The Pagoda: Floors 1-10

General:
Dungeon Walls: Reinforced Masonry

Dungeon Floor: Smooth Stone

Temperature: Very Cold

Illumination: Dark

Corridors:
a: A grinding noise fills the corridor

c: A tile mosaic covers the floor

e: Fire Trap (6d6 damage)

i: A swarm of crawling insects covers the floor

m: Razor Wire Trap (6d6 damage)

n: Acid Trap (6d6 damage)

r: An acrid odor fills the corridor

Wandering Monsters:
1: 1 x Ochre Jelly, scouting from another part of the dungeon

2: 1 x Gelatinous Cube

3: 2 x Carnivorous Ape

4: 2 x Cockatrice

5: 2 x Giant Spider

6: 2 x Carnivorous Ape

Room #1
West Entry #1: Unlocked Strong Wooden Door

West Entry #2: Secret Stuck Simple Wooden Door

Ⓢ The door is concealed within a mosaic of ghoulish carnage

Room Features: A tile labyrinth covers the floor, and a stack of water-filled barrels stands against the north wall

Room #2
West Entry: Iron Portcullis

East Entry: Secret Unlocked Good Wooden Door

Ⓢ A bookcase and concealed door pivots smoothly

South Entry: Unlocked Good Wooden Door

Room Features: An enchanted pool in the east side of the room summons a water elemental to serve whomever drinks from it (but only once), and a mural of geometric patterns covers the ceiling

Room #3
West Entry: Secret Unlocked Simple Wooden Door

Ⓢ The door is concealed behind a tapestry of legendary monsters

Room Features: A chute falls into the room from above, and mysterious levers and mechanisms cover the north and east walls

Trap: Falling Block Trap (4d6 damage)

Room #4
South Entry: Trapped Iron Portcullis

Ⓣ Acid Trap (6d6 damage)

Room Features: Burning torches in iron sconces line the east and west walls, and a warped holy symbol lies in the west side of the room

Room #5
West Entry: Wooden Portcullis (stuck)

East Entry #1: Stuck Good Wooden Door (slides to one side)

East Entry #2: Locked Simple Wooden Door (good lock, -10% to open)

East Entry #3: Stuck Iron Door

Room Features: The floor is covered in perfect hexagonal tiles, and a pile of trash lies in the north-east corner of the room

Monster: 1 x Shrieker

Room #6
North Entry: Stuck Good Wooden Door

East Entry #1: Wooden Portcullis

East Entry #2: Secret Stuck Strong Wooden Door

Ⓢ The door is located near the ceiling and concealed behind a tapestry of ancient mythology

→ Leads to room #10, inhabited by 4 x Piercer

South Entry: Secret Stuck Good Wooden Door (slides to one side)

Ⓢ The door is concealed behind a statue of an elemental salamander, and opened by setting it aflame

Room Features: An unidentifiable odor fills the room, and a pile of rotting wood lies in the center of the room

Monster: 1 x Boring Beetle

Room #7
South Entry: Wooden Portcullis

Room Features: A ruined siege weapon sits in the south side of the room, and several pieces of rotten bread are scattered throughout the room

Room #8
East Entry #1: Archway

→ Leads to room #9

East Entry #2: Stuck Simple Wooden Door (slides to one side)

Room Features: A narrow pit covered by iron bars lies in the center of the room, and someone has scrawled "Death comes on silent wings" in draconic script on the east wall

Monster: 9 x Giant Rat

Treasure: 4500 ep, 6000 cp; hoard total 2280 gp

Room #9
North Entry #1: Archway

North Entry #2: Locked Iron Door (wizard lock)

West Entry: Archway

→ Leads to room #8, inhabited by 9 x Giant Rat

South Entry: Locked Simple Wooden Door (superior lock, -20% to open)

→ Leads to room #12

Room Features: A narrow pit covered by iron bars lies in the north-west corner of the room, and a circle of tall stones stands in the center of the room

Room #10
North Entry #1: Archway

North Entry #2: Unlocked Good Wooden Door

→ Leads to room #11

West Entry: Secret Stuck Strong Wooden Door

Ⓢ The door is located near the ceiling and concealed behind a tapestry of ancient mythology

→ Leads to room #6, inhabited by 1 x Boring Beetle

South Entry #1: Locked Simple Wooden Door (superior lock, -20% to open) (slides to one side)

South Entry #2: Locked Strong Wooden Door (superior lock, -20% to open)

South Entry #3: Locked Strong Wooden Door (wizard lock)

Room Features: Someone has scrawled "Laisa died here" on the north wall, and a dagger hilt lies in the south-east corner of the room

Monster: 4 x Piercer

Treasure: 6000 sp, 6000 cp; hoard total 330 gp

Room #11
West Entry: Unlocked Stone Door

East Entry: Trapped and Locked Good Wooden Door (common lock)

Ⓣ Sleep Gas Trap

South Entry: Unlocked Good Wooden Door

→ Leads to room #10, inhabited by 4 x Piercer

Room Features: Several square holes are cut into the east wall, and a pair of boots lies in the east side of the room

Hidden Treasure: Hidden Locked Good Wooden Chest (common lock)

Aquamarine (500 gp), Bloodstone (50 gp), Blue Quartz (10 gp), Chrysoberyl (100 gp), Deep Blue Spinel (500 gp), Fiery Yellow Corundum (1000 gp), Freshwater Pearl (10 gp), Golden Yellow Topaz (500 gp), Jacinth (5000 gp), Jade (100 gp), Jet (100 gp), Moss Agate (10 gp), 2 x Obsidian (10 gp), Onyx (50 gp), Red-brown Spinel (100 gp), 2 x Rhodochrosite (10 gp), 3 x Violet Garnet (500 gp); hoard total 9570 gp

Room #12
North Entry: Locked Simple Wooden Door (superior lock, -20% to open)

→ Leads to room #9

East Entry: Secret Locked Strong Wooden Door (superior lock, -20% to open)

Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone

Room Features: A forge and anvil sit in the west side of the room, and several rotten apples are scattered throughout the room

Room #13
East Entry: Unlocked Good Wooden Door

Room Features: A narrow shaft descends from the room into a natural cavern below, and a charred club lies in the north-east corner of the room

Room #14
North Entry: Trapped and Stuck Simple Wooden Door

Ⓣ Spear Trap (1d8 damage)

West Entry: Stuck Simple Wooden Door

Room Features: A stone dais sits in the north-west corner of the room, and a tile labyrinth covers the floor

Monster: 1 x Minotaur

Treasure: 1500 gp, 6000 cp; hoard total 1530 gp

Room #15
North Entry: Archway

Room Features: The walls have been engraved with incoherent labyrinths, and ghostly music can be faintly heard near the west wall

Room #16
North Entry: Wooden Portcullis

South Entry: Stuck Simple Wooden Door

Room Features: A chute descends from the room into a natural cavern below, and someone has scrawled "The green dragon is not a dragon" on the north wall

Room #17
West Entry: Stuck Strong Wooden Door

Room Features: Someone has scrawled "The line of Virtue shall be hidden until the moon is crowned and the Bridge of Coins is broken" on the east wall, and the scent of ozone fills the room

Room #18
North Entry: Trapped and Unlocked Strong Wooden Door

Ⓣ Contact Poison Trap (onset immediate, save or die)

Room Features: A tapestry of geometric patterns hangs from the north wall, and someone has scrawled "Iccan died here, her shield broken" on the east wall

Room #19
North Entry: Unlocked Good Wooden Door

South Entry: Trapped and Stuck Strong Wooden Door

Ⓣ Fire Trap (6d6 damage)

Room Features: A tile labyrinth covers the floor, and an overwhelming stench fills the west side of the room

Room #20
North Entry: Stuck Strong Wooden Door

Room Features: Someone has scrawled "The Wands of Coabluff looted this place" on the west wall, and sporadic knocking fills the room

General
Dungeon Walls: Masonry

Dungeon Floor: Hewn Stone (difficult to run)

Temperature: Warm

Illumination: Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors
a: A metallic odor fills the corridor

c: Falling Ceiling Trap (save or die)

e: Cobwebs fill the corridor

i: Poison Dart Trap (1d4 damage plus poison; onset immediate, save or 60 damage)

m: Several square holes are cut into the walls here

n: Someone has scrawled "golden, golden" here

r: Sleep Gas Trap

s: Arrow Trap (1d6 damage)

u: Spiked Pit Trap (10', 2d6 damage)

v: Sporadic knocking fills the corridor

w: Acid Trap (6d6 damage)

Wandering Monsters
1: 1 x Subterranean Lizard, bloodied and fleeing a more powerful enemy

2: 2 x Carrion Crawler, returning to their lair with plunder

3: 1 x Trapper, lost and desperate

4: 2 x Gargoyle, returning to their lair with plunder

5: 5 x Hobgoblin, actively patrolling their territory

6: Yellow Mold, scavenging for food and treasure

Room #1
North Entry: Stuck Good Wooden Door (magically reinforced)

West Entry : Archway

→ Leads to room #16

East Entry #1: ''Unlocked Simple Wooden Door '' → Leads to room #21

East Entry #2: Stuck Strong Wooden Door

Room Features: A large kiln and coal bin sit in the north-east corner of the room, and mournful weeping can be heard in the center of the room

Trap: Net Trap

Room #2
North Entry: Stuck Good Wooden Door (slides down)

East Entry: Unlocked Good Wooden Door

→  Leads to room #17

South Entry: Unlocked Strong Wooden Door (slides to one side)

Room Features: An iron sarcophagus sits in the south-east corner of the room, and a corroded key lies in the west side of the room

Monster: 5 x Blink Dog

Room #3
West Entry: Unlocked Stone Door

→ Leads to room #14, inhabited by Yellow Mold

East Entry: Stuck Good Wooden Door (slides up)

→ Leads to room #23

South Entry: Unlocked Simple Wooden Door

Room Features: A simple fireplace sits against the north wall, and a pile of rotten apples lies in the south-east corner of the room

