This list of random things was so excellently put together that I looked at it and was FUCKING INSPIRED to turn it into a dungeon of random things.
Originally, I wanted to crowdsource it, but then I realized (a) there probably aren't enough people reading my blog and (b) I really wanted to see if I could do it.
So, here is THE HOUSE OF HOURS, a.k.a. SCRAP CASTLE
Upside
 down castle, in the bottom of a gulch, the upside-down castle is
 surrounded by a moat of fire.  Most of the windows and doorways are
 choked with dirt (refills if you dig it out).
 
Bowl
 of brains. In the center of this room sits a giant bowl (lip is 7'
 off the ground).  Inside sleep 11 old men with oversized heads,
 clutching each other for warmth.  They each have a jewelled torc
 welded around their neck that cannot be removed without cutting off
 their heads.  Nothing will rouse them except damage.  When angered,
 they will all attack at once.  They are flying, psychic brains that
 still have their living human bodies attached (which are completely
 unneccesary).  However, they are not used to being flying, psychic
 brains and their psychic blasts sometimes only cause nosebleeds,
 incontinence, etc (instead of exploding your head.)
 
Rogue
 Glacier. This locked room is an oversized jail cell.  A winding
 passageway allows for passage through the prisoner, the rogue
 glacier.  The glacier picks pockets as a level 10 rogue.  Stolen
 items are sometimes visible in his icy body.
 
Oversized
 key.  Huge bronze key on a red pillow.  Weighs 100 pounds.  Hookah
 nearby, filled with yellow water and eels.  Unlocks the tortoise in
 room 45.
 
Crude
 desperate map.  In this room, a party of adventurers has been turned
 inside out.  One of the corpses still clutches a crude map that is
 covered in a honeycomb of lines and angles.  Desperate script says,
 “There is no way out of this infernal jungle! I've dulled my sword
 from chopping and my brain from mapping!”.  (This is in reference
 to the mock jungle in room 68.) 
 
 
Candles.
  14 candles and 1 obsidian pyramid are arranged around a convex
 mirror (6' across) on the ground. These candles will never burn down
 while they are in these positions.  One unlit candle sits in the
 middle of the mirror.  Distant organ music fills the air.  This room
 is a portal room (see Note #3) and placing an obsidian pyramid or a
 lily in the center of the mirror will open a portal to room #61 or
 #89 respectively.  The full complement of candles around the mirror
 is 16, and any mirror less than that causes the mirror to cloud
 further, with a risk to travelers if there are ever less than 12
 candles.  Each candle removed from the circle causes the organ music
 to become worse and worse.  Room #61 has a crocodile savant in it
 that may enter this room and attack if the portal is ever opened.
The
  candles have a magic ability: if a lit candle flame is blown in the
  direction of an unlit torch, candle, or campfire, the candle will
  extinguish and the torch will light.  Inversely, inhaling sharply
  over an unlit wick in the direction of a torch will extinguish the
  torch and light the candle. 
  
 
 
Shark's
 teeth. This room appears to be a natural history museum.  A
 tyrannosaurus skeleton dominates the room, and several dioramas show
 naked, primitive humanoids chasing down dinosaurs wearing
 headdresses and tearing out their throats with their teeth, as if if
 the proto-humans were raptors or wolves.  A glass case holds 21
 different types of stones, of which 5 are fat gemstones. Smashing
 the glass case will sound an alarm (roll for encounter) but the lock
 can also be picked.  1d6 rounds after the party enters the room, 3
 fossilized shark skeletons will descend on wires and attack like
 ghastly marionettes, while the “puppeteers” hide in the gloom. 
 Cutting the wires also neutralizes the sharks.
 
Wooden
 sword.  A wooden coffin holds a set of wooden bones, recognizable as
 a dwarf. When disturbed, it will attack as a skeleton (with slashing
 claws), but one that is vulnerable to fire and slashing weapons
 (instead of blunt ones).  In a steel scabbard, the wooden dwarf
 skeleton has a wooden sword (as fragile as ordinary wood).  If
 translated, dwarven runes on it read “This is a sword”.
 
Ghosts.
 8 sullen ghosts occupy this room, playing board games for all
 eternity.  The board games are all missing pieces, but the ghosts
 have all forgotten the rules anyway.  One of the board games is
 actually a treasure map that shows the path to the King's Grave in
 room 8 (the bottom of the board says “Snakes and Ghouls”).  The
 ghosts are unfriendly.  They will attack if anyone messes with their
 board games, but they will mellow out if anyone brings them the game
 piece from Room 97.
One
  of the ghosts the ghost of one of the PCs. Although the PC-ghost
  has forgotten nearly everything, it can tell the party that it has
  been here for thousands of years.  Amid shrugs, it will mumble
  something about time travel.  It also knows the details of one
  random room, where it died.  Any PC who dies in the upside-down
  castle will also become a ghost, trapped in this room forever.
 
People
  who die in this dungeon cannot be resurrected unless the other
  ghosts agree to let the departing spirit go.  They will not do this
  unless the party is on their good side, such as if they have
  returned the game piece from Room 97.
 
 
Frozen
 lake.  This room has a frozen floor.  In the center of the room,
 broken ice indicates that something has fallen through.  A rusty
 bronze golem paces around on the room's floor, 20' beneath the ice
 level.  Heavy characters (full plate, encumbered) risk falling
 through the ice.
 
Old
 Coins.  A pile of coins sits in the middle of this room.  They
 aren't cursed, guarded, or trapped or anything, but they were minted
 by a pre-human dynasty of snakemen. Tapestries of solemn snakemen
 viziers line the walls.  A tin spoon in buried in among the coins.
 
String.
 This appears to be a dining room full of furniture and food.  String
 is tightly wound around everything in this room, and every cubic
 foot in this room has as least 3 high-tension strings spanning it
 from different angles.  The food (including a turkey, goblets of
 wine, etc) is suspended above the table by the strings, like an art
 student's senior project.  Passage through the room is extremely
 difficult (Dex checks) because it requires navigating the crazy
 tangle of strings.
If
  the strings are cut, the food above the table will crash down,
  splattering gravy on the nice upholstery, spilling wine, and
  sending plates crashing to the floor.  (cut 3 strings to clear the
  room, roll for random encounters).  If the party wants to weave
  through the room, a small hoard of powdery thief-mice will come out
  of the wall.  The mice will steal d100 coins and a knick-knack
  (shiny button, potion) from each player while they are too
  entangled to swing a sword, and then disappear back into the wall. 
  
  
 
The
  silverware is silver, but the real prize is an egg cup in the exact
  center of the table, which contains (surprisingly heavy) chicken
  egg which contains ambrosia of the gods.  It can be sold or eaten,
  in which case it raises a random stat by 1 point.
 
 
Cup
 of wine. A procession of petrified butlers marches forever towards
 the dinner in room 12.  The lead butler's silver platter holds a
 single cup of wine (which is exquisitely delicious).  The stone
 butlers all wear uniforms and hold silver platters, but extracting
 these will usually require breaking off some stone fingers and
 limbs.  If restored to flesh, the butlers are all werewolves
 obsessed with wine and lambs.
 
Manta
 rays. Sagacious manta rays observe you through the walls of this
 underwater tunnel, which eventually leads to the shore of an indoor
 lake.  The “beach” is entirely composed of huge, cyclopean cubes
 of lead.  The telepathic manta rays are sages, and can be persuaded
 to identify stuff or ferry passengers across the lake.  (They don't
 know much about the dungeon, but are experts on plankton, kelp, and
 algebra.)  Their prices are steep if you pay in gold, but they are
 eager to taste new and interesting foods.  An island in the middle
 of the lake is filled with upside-down trees.  In the center of it
 is a mail box (actually a retarded MIMIC, a.k.a. CIMIM).
 
Barbed
 leather.  This empty suit of magical barbed leather armor sits in a
 crystal display case.  It was made from a rose elemental, and the
 thorns are nearly 2” long.  Another display case holds a shark
 fossil, suspended by strings.  Another display case is packed floor
 to ceiling with skulls.  If the display case containing the suit of
 armor is opened or disturbed, the  armor will animate, leap out, and
 run away.  If it escapes the room (and it probably will) add it to
 the wandering monster table.  If encountered, it will only run away.
  If cornered, it will fight (it has a whip and a scimitar).  As a
 magic armor it has two powers.  First, things attacking it with
 natural weapons are damaged by the razor-sharp barbs.  Second, it
 can shoot soothing pollen out of its sleeves, which calms insects
 automatically and other animals if they fail a saving throw.  This
 calming effect is extremely short lived, but the suit of armor can
 produce huge amounts of pollen every day.
 
Clock
 tower.  Everything in this room is made of paper.  A column of
 sunlight pierces the papery arches of the ceiling, 100' above.  In
 the center of this room is a huge clock tower with what appears to
 be a gargoyle who has just lept off it, now frozen in time.  The
 hands of the clock are clearly made from black iron and gold, and
 there is a visible doorway on the landing behind the clock face. 
 Approaching the clock tower causes time to pass slower.  If you
 stand in the doorway and watch someone approach, you'll notice they
 move slower and slower as they approach it, so that they will never
 arrive (think Zeno's arrow).  Additionally, approaching the tower
 also causes you to age, so that you will always die of old age 1
 foot away from the clock tower.  A party of humans walking towards
 the tower will likely age 1d6 years in the few seconds before they
 realize what has happened, and 1d6 hours will have passed outside of
 the room.  This powerful effect can be skirted by creeping along the
 walls (paper-covered bricks) of the room.  This enchantment can only
 be dispelled by destroying the face of the clock tower.
Arrows
  and fireballs shot at the clock face will never reach it (not in
  your lifetimes). Light and light spells will not be noticeably
  affected by the time effect, and will reach the clock tower
  normally.  (The concave mirror in Room 39 would actually be perfect
  for this task, and will be able to ignite the tower and burn it
  down in only a couple of minutes).  Spells that travel to their
  destination are useless (magic missile, fireball, BUT lightning
  bolt works fine) while spells that conjure things at a certain
  location work fine (like summoning an acid ooze on top of the tower
  would work.)  
  
