Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Wednesday, December 10, 2025

Under Gallax Hall - Level 4 - Monastery

"I'm challenging myself to try and write at least 1-3 rooms per day to crank this thing out in like... 3 months, maybe?"

-Me, about 5 years ago.

Been sitting on this egg for approximately the average lifespan of a ferret. Guess who just finished incubating Level 4 of their (small) megadungeon! That's right, Under Gallax Hall is getting an update.

                                                                            Level 4 - Monastery

Under Gallax Hall is a dungeon beneath a university lecture hall in Wizard City. It starts in the Basement, where abnormal wizard school lectures take place and the Department of Torture conducts research, and spans beneath that through the creepy monster-infested Steam Tunnels, and the older building beneath it. Beneath that building is an even older building - the Ruined Monastery.




Sunday, February 16, 2025

Darklantern

 Follow up to City of the Siege 


Tenmenfend stands as a ruin of its former self, a double-walled city built around the deep chasm which contains the Darklantern - a pyramid of runed black stone immersed in a shadowy pall.

The neighboring city which has been Tenmenfend's lifeblood collapsed a century years ago, and along with it the commerce that allowed it to prosper. What once were fertile lands in the great-grandsire's time have gradually become cursed with a blight known as Egg Mold, for the foul rotten egg odor it gives off. The people have long forgotten the Green King and his impetus to wipe the Darklantern from existence. All that stay are those too stubborn or fearful to move.

Five hundred people remain. Of them, there are five clans of import: the Watchs, the Sutlers, the Knights, the Diggers, and the Makers. Each can trace their lineage to folk of import in the Green King's glorious army, if they still bothered. What began as roles in the siege has largely intermingled overtime to the point where they are now indistinguishable from one another. Now they’re just meaningless names. Although… An elder or two among them can pass down stories from their grandparents about when that wasn’t the case.

And in all that there is exactly one dying old man, recalcitrantly upholding tradition, who is unknowingly holding back the Darklantern's tide…

THE PLACES OF TENMENFEND
Tenmenfend lies between a double-walled envelopment of the Darklantern. The interior wall facing the toxic chasm and the Darklantern is called The Short Wall by the locals. The exterior wall that once anticipated reinforcements is called The Long Wall, stretching many miles in a perimeter around the city. Both are mighty and high where they've been maintained, reaching 50ft above an incline soggy ditch, with towers and gates long ago converted into now-abandoned homes.

Between the Darklantern and the Short Wall lies the Toxic Chasm, with sheer cliff faces plummeting some 200ft down into mist and poisonous gas. It is traversable by great risk. Some parts of the Short Wall have collapsed down into the chasm as the poison erodes the earth beneath it.

Across the Toxic Chasm lies The Causeway - also called The Bridge of No Return - formed of runed black stone. Like the Darklantern is bears no markings of age, and any structural damage it sustains is repaired in a matter of minutes by the Darklantern's self-replicating structural defense systems, like living tissue healing itself. Overlooking the Causeway is the Tower Inn on one side, and The Evil Eye on the other. The Eye lies just above the Darklantern's gate, seemingly an inert lidless eye carved into the threshold's stone. It fires a disintegration beam at anything crossing the bridge, reducing anything to gas and dust in an instant, save potentially those protected by the archaic defenses once espoused by the Green King.

Tower Inn
Made from an ancient siege tower that was to roll down the Darklantern's Causeway. Facing the bridge of no-return are the remains of a giant basilisk head mouth agape - once housing a giant battering ram. The ram itself, a rectangular prism 20ft long, enchanted with such ancient spells of destruction that it could bring down any gate or wall, now serves as a dining table. If one were to make anything vaguely structurally-dependent upon the table it would immediately collapse. Nobody knows what it is anymore.

Managed by Dorothy Watch and her cousins Dana Watch and Damsel Watch. They make a wonderful mushroom stew that is very slightly hallucinogenic. It tends to kick in when one tries to sleep, giving them potent and strange dreams.

The Watch cousins often dream of infatuation with a beautiful young man, with blonde hair like the sun and bright hazel eyes piercing like diamonds. (It is the Shadow King infecting their dreams in his cryogenic sleep. Even hibernating the King prepares the way for his return.)

