Room 1 Entrance Hall
  A long corridor with 4 open rooms, 2 on either side. The hallway ends at a large, barred door leading to 6: False Burial Chamber.
Tracks No sign of recent passage
Sounds Occasional dull thud or rattle from the east. Smells like dust. Colder than outside. Small roots in ceiling, crude stonework
Creatures None
Traps None
Treasure None
   
Room 2 Guard Tombs
  These small rooms are identical in size and content. They both contain a wooden coffin with a clay statue of a snake-man warrior inside. The statues are hollow and each contain a gold amulet, a dried snake skeleton, and a cloud of poison gas.
Tracks2 No sign of recent passage
Sounds2 Occasional dull thud or rattle from the east. Smells like dust, old wood, very faint acid. Crude stone, murals of entwined snakes. 1 wood coffin painted with battle scenes
Creatures2 None
Traps2 Poison KO gas (save or d6 damage, cannot reduce below 0 hp)
Treasure2 Gold amulet (1gp), dried snake skeleton
   
Room 3 Scholar Tomb
  Similar to Room 2, but inside the coffin there is a clay statue of a snake-man scholar. Its scrolls have crumbled to dust. The statue contains the same amulet, snake skeleton, and poison as the others.
Tracks3 No sign of recent passage
Sounds3 Occasional dull thud or rattle from the east. Smells like dust, rotted fabric. Crude stone, paintings of leaping snakes. 1 wood coffin painted with abstract scene.
Creatures3 None
Traps3 Poison KO gas (save or d6 damage, cannot reduce below 0 hp)
Treasure3 Gold amulet (1gp), dried snake skeleton
   
Room 4 Sorcerer Tomb
  Similar to Room 2, but inside the coffin there is a clay statue of a snake-man sorcerer wearing a silver ring. If the PCs didn't already learn that the other statues were hollow, they'll almost certainly try to pry the ring off, breaking the statue open and revealing the poison gas and amulet. The ring is a magical, but also cursed.
Tracks No sign of recent passage
Sounds Occasional dull thud or rattle from the east. Smells like dust, rotted fabric. Crude stone, paintings of leaping snakes. 1 wood coffin painted with dark scenes
Creatures None
Traps Poison KO gas (save or d6 damage, cannot reduce below 0 hp)
Treasure Snake Sorcerer Ring: if worn on a finger, the fingernail becomes long, bifurcated, and pointed like twin fangs. It can be used like a poison dagger, but each morning, the wearer must Save vs. Poison or take d6 damage. If they take 6 damage at once from the poison ring, their finger falls off and turns into a snake.
   
Area 5 Door/Hammer Trap
  A large door, barred with a lengthy piece of stone hanging off of 2 iron pegs set into either side of the doorframe. Requires at least 3 PCs to lift (or, if the party is smaller, all PCs). When the bar is lifted off the iron pegs, a trap is activated. A huge stone hammer swings down from the ceiling, aiming straight for the backs of the now- trapped PCs. It nearly fills the corridor, but there is a small gap on either side. 
On its first activation, the impact knocks open the large door leading to 6: False King's Tomb.
Tracks No sign of recent passage
Sounds Stone door, opens inwards, barred. The door ocasionally shakes in its frame as though buffeted by a distant breeze.
Creatures None
Traps Hammer trap: may be avoided by a Save to Dodge or using another PC as a springboard, granting +2 to the dodge but giving the shoved PC -2 against theirs. A hit PC dies (or takes serious damage, like 2d6+4).
The trap can be identified by examining the door or pegs, by noticing the iron pegs rising as the bar is lifted, or by checking the ceiling. If the bar is quickly replaced, the pegs are held down, or the trap's mechanism on the ceiling is damaged, the trap will not activate. The hammer slowly retracts into the ceiling unless blocked. It can be reactivated by lifting up on the iron pegs, either by hand or by rope.
Treasure None
   
Room 6 False King's Tomb
  The burial chamber of the snake-man king and his two brides. On the north wall are 3 wooden coffins, the one in the middle obviously larger and more ornate. Inside are 3 Snakeman Skeletons who will immediately attack if their rest is disturbed.
Tracks No sign of recent passage
Sounds A hollow dripping to the south. Smells like dust, bone, mildew. Crude stone, crumbling paintings of landscapes. Coffin painted with sleeping snake-men
Creatures 3 Skeletons: HD 2, MORALE 12, ATK 1d6 [Claw] Inspect
Traps None
Treasure None
   