 
Once
  the tower is destroyed, the time gargoyle will be unfrozen in time
  and attack. The gargoyle is made from smoky glass and has garnets
  for eyes.  It attacks with claws and a breath attack (hot sand). 
  If anyone rolls a natural 1 to save against the breath attack they
  are sent back in time.  You may find them again in room 51, but
  they'll be 1d20 years older.
 
The
  clock tower has a metal framework.  At the top, the clock hands can
  be salvaged (4' and 3' long, black iron and gold, heavy but very
  valuable).  The doorway leads to room 17.
 
- 
 
 
Melted
 Sand Dunes.  The top half of this room is clearly the top half of a
 giant hourglass with obsidian walls (20' across, hole is 3' wide). 
 The hole in the sloping floor leads to a huge room filled with
 melted sand dunes.  The sand-dune room is entirely located in a
 steeply sloping cave.  The top-most part of the room connects to the
 half-hourglass room.  Walking through the melted sand dunes, players
 may disturb pebbles, which will slide down the steep glass slope.
It
  takes 4 hours to walk down the glassy, smooth room, or 5 hours to
  walk up it.  If you slide down (on your cloak or something), the
  bottom can be reached in 15 minutes.  6 carnivorous desert penguins
  nest in a smooth-walled burrow halfway down the slope.  They are
  hungry and faster than greased lightning when they slide down on
  their bellies.
 
 
Misshapen
 faces. A stone cherub spits water into a fountain in the center of
 this room.  The walls of this room are covered with 57 waxy, lumpy
 faces.  The faces are warm to the touch.  If the faces are removed
 and placed atop your own face, it will be absorbed and your face
 will permanently assume the likeness of the mask.  Roll 2d6 to
 determine your new Charisma.  5% of the faces are sentient and
 hungry, and if touched, they will attempt to bite (+5 to hit, 1d6
 damage) and then swallow on the next round (automatic unless allies
 make opposed strength checks).
 
Owls.
 Two cloaked strangers (Striga and Tyaton) shuffle around this room,
 bulky and tall.  They wear silver owl masks over their faces (they
 are actually giant owls). All around the room are dozens of pictures
 of owls drawn in black pen, and dozens of live owls roost quietly in
 cages. They are carefully measuring owls, believing (correctly) that
 new spells may be researched by analyzing the different ratios of
 owl physiognomy.  They are level 5 magic-users and care for nothing
 except owls and magic.  They wield spells of hungry precision and
 silent knives.  Their jeweler's monocle is actually the eye of
 Belkernap in room 37, although it looks mineral in composition.
 
Lists.
 In this room there are 12 wooden plugs set into the floor, like
 wooden manhole covers 3' wide.  Beneath each plug is a small chamber
 containing a small, muddy modron who is endlessly repeating a random
 list.  (Go here and click twice:
 http://en.wikipedia.org/wiki/List_of_lists_of_lists).
 One of the modrons is actually reciting a list of all of the rooms
 in this dungeon (“. . . 20. Lists.  21. Whispering Poison. . .”).
  You can hear them muttering if you put your ear against the wood. 
 One of the modrons wears a gold-and-titanium circlet (completely
 square).  One of the modrons is actually berserk, chaotic, and will
 explode 1d6 rounds after being removed from his muddy prison.  If
 the modrons are somehow restored to their full mental capacities
 (this is what modrons do when they are traumatized), they will aid
 the party.  Otherwise, all the modrons will do is sit there and
 mutter. 
 
Whispering
 poison. A withered mummy hangs from a crucifix in this room.  The
 mummy is not undead, it's just a normal mummy.  The rest of the room
 is filled with implements of torture and a small coal furnace with a
 stack of fuel beside it.  Vials and glassware are arranged in front
 of the furnace, filled with cloudy water.  Inside the mummy's veins
 is a deadly sentient poison.  Anyone approaching the mummy will hear
 the poison whispering to them.  The poison wants to be extracted
 from the mummy's veins and then used to kill more creatures.  The
 poison's name is Cyrano.  The poison can give you directions for
 extracting him (it involves a dagger and an empty vial).  He's only
 a few milliliters, but he is deadly.  He can crawl around (1' /min)
 but prefers to sit on a knife where he can be delivered to veins
 easier.  In exchange for your help killing things, he can cast
 Detect Poison at will.  He may even be able to teach a wizard a
 unique poison spell or two.
 
Implausible
 pits. This room is filled with 6 visible pits.  The pits are
 actually 3' to the left of where they appear to be (90% chance of
 falling in one while walking through the room unless gimmick is
 figured out).  The pits are 5' deep, but falling in one causes
 damage as if you had fallen from a much greater height.  In the
 bottom of one is the SWORD OF THE NORTH.  In another pit is a
 voracious undead unicorn head.  In another pit is a treasure chest
 filled with bees.  The lock is awesome, but the door itself if only
 wax—you can scratch it with your fingernail.
 
Firetraps.
  This long room appears to be a bazaar, with rugs laid out, canvas
 overhangs, and empty fruit stalls.  The walls are painted with
 flowers.  All open flames in this room will spawn hostile imps that
 last for 1d6 rounds after their original torch is extinguished.  A
 single bee-drone (see room 24) keeps guard here.  If panicked, he
 will light the bonfire and retreat to the main door of the
 Honeycomb, guarded by a pair of drones.
 
Bee
 people. Here is the secret hive of the bee people, built vertically
 and dripping with honey.  Art Noveau chimneys connect levels and
 gilded lilies proffer nauseatingly sweet nectar. The men are hulking
 brutes (use umber hulks) while the females are graceful things with
 wasp-like waists who are experts in alchemy, poisons, and
 explosives.  They also have a bunch of interesting insect-themed
 treasure, tribute from some confused cultists, one time.
 http://rachelghoulgamestuff.blogspot.com/2013/12/osr-christmas-list-item-1-treasures-of.html.
  They are misandriists, and only trust females.  Men will be asked
 to sit on the floor outside the room while the females discuss
 business.  (beesness) 
There are 4
  males, 7 females, and 22 sexless drones (as orcs).  Friendly larva
  (with children's faces) will crawl over and ask for candy (in
  children's voices.  The bee people are unfriendly but not hostile. 
  They may allow you to pass through for a tribute and a vow of
  peace.  What they desire more than anything are the lilies from
  room #89 and the destruction of the ghouls (see room 69).  If the
  party seems intent on achieving these goals, they bee people will
  send Buzz Buzz (a jolly, stupid male) with you. They *might* also
  be persuaded to part with some poisons, acids, or explosives.
 
Caligula is
  queen of the bee people, but her vizier Merlane speaks for her. 
  Her favorite daughter is Lophia, an assassin.  Her jealous daughter
  is Yanivel, a jeweler.
 
 
Hungry
 Streets.  This section appears to be a 4-way crossroads in a country
 town, complete with lamp posts and cobblestones.  A frightened horse
 darts back and forth through these streets, searching for a way out
 but too scared to leave the light cast by the lamps.  Unless the
 party runs straight through, they will be swallowed by the giant
 mouths that form in the cobblestone.  Being swallowed does a little
 damage, but then it ejects you into the sewers beneath, which lead
 to rooms XX and YY.  Poisoning the water in the sewers will cause
 the streets to vomit you up.  Digging through the cobblestones isn't
 an option unless you have explosives or manage to kill the street
 first (60 HP, 10 HD).
 
Wind
 machine.  At the far end of this hallway, four giant dragonfly
 engines flap their wings and create a powerful wind that prevents
 passage.  Passing up this hallway is only possible with climbing
 gear (treat it like a 100' climb with equivalent fall damage, except
 sideways).
 
Dark
 engine.  In this room is a strange device.  It's about 10' long and
 looks like a cross between a piccolo and a Harley-Davidson.  It's
 all flanges and oiled black leather.  It's a vehicle, and can be
 ridden by up to 3 people.  It flies at double the speed of a human,
 but it requires large quantities of blood to operate.  Every full
 moon it will come alive and hunger for flesh.  It creeps around on
 eight legs of leather and steel, gliding through halls like an angel
 of death, and rapidly dissecting victims with it's lovingly
 articulated mouthparts, trapping their soul in the small chamber
 above its carburator.
 
Very
 old people. 7 very old people sit in 7 rocking chairs, watching a
 storm that only they can see. They are sitting on a porch
 overlooking nothing but fog.  A starry sky is visible far beyond the
 fog.  They claim to the descendants of the king, waiting for his
 return.  Their brains are full of little worms, but they can be
 persuaded to peer into the storm for you (treat as a Commune spell).
  Talking to any of them also ages you 1d6 years, however.  If you
 kill one, you must save or take their place in a rocking chair. 
 Destroying a rocking chair will cause the other rocking chairs to
 grow spider legs and horrible crushing jaws, and attack you.  If the
 frog in room 38 is killed, the fog will dissipate and the path to
 the stars will be lost.
 
Ill
 stars.  Passing through the fog you will find yourself among the
 stars.  Up this high, you can see an aerial view of a couple of
 nearby areas of the dungeon, including the manta's lake and island. 
 While among the stars, your body appears to be a constellation. 
 There is a 1-in-6 chance while you are up here of being attacked by
 disgruntled astronomers, yelling at you to cease your pointless
 wandering.  From here, you can see the storm that the old people are
 looking at (and it is TERRIFYING), return to the rocking chairs, or
 fly to the moon (Room 39).  Anyone leaving the room must save or
 contract space sickness (1 chills, 2 vertigo, 3 bleeding from the
 ears, 4 periods of weightlessless, 5 hair loss, 6 gamma ray vomit).
 