GOINGS ON IN TOWER INN (d6):
  1. Dana is trying to build a gingerbread house on the ancient battering ram. It keeps crumbling to pieces. She's very frustrated, and thinks the cookie recipe isn't quite right. Or maybe the sugar-glue.
  2. Damsel is complaining to Dorothy about wanting to leave. Business isn't what it used to be, and lots of people have moved away already. Misfortune seems to rule this land now. "No use staying in a sinking ship."
  3. Three farmers retiring after a long day with some ale and stew. Speaking about the mold growing over their crops - it's bad this year. Horrible violet stuff: chokes out plants and withers everything it touches, gets in the food and spoils it. One of the farmers swore he saw a clump of it moving... The other two don't want to believe him.
  4. Mayor Bill Sutler is here, gambling with some mercenaries at liar's dice and losing badly. The mercs are doppelgangers and are reading his thoughts. He's about to put up his family house, against everything he's lost, and lose. Secretly he's almost hoping for this outcome. He wants to take his family and leave town.
  5. Doppelganger meeting. A dozen folk all eerily turn their heads at the same time when somebody enters the inn, then simultaneously go back to pretending to talk to one another. They're having a secret telepathic meeting, and you just interrupted by arriving.
  6. An old man falls down. Hanlon Digger, sulfur miner. It's the bad kind of fall when you're old and frail. He can't walk anymore. Someone will say: "The vapors finally caught up to him. Happens to everyone who lives by the chasm."

Church of the Bivouac

A pavilion tent which has stood for a thousand years, as the
Pavilion Priest Expeditious will attest. He is a balding but subtly fit man, capable of feats and strength and knows every rope knot in existence. Glorious back in its heyday, the tent itself is a Ship of Theseus of tents. Big like a big top tent. Mighty ropes adorned with faded green ribbons. Patterns of a basilisk’s curved horns and their searing eyes adorn the cloth. Horned warriors in green livery fight trench soldiers and bone giants commanded by frail old men wearing fractal-pattern masks.

Expeditious offers ritual: libations of wine soaked into long triangular banners, flown on the wind in offering to the heavenly gods and Flax - a local god of cloth and strength. Flax is said to be a saint who apotheosis’d in the days of old. He was a harbinger for the Green King, who designated the very foundations of this church for his masters great Pavilion Tent (of which we now stand!).
Flax is depicted on icons of cloth and on flags as a rather pointy green-haired knight. He grants blessings for: finding the proper ground, foraging, riding, and feasting. Such blessings can be used to automatically succeed dice checks made in those topics, to maximum result.

Curiosity Shop
Built into the catacombs that were once siege trenches. Minded by a changeling named Miss Curiosity - the child of a doppelganger spy from the Darklantern and a wandering woman. She is a marvel of feathers and expensive (looking) stones. A generalist in all things magical and a purveyor of information. She knows many things (for a price!).

Wrapped up in mystic-seeming auguries and divinations, she’ll offer her ancestral knowledge of the Darklantern for barters, deals, and binding promises. She knows the ways in. She knows that the poisoning of the land is due to the Darklantern. She’s hedging her bets… The Heroes prevail, she’ll buy up the pickings. Darklantern unleashed, she’s loyal to the new regime.

CURIOSITIES FOR SALE:
  1. A silver (tundsted) amulet. Can be used to cross the Causeway without provoking The Evil Eye. Quite expensive. 1000g. (The one on display is a fake, made of only silver! Worth 50sp) She'll only bring this up if an interest in the Darklantern is given.
  2. Preserved biological abomination from the Chasm. Undecipherable mass of flesh submerged in alcohols. Dredged up by a youth twenty years ago. Would fit well in any freak show or wizard's lab. Also makes a good conversation starter! 20gp
  3. One cigarette. Called a ‘smokestick’. Brings vitality and focus! Acquired from a western trader. 10gp
  4. Ancient Fire. Kept in a jar. Alchemist’s fire, but five times as potent. Strong enough to burn through even the Darklantern's exterior (although Miss Curiosity doesn't know that for sure). 70gp
  5. Saint Flax’s Sock. A woolen sock worn by the Harbinger himself! Kept in a precious metal box. Wearing it increases ride speed by 10ft and causes Horses to always like you. Won it in a game of cards from Expeditious. She'll play again for similar stakes. 500g
  6. Eyeware. A bin of veils, cheap hats, and hoods. Anything bearing the Eye of the Darklantern may protect one from its denizens… perhaps. 1-10gp based on item. There's a loose and torn Mold Priest veil with one black circle on it - denoting the lowest priestly rank. Repairing and wearing it grants immunity to the Darklantern's point defense.