Room #4
West Entry: Archway

South Entry: Stuck Strong Wooden Door

Room Features: A circle of tall stones stands in the south-west corner of the room, and several pieces of rotten leather are scattered throughout the room

Room #5
North Entry: Archway

East Entry: Archway

→ Leads to room #13

South Entry #1: Unlocked Simple Wooden Door

→ Leads to room #18

South Entry #2: Unlocked Simple Wooden Door

Room Features: A toppled statue lies in the south-west corner of the room, and a pile of bent copper coins lies in the west side of the room

Monster: 1 x Hill Giant

Treasure: 4500 ep, 6000 cp; hoard total 2280 gp

Room #6
North Entry: Archway

→ Leads to room #23

East Entry: Archway

South Entry #1: Stuck Stone Door

South Entry #2: Stuck Good Wooden Door

→ Leads to room #19

Room Features: A tapestry of ghoulish carnage hangs from the west wall, and skeletons hang from chains and manacles against the south and west walls

Room #7
North Entry: Stuck Simple Wooden Door

→ Leads to room #18

West Entry: Unlocked Simple Wooden Door

East Entry: Archway

→ Leads to room #13

South Entry: Stuck Iron Door

→ Leads to room #20, inhabited by 8 x Orc

Room Features: A toppled statue lies in the north side of the room, and someone has scrawled "They ate Wilgotha" on the east wall

Monster: 1 x Umber Hulk

Treasure: '1500 gp, 6000 sp; hoard total 1800 gp

Room #8
West Entry: Stuck Good Wooden Door

→ Leads to room #12

South Entry: Archway

Room Features: A well lies in the center of the room, and someone has scrawled "Mind the gap" on the east wall

Room #9
East Entry: Stuck Iron Door

South Entry: Archway

Room Features: The room has a high domed ceiling, and a carved stone statue stands in the north-west corner of the room

Monster: 1 x Giant Lizard

Treasure: 600 pp, 1500 gp; hoard total 4500 gp

Room #10
North Entry: Stuck Good Wooden Door

South Entry #1: Stuck Stone Door

South Entry #2: Archway

Room Features: A mural of a legendary battle covers the ceiling, and a wooden ladder rests against the east wall

Monster: 2 x Subterranean Lizard

Treasure: 6000 cp; hoard total 30 gp

Room #11
East Entry: Stuck Simple Wooden Door

Room Features: A fountain decorated with six gargoyles sits in the east side of the room, and an acrid odor fills the room

Monster: 1 x Ghost

Treasure: 6000 sp, 6000 cp; hoard total 330 gp

Room #12
West Entry: Unlocked Simple Wooden Door

East Entry: Stuck Good Wooden Door

→ Leads to room #8 South Entry #1: Stuck Good Wooden Door

South Entry #2: Stuck Good Wooden Door

→ Leads to room #21

Room Features: 'A stair ascends to a balcony hanging from the east wall, and someone has scrawled "Don't lose your head" in blood on the south wall

Room #13
West Entry #1: Archway

→ Leads to room #5, inhabited by 1 x Hill Giant

West Entry #2: Archway

→ Leads to room #7, inhabited by 1 x Umber Hulk

East Entry #1: Stuck Good Wooden Door

East Entry #2: Unlocked Good Wooden Door (slides up)

South Entry: Stuck Good Wooden Door

→ Leads to room #20, inhabited by 8 x Orc

Room Features: A forge and anvil sit in the south-east corner of the room, and someone has scrawled "Elient died here, not quick enough" on the south wall

Room #14
East Entry: Unlocked Stone Door

→ Leads to room #3

South Entry #1: Unlocked Good Wooden Door

South Entry #2: Unlocked Strong Wooden Door

Room Features: Numerous pillars line the north and west walls, and the floor is covered with claw marks

Monster: Yellow Mold

Room #15
North Entry: Archway

South Entry: Stuck Stone Door

Room Features: Someone has scrawled an arrow pointing up on the south wall, and the ceiling is covered with cracks

Room #16
North Entry: Stuck Good Wooden Door

East Entry #1: Stuck Simple Wooden Door

East Entry #2: Archway

→ Leads to room #1

Room Features: A narrow ledge runs along the north and west walls, and the north and east walls have been engraved with alien glyphs

Trap: Falling Ceiling Trap (save or die)

Room #17
North Entry: Unlocked Good Wooden Door

West Entry #1: Stuck Simple Wooden Door

West Entry #2: Unlocked Good Wooden Door

→ Leads to room #2, inhabited by 5 x Blink Dog

Room Features: The floor is covered in square tiles, alternating white and black, and someone has scrawled "This paladin is dead" in draconic script on the west wall

Room #18
North Entry: Unlocked Simple Wooden Door

→ Leads to room #5, inhabited by 1 x Hill Giant

West Entry: Stuck Simple Wooden Door

South Entry: Stuck Simple Wooden Door

→ Leads to room #7, inhabited by 1 x Umber Hulk

Room Features: A tapestry of vile acts hangs from the west wall, and someone has scrawled "Trespassers will be flayed alive" in orcish runes on the north wall

Room #19
North Entry: Stuck Good Wooden Door

→ Leads to room #6

West Entry: Unlocked Iron Door

Room Features: A rotting odor fills the west side of the room, and a pile of empty flasks lies in the south-east corner of the room

Room #20
North Entry #1: Stuck Iron Door

→ Leads to room #7, inhabited by 1 x Umber Hulk

North Entry #2: Stuck Good Wooden Door

→ Leads to room #13

Room Features: A well lies in the east side of the room, and several pieces of blood-soaked clothing are scattered throughout the room

Monster: 8 x Orc

Treasure: 600 pp, 1500 gp; hoard total 4500 gp

Room #21
North Entry: Stuck Good Wooden Door

→ Leads to room #12

West Entry: Unlocked Simple Wooden Door

→ Leads to room #1

East Entry #1: Unlocked Strong Wooden Door

East Entry #2: Stuck Strong Wooden Door (slides to one side)

Room Features: A large demonic idol with ruby eyes sits in the east side of the room, and ghostly music fills the room

Room #22
North Entry: Stuck Simple Wooden Door

Room Features: A sloped pit lined with iron spikes lies in the south side of the room, and a faded and torn tapestry hangs from the north wall

Monster: 1 x Shadow

Treasure: 4500 ep; Leather Armor +1 (human size) (2000 gp); hoard total 4250 gp

Room #23
North Entry: Stuck Simple Wooden Door

West Entry: Stuck Good Wooden Door (slides up)

→ Leads to room #3

South Entry: Archway

→ Leads to room #6

Room Features: The floor is covered in perfect hexagonal tiles, and the scent of urine fills the south side of the room

General
Dungeon Walls: Masonry

Dungeon Floor: Flagstone

Temperature: Cool

Illumination: Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors
a: Razor Wire Trap (6d6 damage)

c: A fountain of water sits in an alcove here

e: Spear Trap (1d8 damage)

i: Withered corpses are nailed to the corridor walls

m: Withered corpses are nailed to the corridor walls

n: A narrow shaft descends from the corridor into a plundered tomb below

r: Falling Block Trap (5d6 damage)

s: Someone has scrawled "I'd rather be at the Drunken Jester" here

Wandering Monsters
1: 3 x Huge Spider, returning to their lair with plunder

2: 1 x Giant Spider, hunting for food

3: 10 x Gnome, investigating a strange noise

4: 1 x Giant Constrictor Snake, wandering senselessly

5: 3 x NPC and 6 x Henchmen, consumed by disease and madness

6: 1 x Giant Poisonous Snake, investigating a strange noise

Room #1
North Entry: Archway

West Entry #1: Archway

→ Leads to room #19, inhabited by 5 x Hobgoblin

West Entry #2: Stuck Strong Wooden Door

→ Leads to room #20, inhabited by 4 x Ghast

Room Features: A chute descends from the room into a natural cavern below, and someone has scrawled "Watch out for elves" in goblin runes on the east wall

Room #2
East Entry #1: Stuck Simple Wooden Door

→ Leads to room #18

East Entry #2: Archway

→ Leads to room #21, inhabited by 3 x Giant Toad

Room Features: A magical shrine in the south side of the room summons an air elemental to serve whomever offers a prayer (but only once), and a faded and torn tapestry hangs from the west wall

Room #3
North Entry: Stuck Simple Wooden Door

West Entry #1: Unlocked Simple Wooden Door

→ Leads to room #22 West Entry #2: Unlocked Good Wooden Door

→ Leads to room #17, inhabited by 2 x Minotaur

South Entry: Unlocked Strong Wooden Door

Room Features: The floor is covered with stone rubble, and a rusted chain shirt lies in the north-west corner of the room

Room #4
North Entry: Stuck Simple Wooden Door

East Entry: Stuck Strong Wooden Door

→ Leads to room #16

Room Features: A tapestry of arcane patterns hangs from the east wall, and a shallow pool of water lies in the north-west corner of the room

Trap: Poison Gas Trap (onset 2d4 rounds, save or die)

Room #5
South Entry: Stuck Good Wooden Door

Room Features: The floor is covered in square tiles, alternating white and black, and the ceiling is covered with cracks

Room #6
North Entry #1: Archway

North Entry #2: Stuck Simple Wooden Door (slides up)

Room Features: A narrow ledge runs along the north and west walls, and a large kiln and coal bin sit in the south-east corner of the room

Trap: Falling Block Trap (4d6 damage)

Room #7
North Entry: Stuck Simple Wooden Door

East Entry: Archway

Room Features: A ladder ascends to a balcony hanging from the north wall, and the floor is covered with bones

Hidden Treasure: Hidden Unlocked Good Wooden Chest

6000 cp; hoard total 30 gp

Room #8
North Entry: Archway West Entry: Stuck Strong Wooden Door

South Entry: Unlocked Simple Wooden Door

Room Features: The floor is covered in perfect hexagonal tiles, and mysterious levers and mechanisms cover the north and west walls