Slime
 Princess. This room is locked, but has a large door knocker.  A
 mailbox outside the room reads “30”.  In this room, Orange
 Princess and Slime Princess take turns peering through the telescope
 at the moon (Room 39). Scattered around the room are a bunch of
 books (mostly geography and engineering subjects, but a few
 adventure and romance novels, 1d4 level 1d4 spells).  Here is where
 Slime Princess (1 HD ooze) and Orange Princess (4 HD elf) hang out
 all the time. Slime Princess is a semi-anthropomorphic slime who
 totally wants to go on adventures.  Orange Princess is a large-nosed
 young woman with orange clothes and hair. She just wants Slime
 Princess to be safe, and only wants to practice fencing (she carries
 a foil). Slime Princess will want to join the party.  Whenever she
 kills something with more HD than her, she grows 1 HD and has an
 X-in-20 chance of turning into a mindless ooze, where X is equal to
 her new HD.  This oozy rampage lasts until she eats someone or until
 something else calms her.  
 
Other
  things in this room: orrery, orange bed, cauldron with pillows
  (Slime Princess' bed), 30' tall bookcase, hollow globe (containing
  300 gp), nice hardwood floor, magic teapot (never runs out of tea),
  4 bonsai trees.
 
Anyone
  falling asleep here will f
 
 
Child
 gangs. These corridors are the home of 9 unruly children who form a
 rough gang.  Their leader is Redbeard (he's 9 and has no beard).  He
 has LIFTING GLOVES, which give him a strength of 18, but only when
 used to pick things up.  These nose-picking urchins will attempt to
 sell you newspapers at exorbitant prices and pick your pockets. 
 They all carry concealed shivs and adore the princesses in room 30. 
 They live in a tree-house.
 
Vomiting
 statues.  This room has 8 statues in it, each on a pedestal.  All of
 them can be rotated except the blacksmith statue.  All of the
 statues are wearing clothes which indicates their profession.  (1)
 The blacksmith statue is continually vomiting fire and cannot be
 turned, blocking easy passage through the center of the room.  (2)
 The mermaid statue can be rotated, and vomits water when her tail is
 lifted (can be used to temporarily extinguish the fire-vomiting
 statue. (3) The king statue will vomit 234 gold coins if one gold
 coin is thrown down his throat. (4) The assassin statue will vomit a
 poisonous gas if he is touched.  (5) The locksmith will vomit 85
 keys if touched (all useless, the key to the door is in his pocket.)
  (6) The engineer statue will vomit lightning if touched, which can
 be extra deadly if the floor is covered with water.  (7) The cook
 statue will vomit perfectly edible spaghetti when touched (only
 works 6 times).  (8) The mother-with-baby statue will vomit milk if
 touched and the baby will vomit a healing potion if fed milk (only
 works once). The door on the far wall is locked (key in locksmith's
 pocket).
 
Bored
 angels.  A church.  Rows of pews.  Hymnals in the back of every
 seat.  A collection box near the entrance.  Entering the church you
 will be able to hear, faintly, a pair of angels talking idly about
 the happenings within the dungeon, and especially within this room. 
 They are impossible to communicate with, although they can watch
 your actions and will speculate loudly on your performance and
 motivations.  Stealing from the poorbox will get you slapped with a
 plague or attacked by locusts.  Donations earn you nothing, but they
 will take notice of burnt offering on the ash-covered altar.
 
Boiling
 water.  Room full of boiling water.  A small metal boat with metal
 paddel offers transport through the blistering steam, but you risk
 being burned on the hot metal.
 
Boar.
  Big, pissed off, razor tusks.  Fucking harpoons stick out of its
 side.  Takes half damage from slashing and piercing weapons.  Keeps
 fighting 1 round even after it's dead.  Stomach full of human bones
 and jewelry (2 armbands, 9 belt buckles, 1 circlet, 1 medallion of
 an upside-down tree).  It has built itself a veritable nest out of
 crumpled armor.
 
Tiny
 wings. Yammerhein the Wizard, beloved of Ysera, meditates here
 inside the Crystal Egg of Zola.  He wears a cloak of poisonous
 hummingbirds and his prehensile beard is actually a fragment of a
 living air elemental.  He will respond to disturbances with
 compulsion spells.  Fetch him [1 - a candle (room 6), 2 - the wine
 (room 13), 3 - baby larva of the bee people (room 24), 4 - bezoar
 from the creature in room 54, 5 – hat from one the ghouls (room
 69), 6 – pig's tail (room 82).]
 
Bag
 of soot.  Belkernap the Thinjohn broods here, audibly lamenting the
 loss of his eye (stolen by an owl) while he squats over a low,
 greasy fire.  He scissors his long hands in the smoke.  His
 haversack appears to contain a pile of soot, but is actually 7 soot
 imps.  Talking tot he party, he will lament the loss of his eye,
 lick his crocodile lips, and offer healing for a steep fee. Instead
 of healing, he will cast a shrinking spell and dump his sack on the
 floor.  The soot imps will rouse themselves and attack, causing
 confusion and disease with their tiny mouse teeth.  Belkernap hopes
 to kill them and take their treasure, and maybe see if he can use
 one of their eyes.  Unless, of course, the party has his eye.
 
Shallow
 pools.  A broad, flat room with 6 shallow (2”) pools.  A vast
 croaking is heard, as an injured fog frog lies here, dying from the
 CRAWLING DAGGER in its guts.  If the frog is healed, it will cough
 up the dagger, 3847 silver coins, a mithril helmet in the shape of a
 frog, and four young lads in togas who are eager to help, despite
 their sharp teeth and inability to comprehend language.  If the frog
 is attacked, it is a terrifying opponent (being the size of a barn).
  Killing it removes the fog from this room and room 28 (making
 travel to the moon and stars impossible).  If presented with a dried
 frog from room 50, the fog frog will recoil as if turned.  On its
 back, 45 eggs contain fog frog tadpoles.  They can be harvested and
 sold for a nice sum, but the tadpoles will watch you the entire time
 with sad, accusing eyes.  If not healed, the frog will die by
 tomorrow, and ghouls from room 69 will soon arrive to harvest its
 corpse.
Drinking
  from the pools has the following effects. [1 – As remove curse, 2
  – Exhalations of fog, becoming tremendous if you stay in one
  place for more than 15 minutes, 3 – speak the language of frogs,
  4 – shrink to 90% of your height, 5 – reverse gender (once
  only), 6 – save or paralysis for 2d6 hours as you hallucinate
  mollusks with voices of loved ones.]
 
There
  is also a ladder here.  If it is climbed up while there is fog, it
  will lead to the moon (room 39).  If it is climbed while there is
  no fog, it will lead to a red, wet trapdoor (room 40).
 
 
The
 moon. A small grove on the surface of the moon, the only part of the
 surface with an atmosphere (although PCs will immediately be struck
 by how thin the atmosphere is here, it's like a mountaintop).  A
 trapdoor in the moon opens down into the fog frog's room (38). 
 Giant, crystalline ferns grow one inch every millennium.  They
 shatter into razor-shards unless handled with the utmost care. Red,
 pulpy polyps grow here in straight lines.  Strange moonfolk lurk
 among the crystalline growths, resembling giant cow skulls with four
 legs on the bottom and two arms on the sides.  They attack with two
 punches (minor damage) and a tongue whip (vorpal on crit, be sure to
 tell players this somehow).  
 
The
  moonfolk resent the PCs for the vast amounts of oxygen they consume
  (an absolutely shocking amount, from their perspective.  The normal
  respiration from 6 humans could absolutely destroy their tiny
  ecosystem in a matter of minutes, dooming them and their fragile
  ecosystem.)  They will communicate this telepathically (“Cease
  your gaseous conversion immediately!  You bring doom to our
  children!”)  If the party insists on breathing, the moonfolk will
  attack.
 
In
  the center of this clearing is their “farmhouse”, sort of like
  three increasingly-smaller domes stacked on top of each other.  The
  bottom dome contains a 300'-long moongoat, which lies placidly
  coiled like a serpent.  It's 760 teats provide the moonfolk with
  nutrition.  It is harmless, and very difficult to rouse aside from
  mealtimes.  Up the ladder, the second floor contains bizarre
  versions of farm equipment, including sawblades plows and
  double-ended scythes.  On the top floor is a book detailing their
  flight from a distant and unknown oppressor, a diary of their
  day-to-day life, the phosphorescent paint they use to celebrate
  birthdays, and their entire wealth: 6 huge bolts of moonsilk, spun
  from the moonfolks' own glassy marrows.
 
 
Very
 new blood.  In this small attic, an immortal man throws himself
 against the ragged nails that stud the wall.  He is covered in
 cobwebs and his own blood.  In fact, all parts of the walls are
 covered with sharp blades.  His name is Blofeld, and he has been
 trying to kill himself for over four hundred years (his estimate). 
 He built this room to end his life, and is afraid to leave it, since
 he is terrified of becoming trapped somewhere or worse—being
 buried alive.  He offers the party his scimitar (currently stabbed
 through his heart) if they can kill him, but he will attack them out
 of frustration if they seem like they are going to refuse his very
 honest plea for death.  He fights as a level 6 fighter with 20 HP,
 who regenerates fully each round.  The scimitar is the SWORD OF THE
 NORTH, and will always point north is balanced on its side.  He once
 owned the machine in #37, and will warn people of it's moon-hunger
 if he thinks it will help convince people to kill him.
 
Hollow
 trees. Grove of 9 dead trees.  In the center of the grove is a
 scarcrow.  The branches hold stick men and creepy bird skull
 figures.  Each tree has different things inside of them, and can be
 bashed open easily.  [1 – three dead crows, pile of acorn meal, 2
 – porcelain torso with an opal-studded, red vest, 3 – dead crow
 and a spellbook containing sleep, alarm, and paralyze
 undead), 4 – empty, 5 – glass gargoyle head with garnet
 eyes, 6 – six crows and a dreamcatcher that grants restful sleep,
 7 – three crows and silk flag with hydra motif summons breezes
 when affixed to a ship's mast, 8 – two dead crows each wearing a
 beaded necklace, 9 – one crow, two knitting needles, and a voodoo
 doll for Lord Ebola (in #69).  If the scarecrow is destroyed or his
 medallion taken, the dead crows will become undead crows and attack.
  The crows take an eyeball on a critical.  At the end of the combat,
 whoever killed the most crows suffers their curse: -2 to hit and
 save.
The
  scarecrow's medallion is filthy, but if the mud is scraped off, it
  is revealed to be metal corn cob with kernals made from yellow
  jasper, tourmaline, citrine, tastefully mismatched.  If worn, it
  grants the wearer +2 vs fear, and all birds (even undead ones) will
  not attack the wearer (although they will attack her companions).
 