Megaham’s Hovel
Old Man Megaham runs the traditional parade still, all by himself, around the entire perimeter of the city. Fifteen miles, once per week. If he dies as ordained in three weeks, the parades stop, and the automated defenses of the Defenders will recognize that all external resistance has finally subsided, provided nobody else takes up the apparently futile cause. It will begin to wake them up… soldiers from the Wars of Old, one by one from their long slumber.

Megaham is an impoverished lonely grump. Immensely traditional, and given he has no real authority, immensely unlikable. If someone is actually kind or curious enough to join him on the parade, he’ll spend the whole time complaining about it.

A parade consists of a lot of walking, some praying, a bit of banging, and a moderate amount of shouting.

THINGS MEGAHAM WILL COMPLAIN ABOUT
(d6, or whatever's appropriate):
  1. "Whatever happened to walking right? Children nowadays don't know their feet from their asses!"
  2. "You call that a prayer?? No wonder the gods hate us!"
  3. "Adventurers these days are nothing but god-cursed heretics and cooked sausages! In my youth we used to have pride in what we did! They acted like it, too. Not like you lot!"
  4. "Why do you travel with these demented gremlins?" (Saying to one party member, pointing to others.)
  5. "The fact that you haven't offered to carry me -your elder!- betrays your ignobility. This is why we have no heroes anymore. Because of lots like you!"
  6. "Don't you lot ever shut up? Folk used to say less and do more! Nowadays they need a committee to take a shit!"
His hovel is an untidy mess, as he has nobody to take care of him. It contains a beat-up cot, a second set of clothes, a bloody bedpan (due to his terminal bowel disease), and his parade gear: a faded green standard, a pointy green hat, and his walking shoes.

Knight Manor
Albatross Knight is the big man around here. Rouster of the town militia (about 30 people at this point, mostly relatives). ‘Greeter’ of suspicious travelers. Guaranteer of the law. The Knights are relatively numerous, and live in a big house of faded glory on the highest hill. He wears the green tabard bearing the basilisk. He carries an heirloom sword.

The family's wealth has been generationally sold off in order to maintain its position. At this point, the only thing of worth that have are big stone walls, fancy silverware, and Albatross's sword Stonefang.

Stonefang - a relic side sword wielded by the first of the Green King's knights. It is more important to Albatross than some of his children and it never leaves his side. Biological minions of the Shadow King must Save or turn to dust when struck by it, and other bitten by its blade must Save or receive accelerated Tetanus. It will not dull or break save by a Disintegrate spell or higher. It also reveals the presence of the Shadow King's minions when drawn - making Doppelgangers take their true form - something Albatross would quickly learn if ever he deigned to unsheathe it.

His biggest concerns:
  • Crops  are doing poorly. The blight is spreading. He’ll offer his daughter and his son in marriage to anybody(s) who can fix the problem. (They’re twins!) It would be really weird to marry them both (but he’s not against it if results are produced).
  • The fortifications need repairs (they’ve needed repairs for literally about ten generations). Know any excellent masons? He’ll settle for a half-decent carpenter.
  • Twenty square miles of toxic north of the Darklantern lies the Cannon Swamp. Ancient trenches and tunnels flooded with the foul waters of the chasm. The remnants of an ancient cannon shaped like a basilisk’s head stick oblong out. Vines of creepers grow over it. Sickly goblins live in the swamp, subsisting on big horse flies and stomach-churning molds. They are "sickly and barely a threat to anybody", but Albatross is concerned that they're stealing food and multiplying. (Which they are, although it's the doppelgangers stealing food. All part of destabilizing their defenses.)
Digg's Place
There's no sign or markings to indicate that this is Digg's Place. It's nothing more than an abandoned home wedged between two other even more abandoned homes that Digg bought for the cost of a (mostly) safe-to-eat ham sandwich. But you'll know it from the smell. It smells like savory cooked meat, and sulfur - like the Egg Mold plaguing the land. Digg takes rotting food and carves the edible bits out of it with a dull knife. He spends half of his time scavenging for carcasses and moldy grains to make meat skewers and fouled ale out of. It all tastes actually quite decent... but you'll have chicken shits for a week.