Room #9
North Entry: Stuck Strong Wooden Door

Room Features: A simple fireplace sits against the west wall, and a metallic odor fills the room

Monster: 1 x Giant Spitting Snake

Treasure: 6000 cp; hoard total 30 gp

Room #10
West Entry: Unlocked Good Wooden Door

→ Leads to room #27

East Entry: Unlocked Strong Wooden Door

South Entry: Archway

Room Features: A briny odor fills the north side of the room, and a pile of iron blobs lies in the west side of the room

Room #11
West Entry: Stuck Simple Wooden Door

East Entry: Stuck Iron Door

→ Leads to room #24, inhabited by 1 x Giant Spider

South Entry: Stuck Simple Wooden Door (slides down)

Room Features: A stone dais sits in the north side of the room, and lit candles are scattered across the floor

Room #12
North Entry #1: Stuck Simple Wooden Door

North Entry #2: Archway

West Entry: Unlocked Strong Wooden Door

→ Leads to room #25

Room Features: A tile mosaic of ancient mythology covers the floor, and burning torches in iron sconces line the east and west walls

Hidden Treasure: Hidden Locked Simple Wooden Chest (common lock)

6000 cp; hoard total 30 gp

Room #13
North Entry: Stuck Good Wooden Door

East Entry: Stuck Strong Wooden Door

South Entry #1: Archway

South Entry #2: Stuck Strong Wooden Door

Room Features: A circle of tall stones stands in the south-east corner of the room, and ghostly wailing can be faintly heard near the north wall

Room #14
South Entry: Stuck Simple Wooden Door

→ Leads to room #18

Room Features: A group of monstrous faces have been carved into the north wall, and someone has scrawled "The Angels of Ameris killed fifteen orcs here" on the east wall

Room #15
North Entry: Stuck Strong Wooden Door (slides to one side)

→ Leads to room #18

West Entry #1: Stuck Simple Wooden Door

West Entry #2: Stuck Strong Wooden Door

East Entry #1: Archway

East Entry #2: Unlocked Simple Wooden Door (slides down)

East Entry #3: Unlocked Strong Wooden Door

East Entry #4: Unlocked Simple Wooden Door

→ Leads to room #22

South Entry: Unlocked Iron Door

→ Leads to room #16

Room Features: A wooden ladder rests against the west wall, and a shallow pool of quicksilver lies in the west side of the room

Room #16
North Entry #1: Archway

→ Leads to room #23

North Entry #2: Unlocked Iron Door

→ Leads to room #15

West Entry: Stuck Strong Wooden Door

→ Leads to room #4

Room Features: Someone has scrawled "Abandon all hope" on the south wall, and a warped door lies in the north-west corner of the room

Hidden Treasure: idden Trapped and Locked Iron Chest (common lock)

Contact Poison Trap (onset 1d4 rounds, save or 40 damage)

600 pp; hoard total 3000 gp

Room #17
West Entry: Stuck Simple Wooden Door

East Entry: Unlocked Good Wooden Door

→ Leads to room #3

South Entry: Archway

Room Features: A shallow pit lies in the west side of the room, and someone has scrawled "Bend the pin to reset the trap" on the east wall

Monster: 2 x Minotaur

Room #18
North Entry: Stuck Simple Wooden Door

→ Leads to room #14

West Entry: Stuck Simple Wooden Door

→ Leads to room #2

South Entry: Stuck Strong Wooden Door (slides to one side)

→ Leads to room #15

Room Features: A wooden platform hangs over a deep pit in the west side of the room, and numerous humanoid skulls are scattered throughout the room

Room #19
North Entry: Stuck Strong Wooden Door

East Entry: Archway

→ Leads to room #1

South Entry: Unlocked Good Wooden Door

→ Leads to room #20, inhabited by 4 x Ghast

Room Features: A thumping sound fills the room, and a rusted chain shirt lies in the south-east corner of the room

Monster: 5 x Hobgoblin

Room #20
North Entry: Unlocked Good Wooden Door

→ Leads to room #19, inhabited by 5 x Hobgoblin

East Entry: Stuck Strong Wooden Door

→ Leads to room #1

South Entry: Archway

Room Features: A narrow shaft descends from the room into a natural cavern below, and numerous humanoid skulls are scattered throughout the room

Monster: 4 x Ghast

Room #21
West Entry: Archway

→ Leads to room #2

South Entry: Stuck Stone Door

Room Features: A narrow ledge runs along the south and west walls, and several pieces of rotten leather are scattered throughout the room

Monster: 3 x Giant Toad

Room #22
West Entry: Unlocked Simple Wooden Door

→ Leads to room #15

East Entry: Unlocked Simple Wooden Door

→ Leads to room #3

Room Features: A rope ascends to a wooden platform in the north-west corner of the room, and someone has scrawled a demonic face on the east wall

Room #23
North Entry: Stuck Stone Door

South Entry: Archway

→ Leads to room #16

Room Features: Several alcoves are cut into the north and south walls, and the north and east walls are covered with veins of metal

Room #24
West Entry: Stuck Iron Door

→ Leads to room #11

East Entry: Unlocked Good Wooden Door

Room Features: A mural of arcane patterns covers the ceiling, and a wooden ladder rests against the west wall

Monster: 1 x Giant Spider

Room #25
West Entry: Stuck Good Wooden Door

East Entry: Unlocked Strong Wooden Door

→ Leads to room #12

Room Features: A stream of acid flows along a channel in the floor, and a tile mosaic of arcane patterns covers the floor

Room #26
North Entry: Stuck Strong Wooden Door

West Entry: Unlocked Strong Wooden Door

Room Features: The room has a high domed ceiling, and a forge and anvil sit in the east side of the room

Room #27
North Entry: Stuck Good Wooden Door

East Entry: Unlocked Good Wooden Door

→ Leads to room #10

Room Features: An altar of evil sits in the center of the room, and someone has scrawled "The Forlorn Temple shall be destroyed when the Seal of Dweomers fails and the Golden Scepter is broken" on the north wall

General
Dungeon Walls: Masonry

Dungeon Floor: Smooth Stone

Temperature: Average

Illumination: Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors
a: A crater has been blasted into the floor

c: Water drips from the ceiling

e: Poison Gas Trap (onset 2d4 rounds, save or 60 damage)

i: A large demonic idol with ruby eyes sits in an alcove here

m: Part of the ceiling has collapsed into the corridor

Wandering Monsters
1: 1 x Gray Ooze, scouting from another part of the dungeon

2: 3 x Poisonous Toad, trying to lure the party into an ambush

3: 1 x 6-headed Hydra, hunting for food

4: 3 x Troll, scavenging for food and treasure

5: 4 x Blink Dog, bloodied and fleeing a more powerful enemy

6: 1 x Giant Spitting Snake, lost and desperate

Room #1
North Entry: Stuck Good Wooden Door

West Entry: Archway

Room Features: A circle of tall stones stands in the south-east corner of the room, and someone has scrawled "Mila stands here, slain by a basilisk" on the east wall

Room #2
North Entry #1: Archway

North Entry #2: Stuck Iron Door

West Entry: Stuck Good Wooden Door

Room Features: A faded and torn tapestry hangs from the west wall, and a large demonic idol with ruby eyes sits in the south side of the room

Room #3
East Entry: Stuck Strong Wooden Door (slides to one side)

Room Features: A stone stair ascends towards the east wall, and a group of monstrous faces have been carved into the east wall

Room #4
East Entry #1: Unlocked Iron Door (slides up)

East Entry #2: Stuck Strong Wooden Door

South Entry: Stuck Strong Wooden Door (magically reinforced)

Room Features: A large demonic idol with ruby eyes sits in the north-west corner of the room, and a briny odor fills the north-west corner of the room

Trap: Net Trap

Room #5
North Entry: Stuck Good Wooden Door

South Entry: Stuck Simple Wooden Door

Room Features: A fountain decorated with six gargoyles sits in the north-east corner of the room, and a corpse lies in front of an open chest in the north side of the room

Room #6
North Entry #1: Stuck Good Wooden Door

North Entry #2: Stuck Simple Wooden Door

North Entry #3: Stuck Good Wooden Door

West Entry: Archway

→ Leads to room #18 South Entry: Stuck Simple Wooden Door

Room Features: The floor is covered in square tiles, alternating white and black, and someone has scrawled "The Dragons of Arlordbekkr killed ten goblins here" on the south wall

Room #7
North Entry: Stuck Stone Door

East Entry #1: Archway

→ Leads to room #15 East Entry #2: Archway

East Entry #3: Stuck Iron Door (slides to one side)

South Entry: Unlocked Strong Wooden Door

Room Features: A ladder ascends to a balcony hanging from the east wall, and someone has scrawled "black, azure, silver" on the south wall

Room #8
North Entry #1: Unlocked Strong Wooden Door

North Entry #2: Stuck Stone Door

West Entry: Stuck Simple Wooden Door

Room Features: A chute falls into the room from above, and someone has scrawled "Sharpen thy blade and ready thy shield" on the north wall

Room #9
South Entry: Stuck Simple Wooden Door

Room Features: A stone stair ascends towards the west wall, and the sound of drums can be faintly heard near the north wall

Monster: 1 x Su-monster

Treasure: 4500 ep; Ring of Weakness (1000 gp); hoard total 3250 gp

Room #10
West Entry: Archway

Room Features: A wooden ladder rests against the north wall, and someone has scrawled "The maiden is cursed" on the north wall

Room #11
West Entry: Unlocked Simple Wooden Door

→ Leads to room #12

South Entry: Stuck Strong Wooden Door

Room Features: Someone has scrawled a large X on the west wall, and the scent of ozone fills the room

Room #12
East Entry: Unlocked Simple Wooden Door

→ Leads to room #11

South Entry: Stuck Simple Wooden Door

Room Features: A tile labyrinth covers the floor, and someone has scrawled "The Obsidian Orb is broken" on the west wall