 
Barking
 men.  Four Broad-shouldered, bow-legged bulldog men are hunting on
 the moors.  Their three “dogs” are fierce-eyed men who run on
 all fours, and whose fingers have grown thick and horned from
 twisting the necks of deers.  The bulldog men are hunting ducks
 (extinct) and cats (who have all fled to #54) but they will be
 overjoyed to hunt the PCs instead.  They will unleash the hounds
 (stats as wolves) and bite their pipes as their take aim with their
 longbows.  Treasure: longbows, canary-feather arrows, calf socks,
 garters, shooting breeks (waterproof pants), tweed waistcoats,
 supple hunting boots.
 
Needles.
 At the bottom of this well is a small chamber, flooded up to 3'
 deep.  Several bone needle men lurk just beneath the murky water. 
 They will rattle their heads and attack with the edgeless sharp that
 they carry within each of their claws.  Their skulls contain an
 eldritch gas (if inhaled, makes your next exhalation deep-voiced, as
 command spell) and several needles that are prized by
 necromancers.  A crawlspace set into the wall leads to #44.
 
Crone's
 eyes. A single, harried old woman sits on the floor of this small
 room.  The wet carpet around her is sprouting dozens of
 brown-shouldered mushrooms.  Jars behind her contain embalmed
 fetuses and the vital dusts of three ancient scholars (can be used
 to resurrect or confer with ancient people: a necromancer, a tax
 collector, and a surveyor). Shelves dug into the dirt walls contain
 21 glass eyes.
Tabitha,
  the crone, grew greedy in her gathering and has now become
  possessed by her collection of enchanted glass eyes.  The glass
  eyes now control her, body and soul, and fight for occupation of
  her eye sockets.  She spends her days obeying the eyes, constantly
  switching them in and out of her eyeless sockets, while each eye
  reads books, looks at pictures in bestiaries, or leers and lurid
  drawings.  She has a crystal ball in front of her but rarely uses
  it.  Tabitha herself is blind, and hasn't seen anything in years. 
  Her glass eyes whirl independently in each socket, wet and wild.
 
If
  approached by the party, she will try to gather the party in her
  tiny room by promising to tell their fortune.  In the tiny,
  low-ceilinged room they cannot fight effectively, and she hopes
  that if the eyes posses more subjects they'll leave her alone.
  Treat the eyes as a 3 HD creature with 23 HP that takes ½ damage
  from slashing sources and never more than 1 damage from piercing. 
  Each HP lost = one eye destroyed.  Creatures that they drop to 0 HP
  are not killed, but rather have both of their eyes replaced and
  their consciousness overwhelmed.  They fight as a swarm, and can
  attack everyone in an area.  If defeated, 1d3 eyes will survive
  with mere cracks, and if worn in an eye socket, will function as
  well as normal eyes.  They also allow you to see invisible
  creatures, but if used to do boring things (studying, standing
  watch) the eye will  fall asleep, going black.
 
Tabitha
  will cower throughout the fight, and if freed will be extremely
  grateful and extremely eager to be rid of them.  She can tell
  fortunes and divinations in her crystal ball, and will happily give
  the party the gold coins she keeps beneath her rug if the party 
  will leave and never return.
 
- 
 
 
Bronze
 Tortoise.  The bulldog men live in this ramshackle house.  They've
 trapped an enormous bronze tortoise in a pit nearby, and spend their
 days trying to open the top of its shell (which is locked with the
 key from #4.  Hammers and crowbars lean up against the wall.  Inside
 the tortoise's pillowy interior is the PESTLE OF GORE.
 
A
 great drill.  A peach tree.  An elephant's foot umbrella stand with
 3 steel umbrellas.  50 empty barrels.  Dozen's of yellow flags in
 the area mark out the outline of a giant body.  Gas tank with a
 straight razor laid on top.  10' of this vast machine are above the
 ground, and another 10' extend below ground.  The machine is flawed.
  If it is turned on (requires adding at least 1 HP worth of blood)
 the whole thing will become violently energetic and tunnel into the
 ground, ripping free of it's bracing, stabilizing cables, and
 collapsing the dog-men's giant barn-shack.  The drill will burrow
 through the stomach of a buried giant, who will raise his head and
 arm above ground even as he dies.  He will make a swing at a single
 person before he dies, and hot tar will rain down, damaging everyone
 in the area who doesn't have cover (such as with a steel umbrella. 
 It will burrow straight through the giant's stomach (#47), but the
 tar in that room will be dangerously hot until the giant has been
 dead for 6 hours.
 
Tar.
 If the giant has been dead for at least 6 hours, the tar is cool and
 relatively safe.  Otherwise, it is dangerously hot.  Two
 sphincter-doors lead to #77 and #78.  They open when tickled.
 
Half
 a mouse. Tiny people have died fighting mice, all chewed in half. 
 The tiny people aren't more than 2” tall and look to have suffered
 all sorts of injuries and deprivations.  Dead mice are scattered all
 around them, some of them chopped in half.  If their gear is ever
 restored to full, it will include (See #95) a set of scale mail made
 from extremely light ceramic and covered in blue cloth, a wand of
 dispel polymorph (12 charges), a potion of lightning resistance, and
 a potion of hide from undead.
 
Gut
 strung harp.  A bunch of monsters are playing instruments here.  A
 fishman is playing a tuba.  A goblin is playing on drums. A rakshasa
 is playing a piano and also singing.  A satyr is playing a violin. 
 A carrion crawler plays on a gut-strung harp. The players are sweaty
 and disheveled.  If the players do anything that disrupts their
 playing, they'll all begin shouting, “You've ruined it!  You've
 ruined everything!” while weeping angry tears.  Then they'll
 attack.  The tuba can launch attack squids (contains 1 in the
 chamber, 6 in the clip). The piano has extendable hammers when
 pressed (88 hammers).  The violin lacerates the fuck out of people
 when it breaks a string (4 strings).  And the drums just straight up
 explode (3 drums).  The harp has no powers but the carrion crawler
 will still totally try to eat you.  The instruments retain their
 abilities afterwards.
If
  you go through their pockets while they are playing, they'll give
  you stink-eye, but will not attack.  The pockets contain twine, a spare violin string, a tiny jar of rosin, and a few platinum coins.
 
- 
 
 
Dried
 frogs.  In this room, there is a display of a 60' anaconda skeleton
 in the center of the room, as well as a impression-fossil of a
 coelocanth, an impression-fossil of an archeopteryx, and a row of
 six oryx heads.  One of the walls has a display case full of dried
 frogs (no glass).  Also a display case of butterflies.  1D6 rounds
 after the party enters the room, the dried frogs will peel
 themselves off the wall and whirl themselves at you like nunchucks. 
 There are 10 frogs, 1 HP each. If they damage you, they soak up the
 spilled blood and swell up into giant killer frogs.
Types
  of frogs (d6): 1 – poison arrow frog (poison), 2 – surinam toad
  (1d6 babies in his back), 3 – flying frog, 4 – ugly frog (gives
  warts), 5 – supertonguefrog, 6 – actually just a crocodile.
 
As
  soon as the frogs attack, the archaeopteryx fossil will start
  laughing.  If it take it off the wall, it will squawk angrily, but
  what can it do?  It's just negative space.  It can be trained to
  say words like a parrot.
 
As
  soon as the frogs draw blood and turn into giant frogs, the
  anaconda skeleton will come to life and help you by eating the
  frogs.  If it swallows a frog, it will re-dehydrate it and all of
  the anaconda's bones will sweat a bunch of blood onto the floor. 
  Re-dehydrated frogs are loot, and you can put them in your
  inventory, throw them like ninja stars, and have them turn into
  giant asshole frogs if blood ever touches them.  The anaconda
  skeleton is on your side, but if you fuck with it, it will not
  hesitate to chomp on your faces.  It's also the only thing in this
  room that's undead (everything else is alive).
 
The
  oryx heads on the wall will offer commentary on the fight.  They
  are stupid and insulting.  You can bribe them with vegetable food,
  but they will just choke on it  and gag hilariously (since their
  throat dead-ends in a wooden plaque) and probably die (because that
  makes sense). The oryx don't know anything useful anyway.  They'll
  try to bite you if you fuck with them, but they are semi-harmless.
 
After
  combat is over, the butterflies will clap their wings together and
  it sounds just like thunderous applause.  Roll for a random
  encounter.
 
The
  ceolocanth is too old for this shit will do nothing but roll his
  eyes.
 
 
Angry
 mob. They're standing around a mud-filled town square, preparing to
 burn a stray cat (from #54) at the stake for being a witch.  They
 are surly lumpenproles with bad teeth and hunchbacks and you should
 probably just kill them all.  They also have a few cages beside them
 containing a sad owl (a witch!) and a ghoul servitor from #69
 (another witch!)  If anyone was sent back in time by the gargoyle in
 room 16, you'll find them here, 1d20 years older, bearded and weird
 by their long years of imprisonment.
 
Strange
 Lights. This room appears to have lights and sound coming from it,
 as if it were a cheerful dinner party, but when you open the door
 you will only see a dust covered table and a bunch of skeletons
 sitting at it. Like a reverse refrigerator.  There's a nice silver
 candelabra here, though, with an owl theme.  If the party messes
 with the room, and then closes the door behind them, they voices
 will resume where they left off, but with the changes incorporated. 
 
If
  the party steals the candelabra: “Hey, where did the candelabra
  go?  That was a wedding present!”
 