Digg not infrequently gets accused of purposely spreading the Egg Mold, which is why he lives in the abandoned outskirts of town. The townsfolk cuss and kick at him for trying to sell tainted meat and ale, which in yester years would have put him in the stockades, but nowadays people don't even bother, as they're wise to his act.

See him on the streets, and he'll be a smiling ragged man: missing a few teeth, hands full meat skewers wedged between the fingers, all excitement and hustle like he's liquifying his assets before the recession.

Which, to be fair, is exactly what he's doing. He wants to leave, but can't seem to save enough supplies to go. Still, he is too proud to beg. In his mold-dusted bed he tosses and turns in his sleep, prophesizing doom for the town. His screaming rarely reaches others' ears. He's so frail that even a solid kick could send him into seizure, and scream a doom:

DIGG'S DOOMS (d6):
  1. "SHADOWS! SHADOWS BEHIND THE EYES! SHADOWS BEHIND THE SKINS! THEY'RE EVERYWHERE, EVERYWHERE!!"
  2. "TEN TRILLION HUNGRY LITTLE STALKS!! THEY WILL DEVOUR THE LAND AND THE PEOPLE AND THE LIVESTOCK ALL!"
  3. "IIIIIIIAAAAAAAAAHHHH!... THE BEAUTIFUL FACE MASKS FORMLESS VOID! IT WILL DEVOUR THE WORLD! IIIIIIIIAAAAAAAAAAHHHHH!!"
  4. "THE GREEN KING CANNOT SAVE US! HE IS FOREVER GONE, AND HIS SUCCESSORS DO NOT KNOW THEIR WORTH!"
  5. "THE POISON WILL SPREAD ACROSS THE LAND - A HARBINGER FOR THE ARMIES OF DARKNESS WHICH WILL BRING THE WORLD INTO SHADOW!"
  6. "THE SWORD! THE SWORD! THE SWORD IS SALVATION, BUT IT IS NOT MEANT FOR THEY IT HANGS ABOVE!"
The Bakers Maker
It smells like warm bread and mushroom stew, heavy with spicy mustard seasoning. The childless bakers, Charles and Matilda Maker, make good bread and stew, but their real passion is botany. They're tight-lipped about where they get the fresh herbs, but they give out cuttings often enough that nobody presses the issue.

In the ruins of neighbors homes, they have a secret garden inherited from Matilda's side of the family, mother to daughter, since the time of the Green King. In a hidden atrium between four houses, behind a secret door unlocked by a hidden candlestick lever, are her greatest treasures: spinach, parsley, chives, basil, oregano, dill, rosemary, basil, a pear tree, and even tropical limes - green fruits and herbs that have no business growing in such little light. The secret of it all lies in the center, at the ancient statue of a kneeling maiden, holding a vine-covered grail of aged copper: The Grail of the Green King.

Touched by the Green King's lips when he still walked the land, water kept in the Grail, when spilled upon the earth, provides ample fertility to green-colored crops. Even tropical fruits like limes. More than that, it has the power to dispel the devastation of the Egg Mold, and can wither the fungal forces mastered by the mold priests within the Darklantern without fail.

...But Matilda doesn't know that. Charles does, but that's because a doppelganger replaced him a about a month ago. The real Charles was thrown into the Toxic Chasm by his replacement - his shattered body is dissolving on a rock somewhere down in the mist, embalmed by the foul gasses. Mattie thinks they may both be losing theirs mind. She loves Charles very much, and to learn of his grisly demise or malicious replacement would devastate her beyond sanity.