Room 7 False Temple
  This room is dominated by a giant statue of a hideous snake-man god. Water leaking into the tomb has eroded the floor, revealing a secret passage under the statue leading to level 2 of the dungeon
Tracks No sign of recent passage
Sounds Smells strongly of mildew. Trickle of water down wall. Ugly stone idol - visible secret passage. A soft damp breeze flutters through the secrect passage
Creatures None
Traps None
Treasure None
   
Room 8 Secret Passage
  This room lies directly below 7: False Temple. It is a narrow, alcove-like passage that quickly widens to become 9: Statue Hall
Tracks No sign of recent passage
Sounds Smells strongly of mildew, slime, wet stone. Neat stonework, with gaps caused by water. Puddles of water on floor
Creatures None
Traps None
Treasure None
   
Room 9 Statue Hall
  A long, wide corridor. Six huge statues of heavily armed and armored snake-men loom over the hall, glaring at the party. One of the statues is slightly out of aligment: it can be moved to reveal 10: Secret Guardroom.
Light from the surface can't penetrate this far down; from this point, the PCs must rely on other light sources.
Tracks No sign of recent passage
Sounds Smells of mildew, wet stone. Small trickle of water going east. Six statues. End of hall is in darkness
Creatures None
Traps None
Treasure None
   
Room 10 Secret Guardroom
  This room was once a secret guardroom for temple assassins. Now, it stands empty and dark. The furniture has rotted to fragments. On the wall are two hooked polearms that are still usable, along with a silver icon.
Tracks No sign of recent passage
Sounds Smells of rotting rags, rotting wood
Creatures None
Traps None
Treasure Hooked polearms (2), silver icon (5gp)
   
Room 11 Secret Guardroom
  The hallway opens up into a large, octagonal chamber, also ringed with glaring snake-men statues. Some carry weapons, others carry implements of torture or agriculture. The doors to rooms 12-16 are made of a heavy stone, but can be levered without much diffculty. Room 15 has an unlocked wooden door. Room 18 has a stone door, but it is much more ornately carved than the others. It looks like there was once a pit in the center of the room, but water trickling from the surface has filled it to the brim with dark, oily water that smells like licorice. It is 10' deep. Inside the pool are 2 Mummy Fragments. They will jump out to attack anyone who comes near the pit. If the party can kill or disable the mummy fragments, they may attempt to dredge or search the pool.
Tracks No sign of recent passage
Sounds Smells of liquorice and decay. Occasional dripping and sloshing from the pit, especially if the party are noisy; sporadic thumping noise to the north; faint breeze from the east
Creatures 2 Mummy Fragments: HD 2, MORALE 12, ATK 1d4 [Claw] or 1d6 [Strangle]
Traps Touching the water does not cause mummy rot, but drinking it or getting it into open wounds does
Treasure The pool contains: a very angry and completely insane mummy head, a heavy gold chain (35gp), a magic silver ring (Ring of Eyesight), and a magic utility item of the GMs choice, a randomly rolled magic item, or 2d10gp of jewelry
Ring of Eyesight: While wearing it, one of the user's eyes pops out and becomes hard as glass. The eye can still see normally
   
Room 12 Tomb of Xisor the Green
  The passage into this tomb contains an electrum pressure plate that triggers a lighting bolt spell, aimed straight down the hallway. Xisor's closed coffin lies at the far end of the room containing a vellum scroll
Tracks No sign of recent passage
Sounds Smell of funeral spice and (probably) ozone. 3 stone coffins - 2 corpses
Creatures None
Traps Lightning bolt trap deals 4d6 damage (save for half) and only activates once
Treasure Electrum pressure plate (10gp), spell scroll (eye venom, or another venom-based spell) inside Xisor's coffin
   
Room 13 Tomb of Sparamantur
  This tomb is partially collapsed: the blocks of the ceiling have caved in. If the PCs start to excavate the room, they will hear Sparamantur, a snake-man skeleton, lurching and thumping on the other side of the blocked passage. He is not subtle, and will strike the moment he sees the head of a living creature.
Tracks No sign of recent passage
Sounds Stone door, passage completely full of rubble. Smells of bone dust. Can hear thumping
Creatures Sparamantur: HD 3, MORALE 12, ATK 1d8 [Greataxe] Inspect
Traps None
Treasure Sparamantur carries trinkets worth 10gp
   