Room #13
North Entry: Stuck Simple Wooden Door

West Entry: Unlocked Simple Wooden Door

→ Leads to room #14, inhabited by 1 x Boring Beetle

East Entry: Archway

Room Features: A narrow shaft descends from the room into a natural cavern below, and a pile of bent copper coins lies in the north-east corner of the room

Room #14
North Entry: Archway

East Entry: Unlocked Simple Wooden Door

→ Leads to room #13

Room Features: A stone stair ascends towards the west wall, and someone has scrawled "The Marauders of Frafeld killed five trolls here" on the west wall

Monster: 1 x Boring Beetle

Room #15
West Entry: Archway

→ Leads to room #7

Room Features: A stone dais sits in the south-west corner of the room, and a group of draconic faces have been carved into the west wall

Room #16
North Entry #1: Stuck Strong Wooden Door (slides to one side)

North Entry #2: Stuck Stone Door

South Entry: Unlocked Simple Wooden Door

Room Features: A toppled statue lies in the east side of the room, and someone has scrawled "Sharpen thy blade and ready thy shield" on the east wall

Room #17
North Entry: Unlocked Strong Wooden Door

Room Features: A narrow shaft falls into the room from above, and a large demonic idol with ruby eyes sits in the center of the room

Room #18
North Entry: Stuck Stone Door

West Entry: Unlocked Simple Wooden Door

East Entry: Archway

→ Leads to room #6

Room Features: A well lies in the east side of the room, and a pile of wax blobs lies in the south side of the room

General
Dungeon Walls: Masonry

Dungeon Floor: Natural Stone (move at half speed, can't run)

Temperature: Very Hot

Illumination: Average (shadowy in corridors, lamps or torches in most rooms)

Corridors
a: A chute descends from the corridor into a magical cyst below

c: A tile labyrinth covers the floor

Wandering Monsters
1: 2 x Subterranean Lizard, wandering senselessly

2: 1 x 5-headed Hydra, lost and desperate

3: 2 x NPC and 7 x Henchmen, searching for an object stolen from their lair

4: 5 x NPC and 4 x Henchmen, wandering senselessly

5: 1 x Gray Ooze, bloodied and fleeing a more powerful enemy

6: 3 x Doppelganger, wandering senselessly

Room #1
North Entry #1: Stuck Iron Door (slides down)

North Entry #2: Unlocked Strong Wooden Door (magically reinforced)

East Entry: Stuck Iron Door

Room Features: A tile mosaic of a god of shadows covers the floor, and someone has scrawled "The Scarred Oak shall be lost when the light comes to lifeless eyes" on the north wall

Room #2
North Entry: Stuck Simple Wooden Door

South Entry: Unlocked Simple Wooden Door

Room Features: A magical mural on the west wall can be used as a portal to any known location within the dungeon, and a rusted chain shirt lies in the center of the room

Monster: 4 x Fire Beetle

Room #3
North Entry: Stuck Simple Wooden Door

South Entry #1: Archway

South Entry #2: Unlocked Good Wooden Door

→  Leads to room #15

Room Features: Someone has scrawled "Stay low" in goblin runes on the east wall, and an iron chain hangs from the ceiling in the north side of the room

Treasure: Locked Good Wooden Chest (common lock)

4500 ep; hoard total 2250 gp

Room #4
North Entry: Archway

Room Features: A magical mirror on the south wall answers simple questions about the dungeon (yes/no), and a group of demonic faces have been carved into the south wall

Room #5
West Entry: Unlocked Simple Wooden Door

→  Leads to room #12

East Entry #1: Unlocked Simple Wooden Door

East Entry #2: Unlocked Strong Wooden Door

→  Leads to room #17

Room Features: A ladder ascends to a catwalk hanging between the north and south walls, and an iron chandelier hangs from the ceiling in the west side of the room

Trap: Elevator Room Trap (rises 2 levels)

Room #6
West Entry: Stuck Strong Wooden Door

East Entry: Stuck Strong Wooden Door (slides down)

→  Leads to room #11, inhabited by 3 x NPC and 6 x Henchmen

Room Features: Someone has scrawled "six, three, five" in draconic script on the east wall, and a shattered sword lies in the south-east corner of the room

Monster: 12 x Giant Centipede

Treasure: 

Room #7
West Entry: Unlocked Good Wooden Door

→  Leads to room #10

East Entry: Archway

→  Leads to room #17

South Entry: Stuck Simple Wooden Door

Room Features: Several iron cages are scattered throughout the room, and the floor is covered with dead insects

Room #8
East Entry: Stuck Simple Wooden Door

→  Leads to room #9

South Entry: Unlocked Good Wooden Door

Room Features: A magical shrine in the north side of the room grants greater intelligence (for one hour) to whomever sacrifices a gemstone upon it, and a cube of solid stone stands in the north side of the room

Room #9
North Entry: Stuck Iron Door

→  Leads to room #11, inhabited by 3 x NPC and 6 x Henchmen

West Entry: Stuck Simple Wooden Door

→  Leads to room #8

East Entry: Unlocked Simple Wooden Door

South Entry #1: Stuck Simple Wooden Door

→  Leads to room #14

South Entry #2: Archway

Room Features: A stone dais sits in the east side of the room, and the scent of urine fills the room

Room #10
North Entry: Stuck Strong Wooden Door

→  Leads to room #12

East Entry #1: Stuck Simple Wooden Door

East Entry #2: Unlocked Good Wooden Door

→  Leads to room #7

South Entry #1: Unlocked Strong Wooden Door

South Entry #2: Unlocked Strong Wooden Door (slides down)

South Entry #3: Stuck Simple Wooden Door

South Entry #4: Stuck Good Wooden Door

→  Leads to room #13, inhabited by 2 x Wraith

Room Features: Someone has scrawled "Upon the seventh day of the White Spring, in the Valley of Illusions, the Warden of Chariots shall be murdered" on the west wall, and several candles are scattered throughout the room

Room #11
North Entry: Unlocked Strong Wooden Door

→  Leads to room #16

West Entry #1: Stuck Simple Wooden Door

West Entry #2: Stuck Strong Wooden Door (slides down)

→  Leads to room #6, inhabited by 12 x Giant Centipede

West Entry #3: Stuck Good Wooden Door

West Entry #4: Stuck Strong Wooden Door

East Entry: Stuck Good Wooden Door (slides down)

South Entry: Stuck Iron Door

→  Leads to room #9

Room Features: A tile labyrinth covers the floor, and someone has scrawled "For the glory of the Wyrm Duchess" in orcish runes on the north wall

Monster: 3 x NPC and 6 x Henchmen

Walde: Male Human, 12th-level Paladin, LG. Walde is rugged in appearance, with blonde hair and brown eyes. He wears banded mail and wields a military fork. Walde frequently uses uncommon words incorrectly.

Wealda: Male Human, 12th-level Magic-User, NG. Wealda has thin black hair and large amber eyes, and a magical tattoo on his arm. He wears simple clothing and wields a quarterstaff and darts. Wealda is pious and foolish.

Wine: Male Human, 10th-level Fighter, NG. Wine has white hair and hazel eyes. He wears banded mail and wields a glaive-guisarme. Wine compulsively counts things.

Room #12
North Entry #1: Stuck Good Wooden Door (magically reinforced)

North Entry #2: Stuck Good Wooden Door

East Entry #1: Unlocked Good Wooden Door

East Entry #2: Unlocked Simple Wooden Door

→  Leads to room #5

East Entry #3: Stuck Good Wooden Door

East Entry #4: Stuck Simple Wooden Door

South Entry: Stuck Strong Wooden Door

→  Leads to room #10

Room Features: A fountain of water sits against the south wall, and a rusted amulet lies in the north side of the room

Room #13
North Entry: Stuck Good Wooden Door

→  Leads to room #10

South Entry: Stuck Strong Wooden Door

Room Features: An overwhelming stench fills the center of the room, and several candles are scattered throughout the room

Monster: 2 x Wraith

Treasure: 

Room #14
North Entry: Stuck Simple Wooden Door

→  Leads to room #9

West Entry: Stuck Simple Wooden Door

→  Leads to room #22, inhabited by 2 x Owlbear

East Entry: Unlocked Simple Wooden Door

South Entry: Stuck Simple Wooden Door

Room Features: Spirals of yellow stones cover the floor, and a clanking sound fills the room

Room #15
North Entry #1: Unlocked Good Wooden Door

→  Leads to room #3

North Entry #2: Unlocked Good Wooden Door

Room Features: The floor is covered in square tiles, alternating white and black, and a pile of spoiled meat lies in the north-west corner of the room

Room #16
West Entry: Unlocked Simple Wooden Door

→  Leads to room #20

East Entry: Stuck Good Wooden Door (magically reinforced)

South Entry: Unlocked Strong Wooden Door

→  Leads to room #11, inhabited by 3 x NPC and 6 x Henchmen

Room Features: The room has a high domed ceiling, and a faded and torn tapestry hangs from the east wall

Room #17
West Entry #1: Unlocked Strong Wooden Door

→  Leads to room #5

West Entry #2: Stuck Good Wooden Door

West Entry #3: Archway

→  Leads to room #7

East Entry #1: Archway

East Entry #2: Unlocked Simple Wooden Door

South Entry: Unlocked Strong Wooden Door

Room Features: Part of the ceiling has collapsed into the room, and the floor is covered in square tiles, alternating white and black

Treasure: Invisible Locked Iron Chest (superior lock)

Gold ring set with gems (6000 gp), Silver pendant set with gems (3000 gp), Wrought Platinum crown (1700 gp), Wrought gold brooch (700 gp), Wrought silver and gold crown (200 gp), Wrought silver crown (1000 gp); hoard total 12600 gp

Room #18
North Entry #1: Stuck Good Wooden Door

North Entry #2: Stuck Strong Wooden Door

West Entry: Stuck Good Wooden Door

→  Leads to room #21

East Entry: Unlocked Good Wooden Door

→  Leads to room #20

Room Features: A magical mirror on the south wall answers questions with lies and falsehoods, and a stone dais and throne sits in the south side of the room