TOPICS OF CONVERSATION FOR A WOMAN WHO'S LOSING HER MIND... (d6):
  1. "Charles always loved extra dill in his mushroom soup. Always! And now he can't seem to stand it at all!"
  2. "He's always following me when I leave the house. He thinks I can't see him, but I know my husband's footsteps anywhere. I thought he was just looking out for me, but I'm not so sure anymore."
  3. "People have asked me whether Charles was acting strange. I told them I didn't know what they were talking about. They said that he acted like he didn't even know them."
  4. "Is it me? I feel like I've been forgetting things more and more often. Why, just last week I forgot that I had some loaves in the ovens, and burnt a whole batch! Charles was furious, and he raised a hand against me - he's never done that before."
  5. "Things aren't all bad! Charles stopped snoring recently. He'd done it for so many years I'd gotten used to it, but to have a quiet night like that was quite nice."
  6. "I think we may have a child on the way! At last, after all these years! I'd almost given up on hope."

WAYS TO GET INSIDE THE DARKLANTERN
AMULET
A plain metal amulet depicting a closed eye. In True Darkness (such as a Darkness spell), the eye will be open and visible, revealing its true nature. The Shadow King can see through these when open, and will sometimes open on their own when nobody is looking.

The Defenders have always been watching. Every so often they’d send out a spy to recon the besiegers' defenses. These spies were given tungsten amulets to identify them to the automated defense systems, which won’t shoot at anybody who is displaying one of these amulets. A few of them never returned, and the amulets are still out there. One or two of them even remain in Darklantern, passed down as secret family heirlooms to spies who settled outside the walls.

BATTERING RAM
The Ram in the Tower Inn, if it can even so much as touch the front gate of the Darklantern will rip it apart like paper mache. The Ram is indestructible, but the people carrying it are not immune to the Darklantern's laser defense systems.

HOUSE

One of the Houses is ‘cursed’ according to the locals. Used to be owned by a Sutler family, but all of them went missing. The braver of the townsfolk investigated and found a big dark hole in the basement wall. They sealed up the hole and the house, and nobody has gone in it since. It offers a way into the pyramid, albeit through a horrible siege line tunnel filled with toxic gas.

CHASM

The chasm between the pyramid and Darklantern is deep and long, but one could potentially climb down into that dark pit. The bottom is filled with toxic waste, and horrible things dwell down there, but a disposal sewer entrance can be found in the mist. It’s an awful climb down and an awful climb up. The mist emanating from the Darklantern erodes the walls of the chasm, making unsure footing and rockslides likely.

NAME DROP /  WHITE FLAG

If one goes out onto the causeway and declares that they are an emissary of The Green King seeking to present terms for the castle’s surrender, then the automated defenses will let you in. They’ll wake up somebody capable of making a decision (The Assessor being most likely) to meet you and discuss the terms in the Darklantern's Muster Yard, just inside the gate . Something similar will happen if you take a white flag onto the causeway. It would take a brave fool to try this approach.

WALL BREACH

It's incredibly dangerous, but one could attempt to burn a hole into the Darklantern's exterior. It would take a world-shattering force, and it'll heal up in a matter of minutes, but you may be able to slip in unnoticed before it crushes everyone in the derma. Madame Curiosity's fire oil may do the trick, as might a Disintegrate spell or Passwall.