Room 14 Tomb of Franbinzar
  This room is more primitive than the others, and has cruder paintings and carvings. It contains one stone coffin with the badly mummified remains of Franbinzar, last ruler of the fortress. The mummification did not go well. It counts as a Black Pudding and will lurch to attack anyone who opens the coffin. Its grave goods are clay copies, but it has rings embedded in him. 
Tracks No sign of recent passage
Sounds Smells of tar and decay. Stone door, crude carvings inside
Creatures Black Pudding: HD 5, MORALE 12, ATK 1d6 [Slam] or 3d6 [Prolonged Contact]
If killed, it will regenerate in 1d20 hours unless burned. If it is free, add it to the Wandering Monster Table, replacing one of the Omen results
Traps None
Treasure Black pudding has absorbed rings worth 2gp
   
Room 15 Priest Room
  This room was used by the priests of the upper tomb. It contains three beds, some rotten shelves, and a silver and emerald snake-god icon. The scrolls scattered around the room record the ravings of trapped mummies in a forgotten language.
Tracks No sign of recent passage
Sounds Smells of rotting wood, clouds of dust
Creatures None
Traps None
Treasure silver and emerald snake-god icon (25gp), the ravings on the scrolls might be valuable if translated or sold to the credulous
   
Room 16 Unfinished Tomb
  This room is empty, except for some discarded carving tools rusting on the floor. It might make a nice bolthole in an emergency or a place to stash supplies.
Tracks No sign of recent passage
Sounds Tools on floor, room half-carved
Creatures None
Traps None
Treasure None
   
Room 17 Clay Warriors Room
  A group of eighteen clay statues of life-sized snake-men warriors, in three rows of six. Their swords are rusted to uselessness. Each statues is hollow, but contain nothing. The statue in the far south corner of the room sits on a secret passage leading to 38: Basilisk Hall
Tracks No sign of recent passage
Sounds Old clay, rust, cold air. Ominous stares
Creatures None
Traps None
Treasure None
   
Room 18 Stairs
  This hallway is protected by a very ornate stone door, carved with images of snakes raining from the sky. Stairs descend downwards into darkness and are trapped.
Tracks No sign of recent passage
Sounds Faint wind of cold air and total silence
Creatures None
Traps Stair trap: The third stair from the top is trapped. If any weight is put on it, the stairs tip to become a smooth stone ramp. Spikes deploy from the floor at the bottom of the ramp when the trap is activated. A PC sliding down takes d6 damage (Save for half). The trap resets in 5 rounds.
Treasure None
   
Room 19 Stone Cobra Guardian Room
  This is a large, arena-like room (identical in size and shape to 11: Tomb Atrium) completely covered with silver-threaded shields from the tribes conquered by the snake-men.
In the very center of the room stands the Stone Cobra Guardian It attacks on sight.
Tracks No sign of recent passage
Sounds Cold, walls covered in shields; large statue of a stone knight clad in carved armour with a huge dented sword in one hand
Creatures Stone Cobra Guardian: HD 6, MORALE 12, ATK Special
Note: guardian cannot fit through 5' wide corridors or stairs
Traps None
Treasure Some of the shields are rotted through, but at least 5 are still in usable condition. If scraped and disassembled, the silver wire in them is worth 2gp.
   
Room 20 Chasm and path
  A narrow path along a bottomless chasm. The path fades into the rock to the north and leads to the rest of the tomb to the south. The path is 10' wide and slightly slippery. The chasm is 60' wide, and the opposite side isn't visible unless the party is using aming arrows or a very powerful light source.
If the party angers the fungus goblins, this will be their preferred ambush spot.
Tracks No sign of recent passage
Sounds Cold, dark, and terrifying. Slippery path. Bat guano and strange winds
Creatures None
Traps Running or jumping on the slippery ledge will require a fairly easy save to avoid falling; the sticky fungus goblins have no such difficulties
Treasure None
   
