOUND: Chirps of cave crickets.
CLOAKED VAMPIRE 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 , CLOAKED VAMPIRE concluded they will never need it. Cage highly portable, otherwise unbreakable.
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 .
Ledge halfway up wall of big cylindrical pit-cavern, no way in, out except via entrances to ledge. CRIMSON MANTICORE trapped at bottom of pit, bleeding from a number of minor wounds. Extremely long spiked sticks for poking it with. Couple of SPEAR GHOULs indulging in this pastime.
Room .
SIGHT: Extremely high ceiling narrows to tiny skylight.
Huge cavernous room w/ tiny campfire somewhere in middle. SPEAR GHOULs sitting around campfire, roasting sausages, telling filthy stories.
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 .
SIGHT: Walls are murky green glass. You almost feel like you can see through to the next room.
Formerly a wizard's study. Now a breeding pair of BRIMSTONE WEASELs 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 .
SOUND: Dead silence. Even your voices muffled.
SMELL: Strangely cold, like being in a meat freezer.
SPEAR GHOULs engaging in orgiastic rite to win favour of dungeon god. Incredibly eager for you to join in.
Room .
GUNGIVER the AMBITIOUS HIGHWAYMAN, armed w/ CROSSBOW OF THE BEAR, on quest to kill a CRIMSON MANTICORE, which they are only semi-certain even lives in this dungeon.
Room .
Couple of sorry-looking SPEAR GHOULs roasting ROYAL CRAB 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: Howling laughter, swiftly fades to nothing.
Site of ancient battle. Hundreds of skeletons, rusted armour, shattered helms. Single, functioning DAGGER OF THE MOON somewhere in mess, but searching for it likely to disturb spirits of the dead.
Room .
One path overgrown w/ PALE WEED, one dry and barren, one littered w/ skeletons. PALE WEEDs carnivorous, practiced in throwing bones across room for no other reason that they can't digest them and find them unseemly.
Room .
Floor of cave is shoulder-high thicket of PALE WEEDS. Exits raised. Stones protruding from top of thicket let you jump across. PALE WEEDs carnivorous, BRIMSTONE WEASELs in symbiotic relationship w/ them will attack when you are halfway across.
Room .
THEODAERYS the INCOMPETENT SCHOLAR, 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 .
Single incredibly-intelligent SPEAR GHOUL 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: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
SMELL: Strangely warm, like being in a kiln.
Observatory. Star charts, half-ground lenses, celestial globes, tables of astronomical data (looks like random numbers) and pulsar emissions. CLOAKED VAMPIRE 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 .
BESHLANTA the WEEPING PRINCESS and FELOBO the STARVING MERCHANT fighting for possession of a PIRATE'S CANDLE, each with an extremely good argument for why it is rightfully theirs. Actually they stole it from the hoard of a CLOAKED VAMPIRE, who had it as a birthday present from their underworld pen pal and to whom it is of great sentimental value.
Room .
SMELL: Zoosmell, like pressing your face to a tiger and inhaling.
SIGHT: Bioluminescent bacteria gleam in the walls and the dark mud of the floor.
BRIMSTONE WEASEL den. Where they keep their babies. Parents not pleased to see you.
Room .
SIGHT: There is a mirror in this room. It's not magical or special, it's an ordinary mirror.
Waterfall that trickles in through crack in wall, disappears in swirling vortex into crack in earth. Tricky climb, must be made to pass room. BRIMSTONE WEASEL den hidden in cave behind waterfall, half-digested SCROLL OF THE SWAMP in stomach of sleeping BRIMSTONE WEASEL.
Room .
Bedchamber of three, four SPEAR GHOULs. Sodden and filthy. Careful inspection of damp rags that serve as bedding will reveal a(n) MASK OF THE DJINN in surprisingly good condition, but forces save against filth fever.
Room .
SIGHT: Extremely high ceiling narrows to tiny skylight.
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 ROYAL CRAB concealed in their flesh.
Room .
SMELL: Old people and medicine.
Pool of stagnant water with treasure chest at bottom. Treasure chest contains bound, gagged ANGAMPER the OLD SAILOR, is temporarily watertight. If released ANGAMPER the OLD SAILOR will demand vengeance on SPEAR GHOUL in room s, offer reward for assistance in this matter.
Room .
Panicky SPEAR GHOUL wearing obviously-stolen +2 AMULET caught at fork in road, not sure which way to go. In one round MARDRIGHT the EXHAUSTED ASSASSIN, conspicuously missing +2 AMULET, will emerge on scene and demand it back.
Room .
Looks like three-way intersection. One exit actually trap, leads to immediate dead end and floor collapse. Then SPEAR GHOULs come in and start poking you w/ sticks.
Room .
SOUND: Gloop of bubbling mud.
SMELL: Spilt beer accumulated over decades.
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: Creepy singing, like every nursery rhyme in every horror movie ever.
Bunch of SPEAR GHOULs quivering in fear as you approach. CRIMSON MANTICORE followed you in, is directly behind you.
Room .
SIGHT: The roots of an ancient tree emerge from the roof.
Space is bent in such a way that walking down this tunnel will bring you out in room .
Room .
Extremely steep slope. Rope required to go up, down. Your choice whether the PCs start at bottom or top. Outcropping of PALE WEED halfway up seems like it would provide handhold, does, but also tries to eat PCs.
Room .
Formerly a wizard's study. Now a breeding pair of BRIMSTONE WEASELs 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.