Thursday, October 3, 2024

Tomb of the Iconoclast - Level 1 Rooms 25-37

  INTRODUCTION

LEVEL 2 (TBD)

~~~~~

LEVEL 1
Entrances: Tomb Entrance (1-1), Crawling Bats (1-10), Cistern (1-17)
For a bigger map, link here: Tomb of the Iconoclast Map

Made in Gridmapper

1-25. Buried Warriors
Twenty five sarcophagi, all but eight of which have been steamrolled to dust. Within eight are mummified warriors of the Iconoclast’s house, who will rise to defend it if any religious symbols are brought past the Iconoclast’s Seal in the center of the room.


The Iconoclast’s Seal lies engraved in a circular stone 10ft in diameter in the middle of the room. It is covered in dust and smashed sarcophagi, but underneath depicts the scratched-face Iconoclast beside a great bull, holding aloft his great hammer.


The eight Warriors wield great sledgehammers with unusual ease. Their flesh has long turned to dust but the glimmer of gold bracelets remain. They wear brigandines of shattered idol-stone - impossibly heavy to wear without magical aid. Within the eyesockets of their skulls are each two pieces of well-crafted obsidian, worth 50gp each. Their gold bracelets are worth 100gp each.

Buried Warriors
2 HD
1d12 Great Hammer
Undead Immunities
Great Hammer - Their attacks can effortlessly destroy walls, doors, floors, and other means of impeding them. Destroying the floor in Room 25 drops occupants 20ft down to Rooms 2-31 to 2-34.

1-26. False Tomb
Open empty stone casket sits before an elevated throne. Upon it sits a skeleton who believes he is the Iconoclast, dressed in torn funerary regalia centuries old. Behind the throne is a melted-face statue of the Iconoclast. In the wings of the room are seated a hundred mostly broken skeletons on bleacher-like stone benches, sitting in witness.

Upon detecting intruders, this False Iconoclast shall announce: “WHO DISTURBS THE REST OF SO GREAT A KING?? ANSWER FOR THY TRANSGRESSIONS, OR MY SERVANTS WILL FLENSE THY FLESH!”

The False Iconoclast was once a servant of the Iconoclast, buried with honors, but now he believes himself to be that man, evidenced by all of the things he was buried with, which he shall recall:

“A Sword” - Barber’s tools, razor chief among them.
“A Royal Animal” - hamster bones
“Kingly Adornments” - a golden comb. (Worth 100gp)

He was the Iconoclast’s servant and barber, but will deny it. If evidence to this effect is brought, he will deny it not more than twice. On third evidence, he will piece things together and despair, providing no further resistance. Maybe after some ruminating he'll seek a new master to offering his skills in barbering and surgery.

The Nameless Servant can rouse some dozen skeletons if things come to blows. "SERVANTS! YOUR KING IS IN PERIL! COME TO MY AID!" They are armed with sharpened bones and knives but severely lacking in skill.

False Iconoclast
4 HD
No Attacks
Undead Immunities
Each Round the mummy takes 1d12 damage and deals an equal amount of damage to anybody who is next to him. When he runs out of HP he will crumble into ash.

Broken Skeleton
0 HD
1d3 Sharp Implement
Undead Immunities

1-27. Bathhouse Entrance
Tread tracked inlay upon the ground where the Juggernaut has repeatedly rolled over. Mosaics cover the walls depicting the boiling of priests. Underneath the plaster are scenes of humans and nymphs bathing. The northern wall crumbles.
 
1-28. Scenic Mosaics
Mosaics on the walls depict natural scenes: fields of flowers, calm brooks, the ocean, rolling hills. Tiny precious stones are among them, with 100 x 5gp jasper and 200 x 5sp turquoise.

Harvesting them will require tools, and 1 Turn per 6d6 stones per person captured. If half of the jasper stones are stripped from the north walls, it will reveal a secret door. If half the turquoise are stripped from the south walls, the wall will collapse into the cave section Room 34.

1-29. Shambling Mound
An untended idol of a young man lies in an ancient bath, surrounded by a garden of leafy vines. The idol itself is a defaced god of the vine, with eyes scratched out and stone cup draping in hand.

The Shambling Mound is scaffolded around the idol, which is broken in several pieces. Those who disturb the statue or plants will be greeted with its sudden standing, followed by attempts from the plant-covered idol to get people to drink its black draught (which is acid from the pool). Settled in the bottom of the cup are two thumbnail-sized rubies worth 500gp each. If the acid is drained they will be revealed and offered by the Mound.

If nobody will drink, or if attacked, it will cast the acid in the cup upon the intruders. The rubies will scatter into the brush (requiring a very careful search to find).

Shambling Idol-Mound
4 HD
1d12 Acid Splash / 1d6 / 1d6 Bludgeoning Vines
Plant Immunities
Healed by Acid Damage (It can Acid Splash itself)