Room 21 Dungeon Barnacles
  The path here is slippery and filled with dungeon barnacles. These stone-covered mollusks devour any warm-blooded creature that passes near them. Characters who have spent time in tombs, caves, or tunnels will recognize and know to avoid theses creatures.
Tracks No sign of recent passage
Sounds Smells like acid and rotting meat
Creatures Dungeon barnacles are difficult to kill by force but can be distracted by other soruces of food, and killed by poison etc
Traps Running or jumping on the slippery ledge will require a fairly easy save to avoid falling; the sticky fungus goblins have no such difficulties
Treasure None
   
Area 22 Stone Door/Hammer Trap
  Stone door recessed 5' into the wall and held closed by a heavy stone bar. The bar faces outwards towards the chasm. If approached from the other side, it cannot be opened without demolishing most of the door.
It contains the same type of hammer trap as 5: Door/Hammer Trap, but the hammer swings away from the door, rather than towards it, risking knocking victims into the chasm.
Tracks Scuffs and some finger marks in the grime of the ledge by the chasm
Sounds Stone door, barred. The door ocasionally shakes in its frame as though buffeted by a distant breeze.
Creatures None
Traps Hammer trap: may be avoided by a Save to Dodge with +2 bonus, or using another PC as a springboard, granting +2 to the dodge but giving the shoved PC -2 against theirs. A hit PC is knowcked back into the chasm
The trap can be identified by examining the door or pegs, by noticing the iron pegs rising as the bar is lifted, or by checking the ceiling. If the bar is quickly replaced, the pegs are held down, or the trap's mechanism on the ceiling is damaged, the trap will not activate. The hammer slowly retracts into the ceiling unless blocked. It can be reactivated by lifting up on the iron pegs, either by hand or by rope.
Treasure None
   
Room 23 Ceremonial Room
  Used by the snake-man priests to prepare and meditate. Contains several low benches, ancient wall hangings, and a dry fountain. Goblins have pried the gold statue from the fountain and hidden it in their throne room. Loud noises here may attract the Skeleton Jelly from Room 24
Tracks Small footprints and grime cover the floor, with the occasiaonal glint of something between the flagstones
Sounds Distant pattering of small feet and faint clink of metal on stone
Creatures None
Traps None
Treasure A few scraps of gold worth 1gp remain scatterd on the floor
   
Room 24 Hallway
A long, narrow hallway sloping downwards to the south. A Skeleton Jelly waits, and will move towards any noise in the corridor.
Tracks The floor gently slopes down to the south
Sounds A faint smell of acid, distant pattering of small feet and faint clink of metal on stone
Creatures Skeleton Jelly: HD 2, MORALE 12, ATK 1d4 [slam]
Traps None
Treasure None
   
Room 25 Pit Trap
  This room has a false floor made of thin stone tiles. A 1' wide ring around the walls is safe, but any other tiles are held up by sticks and thin metal bars. The false tiles are easy to spot; one is even missing. The goblins use the pit to catch food, replacing the lost tiles every day.
Tracks Small footprints and grime cover the floor
Sounds Distant pattering of small feet and faint clink of metal on stone; a chill breeze from the southeast
Creatures None
Traps Pit Trap: Any PC stepping into the center of the room must Save to Dodge or take 1d6 damage from the fall, and Save again or take a further 1d6 from the spikes at the bottom.
Treasure The pit contains several mundane human skeletons and a gold ring worth 2gp.
   
Room 26 Hallway
  A small passage branching off from the main hallway, leading to a locked door. The lock has been badly weathered by age and the door can be easily opened.
Tracks Small footprints and grime cover the floor
Sounds Distant pattering of small feet and faint clink of metal on stone
Creatures None
Traps None
Treasure None
   
Room 27 Slave Room
  The air here is foul and warm, and there is a distinct hissing sound coming from the south. This room was once used keep slaves, and a pair of iron manacles still lie on the floor.
Tracks Small footprints and grime cover the floor
Sounds Stale stagnant air, and a hissing noise from the south
Creatures None
Traps Manacles: The manacles are enchanted to lock around the legs of anyone who approaches within 1' of them, but the rusted metal is weak and can be pried free with an easy Strength test.
Treasure None
   