Room #19
North Entry: Stuck Good Wooden Door

East Entry: Stuck Simple Wooden Door

→  Leads to room #22, inhabited by 2 x Owlbear

South Entry #1: Archway

South Entry #2: Archway

Room Features: Part of the north wall has collapsed into the room, and the north and west walls are covered with scorch marks

Room #20
North Entry: Stuck Strong Wooden Door

West Entry: Unlocked Good Wooden Door

→  Leads to room #18

East Entry: Unlocked Simple Wooden Door

→  Leads to room #16

South Entry: Stuck Stone Door

Room Features: A toppled statue lies in the west side of the room, and a pile of rotting wood lies in the north-east corner of the room

Room #21
North Entry: Unlocked Good Wooden Door

East Entry: Stuck Good Wooden Door

→  Leads to room #18

South Entry: Unlocked Good Wooden Door

Room Features: Someone has scrawled "Trespassers will be flayed alive" in orcish runes on the south wall, and a sour odor fills the east side of the room

Room #22
North Entry: Unlocked Good Wooden Door

West Entry: Stuck Simple Wooden Door

→  Leads to room #19

East Entry: Stuck Simple Wooden Door

→  Leads to room #14

Room Features: Skeletons hang from chains and manacles against the north wall, and someone has scrawled "No secret door here" in orcish runes on the west wall

Monster: 2 x Owlbear

Treasure: 

Room #23
North Entry: Stuck Good Wooden Door

West Entry: Stuck Stone Door

Room Features: Someone has scrawled "Run away!" on the west wall, and the ceiling is covered with cracks

General
Dungeon Walls: Masonry

Dungeon Floor: Hewn Stone (difficult to run)

Temperature: Warm

Illumination: Dark (individual creatures may carry lights)

Corridors
a: A tapping sound fills the corridor

c: The sound of footsteps fills the corridor

e: Numerous pillars line the corridor

i:  A large demonic idol with ruby eyes sits in an alcove here

Wandering Monsters
1: 1 x 10-headed Hydra, scouting from another part of the dungeon

2: 2 x Carnivorous Ape, scavenging for food and treasure

3: 3 x Carnivorous Ape, scouting from another part of the dungeon

4: 1 x 16-headed Hydra, investigating a strange noise

5: 1 x Werebear, bloodied and fleeing a more powerful enemy

6: 1 x Young Blue Dragon, actively patrolling their territory

Room #1
West Entry #1: Unlocked Good Wooden Door

West Entry #2: Unlocked Simple Wooden Door

West Entry #3: Unlocked Strong Wooden Door

South Entry #1: Archway

South Entry #2: Archway

Room Features: The floor is covered in square tiles, alternating white and black, and jagged steel blades project from cracks in the walls

Room #2
East Entry #1: Unlocked Good Wooden Door

East Entry #2: Stuck Simple Wooden Door

→  Leads to room #13

South Entry #1: Stuck Simple Wooden Door

South Entry #2: Stuck Simple Wooden Door

Room Features: A sloped pit lined with iron spikes lies in the center of the room, and someone has scrawled "one, four" on the west wall

Room #3
West Entry #1: Unlocked Simple Wooden Door

→  Leads to room #16, inhabited by 1 x 7-headed Hydra

West Entry #2: Unlocked Simple Wooden Door

West Entry #3: Archway

West Entry #4: Stuck Simple Wooden Door

East Entry #1: Stuck Simple Wooden Door

East Entry #2: Stuck Stone Door

Room Features: Ghostly music fills the room, and a sundered club lies in the south-west corner of the room

Room #4
North Entry: Unlocked Iron Door

West Entry #1: Unlocked Good Wooden Door

West Entry #2: Archway

West Entry #3: Unlocked Strong Wooden Door

East Entry #1: Unlocked Simple Wooden Door

East Entry #2: Unlocked Strong Wooden Door

Room Features: Part of the south wall has collapsed into the room, and a faded and torn tapestry hangs from the east wall

Monster: 1 x 6-headed Hydra

Room #5
North Entry #1: Archway

North Entry #2: Stuck Strong Wooden Door

Room Features: Someone has scrawled "This paladin is dead" in draconic script on the north wall, and the ceiling is covered with needle-like stalactites

Room #6
East Entry: Archway

Room Features: A faded and torn tapestry hangs from the south wall, and several pieces of spoiled meat are scattered throughout the room

Monster: 3 x NPC and 6 x Henchmen

Elean: Female Human, 9th-level Illusionist, N. Elean has thin gray hair and large gray eyes. She wears modest garments and wields a quarterstaff and dagger. Elean is thoughtful and hardworking.

Mary Yournet: Female Human, 10th-level Fighter, N. Mary is slender, with red hair and soft hazel eyes. She wears plate mail and wields a military pick and heavy crossbow. Mary dislikes having people behind her.

Phera: Female Human, 8th-level Magic-User, CN. Phera is overweight, with blonde hair and green eyes. She wears modest garments and wields a quarterstaff and dagger. Phera compulsively collects small objects.

Treasure: : 600 pp; Gold earrings set with gems (5000 gp), Jade brooch (2200 gp), Platinum ring set with gems (8000 gp), Silver necklace set with gems (6000 gp), Wrought gold bracelet (500 gp), Wrought silver and gold brooch (300 gp); hoard total 25000 gp

Room #7
West Entry: Unlocked Simple Wooden Door (slides up)

East Entry: Unlocked Simple Wooden Door

→  Leads to room #8, inhabited by 1 x Giant Spider

Room Features: Several square holes are cut into the north and south walls, and someone has scrawled "Abandon all hope" on the north wall

Monster: 7 x Giant Centipede

Treasure: : 1500 gp; hoard total 1500 gp

Room #8
West Entry: Unlocked Simple Wooden Door

→  Leads to room #7, inhabited by 7 x Giant Centipede

East Entry: Archway

Room Features: A simple fireplace sits against the south wall, and a pile of corroded iron spikes lies in the south-east corner of the room

Monster: 1 x Giant Spider

Treasure: : 600 pp, 6000 sp; hoard total 3300 gp

Room #9
North Entry: Stuck Strong Wooden Door

→  Leads to room #11

West Entry: Unlocked Simple Wooden Door

Room Features: A magical mural on the east wall can be used to scry upon any known individual within the dungeon, and a stone dais and throne sits in the south side of the room

Room #10
North Entry: Stuck Good Wooden Door

→  Leads to room #12

West Entry #1: Stuck Strong Wooden Door

West Entry #2: Unlocked Strong Wooden Door

Room Features: A set of demonic war masks hangs on the south wall, and several iron cages are scattered throughout the room

Hidden Treasure: Hidden Trapped and Unlocked Iron Chest

Trap:  6000 cp; hoard total 30 gp

Room #11
North Entry #1: Archway

North Entry #2: Stuck Strong Wooden Door (slides up)

West Entry #1: Archway

West Entry #2: Unlocked Strong Wooden Door

East Entry: Archway

South Entry: Stuck Strong Wooden Door

→  Leads to room #9

Room Features: A group of demonic faces have been carved into the north wall, and several iron cages are scattered throughout the room

Room #12
West Entry #1: Archway

West Entry #2: Archway

East Entry #1: Stuck Good Wooden Door

East Entry #2: Stuck Simple Wooden Door

South Entry: Stuck Good Wooden Door

→  Leads to room #10

Room Features: The floor is covered in perfect hexagonal tiles, and several iron cages are scattered throughout the room

Room #13
West Entry: Stuck Simple Wooden Door

→  Leads to room #2

South Entry: Stuck Simple Wooden Door

Room Features: A stone stair ascends towards the east wall, and several wax blobs are scattered throughout the room

Room #14
West Entry: Stuck Simple Wooden Door (slides to one side)

Room Features: A scratching sound can be faintly heard near the south wall, and a rusted sword lies in the east side of the room

Room #15
North Entry: Archway

West Entry: Archway

Room Features: Several alcoves are cut into the north wall, and ghostly music fills the room

Room #16
West Entry: Stuck Strong Wooden Door (slides to one side)

East Entry: Unlocked Simple Wooden Door

→  Leads to room #3

South Entry #1: Unlocked Simple Wooden Door

South Entry #2: Stuck Simple Wooden Door

Room Features: The scent of urine fills the south-east corner of the room, and several pieces of torn paper are scattered throughout the room

Monster: 1 x 7-headed Hydra

Treasure: : 6000 sp, 6000 cp; hoard total 330 gp

General
Dungeon Walls: Masonry

Dungeon Floor: Uneven Flagstone (difficult to run)

Temperature: Very Cold

Illumination: Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors
a: An overwhelming stench fills the corridor

c: The floor is covered with fungus

e: Acid Trap (6d6 damage)

i: The walls here have been engraved with geometric patterns

m: Someone has scrawled "iron, iron, golden, black, white" here

n: Falling Ceiling Trap (save or die)

Wandering Monsters
1: 1 x Phase Spider, lost and desperate

2: 2 x Carnivorous Ape, investigating a strange noise

3: 1 x Carnivorous Ape, hunting for food

4: 1 x 6-headed Pyrohydra, lost and desperate

5: 1 x Mind Flayer, actively patrolling their territory

6: 1 x Subterranean Lizard, tracking the party

Room #1
North Entry: Unlocked Strong Wooden Door

→  Leads to room #15, inhabited by 1 x Wyvern

Room Features: A chute descends from the room into a magical cyst below, and a fountain of water sits against the west wall

Monster: Yellow Mold

Treasure: : 6000 cp; Flail +1 (4000 gp); hoard total 4030 gp

Room #2
North Entry: Stuck Simple Wooden Door

→  Leads to room #16

West Entry: Archway

→  Leads to room #10

East Entry: Stuck Simple Wooden Door

South Entry: Unlocked Simple Wooden Door

Room Features: A ladder ascends to a catwalk hanging between the north and south walls, and a wooden ladder rests against the west wall

Room #3
North Entry #1: Unlocked Strong Wooden Door (slides to one side)

