The Nothing:
A mist filled area, flat and without a horizon.
The sky is a dark red with big darker amorphous shapes slowely moving around in it.
Flashes of light when you blink.
Traces of footsteps (survival check) in the dust on the ground leading to a black hole in the ground.
Takes a steep curve down. (need some way to descend)
A rope, a broken crate and blood on the floor at the bottom of the drop.
Two Star Spawn Grue attack.
The Loop
A long round corridor the color of dark red wine that turns back on itself to form a loop. (4 corners to the right)
The ground is solid but has a bounce to it.
After 1 circle an exit becomes visible at the same spot they entered.
About 2/5 along the way the andventurers find a body of a dead researcher, most of her bones broken.
A swarm of dark red flies covers what remains of the body and starts angrily buzzing as the adventurers approach and attack if disturbed (5 flies/adventurer) (Use Stirge + roll 5 hits at a time and use default damage (5))
Eating a fly with a full blood belly heals 1d4 damage, they last a day.
At about the halfway point the tunnel starts to contract, like an esophagus, squeezing the adventurers.
A skill test to get out in time without taking damage.
The Bead Line
A corridor of 4 small round chambers connected by 1 foot wide somewhat elestic tubes.
The whole area is pale pink with black veins, very blight dots of light scattered all around.
2nd rooms contains the Grell(s) bathing.
"When you look through the small tube connecting this space and the next you see it's filled with a milky white liquid up to a foot under the tube. In this liquid you see a handful oversized brains floating around."
A group of Grell bathing in a basin filled with white milky liquid.
When engaged the liquid rises together with the Grell and turns into an acid mist dealing dmg/round.
The 3rd room contains Finger-Bone with Mempa's Biting Ring together with a mummified foot and a pile of scattered teeth.
In the 4th room the adventurers encounter Edwin, the researcher. He's uncounscious, passed out asleep, and has some burn marks.
He knows more about his collegues and can tell them the housekeepr of professor Morovar, Amanda Checkov joined them at the last moment. When the gate closed she was the one to usher them on with the wards they may as well complete their mission and then try to open the gate again. He was lingering behind a bit. He turned back as he saw his collegues enter the room with the silver floor and vanish.
The White Room
A glowing room with dim white light, green fungi growing on the walls in helix patterns, no exits.
Once inside the fungi sprout tiny eyes and the floor "relaxes" (dex save to stay up) a hole opens up in the middle ejecting the adventurers
It then closes up again. A uvula like sack hangs from the ceiling.
The Dripping Corridor
Long tunnel with a pale white somewhat elastic floor. Shorts black stubs irregularly distributed along the way. She ground seems to shiver periodically.
A faint burnt smell in the air.
Initiative
Purple, green and yellow blobs of acid dripping from the ceiling (reflex save) at 2 random initiative counts onto a floor made of skin causing small black burn marks.
Purple: sticks to the body and continues to do damage
Green: save vs disease/poison
Yellow: acid damage (more then purple)
The skin contracts once every round -> reflex save or fall prone.
The Mirror Room
A clean grey room with a rippling mirror as a wall. One entrance and exit plus a small corridor leading from each opening, hiding the mirror.
The reflections look somewhat holllow and flat but otherwise perfectly normal.
If the adventurers touch the mirror they feel the slight give of touching a person.
When everyone is in the room they see the mirror drain away and appear to the opposite wall where their reflections seem to have become a bit more lively.
If they try to leave the room (and line of sight from the mirror) they see their limbs disappear (they fall unconscious if their head starts disappearing).
-> Adventurers have to find a way to get the mirror to move again or to move through the mirror.
Fallback solution: a knife lying on the ground, only in the mirror image.
The Eye Room
A room with walls and ceiling covered in eyes that follow the adventurers.
A white tapestry of flexible hand high tubes, like upside down test tubes, covers the ground, slowly swaying.
A pair (or more) of Death Kisses are hiding between them, only their central eye visible and attack when the adventurers have passed.
Tentacles slowly drifting down from the ceiling and lifting up an adventurer?
The carpet grapples a prone adventurer.
The Eye of Dendalion falls on the ground.
The Bloodfly Nest
A constant drone and a sickly sweet smell.
Flies crawling over each other in big patches on the wall where a viscous liquid is slowly seeping out of the wall and dripping down.
Larvae wriggling around in pockets.
A descent surrounded by buzzing fly covered walls.
A plank has been positioned over this verical tunnel. A rope dangles from its center leading down.
The Bleak Laboratory
Amanda Checkov is watching the events unfold in the room with the Rift.
She's making sure the generator keeps running as it has been rewired to keep the rift open.
A loud warbling sound coming from the portal ahead.
She will try to convince the adventurers that everything is fine and going along within the boundaries of the plan. That they're experimenting with the portal to reach the Dreamheart.
If confronted she will warn the adventurers and tell the to return to the university, that they won't survive a fight. She'll offer Prof Elvine's head to be used as evidence for completing the mission.
If a fight seems likely she'll back off towards The Rift.
A small research station before the Tear
A big goat eye on the wall carefully watches as the adventurers progress.
Evidence of Prof H Morovar.
Notes on opening a portal deeper into the plane of dreams. (a high arcana roll on his research notes shows this was a setup)
Contains protective gear or supplies for safe travel.
A few spell scrolls (Rary's Telepathic Bond, Telekinesis, Bones of the Earth)
A generator of some kind helping to keep the connection between the real and dream world stable.
The Rift
Something clearly has gone wrong.
Gravity towards all surfaces away from the portals.
A dozen of tiny black tears/portals to the Far Realm all on a single 2D hexagonal plane, slowly rotating (Star Spawn Grue slowly working their way through).
Professor Elvine Herjansen lying dead, torn in pieces on the ground
Fight agains the Kaorti, Amanda and Star Spawn Grue.
Professor Elvine Herjansen has a Crimson Sphere Earring and a wand of Spheres
It they disable the generator (+5 bonus if using the notes from the laboratory) the portals close and they're shunted back to the lab (a few minutes after the fight.)