Room 28 Domed Hall
  A grand domed hall with frescoes of proud snake-men on ceiling, and a locked iron door on the south wall. The key to the door is embedded in the basilisks neck. The door isn't magical, but it would take a team of people hours or days to pry it open or crack its hinges. There is a broken stone door to the west.
Tracks Small footprints and grime cover the floor
Sounds Warm, foul air. Constant hiss to north
Creatures None
Traps None
Treasure None
   
Room 29 Treasure Room
  This room contains...whatever it is you want to put in the bottom of your dungeon: a boss fight, a rare item, piles of gold, plot hooks, stairs to more dungeon levels. At the least, it should contain 200gp of assorted treasure.
Tracks None
Sounds None
Creatures To be detemined
Traps None
Treasure Randomly determined treasure of at least 200 gp in value
   
Room 30 Sacrifice Pit
  The Sacrifice pit is a sunken, eternal flame in the center of a carved, 15' deep pit. The sides of the pit slope downward. The flame is fueled by natural gases piped from a deep and ancient mine. There is a 2' wide walkway around the pit. Carbonized bones coat the bottom. While the air here is foul, it isn't dangerous to anything outside the pit. There are runny streaks of gold around the flame, and a few carbon-coated gemstones glitter in the orange light. Not all the sacrifices were poor.
Tracks None
Sounds Foul air, flickering flame, splutter of gas
Creatures None
Traps Sacrifice Pit: Creatures inside the pit must Save each round or take 1d6 temporary Constitution damage. Unconscious PCs slide down to the flame and take 2d6 fire damage per round.
Treasure Carbon-coated gemstones worth 50gp total
   
Room 31 Guarded Hall
  Two snake-man statues stand in the bottom corners of this grand hall. These statues are incredibly life-like, and much finer than any other carving in the tomb. They are in fact petrified snake-men, placed there as punishment. If de-petrified, they will fly into a murderous rage for 10 minutes, then slowly give into despair.
Tracks None
Sounds Dusty smell, faint clink of chain in distance
Creatures None
Traps None
Treasure The statues are worth 50gp each if sold in a major city,or 10x more to a wizard who recognizes their nature.
   
Room 32 Summoning Room
  A long, narrow room with a huge pile of junk (broken shields, bent swords, candlesticks, branches) in front of it. Clearing the pile takes 30 minutes and makes a terrific racket. The room inside was once a summoning chamber. It contains a bound succubus summoned by the snake-men to answer questions about the lower hells. The shackle around her ankle is an illusion. All she needs is for someone to step across the (dust-covered and mostly obscured) circle binding her. The succubus isn't hostile to the PCs, but she will try and isolate and kiss one of them so she can refuel and fly away. Her true name (Baltoplat) is written on a scroll in 15: Priest Room. The goblins are afraid of her. Xiximanter knows her true nature, but assumes the party knows as well. She's immune to petrification and very, very good at dodging. She will immediately flee from any conflict. If made to bargain, she can detect poison, reveal ancient secrets, or agree to kill any one mortal person the PCs can name. She is patient and cunning, but true to her word.
The room also contains a small altar, with several glowing objects atop.
Tracks None
Sounds Smells of ancient wine, burnt paper, and fungal rot
Creatures Succubus: HD 8, MORALE 12, ATK Special
Traps Concealed binding circle restraining succubus
Treasure 2 gold bowls worth 15gp each, a +1 magic dagger, and a magical wavy stone snake . The snake is used to open the door to 46: Throne Room.
   
Room 33 Shrine Alcove
  An alcove containing a shrine to one of the many cobra-headed gods of the snake-men. The statue has two holes in the base large enough to fit a human arm. The statue can't be lifted, but it will rattle, and it can be turned easily. Almost any effort, inspection, or action will turn it slightly. Turning it counterclockwise 90º will release a poison gas trap. Turning it clockwise 90º will cause a lot of gold to spill out, rolling over the floor. Some pieces will roll into 35: Blade Trap Hallway.
Tracks None
Sounds Smells faintly of acid
Creatures None
Traps Poison gas trap: d6 damage in a 30' cloud
Treasure 2d100+10gp
   
Room 34 Priest Rest Area
  Used by the snake-men priests to rest and meditate. The door rotted away centuries ago. It contains five blood-stained silk pillows, rotten and shredded, and three stone eggs.
Tracks None
Sounds Smells of old blood, rotten rags, stale fungus
Creatures None
Traps None
Treasure The Stone eggs are magical. If coated in fresh mammalian blood, the eggs grow comfortably warm to the touch, and can be used as hot water bottles or bedpans. A single coating keeps an egg warm for 8 hours. They can be wiped clean after the first application.
   