North Entry #2: Stuck Simple Wooden Door

West Entry: Archway

Room Features: A balcony hangs from the west wall, and jagged steel blades project from cracks in the north and south walls

Monster: 1 x Ice Toad

Room #4
North Entry: Stuck Good Wooden Door

West Entry: Archway

→  Leads to room #10

South Entry: Stuck Simple Wooden Door (slides to one side)

→  Leads to room #14

Room Features: A stack of crates filled with rocks stands against the east wall, and someone has scrawled "Ran out of swords" in blood on the east wall

Room #5
West Entry #1: Stuck Strong Wooden Door

West Entry #2: Stuck Good Wooden Door

West Entry #3: Stuck Simple Wooden Door

East Entry: Stuck Strong Wooden Door

South Entry: Stuck Iron Door

Room Features: A stone ramp ascends towards the west wall, and a large demonic idol with ruby eyes sits in the center of the room

Room #6
West Entry: Archway

→  Leads to room #12, inhabited by 1 x Spectre

East Entry: Stuck Strong Wooden Door

South Entry: Stuck Simple Wooden Door

Room Features: Several square holes are cut into the ceiling and floor, and someone has scrawled "Beware the light" on the east wall

Monster: 3 x Carnivorous Ape

Treasure: : 1500 gp, 6000 cp; hoard total 1530 gp

Room #7
North Entry: Archway

West Entry #1: Stuck Simple Wooden Door

West Entry #2: Stuck Strong Wooden Door

West Entry #3: Archway

Room Features: An iron brazier and lantern sit in the south-east corner of the room, and someone has scrawled "The Legion of the Golden Thorn killed two trolls here" on the east wall

Room #8
North Entry #1: Archway

North Entry #2: Unlocked Simple Wooden Door

North Entry #3: Stuck Iron Door

North Entry #4: Archway

West Entry: Archway

Room Features: A tile labyrinth covers the floor, and someone has scrawled a fell symbol on the west wall

Monster: 1 x Carnivorous Ape

Room #9
North Entry: Archway

West Entry: Archway

→  Leads to room #13, inhabited by Yellow Mold

Room Features: Several alcoves are cut into the east and west walls, and the walls are covered with slime

Room #10
North Entry: Stuck Simple Wooden Door

West Entry #1: Stuck Simple Wooden Door (slides up)

West Entry #2: Archway

→  Leads to room #17

West Entry #3: Archway

East Entry #1: Archway

→  Leads to room #4

East Entry #2: Stuck Simple Wooden Door

→  Leads to room #14

East Entry #3: Archway

→  Leads to room #16

East Entry #4: Archway

→  Leads to room #2

South Entry: Stuck Stone Door

Room Features: The floor is covered in perfect hexagonal tiles, and several pieces of rotten leather are scattered throughout the room

Room #11
West Entry: Archway

South Entry: Unlocked Good Wooden Door

Room Features: Someone has scrawled "The green dragon is not a dragon" on the west wall, and the scent of smoke fills the north-west corner of the room

Room #12
East Entry: Archway

→  Leads to room #6, inhabited by 3 x Carnivorous Ape

South Entry: Stuck Strong Wooden Door

Room Features: A ladder ascends to a balcony hanging from the north wall, and someone has scrawled "Don't lose your head" in goblin runes on the north wall

Monster: 1 x Spectre

Room #13
West Entry: Stuck Strong Wooden Door

East Entry: Archway

→  Leads to room #9

South Entry: Unlocked Simple Wooden Door

→  Leads to room #15, inhabited by 1 x Wyvern

Room Features: Burning torches in iron sconces line the east and west walls, and someone has scrawled "The Company of the Crimson Bear killed eight ghouls here" on the north wall

Monster: Yellow Mold

Treasure: : 6000 sp; hoard total 300 gp

Room #14
North Entry: Stuck Simple Wooden Door (slides to one side)

→  Leads to room #4

West Entry: Stuck Simple Wooden Door

→  Leads to room #10

Room Features: The room has a high domed ceiling, and spirals of white stones cover the floor

Room #15
North Entry: Unlocked Simple Wooden Door

→  Leads to room #13, inhabited by Yellow Mold

South Entry #1: Unlocked Good Wooden Door

South Entry #2: Unlocked Strong Wooden Door

→  Leads to room #1, inhabited by Yellow Mold

Room Features: A tapestry of vile acts hangs from the north wall, and someone has scrawled "It's a trap" on the north wall

Monster: 1 x Wyvern

Treasure: : 6000 cp; hoard total 30 gp

Room #16
West Entry: Archway

→  Leads to room #10

South Entry #1: Stuck Simple Wooden Door

→  Leads to room #2

South Entry #2: Stuck Strong Wooden Door

Room Features: Someone has scrawled "The Swords of Kellilundr looted this place" on the east wall, and the floor is covered with claw marks

Room #17
North Entry: Archway

East Entry: Archway

→  Leads to room #10

South Entry: Stuck Strong Wooden Door

Room Features: A stone ramp ascends towards the west wall, and the floor is covered with scorch marks

General
Dungeon Walls: Natural Stone

Dungeon Floor: Flagstone

Temperature: Cool

Illumination: Average (shadowy in corridors, lamps or torches in most rooms)

Corridors
a: Net Trap

c: Someone has scrawled "There is no way out" here

Wandering Monsters
1: 22 x Giant Rat, tracking the party

2: 2 x Subterranean Lizard, wielding bizarre eldritch powers

3: 2 x Werewolf, hunting for food

4: 3 x NPC and 6 x Henchmen, wielding bizarre eldritch powers

5: 3 x Giant Ant, hunting for food

6: 17 x Giant Rat, hunting for food

Room #1
North Entry: Stuck Strong Wooden Door

→  Leads to room #8

West Entry #1: Archway

West Entry #2: Stuck Good Wooden Door

East Entry: Stuck Stone Door

South Entry: Stuck Simple Wooden Door

→  Leads to room #10

Room Features: A wooden platform hangs over a deep pit in the south-east corner of the room, and a rusted chain shirt lies in the north-east corner of the room

Room #2
North Entry: Unlocked Strong Wooden Door (magically reinforced)

→  Leads to room #7

West Entry: Stuck Good Wooden Door (slides up)

South Entry: Stuck Good Wooden Door

→  Leads to room #9

Room Features: A shallow pit lies in the north side of the room, and someone has scrawled "Save yourself, kill the others" in blood on the west wall

Room #3
West Entry: Stuck Simple Wooden Door

East Entry: Stuck Stone Door

Room Features: A shallow pool of acid lies in the north-west corner of the room, and several corroded iron spikes are scattered throughout the room

Room #4
East Entry: Unlocked Simple Wooden Door

Room Features: Someone has scrawled "The Swords of Zirakzir killed eleven ghouls here" on the north wall, and several broken arrows are scattered throughout the room

Room #5
West Entry: Stuck Stone Door

South Entry: Archway

→  Leads to room #7

Room Features: A group of demonic faces have been carved into the south wall, and an iron chandelier hangs from the ceiling in the west side of the room

Trap: Blinding Gas Trap

Room #6
South Entry: Unlocked Strong Wooden Door

→  Leads to room #8

Room Features: A cube of solid stone stands in the north-west corner of the room, and a dagger hilt lies in the north-east corner of the room

Room #7
North Entry #1: Archway

→  Leads to room #5

North Entry #2: Stuck Simple Wooden Door

North Entry #3: Archway

South Entry #1: Unlocked Strong Wooden Door (magically reinforced)

→  Leads to room #2

South Entry #2: Archway

Room Features: A magical statue in the north-west corner of the room answers questions with lies and falsehoods, and a stone sarcophagus sits in the south-west corner of the room

Hidden Treasure: Locked Strong Wooden Chest (superior lock)

6000 sp; hoard total 300 gp

Room #8
North Entry #1: Stuck Simple Wooden Door (slides up)

North Entry #2: Unlocked Strong Wooden Door

→  Leads to room #6

North Entry #3: Stuck Simple Wooden Door

West Entry: Unlocked Simple Wooden Door

→  Leads to room #14, inhabited by 1 x Amphisbaena Snake

South Entry #1: Unlocked Good Wooden Door

South Entry #2: Stuck Strong Wooden Door

→  Leads to room #1

Room Features: A well lies in the east side of the room, and a cold spot can be felt in the north side of the room

Room #9
North Entry: Stuck Good Wooden Door

→  Leads to room #2

East Entry: Stuck Simple Wooden Door

→  Leads to room #11, inhabited by 1 x 6-headed Hydra

South Entry: Stuck Strong Wooden Door

Room Features: The scent of smoke fills the room, and a dagger hilt lies in the south-west corner of the room

Room #10
North Entry: Stuck Simple Wooden Door

→  Leads to room #1

West Entry: Stuck Iron Door

→  Leads to room #12

Room Features: A magical statue in the north side of the room answers simple questions about the dungeon (points directions), and a sundered helm lies in the north side of the room

Room #11
West Entry #1: Unlocked Strong Wooden Door

West Entry #2: Stuck Simple Wooden Door

→  Leads to room #9

Room Features: A balcony hangs from the east wall, and the floor is covered in square tiles, alternating white and black

Monster: 1 x 6-headed Hydra

Treasure: : 6000 sp; hoard total 300 gp

Room #12
North Entry: Stuck Simple Wooden Door

West Entry #1: Stuck Good Wooden Door

West Entry #2: Stuck Good Wooden Door

East Entry #1: Archway

East Entry #2: Stuck Iron Door

→  Leads to room #10

South Entry #1: Unlocked Good Wooden Door

South Entry #2: Archway

→  Leads to room #21

Room Features: A mural of geometric patterns covers the ceiling, and several headless statues are scattered throughout the room

Room #13
North Entry #1: Unlocked Good Wooden Door

→  Leads to room #20

North Entry #2: Stuck Simple Wooden Door

→  Leads to room #15

South Entry: Stuck Good Wooden Door

→  Leads to room #18

Room Features: Someone has scrawled "This paladin is dead" on the north wall, and rusting iron spikes line the west wall