If
  the party steals a skull off one of the skeletons: “AAAAAGH
  OMIGOD OMIGOD WHERE DID FRANCIS' HEAD GO!  OMIGOD SHE'S GETTING
  BLOOD ALL OVER THE CARPET!  SOMEONE HELP HER!  BRING A TOWEL!”
 
 
Tradition.
  If this door is pushed open, spears will thrust down through the 9'
 in front of the door.  Inside this small room is a 20' pit trap with
 a single skeleton at the bottom (disguised as a corpse) and a Mimic.
  Inside the mimic is a collapsible 10' pole (compresses down to 2')
 and a bucket of neverending lard.
 
Strays.
 A bunch of stray cats gather here, including a small jaguar.  They
 are fed milk and fish by the widows in #55, who also utilize their
 bodies when they die.  However, the real protector is a flying ooze
 that will rush over if it ever hears the cats hissing or yowling in
 fear.  The cats are feral and will not allow themselves to be petted
 or picked up.
 
Widows.
  Old ladies with billygoat beards and black fingernails, spinning
 cats into cat-skin cloaks.  Put them on and you turn into a cat. 
 The only catch is that you need someone with thumbs to get you out
 of it (there are buttons).  Stay in it for more than a day and you
 lose your mind.  Three cats = one cloak. The old ladies will trade
 but they can't fight back, since they are just old ladies. They will
 warn you not to mess with the cats because the jaguar will kill you
 (they know something is protecting the cats, but they don't know
 about the flying ooze).
 
Razor
 Webs. Invisible webs criss-cross this hallway, each made of an
 infinitely sharp filament.  Walking into them is heavy damage. 
 Running into them is save or die.  You can navigate them by swinging
 a probe to determine where the filaments are, but you will fuck up a
 10' pole into unusability.  Adamantine weapons can cut the invisible
 webs, and smoke/fog can make them visible.  These webs were made by
 tiny spiders, each the size of the head of a pin.  The spiders are
 crawling around everywhere, but are so tiny it's hard to notice
 them.
 
Directions.
 On a dias in this room, a pair of bee men are half-asleep, sitting
 on a T-shaped metal perch (like parrots).  They will wake when the
 door is opened and speak in unison, “Greetings, Traveller! Behind
 us are two doors.  This door leads to great treasures, but this one
 leads to terrible ruin.”  They gesture at opposite doors.  This
 appears to be another version of the “one always tells the truth
 and the other always lies”.
In
  truth, they are both liars.  Both doors lead to small rooms with a
  door in the back. When the door is messed with, the floor will
  collapse into a spiked pit that also contains the remains of two
  shattered gargoyles, one black and one white.  Then a metal
  portcullis will slam shut, trapping the party.  The two bee men
  will demand treasure in order to release the party (their T-shaped
  perch is actually the portcullis winch). Whether or not they are
  given treasure, they will eventually walk away laughing, and then
  release the monsters from their hole in the wall.  One monster is a
  rust monster and the other is a rot monster.
 
The
  black gargoyle is actually still alive, although it is missing a
  leg and most of its face.  It will beg for help, although it can
  only tell lies, and so may be a bit confusing.
 
If
  the party can't figure out a way to get out of the pit, someone
  will wander past and offer to release them in exchange for a favor.
   d4 [1 – Yammerhein from #36, 2 – Lophia from #24, 3 – a
  random ghoul from #69, 4 – the slothocephalus from #85.]
 
 
The
 Tanner. In this room, a ogrish tanner is scraping the osteoderms off
 an ankylosaur hide.  They litter the ground like peanut shells.  He
 will make and sell leather armor, and will buy hides and leather
 armor for generous prices.  He will tell you the story of the barbed
 leather in #25, but believes it to be lost forever.  The barrels on
 the wall are filled with caustic lye, and if he is threatened, he
 will call  his hides to his aid.  The most dangerous hides by far
 are the four bull hides, which have goring horns and crushing grip.
 
Snakes.
 Just a pit full of snakes, writhing and partying.  Many of them are
 venomous.
 
Snail
 shell.  In this room is an invisible flail snail, with only the
 shell visible.  In its stomach are hundreds of huge flowers.  If the
 snail is killed, flowers will once again grow to cover the Moor.
 
Obsidian
 mirror.  In the center of this room is a circular, convex mirror of
 obsidian (6' across) with 15 small (3”) obsidian pyramids arranged
 around it.  This is a portal room (see Note #3) and links to rooms
 #6 and #89 if a candle or a lily is placed in the center of it
 (taken from those rooms).  Every obsidian pyramid removed from
 around the periphery makes the mirror more opaque (with mishap
 chances beginning if there are less than 12 pyramids here) and also
 causes more of a stink-rot smell to fill the room.  The obsidian
 pyramids have electrum filigree and intricate carvings, and are
 worth 20g each.  A crocodile savant lurks in this room, cloaking it
 in darkness.
 
Bitter
 seeds.  Three naked, bestial children (2 HD) squat on the ground
 here, scrounging for the bitter seeds that fall from the tree.  They
 will tell you that the seeds are “bitter, bitter but sweet in
 memory” and barter for them (gold coins are worthless to them) if
 you want them.  Only they can find the bitter seeds among the
 tangled roots of the tree, and if you kill them you will get no
 seeds.
If
  you eat one of the seeds it will be bitter, bitter but you will
  fucking like the taste of it.  One of the children will say,
  “that's because it's your heart” and you look down and holy
  shit you actually are eating your heart and it's all bloody and raw
  in your chest.  It's just a copy of your heart, though, so you
  still have a perfectly good one in your chest (probably).  After
  you take a bite, your Wisdom permanently goes up to 1 point and
  your Charisma permanently goes down by one, as you become both
  wiser and more cynical.  You can eat up to 3 of these things with
  the same effect each time, but if you eat all 3 bitter seeds your
  alignment shifts one step away from Good.
 
 
Bone
 chair.  All the furniture in this room is made of bones.  Bone
 couch, bone chandelier, bone scroll racks (3 scrolls are actually
 just femurs with spells carved on them), bone chalices filled with
 holy water.  The real treasure in this room, though is the Bone
 Chair that sits at the head of the table, which is carved and
 covered with wrought silver and a few tasteful black tassels.  You
 can look this room without any immediate consequence BUT if you do
 some angry skeletons will be added to the random encounters table. 
 The skeletons will be genteel noble skeletons with sabers who will
 twizzle mustaches that they no longer have.  The angry genteel
 skeletons will demand that you return their property or they will
 order their slaves (2d12 other skeletons with sabers that look
 identical to their masters) to kill you.
 
Scraps
 of a dress.  Down this hallway, you will pass a torn dress (blue
 cotton, white bow at the collar), then a pair of women's riding
 boots, then undergarments (at this point the players will have a
 minor, ignorable urge to take off their clothes and go further down
 the hallway), then what looks like a wig, then a torn skin, then a
 long streak of blood (at this point, players must save or charge
 down the hallway towards their inevitable conclusion), then long
 strips of flesh, then bones scattered across 50' of hallway, and
 then finally a glorious wall of light and speed and rushing sound. 
 A subway river into golden eternity.  Anyone reaching this point
 will be automatically overcome and will rush forward.  Falling under
 the spell of the hallway causes you to run forward, while all your
 clothes and gear fall off.  If you are not stopped, you will shed
 your flesh and bones and your soul will rush triumphantly into that
 grand consensus. 
 
 
Titan
 Arch. A gigantic archway, 70' wide and 100' tall.  A titanic
 three-toed sloth hangs from it, wearing a giant collar made from
 gold and red enamel.  Her nametag says “My name is Flossy.  Please
 don't wake me up.”  Luckily, it is just about damn near impossible
 to wake the sleeping sloth.  You'd have to stick a lance through her
 eyelid or something.  The real danger comes from the lichen-men that
 live in Flossy's fur (as vegepygmies).  The clasp is by the nametag,
 so you'll probably have to stand on Flossy's belly to undo it.
 
White
 Coral. Huge, ghostly, as if dredged up from the bottom of the sea. 
 Looming eight feet high.  It is full of jeweled crabs, valuable but
 very shy. 
 
 
Mud.
  Lots of it.  A sail-less mast sticks out of this mud, but there is
 not ship beneath it.  Four ropes are tied across the beam, as if for
 a noose, but they are are torn and half-missing.  If the flag (41)
 is tied to the mast, a breeze will blow through the room.
 
Mockery
 Jungle.  This is a mock jungle of mockery.  Trees sprout up from all
 directions, made from wire and poorly-painted paste.  A sign reads,
 “This is a jungle.”  Paper leaves are nailed to splintery wood,
 and badly taxidermied animals are arranged haphazardly among the
 corrugated ferns.  Painted rocks are tied to some of the branches,
 standing in for fruit.  The only living creatures here are the
 monkeys, who leap overhead while throwing insults at anyone else. 
 If captured, the monkeys will only offer more verbal abuse (“Bugger
 off”, “Get lost”, and “Suck an egg” seem to be favorites).
  The only random encounter you with find here is the dreaded
 MOCKTOPUS (which takes 2x damage from the wooden sword).
Paths
  and intersections sprout up, sometimes with footprints leading one
  way or another, but these are meaningless.  Wandering is useless
  and will only get you lost forever.  Mapping is better, and will
  return you to the door you entered from.  But only getting
  lost—intentionally--will get you through this conceptual maze and
  to the far side of the “room”.  Alternatively, the wooden sword
  from Room 8 can clear the jungle—each swing will cause huge
  swaths of fake jungle to crumple into garbage and dozens of monkeys
  to die screaming.
 