Room 35 Blade Trap Hallway
  This hallway is trapped. The ceiling is ridged like the gullet of a snake. Bands of tiles wind across the floor. Stepping on any of the raised tiles will activate 4 swinging blades that slice down from the ceiling.
Tracks None
Sounds Smells of dust
Creatures None
Traps Blade Trap: PCs must Save to Dodge or take 1d6 damage. Any movement through the marked squares requires another Save to Dodge for 3 rounds after the trap activates. PCs who stand still don't take any damage. If a PC fails their Save, they take 1d6 damage and don't move that round. On the 4th round, the entire trap comes crashing down in a tangle of stone, blades, and springs, dealing 2d6 damage to anyone in the marked area.
Treasure None
   
Room 36 Vestibule
  Partially rotted wall hangings lie on the floor, which is carved into geometric stonework patterns. Anyone pressed against the west wall cannot be seen by the Basilisk. A hallway slopes down to 37: Pit Trap.
Tracks None
Sounds Smells of rotting fabric. Faint clink of chain to the west
Creatures None
Traps None
Treasure None
   
Room 37 Pit Trap
  A pit trap identical to 25: Pit Trap. The snake-men really didn't want their sacrifices escaping into the rest of the tomb. This pit contains nothing of value.
Tracks Loose tiles on floor, some broken
Sounds Warm air
Creatures None
Traps Pit Trap: Any PC stepping into the center of the room must Save to Dodge or take 1d6 damage from the fall, and Save again or take a further 1d6 from the spikes at the bottom.
Treasure None
   
Room 38 Basilisk Hall
  A huge stone chamber, lined with worn mosiaics and filled with broken pillars (eight in total, in two rows along each side of the hall). The ceiling is lost in darkness. Bats roost up there. The floor is littered with broken statue pieces, including very accurately carved stone bats, spiders, and goblins. The Basilisk lurks in the darkness. A thick iron chain links it to the ceiling. It cannot leave the hall. When the PCs first enter the hall it will wait, sniffing the air, and try to circle in the dark to get close to them. When it spots an isolated target it will stare at them for one round, and then charge.
Tracks Large lizard prints and spoor
Sounds Still air, clink of chain, very faint breathing
Creatures Basilisk: HD 7, MORALE 8, ATK Special Inspect
Traps None
Treasure The key to 29: Treasure Room is wedged under the basilisk's collar. Xiximanter put it there and forgot about it completely.
If slain, the basilisk's throat glands contain 2 equivalents of a "Stone to Flesh" potion. The basilisk's eyes are valuable to wizards and alchemists (30gp each). The stony skeleton fetches 100gp on the open market, or 30gp for the head alone. If captured alive, the basilisk is worth as much as 1,000gp to a menagerie keeper. If tamed, it could easily be worth twice that. Any dishonorable army (all of them) would love to have a tame basilisk to use against their enemies.
   
Room 39 Secret Passage
  A secret passage leading from the statue room in Level 2 to the Basilisk Hall. The door on the hall side would have been unnoticeable as originally built. Time has worn the mosaics away, revealing the door's outline.
Tracks None
Sounds Stale air, clouds of dust
Creatures None
Traps None
Treasure None
   
Room 40 Secret Passage
  This passage is hidden behind another secret door, and this one is intact and difficult to find. It's on the exact opposite side of the Basilisk Hall from 39: Secret Passage, and in the same style, so clever players will locate it quickly. Though the walls are smooth and well-made, the floor is thick with goblin detritus and the air stinks.
Tracks Sticky goblin prints
Sounds Sour air, fungal rot
Creatures None
Traps None
Treasure None
   
Room 41 Staircase to Surface
  A staircase to the surface. It opens under the roots of a tree. Human-sized creatures can crawl through, but clearing a larger passage requires axes and time.
Tracks Muddy goblin prints running east and west
Sounds Earthy, damp fresh breeze
Creatures None
Traps None
Treasure None
   