Monster: 2 x Troll

Room #14
North Entry #1: Stuck Strong Wooden Door

→  Leads to room #15

North Entry #2: Unlocked Good Wooden Door

North Entry #3: Unlocked Good Wooden Door

→  Leads to room #19

West Entry: Stuck Simple Wooden Door (slides to one side)

East Entry #1: Unlocked Simple Wooden Door

→  Leads to room #8

East Entry #2: Unlocked Simple Wooden Door

South Entry: Unlocked Simple Wooden Door

→  Leads to room #17

Room Features: Various torture devices are scattered throughout the room, and flickering wisps of flame fill the south-east corner of the room

Monster: 1 x Amphisbaena Snake

Room #15
North Entry: Archway

West Entry: Stuck Simple Wooden Door

South Entry #1: Stuck Simple Wooden Door

→  Leads to room #13, inhabited by 2 x Troll

South Entry #2: Stuck Strong Wooden Door

South Entry #3: Stuck Strong Wooden Door

→  Leads to room #14, inhabited by 1 x Amphisbaena Snake

Room Features: A faded and torn tapestry hangs from the west wall, and a pile of rotten apples lies in the east side of the room

Room #16
North Entry: Stuck Simple Wooden Door

Room Features: A balcony hangs from the north wall, and a large kiln and coal bin sit in the north-east corner of the room

Monster: 4 x Shrieker

Treasure: : 1500 gp, 6000 sp; hoard total 1800 gp

Room #17
North Entry: Unlocked Simple Wooden Door

→  Leads to room #14, inhabited by 1 x Amphisbaena Snake

West Entry: Stuck Strong Wooden Door

East Entry: Unlocked Good Wooden Door

Room Features: Several square holes are cut into the ceiling and floor, and several corpses are impaled upon iron spikes on the ceiling

Room #18
North Entry: Stuck Good Wooden Door

→  Leads to room #13, inhabited by 2 x Troll

Room Features: A fountain decorated with five water-breathing dragon heads sits in the center of the room, and an acrid odor fills the room

Room #19
West Entry: Stuck Good Wooden Door

East Entry: Stuck Simple Wooden Door (magically reinforced)

South Entry: Unlocked Good Wooden Door

→  Leads to room #14, inhabited by 1 x Amphisbaena Snake

Room Features: A rotting odor fills the north-west corner of the room, and a ruined gauntlet lies in the north-east corner of the room

Room #20
West Entry #1: Archway

West Entry #2: Archway

South Entry: Unlocked Good Wooden Door

→  Leads to room #13, inhabited by 2 x Troll

Room Features: Moaning can be faintly heard near the north wall, and a sundered mace lies in the south side of the room

Hidden Treasure: Invisible Trapped and Locked Iron Chest (good lock)

Trap:  6000 sp; hoard total 300 gp

Room #21
North Entry: Archway

→  Leads to room #12

East Entry: Stuck Strong Wooden Door

Room Features: Burning torches in iron sconces line the south and west walls, and clouds of flying insects fill the center of the room

Room #22
North Entry: Stuck Simple Wooden Door

West Entry: Unlocked Strong Wooden Door

East Entry: Stuck Stone Door

Room Features: A forge and anvil sit in the east side of the room, and the north and west walls are covered with scorch marks

Hidden Treasure: Invisible Locked Good Wooden Chest (good lock)

600 pp; hoard total 3000 gp

General
Dungeon Walls: Hewn Stone

Dungeon Floor: Uneven Flagstone (difficult to run)

Temperature: Average

Illumination: Dark (individual creatures may carry lights)

Corridors
a: A chute falls into the corridor from above

c: Several alcoves are cut into the walls here

e: Burning torches in iron sconces line the corridor

Wandering Monsters
1: 1 x Trapper, lost and desperate

2: 1 x 7-headed Hydra, bloodied and fleeing a more powerful enemy

3: 3 x NPC and 6 x Henchmen, consumed by disease and madness

4: 1 x Gargoyle, lost and desperate

5: 3 x Troll, hunting for food

6: 1 x Giant Constrictor Snake, searching for an object stolen from their lair

Room #1
West Entry: Archway

East Entry: Stuck Good Wooden Door

→  Leads to room #9

South Entry: Archway

→  Leads to room #19

Room Features: A stone ramp ascends towards the south wall, and someone has scrawled "Run away!" on the east wall

Monster: 1 x Wyvern

Treasure: : 600 pp, 4500 ep; hoard total 5250 gp

Room #2
North Entry #1: Unlocked Simple Wooden Door

North Entry #2: Stuck Simple Wooden Door

→  Leads to room #22

South Entry: Stuck Strong Wooden Door

→  Leads to room #20, inhabited by 1 x Very Young Silver Dragon

Room Features: A narrow shaft falls into the room from above, and lit candles are scattered across the floor

Monster: 1 x Trapper

Room #3
North Entry: Stuck Good Wooden Door (slides up)

West Entry: Archway

East Entry: Unlocked Simple Wooden Door

→  Leads to room #20, inhabited by 1 x Very Young Silver Dragon

South Entry #1: Archway

South Entry #2: Archway

→  Leads to room #14

Room Features: Part of the ceiling has collapsed into the room, and several pieces of rotting wood are scattered throughout the room

Room #4
West Entry: Stuck Good Wooden Door

→  Leads to room #19

East Entry: Unlocked Simple Wooden Door

Room Features: A chute descends from the room into a plundered tomb below, and a faded and torn tapestry hangs from the east wall

Trap: Poison Dart Trap (1d4 damage plus poison; onset 2d4 rounds, save or 60 damage)

Room #5
North Entry: Stuck Strong Wooden Door

→  Leads to room #12

West Entry: Stuck Simple Wooden Door

East Entry: Stuck Strong Wooden Door

→  Leads to room #22

South Entry: Unlocked Good Wooden Door

Room Features: Someone has scrawled "The Council of the Blessed Crown killed three goblins here" on the south wall, and a pile of barrel staves lies in the north side of the room

Room #6
North Entry #1: Stuck Good Wooden Door

→  Leads to room #11

North Entry #2: Unlocked Good Wooden Door

West Entry: Unlocked Simple Wooden Door (slides up)

→  Leads to room #21

South Entry: Unlocked Stone Door

Room Features: A shallow pit lies in the south side of the room, and a dagger hilt lies in the west side of the room

Room #7
North Entry: Unlocked Simple Wooden Door

→  Leads to room #10

West Entry: Stuck Simple Wooden Door

→  Leads to room #16, inhabited by 2 x NPC and 7 x Henchmen

East Entry: Unlocked Simple Wooden Door

→  Leads to room #15

Room Features: A fountain of water sits against the west wall, and a corroded iron key hangs from a hook on the north and west walls

Room #8
East Entry: Archway

→  Leads to room #17

South Entry #1: Unlocked Simple Wooden Door

→  Leads to room #9

South Entry #2: Unlocked Strong Wooden Door

→  Leads to room #10

Room Features: A set of demonic war masks hangs on the east wall, and a broken hammer lies in the south-east corner of the room

Room #9
North Entry: Unlocked Simple Wooden Door

→  Leads to room #8

West Entry: Stuck Good Wooden Door

→  Leads to room #1, inhabited by 1 x Wyvern

South Entry: Stuck Simple Wooden Door

→  Leads to room #16, inhabited by 2 x NPC and 7 x Henchmen

Room Features: Ghostly music can be heard in the center of the room, and a broken spear lies in the south side of the room

Room #10
North Entry: Unlocked Strong Wooden Door

→  Leads to room #8

South Entry #1: Unlocked Simple Wooden Door

→  Leads to room #7

South Entry #2: Stuck Strong Wooden Door

→  Leads to room #15

South Entry #3: Archway

Room Features: A group of draconic faces have been carved into the west wall, and the floor is covered with scorch marks

Room #11
West Entry: Stuck Stone Door

East Entry: Stuck Strong Wooden Door

South Entry: Stuck Good Wooden Door

→  Leads to room #6

Room Features: A stone ramp ascends towards the north wall, and a large demonic idol with ruby eyes sits in the north-east corner of the room

Room #12
East Entry #1: Archway

East Entry #2: Archway

→  Leads to room #22

South Entry: Stuck Strong Wooden Door

→  Leads to room #5

Room Features: The ceiling is covered with bloodstains, and a pile of rotten fruit lies in the south-east corner of the room

Room #13
West Entry #1: Stuck Good Wooden Door (slides to one side)

→  Leads to room #19

West Entry #2: Unlocked Stone Door

Room Features: A ruined siege weapon sits in the center of the room, and several pieces of rotten fruit are scattered throughout the room

Room #14
North Entry: Archway

→  Leads to room #3

East Entry #1: Stuck Simple Wooden Door

→  Leads to room #20, inhabited by 1 x Very Young Silver Dragon

East Entry #2: Stuck Simple Wooden Door

Room Features: A set of demonic war masks hangs on the west wall, and the ceiling is covered with cobwebs

Room #15
North Entry: Stuck Strong Wooden Door

→  Leads to room #10

West Entry: Unlocked Simple Wooden Door

→  Leads to room #7

East Entry: Stuck Iron Door

South Entry: Archway

Room Features: A balcony hangs from the north wall, and spirals of gray stones cover the floor

Room #16
North Entry: Stuck Simple Wooden Door

→  Leads to room #9

West Entry: Stuck Good Wooden Door

East Entry: Stuck Simple Wooden Door

→  Leads to room #7

South Entry #1: Unlocked Strong Wooden Door (magically reinforced)

South Entry #2: Unlocked Strong Wooden Door

Room Features: A stream of water flows along a channel in the floor, and a tapestry of a legendary battle hangs from the east wall

Monster: 2 x NPC and 7 x Henchmen

Rihtne: Male Human, 8th-level Cleric, CN. Rihtne is tall, with short golden hair and green eyes. He wears plate mail and wields a hammer. Rihtne is disorganized and corrupt.