 
Plague
 House.  In this mansion live a number of gentlemen ghouls, each one
 working on perfecting a specific disease.  The ghouls collect the
 corpses of everything that dies in this dungeon, fight for the
 biggest parts, and eat the parts that they don't use for research. 
 Their skeletal servitors (undead spiders that occupy skulls like
 hermit crabs) keep the house tidy and also scuttle around the
 dungeon looking for fresh meat.  They also scour the dungeon for
 corpses.  The ghouls all believe (correctly) that killing all the
 living things in the dungeon will cause the whole thing to slide
 into the afterlife and stop all this silly “dreamland” nonsense.
  Aside from the normal ghoul powers, each one can breathe a cone of
 their favorite disease.
- 
 
Lady
  Anthrax loiters in the boudoir, lounging on a couch, chatting with
  the (non-verbal but animate) remains of her past lovers.  She is a
  bit worried about Malaria, who used to be so much fun.  Her plague
  cauldron simmers in the fireplace.  She wears a bishop's mitre.
 
Lady
  Malaria is busy replanting orchids in the hothouse amid a cloud of
  mosquitos. Zombie ducks swim across her plague pond.  She is
  furious at Lord Cholera's sabotage of her work. She wears a wimple.
 
Lord
  Cholera sits in the dining room, gnawing bones and writing terrible
  poetry.  He is looking for someone to read it to, now that Ebola
  has begun acting so strangely.  With a talon-like toenail, stirs
  the frothy mixture in his plague tureen. He wears a top hat.
 
Lord
  Ebola paces across his bedroom.  The other ghouls are plotting
  against him, waiting for him to leave his plague chamberpot
  unattended.  Thousands of pages of paper document the imagined
  treachery of the other ghouls, and describe his plan to eat Lady
  Anthax.  He wears a tricorn hat.
 
The
  ghouls are most likely to see the party as a source of meet.  If
  the party kills several groups of servitors, the ghouls will likely
  venture out to take care of it themselves.  Unless the party can
  prove their usefulness (shouldn't be hard) the ghouls will be very
  hostile.  They're quite deadly, and most of them have some
  spell-casting ability.
 
What
  the ghouls want: (1) Meat.  They'll pay 100g per HD of corpse
  brought in.  (2) the destruction of the bee people in room 24.
 
What
  the ghouls can offer: Cures from diseases.  Lady Malaria is
  actually a cleric, and can remove curses.  They're also willing to
  send servitors to aid the party (they can always make more).  They
  also know more about the history of this place than anyone else,
  and can tell you about the Dreaming Prince.  They're also
  refreshingly honest about their intentions, “Keep bringing us
  meat and we won't eat you.”
 
 
The
 End.  In this room, there's a bunch of sarcophagi, with one more
 elaborate sarcophagus on a dais in the center of the room.  And
 inside the sarcophagus is a lich.  And when they open the
 sarcophagus, just start storytelling (as the DM) about how they
 fought the lich and got his treasure and then left the dungeon and
 spent the treasure and and then moved into a pastoral community and
 all lived there happily as friends.  One is a blacksmith and adopts
 an orphan, one marries an elf, one starts a small school of magic
 for precocious youngsters, and they all grow old and happy together.
  Everyone gets a happy ending.
Just
  keep blathering your story until someone expresses their doubts. 
  Then, that person is back in the dungeon, covered in blood and
  injuries and aches while the rest of the party stands there
  drooling and smiling.  If the players let you blather on so long
  that you start running out of happy endings for everyone, roll for
  a random encounter and give it surprise on everyone.
 
But
  when they wake up, they really are in a real room with a bunch of
  sarcophagi. The central sarcophagus really does contain a lich. 
  The lich will probably attack the party and TPK them (because, hey,
  liches don't need much provocation) but he will also offer to
  return people to their happy endings, put them in stasis, and then
  store them inside the smaller sarcophagi.  (“Why do you adventure
  for?  Everything life can offer, I can already give you here, in
  sleep.”)  The smaller sarcophagi contain really, really old
  people, smiling peacefully and breathing so slowly you can barely
  tell.  They crumble into dust when touched, but the lich can turn
  them all into ghasts with a crook of his finger.
 
The
  lich's name is Tanaraeva.  The irony of dreaming inside a dream has
  not escaped him.
 
- 
 
 
Withered
 plains.  The ground is wrinkled like an old woman's face.  In the
 center of this place is Tortagon, a false clay golem.  He looks like
 a normal clay golem but on the inside he is full of blood and guts
 and stuff.  He is resting a distance away from the Krakentree, his
 eternal foe.  He wields the WOODEN AXE (wooden haft, wooden blade,
 can heal itself if planted, though you will need to prune it
 afterwards)
 
Silver
 Road. This road is covered with silver-coated bricks, with many
 sections missing.  In the middle of the road are two fools with no
 names, awaiting the return of their master and fighting over who
 gets to sit on the rock (which is only big enough for one of them).
 They want more comfortable shoes, since theirs are almost all worn
 down. Creatures wandering off the roads will walk into the mist,
 which will gradually make them more and more transparent while the
 mist grows denser and more vital.
 
Red
 Sign. A tavern for vampires, called the Red Sign.  Empty 90% of the
 time.  10% of the time it is filled with neurasthenic vampires who
 will assume that everyone there is also a vampire.  Pub games:
 darts, lawn bowling, Devil-among-the-Tailors, Toad-in-the-Hole. 
 They are languid but will drop all pretense of civility if they see
 fresh blood. Most of the bottles behind the counter are poisonous,
 and they all bear strange names (“clarion wasp”, “midnight
 agony”, “screwtape liquor”, “teratoheme”, etc).  Beneath
 the bartender's floor mat is a trapdoor leading to the basement,
 where several headless creatures are chained to the wall, providing
 fresh blood on tap.  They were labels that display their vintage
 (“Iron Dwarf, Male, 1861”, “Cimmerian, Male, 1994”,
 “Atlantian, Female, 1287”, “Brynthic, Female, 2002”).
 
Black
 Rainbow.  A black hole sun unshines down on this bleak vista,
 creating a rainbow in negative space.  If you follow it to its very
 end you will encounter a golden pot containing cursed lead coins
 (each one counts as a lodestone), but you will be attacked by undead
 leprechauns on the way there.
 
Stormclouds.
 This is the storm that all elderly people in the dungeon can see.
 Lighting strikes foretell tragedy (and random encounters, see Note
 1). Flying through the storm are huge ravens with the heads of old
 men.  They have fierce eyes and terrible claws, and will attack
 young PCs while ignoring the older ones.  In the center of this
 storm is a small tower made of mirror-polished metal that is struck
 by lightning every 1d6 rounds, which electrocutes the whole exterior
 (and interior walls), but not the floors.  The front door is locked
 (most lock picks are conductive) with the key from #76.  The bottom
 floor contains four rusty suits of armor all lying in poster beds. 
 One of the suits of armor has STORM GAUNTLETS, which, in addition to
 having sweet spiked knuckles, also allow you to redirect lightning. 
 The upper story is the roost of the horrible old raven-men, and
 resembles a cross between a bird cage and a reading room, with the
 floor carpeted with pages from some obscure text.  (Excerpt: “. .
 . but business is business, and to a robber whose soul is in his
 profession, there is a lure and a challenge about a very old and
 very feeble man who has no account at the bank, and who pays for his
 few necessities at the village store with Spanish gold and silver
 minted two centuries ago.  Messrs. Ricci, Czanek, and Silva selected
 the night of April 11th for their call. . .”)  Under a pile of
 seed husks is a small lockbox containing a bunch of gold and a few
 illegible deeds which entitle the bearer to quite a bit of farmland
 in some distant part of the world.

 
 
 
Chain.
 In this room, you can see the giant's ass and legs, emerging out of
 the wall.  He's actually on his knees, so the sphincter is about
 about 15' off the ground.  The room is strung with chains and hooks,
 hanging from the rafters and coiled in the corners.  The room
 contains the alchemical equipment for turning shit into gold, as
 well as numerous texts on the alchemy of transmuting bodily
 substances into metals (black bile into cold iron, cerebrospinal
 fluid into adamantine, etc).  In the center of the room are a young
 man and woman, discussing the ideal amount of aqua regia to add to
 the dephlogistication reaction.  They don't appear to have any arms
 nor legs, but the stools that they sit on have four brass lion legs,
 like a bathtub.  (The stools are magical, and can commanded to move
 by sitting on them and giving them commands.  They walk slow.)
In
  truth, the two young people are both chain devils, and can control
  any chain within 100' as a simple extension of their will.  If
  threatened, they will use the hooked chains to lift their bodies
  (chains can never cause them damage) 20' in the air while attacking
  with the other chains along the walls.  Their names are Chessen and
  Moira.
 
The
  chain devils use a small oven to reduce imps, crocodiles, and
  street children to their elemental essences.  The small oven is
  made from mirror-polished metal (exactly like the tower in #75) as
  is the key to the oven's door.  The small oven door only
  locks/unlocks from the inside, and the key cannot be removed unless
  the door is locked.  The only (obvious) way to get the key out of
  the oven is for someone to climb inside, lock themselves inside,
  and then pass the key up the chimney.  The door is currently ajar.
 
 
Heart.
  Here is beats the vast and bloody heart of the giant.  A feral
 orphan girls squats atop it, gnawing on stolen bread.  She is fierce
 and toothsome, but also 4' 11” and a level 1 thief. The giant
 calls her “Threnody, my daughter” but he is wrong.  She is just
 a parasite.
If
  the heart here is stabbed a bunch, the giant will die.  It'll
  probably take several turns while the giant bellows, “Aaagh!  You
  pain me!  Caution, I urge you!” which then turn to cries of
  horrible agony.
 
 
Flies.
  You are in the giant's ass.  Flesh walls and fecal floors.  If the
 giant is alive, there will be a giant tapeworm here (reaction roll).
  If the giant is dead, there will be clouds of flies here.  If the
 giant has been dead for at least 6 hours, heaps of maggots will be
 devouring the villi walls of this place, growing fat and tumbling
 onto the ground as they gorge themselves.  If the giant has been
 dead for at least 24 hours, there will be 1d6 giant, saw-mouthed,
 carnivorous razorflies, plus another 1d6 for every 24 hours beyond
 that (up to 3d6).
 