Room 42 Cylinder Door
  A rotating cylinder of stone with a carved chunk big enough for two people (imagine a dented barrel). Rotates in both directions if pushed. Turn it counter-clockwise to activate a stabbing spear trap. Turn it clockwise to reveal a stone idol with two golden bowls. Turn 180º to reach 47: Goblin Warrens.
Tracks Muddy goblin prints running east and west
Sounds Earthy, damp fresh breeze
Creatures None
Traps Stabbing Spear trap: 1d6 damage/person/round until rotated to safety
Treasure Two golden bowls worth 10gp each
   
Room 43 Xiximanter's Entrance Hall
  A finely carved stone hall; ribbed like the inside of a creature's gullet, lit by magic purple lights set into the walls. Xiximanter is an ancient snake-man wizard, twisted but immortal. He looks like a dried human corpse (with fangs) fused to a snake tail at the waist. He wears tattered robes, and his eyes are red pinpricks. He isn't unreasonable, and will greet the party with "Hello, bipeds," as they enter his lair. Xiximanter desires living creatures, preferably intelligent, ideally wizards. He distills them to make his potions. While utterly amoral, he is neither rude nor murderous. He firmly believes that he is close to a breakthrough. He also believes that the snake-men empire still sits above him, that the tomb is full of priests, and that the party must be barbarian visitors on a tour. If shown evidence to the contrary, he will become enraged.
Tracks None
Sounds Purple magic lights, acrid stink, strange fumes and old rotten flesh Black stone carvings. A thousand smells. The slither of Xiximanter
Creatures Xiximanter: HD 10, MORALE 12, ATK 1d6 [fangs or claws] Inspect
Traps None
Treasure None
   
Room 44 Ingredient Storage Room
  Barrels of ancient herbs and powders sit next to kegs of acid and stale water. One flask contains powdered saffron, while a tiny bottle contains 1d10 seeds of a now-extinct plant. Xiximanter will not trade these unless he can get even more rare or valuable ingredients from the party. Nothing they find in the tomb is likely to pique his interest. This is also where Xiximanter keeps his victims. Six stone oubliettes with brass lids, like wine vats sunk into the ground, are scattered around the room. The pits currently contain 1d10 miserable Fungus Goblins crammed into the same pit.
Tracks None
Sounds Purple magic lights, spices, dried fruit
Creatures Fungus Goblins: 1hp, MORALE 7, ATK 1d6 [sword or teeth] Inspect
Traps None
Treasure Saffron (200gp), bottle of seeds (30gp each to a collector or ambitious farmer)
   
Room 45 Potion Brewing Room
  Alchemical flasks, dusty instruments, and gleaming shelves full of beautiful flasks line the walls. PCs will not be allowed past the hall unless they agree to be Xiximanter's apprentices (or victims). His most powerful potions take decades to brew. He will trade potions for living creatures, spells, rare ingredients, and apprentices. He will not accept coins or treasure. If the party is openly carrying looted items from the tomb, he will become suspicious, and try to poison, capture, or manipulate them. The shelves contain 10+1d10 random potions.
Tracks None
Sounds Purple magic lights, bubbling, steam, flame, cobwebs, and the glitter of potion flasks
Creatures None
Traps None
Treasure An assortment of 10+d10 random potions, but always includes
  • 2 potions of spell mutation
  • 1 potion of moderate immortality (extra 20+1d100 years of natural life)
  • 1 potion of undetectable poison (tastes like a random potion but kills (no Save) in 1 minute.
  • 2 healing potions
Room 46 Throne Room
  The giant door at the end of the Basilisk Hall is made of intertwined stone snakes. One snake is missing. It can be found in 32: Summoning Room. If replaced, the door will slither open, revealing a room made of red stone, gold, and mirrors, plus a large ornate throne at the center. Xiximanter has a secret passage from the throne room to his lair, but he hasn't used it in centuries. The throne room entrance is hidden behind a rotted wall hanging. The entrance on Xiximanter's side is behind a few crates. The passage is thick with dust. If the PCs use it, he will be surprised, and possibly enraged unless they think of a plausible excuse.
Tracks None
Sounds Smells of dust and metal flakes
Creatures None
Traps Anyone sitting on the throne must Save vs Mind Control or desire lordship and conquest.
Treasure The 8 palm-sized mirrors on wooden stands are worth 10gp each if sold in a major city. The throne is worth 250gp, but requires at least 3 people to lift.
   