Sarrey: Female Human, 7th-level Fighter, N. Sarrey is exceptionally beautiful, with blonde hair and green eyes. She wears plate mail and wields a broad sword and shield. Sarrey is haunted by the ghost of someone she killed.

Treasure: : 4500 ep; Ring Mail +1 (elf size) (2500 gp); hoard total 4750 gp

Room #17
West Entry: Archway

→  Leads to room #8

East Entry: Unlocked Simple Wooden Door

Room Features: A group of monstrous faces have been carved into the south wall, and someone has scrawled "In the Labyrinth of Nightmares, when the light comes to lifeless eyes, the Throne of Bells shall be restored" on the north wall

Room #18
West Entry #1: Stuck Simple Wooden Door

West Entry #2: Stuck Good Wooden Door

Room Features: The ceiling is covered with bloodstains, and a pierced breastplate lies in the north-west corner of the room

Room #19
North Entry #1: Archway

North Entry #2: Archway

→  Leads to room #1, inhabited by 1 x Wyvern

East Entry #1: Archway

East Entry #2: Archway

East Entry #3: Stuck Good Wooden Door

→  Leads to room #4

East Entry #4: Stuck Good Wooden Door (slides to one side)

→  Leads to room #13

South Entry: Archway

Room Features: A shallow pit lies in the south-east corner of the room, and spirals of white stones cover the floor

Hidden Treasure: Trapped and Locked Strong Wooden Chest (good lock)

Trap:  Magic-User Scroll (Detect Invisibility) (600 gp); hoard total 600 gp

Room #20
North Entry #1: Stuck Strong Wooden Door

Trap:  North Entry #2: Unlocked Simple Wooden Door

West Entry #1: Stuck Strong Wooden Door

West Entry #2: Unlocked Simple Wooden Door

→  Leads to room #3

West Entry #3: Stuck Simple Wooden Door

→  Leads to room #14

South Entry: Archway

Room Features: A tapestry of ghoulish carnage hangs from the north wall, and a pile of rotten bread lies in the south-east corner of the room

Monster: 1 x Very Young Silver Dragon

Treasure: : 4500 ep, 6000 sp; hoard total 2550 gp

Room #21
North Entry: Stuck Simple Wooden Door

East Entry #1: Unlocked Simple Wooden Door (slides up)

→  Leads to room #6

East Entry #2: Archway

Room Features: A shallow pit lies in the north-west corner of the room, and someone has scrawled "Hanero was here" on the south wall

Room #22
North Entry: Archway

West Entry #1: Archway

→  Leads to room #12

West Entry #2: Stuck Strong Wooden Door

→  Leads to room #5

West Entry #3: Unlocked Simple Wooden Door

West Entry #4: Stuck Simple Wooden Door

South Entry #1: Stuck Simple Wooden Door

Trap:  South Entry #2: Stuck Strong Wooden Door

Room Features: A large demonic idol with ruby eyes sits in the south-east corner of the room, and someone has scrawled "Theniga was here" on the east wall

Trap: Poison Gas Trap (onset immediate, save or 60 damage)

General
Dungeon Walls: Natural Stone

Dungeon Floor: Flagstone

Temperature: Cool

Illumination: Average (shadowy in corridors, lamps or torches in most rooms)

Corridors
a: Acid Trap (6d6 damage)

c: Spear Trap (1d8 damage)

e: A rustling noise fills the corridor

i: Several alcoves are cut into the walls here

m: An acrid odor fills the corridor

n: Poison Arrow Trap (1d6 damage plus poison; onset immediate, save or 60 damage)

r: A narrow shaft falls into the corridor from above

Wandering Monsters
1: 1 x Young Green Dragon, consumed by disease and madness

2: 3 x Huge Spider, returning to their lair with plunder

3: 1 x Giant Constrictor Snake, investigating a strange noise

4: 2 x Manticore, actively patrolling their territory

5: 1 x Lurker Above, bloodied and fleeing a more powerful enemy

6: 1 x Boring Beetle, trying to lure the party into an ambush

Room #1
North Entry: Archway

Room Features: A wooden platform hangs over a deep pit in the north side of the room, and a wooden ladder rests against the west wall

Room #2
North Entry: Stuck Strong Wooden Door

East Entry: Unlocked Simple Wooden Door

South Entry: Unlocked Good Wooden Door

Room Features: A spinning wheel and simple cabinet sit in the north-west corner of the room, and an overwhelming stench fills the center of the room

Room #3
North Entry: Archway

Room Features: Part of the ceiling has collapsed into the room, and a clicking noise can be faintly heard near the south wall

Room #4
West Entry: Archway

Room Features: A narrow ledge runs along the south and east walls, and a carved stone statue stands in the west side of the room

Room #5
West Entry: Stuck Good Wooden Door

East Entry: Unlocked Good Wooden Door

South Entry: Stuck Good Wooden Door

→  Leads to room #11, inhabited by Yellow Mold

Room Features: Lit candles are scattered across the floor, and the floor is covered with fungus

Room #6
West Entry #1: Stuck Strong Wooden Door

West Entry #2: Stuck Stone Door

West Entry #3: Archway

→  Leads to room #21, inhabited by 1 x Werewolf

Room Features: A chute descends from the room into a magical cyst below, and someone has scrawled "The gold is cursed" in dwarvish runes on the north wall

Trap: Teleporter Trap

Room #7
West Entry #1: Stuck Strong Wooden Door (slides up)

West Entry #2: Archway

East Entry: Unlocked Strong Wooden Door

→  Leads to room #20

Room Features: A fountain decorated with screaming faces sits in the north-east corner of the room, and someone has scrawled "Don't lose your head" on the south wall

Room #8
West Entry: Unlocked Simple Wooden Door

→  Leads to room #20

East Entry #1: Stuck Strong Wooden Door

East Entry #2: Unlocked Simple Wooden Door

Room Features: Several square holes are cut into the ceiling and floor, and several pieces of torn paper are scattered throughout the room

Room #9
North Entry: Archway

West Entry: Unlocked Good Wooden Door (slides to one side)

→  Leads to room #13

Room Features: A magical pool in the north side of the room summons a water elemental to serve whomever drinks from it (but only once), and a large kiln and coal bin sit in the south-west corner of the room

Room #10
East Entry: Archway

Room Features: A stone stair ascends towards the east wall, and a carved stone statue stands in the north side of the room

Hidden Treasure: Hidden Unlocked Strong Wooden Chest

4500 ep; hoard total 2250 gp

Room #11
North Entry #1: Stuck Strong Wooden Door

North Entry #2: Stuck Good Wooden Door

→  Leads to room #5

South Entry: Archway

Room Features: A fountain of water sits against the west wall, and someone has scrawled a diagram of a mechanical trap on the east wall

Monster: Yellow Mold

Room #12
East Entry: Stuck Simple Wooden Door

→  Leads to room #14, inhabited by 1 x Ice Toad

Room Features: A putrid odor fills the room, and a sundered helm lies in the center of the room

Hidden Treasure: Hidden Trapped and Locked Strong Wooden Chest (superior lock)

Acid Trap (6d6 damage) 6000 sp; hoard total 300 gp

Room #13
East Entry: Unlocked Good Wooden Door (slides to one side)

→  Leads to room #9

South Entry #1: Archway

South Entry #2: Stuck Strong Wooden Door

Room Features: Someone has scrawled an arrow pointing right on the west wall, and the walls are covered with sword cuts

Room #14
North Entry #1: Stuck Stone Door

North Entry #2: Archway

North Entry #3: Stuck Good Wooden Door

West Entry #1: Stuck Simple Wooden Door

→  Leads to room #12

West Entry #2: Stuck Strong Wooden Door

South Entry #1: Unlocked Strong Wooden Door (magically reinforced)

South Entry #2: Archway

South Entry #3: Archway

South Entry #4: Unlocked Strong Wooden Door

Room Features: An iron chandelier hangs from the ceiling in the north side of the room, and a pile of empty bottles lies in the north side of the room

Monster: 1 x Ice Toad

Room #15
North Entry: Unlocked Strong Wooden Door

→  Leads to room #21, inhabited by 1 x Werewolf

East Entry #1: Unlocked Good Wooden Door

East Entry #2: Stuck Stone Door

South Entry: Unlocked Strong Wooden Door

→  Leads to room #20

Room Features: A magical shrine of a goddess of thieves in the north-west corner of the room heals all wounds of whomever offers a prayer (but only once), and someone has scrawled "Death comes on silent wings" in draconic script on the west wall

Room #16
West Entry: Archway

East Entry: Archway

Room Features: Laughter can be faintly heard near the north wall, and a rusted breastplate lies in the north side of the room

Room #17
West Entry #1: Stuck Iron Door

West Entry #2: Stuck Simple Wooden Door

Room Features: A crude bookcase and workbench sit in the west side of the room, and a crushed helm lies in the south side of the room

Room #18
North Entry: Stuck Good Wooden Door

Room Features: Several alcoves are cut into the north and south walls, and someone has scrawled "Bend the pin to reset the trap" on the north wall

Room #19
West Entry: Stuck Strong Wooden Door

East Entry: Archway

Room Features: A set of demonic war masks hangs on the south wall, and a pair of dice lies in the south side of the room

Room #20
North Entry: Unlocked Strong Wooden Door

→  Leads to room #15

West Entry #1: Archway

West Entry #2: Unlocked Strong Wooden Door

→  Leads to room #7

East Entry #1: Stuck Strong Wooden Door

East Entry #2: Unlocked Simple Wooden Door

→  Leads to room #8

Room Features: Various torture devices are scattered throughout the room, and the ceiling is covered with bloodstains

Room #21
East Entry: Archway

→  Leads to room #6

South Entry: Unlocked Strong Wooden Door

→  Leads to room #15

Room Features: A forge and anvil sit in the north-east corner of the room, and the ceiling is covered with scorch marks

Monster: 1 x Werewolf