Note: All passages are navigable by the rickety ladders they contain. The cultist who reside here can teleport to any chamber whose name appears in italics at will. The Crypt Thing who rules the upper stories can teleport a foe to any room marked in italics as well.
1 – Hand-crank elevator.
2 – Room of Golden Ornamental Splendor; 4 gold statues of fantastical hounds—each has rubies for eyes; if the rubies are pried out the statues animate as Gargoyles.
3 – The Mystery of the Three Chests; 3 locked treasure chests: the leftmost one is trapped with a poison gas canister, middle one contains hoard class XX , and the rightmost one is full of rat skulls.
4 – Ocular Gallery; this room contains fifty glass jars filled with pickled eyeballs.
5 – This chamber is empty, but feels strangely damp and humid; any food carried by the characters instantly rots away and any water carried becomes brackish.
6 – Aviary; this room contains a birdcage with a dead vulture locked with—its corpse is diseased (Saving Throw if touched), but there is a key underneath its body.
7 – This room is empty save a locked iron box (key in room #6); inside iron box is a scroll containing the Lightning Bolt, Shocking Grasp, and Invisible Stalker spells.
8 – Feast of Death; A ghostly host sits at a long table eating spectral food; if crept around they do nothing; if interrupted 3 Ghosts attack those that disturb them.
9 – A single statue adorns this room; it is of a comely woman—she repeats anything spoken in this room immediately after it is said. She clutches a dagger in her right hand (it is a dagger +2).
10 – Behind a tapestry depicting the ghostly feast happening in room #8 is a hole containing treasure hoards IX and XIX (x3).
11 – Narrow room; characters must crawl on their bellies while in this chamber.
12 – Room of Holy Symbols; this room has a holy symbol on a golden chain from each major religion of the World Between hanging on the walls. If one is removed there is a 25% chance that it transforms into an Ankheg and attacks; if it doesn't transform, it merely functions as a normal holy symbol.
13 – Jelly Pantry; this room contains many shelves, each lined with a variety of jellies, jams, and preserves. They are of gourmet quality and will fetch princely sums at the right culinary market.
14 – Each time this room is entered a random sound fills the space; the sound changes with each entry; use Random Unnerving Sound Table.
15 – A Black Pudding lies in wait at the bottom of this pit-chamber.
16 – Five taxidermied Ogres reside within glass cases in this chamber. They animate and attack anyone not wearing a holy symbol from room #12.
17 – A swirling portal of energy coalesces against one wall; if entered, it transports the character to the Ruinous Scar.
18 – Hoard class XX (x5) and 5000 gp lays scattered across the floor.
19 – Owl Bear Petting Zoo; the Owl Bears who live in this chamber are completely docile.