Bakers.
  In this bakery lives the Baker, a thinly veiled metaphor for a
 benevolent Judeo-Christian god.  He is known by no other name. He
 has adopted all sorts of outcasts from different parts of the
 dungeon, and his three apprentices are (1) a bee princess who knows
 of the royal rivalry in room #24, (2) a talking pig who once heard a
 story about a lucky whistle (untrue, see #92), (3) and a ghost who
 somehow escaped from room #9 and went looking for the missing game
 piece before getting lost.  The bakery has a front room that is a
 store, and a bigger back room that is a bakery floor.
The
  Baker is wise, benevolent, and sort of a dick.  He's also a lich,
  although he is warm and cheerful and smells like delicious bread. 
  His phylactery is buried beneath the big, central oven.  He will
  sell you potion-bread (a.k.a. bunny-bread, looks and hops like a
  bunny and heals 1d6+1 hp if eaten) and knows recipes for all sorts
  of other types of magic bread.  If you steal from him you will
  never be able to find his bakery again.  He can make the following
  things out of bread: (1) shoes, (2) doors, (3) loyal hounds, (4)
  books, (5) sling stones, (6) hats, (7) spouse lures, (8) armor.  At
  any give time he will have 1d3 of these bread-items displayed in
  his windowsill, along with other novelty bread that look like
  giraffes and fish and stuff.  (Some of this animal bread is
  actually animate and totally wants you to eat it.)
 
The
  entire back wall of the bakery floor is occupied by the face of the
  giant, whose huge arms also protrude into the room.  The giant's
  name is Randy and he wears a giant chef's hat.  He is sort of a
  benevolent simpleton who is terribly afraid of offending someone. 
  He uses his big strong arms to help out the bakers in return for
  some bread.  There is currently an aromatic cherry pie set out in
  front of him—the bakers hope that the smell will coax Randy's
  runaway “daughter” Threnody back into the bakery (see #77). 
  Randy has had a terrible tummy-ache recently, and fears that
  Threnody is angry at him for offending her, and has been abusing
  his guts in retaliation (actually a tapeworm, see #78).
 
If
  the giant is killed, the Baker will know exactly who did it, and
  his shop will be a place of gloom and thinly veiled hostility.
 
 
King's
 Grave. Here is a graveyard with two mausoleums, a big one and a
 smaller one.  The most interesting thing is the huge, baroque
 mausoleum in the center of it covered in sneering gargoyle faces. 
 The lintel names the occupant: “Mutarion, King of the People, who
 almost loved his son enough”.  Written on the door is a riddle:
 “Alive without breath; as cold as death; never thirsty, always
 starved; clad in mail never carved.”  If the right answer is given
 ('Numahk'), the door will slide open to reveal  King Mutarion's
 crypt. If the wrong answer is given, the gargoyle faces will burst
 into laughter, the door to the smaller mausoleum will explode open,
 and Sir Numahk will attack.  The inside of the King's Mausoleum is
 just an empty square of dirt.  If the dirt is dug up, you will find
 the rotted coffin of King Mutarion.  The king is just dry bones
 covered in mold (poisonous spore clouds if disturbed) but the rotted
 coffin has golden paneling and the king still carries a jeweled
 scepter (Mace +1, treat your charisma as +2 if wielded, worth a
 fortune) and a pseudo-Faberge egg that can be commanded to turn into
 a clockwork chick (fragile, obedient, worth a fortune).  If his
 skull is examined, it will whisper, “Please help my son” a
 single time, but is otherwise a completely mundane skull.
The
  smaller mausoleum is covered in fish heads, and the lintel reads,
  “Sir Numakh, the King's Champion, who buried one king and
  imprisoned another”.  If Numakh's mausoleum is opened or if the
  wrong answer is given to the riddle on the big mausoleum, Numakh
  (now a ghoul) will explode out of his tomb and attack.  He rides a
  flying barracuda golem, made from brass, pearl, and shark teeth. 
  He wears an set of armor made from leviathan leather (scale armor
  +1, grants water-breathing) and wields a glaive (+1, cursed, cannot
  discard, wielder can never sleep unless 90% submerged in water). 
  In his mausoleum is a bathtub where he rests his moldy body (fine
  porcelain and golden feet), small gold-plated table filled with
  empty wine bottles, and a chandalier overhead (decent quality
  brass, 88 crystal pendants worth a good sum.)
 
16
  graves with random graves. All filled with dry bones and ragged
  remnants of servants (butler vests, maid dresses) except for:
  1,4,5,11,13,15 contain ghouls, if one is disturbed, they all will
  rise. 3 copper icon of a sword, 6 three-hundred gold coins, 10
  wedding ring, 14 amber-paneled drinking stein showing scenes of
  hunting, 16 cursed boots of dancing with silver buckles.
 
 
Golem's
 script. The walls of this room are covered with cuniform script
 carefully pressed into 4 clay panels. They are written in an ancient
 script, but if translated, stuff will happen.  After each panel is
 translated (comprehended) an random item in a random player's
 inventory will disappear and be reincorporated in the lump that is
 growing in the center of the room.  After each panel has been read,
 the object self-assembling in the center of the room will be
 completely assembled, incorporating pieces of whatever items were
 used to construct it.  Once all four panels are read, the golem in
 the center of the room will be fully assembled.  It's final size and
 abilities depend on the items sacrificed to construct it. 
 Regardless, the golem will be sentient and can cast passwall
 and invisible servant once per day each.  The golem contains
 the mind of Malik, the former vizier and artificer.  He will be all
 in favor of seeking out the sleeping Prince and killing him.
The
  panels are a letter addressed to the reader.  It asks that it not
  be read until the environment has stabilized.  It tells about the
  illness that befell the Prince, and the weird extrusions into the
  world around the castle.  When things got really weird (bull-dog
  men), Malik wrote himself into these panels and waited for this
  whole mess to blow over.
 
- 
 
 
Pig's
 tail. A farmhouse with an absurdly tall silo.  Intelligent, talking
 pigs crowd around the farmhouse, eating slop and discussing social
 methods of government. They are kept by the Pot-bellied Wizard, who
 lives in the silo-tower.  These are magical pigs, and the
 Pot-bellied Wizard has been keeping them, breeding them, and
 harvesting their tails, which normally allow the pigs to fly.  The
 Pot-bellied Wizard has been harvesting pigs' tails and using them to
 build his own super-tail, which is long and huge and made of fractal
 pig tails (it's pig tails all the way down).  This super-tail gives
 him super powers, including flight, the power to make people's guts
 attack them (requires punching yourself in the stomach to stop them
 from trying to throttle your heart), and the power to make people
 instantly obese (only lasts a few hours, though).
The
  Pot-bellied wizard is huge (7' tall) and has a tremendous belly
  within which different colors swirl.  A small spigot allows him to
  tap his belly for 1d8 random potions (different colors = switch to
  a new vial). Despite his fat-baby face, he is utterly evil and
  seeks to bring wrack and ruin to all living things, and someday
  become a lich himself.  He will attempt to destroy the party
  indirectly (by sending them down a certain hallway #64) or directly
  (by blasting them with acidic lightning bolts or his other weird
  wizard powers (see above).
 
His
  tower also contains some spell books, a cauldron containing a baby
  alligator blowing bubbles (actually a baby Godzilla/Tarrasque), a
  chest of gold coins that will all flee in different directions if
  someone other than the wizard opens it while yelling for help and
  potentially disappearing over the horizon, and a saddle that will
  turn ANYTHING into a horse that it is strapped on to.
 
His
  intelligent pigs have been duped into cooperating with his mad
  schemes after the Pot-bellied wizard dazzled them with discussion
  about political systems and then baffled them with bullshit.  The
  pigs believe that they are a Parliament, and the wizard is the
  Vice-President of the Republic.  While “impeaching” the wizard
  is impossible (it requires a unanimous vote from the parliament),
  the pigs might be amenable to other ideas (communism, anarchy) and
  the PCs could perhaps foment a religion that ends with a bunch of
  pigs eating a wizard.
 
 
Tin
 Crown. In this room, there is a hole in the ground that is basically
 a well with a winch and a pulley and a rope and a bucket.  Except
 the rope is actually a chain and the bucket is actually a steel box.
  The steel box is about 3' x 3' x 4' and looks sort of like a tiny
 coffin.  Cries for help can be heard inside.  If the (locked) coffin
 is opened, a desperate skeleton pops out, holding a Tin Crown.  The
 skeleton will attempt to place the crown on the head of whichever PC
 looks dumbest (“You saved me!  Let me thank you with my only
 treasure!  It will protect you against poison!”) but if the person
 resists, the skeleton will try to forcibly smash it on their brow. 
 
Once
  the crown is placed, the skeleton will regrow her flesh (she is a
  level 4 thief named Olma) and the person wearing the crown will
  instantly shed everything except their skeleton, be sucked into the
  metal coffin (it relocks), and hurled down the well.  Olma will
  then explain that there is no point in killing her now, and explain
  how the tin crown works.
 
The
  skeleton wearing the crown will be sucked back into the coffin as
  soon as they try to leave the room. The only way to get rid of the
  cursed crown is to put it on someone else's head, and pass the
  curse on to them. Once you have gotten rid of the curse, you can
  never again be recursed by it (no tag-backs).
 
If
  the tin crown is ever transmuted into lead (the bee people in #24
  and the chain devils in #76 are both accomplished alchemists and
  can make an oil that will do exactly this) the curse will be lifted
  and the crown will become a magic item that will allow you turn
  into a skeleton at will, or for a skeleton to regrow their flesh,
  but only as long as they wear the lead crown.
 
 
Echo.
  In this cavernous room you will hear echoes of all the encounters
 they've had since entering the dungeon.  See Note #2.
 
Knapped
 Flint. A tribe of pygmies lives in the branches of a huge tree. 
 They dart among the branches, hunting birds with flint spears and
 worshiping their guardian Slothocephalus (sort of a brontosaurus
 with a symbiotic sloth on its head—stompy feet and scythe claws). 
 The pygmies are (relatively) friendly, but eating their fruit will
 cause the eater to shrink until they are the size of the pygmies
 themselves.  The bird meat is delicious, but they are especially
 eager to taste owl.  They through nightly ceremonies where they
 dance around a fire, dancing, drinking, banging on drums, while the
 slothocephalus nods along to the bead, clapping its hands.
 