Engulf: It is hits with both Vine attacks it engulfs the defender, causing entanglement and automatic 1d6 damage per Round.

1-30. Acid Pool
The walls are half-dissolved and splattered with gold flecks. Pool filled with molten, glimmering gold - but only on its topmost settled layer. Beneath it is powerful acid, filled with dissolved idol-stone. It bubbles like overcooked pasta sauce. The room is oddly hot. Amidst the pool is a single undissolved stone arm raised up, in greeting, salute, or perhaps a thumbs-up. (DM's choice.)

1-31. Three Chests, Two Mimics
The plaster is peeling off the walls, revealing mosaics of revelers relaxing and drinking wine. One dark-eyed depiction conceals holes where the Cauldron Spider (Room 15) will spy on people.

Three chests sit in this room. One is made of manganese, one is made of wood, and the third made of stone. The wooden and stone chests are in fact mimics, who have forgotten they are sentient beings. Their contents are filled with teeth and flesh, though they will not stir if opened, even if they are stabbed - the dungeon has forgotten all their instinct.

If removed from the dungeon, they will remember themselves in 2d4 Days, and likely attack anything around.

The manganese chest is empty, but contains a false bottom. Within are a jumble of rings made of various metals - in total 47 rings, worth 1000gp total. One ring, made of platinum, is a Ring of Acid Immunity

1-32. Old Baths
Ancient hot tub-sized baths plastered over - now repositories. Each little bath (a-d) was 4ft deep.

a. Empty, dusty, broken open.
b. Plastered, filled with miscellaneous jewelry - bone, stone, gem, all ancient - all items intended as gifts for god-idols. Together worth 10gp. Among them is a an Earring of Hearing, composed of three bone loops fused together. Wearing the earring greatly enhances the user’s hearing, so that they can always hear what is being whispered in the same room, and doors can be heard through without pressing an ear to them.
c. Plastered, filled with weirdly round smooth stones - river stones, it turns out.
d. Sealed off by plaster. Water bath. Still operational, strangely. The waters are warm and welcoming. Taking a bath grants 1d10 temporary HP if you spend a Turn bathing, but you will trigger Something is Lost…

1-33. Hot Room
This room is hot and humid like a sauna. It smells like combusted gas. A careful look around reveals an ancient scroll case on the ceiling - rusted metal, with old adornments depicting lines of priests walking in retrograde of each other. It contains the Prayer Scroll of Onderboven, which can be used at the god’s idol in his cave in the Valley of Wells to gain his powers.

Otherwise the Prayer Scroll could be sold to an antiquarian for 50gp.

1-34. Steady Drip
Water drips down from the ceiling, forming reflective shallow pools. Otherwise empty.

In the southern part of the cave is a bricked-up wall long smashed apart, leading downward stairs. In the southern part of this section along the floor is a secret removable stone panel in the wall. Against the western wall there are two heavy steel bars barring a removable section of wall, granting access to the backside of the Juggernaut in Room 24, if it's not rumbling around (5 in 6 chance by default).

1-35. Calm Pool
Cave pool with tiny aquamarine snails within, each the size of a pinky fingernail. By the pool's edge is a pestle and mortal, stained slightly blue by snail guts. If one can gather and mash up enough of them (takes one person one Turn), one dose of potent Forgetfulness Poison can be produced. There are enough snails to produce 1d4 doses every month.

This Forgetfulness Poison, when absorbed, causes the victim to forget how to do the next significant action they want to do for 1d6 Turns. Multiple doses multiply the length of this effect by rolling one additional d6 per dose and multiplying the duration in Turns by that amount.

1-36. Falling Door Trap 
A great door of lead, fifteen feet tall. It depicts the enemy-soldiers of the Iconoclast being crushed by a strange steamroller-machine (the Juggernaut), with the Iconoclast riding it like a chariot. It shows them cartoonishly flattened afterwards, displaying great terror. Two great handles are upon the door, if pulled then the whole door will come crashing down, smooshing those before it unless they dodge away.

The sound of the falling door will alert the Juggernaut, and it will come in 3d4 Rounds.

1-37. Crawl Space
A crawl space 3ft high. Secret removable stone panels built into the walls of Rooms 25 and 34 allow access. Provided it's not rumbling around (1 in 6 chance by default), the Juggernaut can be observed through a peephole. Squirreled away in here are the bones of a forgotten priest. Embroidered on their crumbling silk robes are depictions of poppy flowers.

On the body is an animal bone pipe worth 100gp, a scattered of small animal bones (mouse), and nine golden teeth (each 10gp).