The Pentaract: Hypercube 3

Room 01: Switch to Hypercube 9
normal gravity

Illithid performing untold horrors on an Aramathi Berserker, both fight together.

Doors: 03, 16, 26

Room 02: Switch to Hypercube 2
Buff Soups, 40', outward gravity

This room is spherical with the doors on 6 opposite orthogonal sides. The gravity is outward and the adventurers can walk around the entire surface. There are 8 plinths around the room with a bowl sitting on each. Each adventurer must drink one in order to progress (Intelligence check to see if they recognize traditional Elven soup bowls or some such BS). Otherwise the doors just loop back on themselves, Portal style. Each bowl has a potion effect. Normal potion mixing rules apply, if needed.

Wooden bowl with dark red liquid that smells of roses: Super Heroism

Platinum bowl with thick green liquid that moves like its top layer is algae: Speed

Golden bowl with dirty, rust colored water: Vitality

Bowl made out of woven flower stems lined with live flowers with clear liquid inside: Plant Control

Copper bowl filled with a clear liquid with two platinum pieces floating ON TOP of the water: Treasure Finding

Bone bowl filled with a dark red liquid that smells like iron: Climbing

Stone bowl filled with a thick, dark grey liquid that has a paint-like consistency: Extra Healing

Iron bowl filled with a foamy, amber liquid: Flying

Dead End

Room 03: Switch to Hypercube 5
Hydrasaurus Rex, 1000', normal gravity

Enormous lush vista with grassy plains and rolling hills filled with trees. Wildlife and plantlife abounds. Hydrasaurous Rex always finds its prey.

Doors: 01, 16, 34

Room 05: Switch to Hypercube 6
Stables, 100', normal gravity

This large warehouse like room is full of cages in long rows stacked on top of each other. Inside the cages are Blink Deinonychus. Opening the cages will, obviously, cause a battle encounter.

dead end

Room 07: Switch to Hypercube 1
Hall of Scrying, 10,000', no gravity

This room is filled with rows and rows of tens-of-thousands of humans pined down to the walls, their eyes sewn open, peering into scrying mirrors that show random events going on in The Haven. A light shines above the heads of each human. Forcibly removing the human or breaking the mirrors results in their instant death.

Dead End

Room 16: Switch to Hypercube 7
Fog of War, 90', normal gravity

A fog causing extreme spacial distortion fills this room, as soon as 1 step is taken from the wall the fog fills the player's entire field of view and no wall or door can be seen. If caught in the trap then the party member has a 50% chance to become lost and a 20% chance to become hopelessly lost. Any party member that is caught in the fog can still hear the rest of the party, but the fog distorts the sound making it sound like it's coming from all directions. If a party member reaches out to where they believe their lost comrade is, while keeping a grip on the wall, they will reach out into nothing but fog. If the party sticks to the edge of the wall the room can be traversed safely.

Doors: 01, 03, 26, 34

Room 26: Switch to Hypercube X
inward gravity

corpse planet, a massive sphere of swirling undulating flaccid corpses roil and boil in the center of this room. Any so foolhardy as to disrupt the sphere or dare enter the room will find the cause for the undulation. A massive eater of knowledge, a beast of burden used by the Illithids to gather and catalogue knowledge, is at its core.

Doors: 01, 16, 34

Room 34: Switch to Hypercube 4
Teeter Totter Floor, 150', normal gravity

In this room the floor dips toward whatever direction the most mass standing on it is.

Doors: 03, 16, 26