Room 47 Goblin Warren
  This room is part of the Goblin Warren. It is a low cave (5' high). It's clear that the rooms here collapsed centuries ago and were hollowed out by the goblins. They use this room to store feathers, rags, and bowls of grease. A thorough search of the debris coats a PC to the neck in guano and beetle shells and reveals 2d6 silver knives and a dented brass bracelet.
Tracks Muddy goblin prints and beetles underfoot.
Sounds Reeks of grease, mushrooms, rot, and damp. Chittering.
Creatures None
Traps None
Treasure Silver knives are worth 1sp each, the dented brass bracelet is worthless
   
Room 48 Goblin Spawning Pit
  The passage to this room is only 2' high. It contains the goblin spawning pit: a hideous mash of fungus, dead animals, and bloated sacks of fluid. PCs must Save vs Nausea or flee in disgust. The pit reincarnates the souls of dead fungus goblins and is one of Xiximanter's failed experiments in immortality. There is no treasure here, but unless this room is burned, the number of goblins in the dungeon will always be "too. many. goblins.".
Tracks Muddy, sticky goblin prints
Sounds Fungal reek, rotting animals, half-grown goblins
Creatures None
Traps None
Treasure None
   
Room 49 Goblin Throne Room
  A goblin throne room. Most of the time, this room contains 1d6 (exploding on a 6) Fungus Goblins eating bats, fighting, or worshiping their current king. If the haven't recently found a living creature to crown, they'll make an idol out of sticks and mud. The goblin crown is made of bent cutlery and sticks. They used to have a real crown but they lost it.
Tracks Muddy, sticky goblin prints
Sounds Chittering, crunch of beetles
Creatures Fungus Goblins: 1hp, MORALE 7, ATK 1d6 [sword or teeth] Inspect
Creatures None
Traps None
Treasure None
   
Room 50 Goblin Farms
  The goblins here plant anything to see if it grows. Sickly plants rot in darkness, accompanied by buried fingers, weapons, and gold. Seasoned poisoners or wizards might recognize the blue mushrooms here as dungeon cucumbers, capable of curing petrification if sliced and rubbed on the skin. The person will recover in 1d6 days.
Tracks Muck is knee deep. Floor is uneven. Buried fingers, weapons, gold. Mushrooms growing everywhere
Sounds Rotting plants, manure stink, fungus in bloom
Creatures None
Traps None
Treasure Dredging this room reveals 2d10gp, a ruby worth 30gp, and the Crown of the Serpent Kings. The crown is worth 300gp for the materials and gems alone: it is made of 8 tiny entwined gold and platinum, with emerald eyes and diamond teeth. The crown is also magical. Anyone wearing it who is not a snake-man must Save vs Fear. If they fail, they spend the next hour gibbering and hooting in terror. If three consecutive hours are spent in this state, the effects are permanent. The crown can be removed by another person. If they Save, there is no effect
   
Room 51 Goblin Rumpus Room
  This room serves no particular purpose to the goblins, but at any given time, 1d6 (exploding on a 6) fungus goblins will be present during the night and 3d6+10 (exploding on a 6) present during the day. The goblins will be asleep in either case, but will wake up 2 rounds after the PCs make significant noise in any adjacent room. They are almost invisible in the debris.
Tracks Muddy, sticky goblin prints
Sounds Slime, fungal rot, chittering in the darkness
Creatures Fungus Goblins: 1hp, MORALE 7, ATK 1d6 [sword or teeth] Inspect
Traps None
Treasure None
   
Room 52 Goblin Guard Room
  A mostly-collapsed room used by the goblins to store weapons. It contains 2 pitchforks, a pile of silver cutlery and dozens of sharpened sticks. One goblin is on sentry duty. He wields a large broom which he uses to push away the skeleton jellies. If the players enter from 28: Domed Hall by opening a half-broken stone door, he pushes them back with the broom while protesting. If they enter from 51: Goblin Rumpus Room, he runs away screaming.
Tracks Muddy, sticky goblin prints
Sounds Drying rot, mixing with the bad air from 30: Sacrifice Pit
Creatures Fungus Goblins: 1hp, MORALE 7, ATK 1d6 [sword or teeth] Inspect
Traps None
Treasure Silver cutlery is worth 20sp