Spices.
 In this quaint (locked) house lives a grandmotherly mindflayer.
 That's an exaggeration, but she is old and no longer wants to fight.
  In her SPOTLESS kitchen a pygmy from #85 stands perfectly rigid,
 like a zombie.  He is alive, but has been partially lobotomized. His
 skull has been neatly sawed around the equator (so neat that it
 isn't visible from across the room) and can be easily lifted off to
 reveal his half-eaten brain.  The pygmy holds a tray containing a
 long-handled dessert spoon, a jar of nutmeg, and a crumpled cloth
 napkin.
The
  rest of the kitchen contains a sink, a washbasin, a mahogany table
  with a neat stack of mag-johng tiles, some nice mid-western style
  chairs with cornflower blue cushions, and a stuffed parrot on a
  stand.  An impressive spice rack above the sink contains an array
  of spices (saffron, mustard, black pepper, aril, cinnamon, cassia,
  cloves, turmeric, ginger, galingale, chili, curry, paprika,
  fenugreek, anise, basil, cilantro, coriander, cardomom, dill,
  fennel, garlic, hyssop, juniper, lavender, licorice, oregano,
  parsley, rosemary, sage, vanilla, and watercress).  These are large
  amounts, and some of these spices are fairly rare, so the whole
  collection as a whole would be worth 1000g.  If any spices are
  sprinkled atop the pygmy's brain, the pygmy will whisper the name
  of the spice, except for cinnamon which makes him scream
  uncontrollably and throw shit on the floor.  If more than 3 spices
  are added to his brain, he will start frothing at the mouth.
 
There's
  also a living room with a small library (all of the books are about
  domestic bullshit).  If you look closely, the pillows on the couch
  are softly breathing. These are living pillows, and they are
  harmless (and made of fluffy meat, very light).  Upstairs, you can
  hear the lady of the house walking around.
 
 
Squid
 Beak. The house's owner is named Iolan, and she is a narrow-hipped
 old bird of a mind flayer.  She is senile, and thinks that the PCs
 are there to bring her some more delicious pygmies and will call
 them all by the names of her friends, now long dead (“Maliquesh”,
 “Ithaquar”, “Elder Brain”). She keeps a bunch of gold coins
 under her mattress, and has a pearl-covered wedding dress in the
 closet, but those are her only treasures (except for the spice rack
 downstairs in #86).  If the players ever do something completely
 aggressive, she will have a moment of clarity and attack them, but
 otherwise is quite harmless.  If she is ever killed a mind flayer
 tadpole will pop out of her head and start shrieking and tearing
 around the room (same stats as a vorpal rabbit, except higher AC due
 to quickness) while it bites out PCs throats.
 
Cage
 Door.  A bunch of cages in this room, filled with signs of violence.
  A cage door lies by itself in the middle of this room, surrounded
 by a pool of blood.  A dead man in a white gown lies here with a
 golden key (loot) jammed into each of his eyes.  Another dead man,
 lies crumpled in a corner, missing his clothing and his shoes.  His
 face has been torn off as if by a great claw.  Bloody notebooks pile
 on the desk, many have been torn in half.  They all say the same
 thing: “Well, there is one thing we could try.  It's a new
 procedure.  Well, there is one thing we could try.  It's a new
 procedure. . . . ad infinitum”.
 
Lilies.
  Portal from 61.  In this grass-covered room, a ring of 16 lilies
 grow in a circle around a convex mirror 6' across.  Fireflies flit
 through the air.  This is a portal room (see Note #3), and if a
 candle (from #6 or #90) or obsidian pyramid (from #61) is ever
 placed in the center of the mirror, a portal will be opened to room
 #6 or #61, respectively.  If there are less than 16 lilies here, the
 mirror will begin to grow cloudy and and the fireflies will begin to
 die.  If there are less than 12 lilies, there is a chance for a
 mishap (again, see Note #3).   Room #61 has a crocodile savant in it
 that may enter this room and attack if the portal is ever opened.
 
Coal.
  These narrow tunnels appear to be the remains of a coal mine. 
 Visible fire dancing along veins in the rock, where it has been
 burning for the last century.  Soot sprites hide behind drills and
 shovels and picks, seeking mischief.  One of them has a magic candle
 from room #6, and will use it to extinguish the party's torches. 
 This is bad, since grues will quickly leach out of the coal seams
 once there is no light.
 
Spider
 Milk. An abyss, spanned by huge spiderwebs.  A trio of
 spider-gauchos lounge here, sitting on mushroom stools and drinking
 tequila containing an undead worm (still wriggling!).  They smoke
 cigars and carry sabers, and of course, the tequila is highly
 flammable.  They are course fellows but not unfriendly.  If the
 party wants passage across the abyss, they'll sell a ride for a
 modest fee.
Less
  obvious are their mounts, huge black and brown spiders that cling
  to the ceiling.  If violence breaks out, the spiders will rush to
  the aid of their riders.  The spider-gauchos use their mounts to
  herd their caterpillars across the spiderweb plain.
 
If
  the party takes up the guachos offer to ride across the web, the
  guachos will offer them some fermented spider milk, which they have
  been carrying beneath their seats, letting the heat and the
  pounding from their bouncing saddles keep it from clotting.  They
  will offer some to the most rugged-looking PC, but will not drink
  any themselves.  It is not fully fermented, and tastes foul, but if
  a PC drinks it, they will first tease, then congratulate them on
  being a good sport, and then warn the PC against blowing the bog
  whistle in room #92, since that will summon the castle-giant that
  holds the sleeping Prince, and the giant likes to smash things.
 
 
Bog
 Whistle.  Blowing the whistle is a bad idea.  It summons the Bog
 Giant, which is the climactic fight in this dungeon.
He
  arrives in an iron carriage, long and tubular, pulled by two sturdy
  looking horses covered in spiked barding.  The Bog Giant steps out
  (he's 10x larger than the carriage he rode in on), picks up the
  carriage, and uses it as a flail, with the horses as the spiked
  heads.  The horses don't mind being whipped around, and will
  actually try to kick and bite as they go whirling past.
 
The
  Bog Giant is here to smash things.  It has no higher purpose.  If
  defeated, the bog giant will sit down heavily, groan out, “Lord
  Prince, you haaaaave . . . guests.” and then sink into the bog as
  he turns into peat.  He will leave behind the Inner Asylum, the
  original building.
 
Rooms
  93-104 take place inside the Inner Asylum, which is a slightly
  enlarged version of the normal asylum.  While you are in the Inner
  Asylum you will find that they have been reduced in age and stature
  to that of a child (about 6-10 years old, for humans).  Your stats
  don't change.  Instead, all of the adults in the Inner Asylum have
  been upsized, so treat them as if they have the size of ogres
  (which they do, from the PC's perspective) and most of the items in
  the inner asylum as likewise sized up.  All of your equipment turns
  into toy equipment (with the exact same functionalities) except for
  the wooden sword from #8, which will function like a longsword +3
  that can shoot laser beams while in this area.
 
Rooms
  93-104 are effectively in a pocket dimension, with only one way in
  and out (the front door).  Although the rooms has windows looking
  out into a sunny moor, none of the windows open.   Breaking a
  window will reveal only a wall of black dirt, which will fall into
  the room, possibly crushing the person near the window, and
  destroying the rooms only light source.  Holes in the wall function
  the same way.
 
- 
 
 
Finger
 nails. A colossal room, with wood paneled walls.  The first thing
 you'll see is the receptionist.  Nothing of her can be seen except
 for her two hands, huge (adult-sized) and well-cared for.  Her
 fingernails have been painted red, and she files them down
 constantly and expertly, touching them up and reapplying the paint.
On
  the desk she has a paperweight: an obsidian pyramid, 6” tall
  (although to the receptionist, it would be 3” tall).
 
Remember
  that you are child-sized in an adult world, and all you can see of
  the receptionist is her giant fucking hands.
 
She'll
  tell you that if you don't have an appointment, you'll have to sit
  in the Waiting Room (#94) until the doctor can see you.
 
If
  you do sit and wait, the doctor will call for you in 14 months. 
  This isn't that bad of a deal.  Time will pass as normal on the
  outside world, but you will not hunger or thirst.  You'll still
  age, but you'll be safe as long as you don't look under Mrs.
  Macay's chair.  This might be a good time to study a book or grow a
  beard or something.
 
If
  you decide to force your way past her, she will attack while
  shouting about protocol, and will reveal herself to be nothing more than a pair of giant, manicured hands.  She will slap and crush, and her shiny red nails will tear at you without mercy.
 
 
Penny
 Dreadful. Woman sits here in a blue dress with a white bow at the
 collar, reading some sort of dreadfully banal novella. A picture on
 the wall shows a red-painted tavern amid a dusty plain. Another
 painting on the opposite wall depicts a scenic lightning storm over
 a red desert.  The woman's name is Alena Macay, and she is reading a
 book.
If
  you ask her what she is reading, she will want to read you an
  excerpt from her book, titled “A String of Pearls”.  The
  excerpt is thus, (and tell the players to interrupt you when
  they've heard enough): “A marvelous creature, the hippopotamus is
  known to hunt it's prey by stealth, sliding along it's armored
  underbelly and entangling ambulatory victuals with a pair of
  prehensile tongues, which are quickly torn to shreds by the
  revolving planes of its head, and then regrow. The indigenous
  savages of the monsoon bog have devised a very clever method of
  hunting the hippo: they remove their skin by degrees and make a
  kite of it and use this device to scare the hippo into
  pseudosaccharine backwaters, where it wallows itself to death among
  the congealed brine of those brackish angles . . .  Isn't that
  fascinating?”
 
If
  asked, she will tell the party that her daughter is here, visiting
  the doctor about a headache. She should be out any minute now.