F1, Poison Runoff: This medium sized, domed chamber is predominately filled with a pool of Original Sin (Poison) and a small rounded space of stone bricks breaches the surface. The pool is filled by a waterfall of poison in the southwest corner of the room, and the movement of the waterfall leaves a poisonous vapor in the air. Swallowing the poison liquid has the same effects of Original Sin (Poison), and breathing in the air is a DC15 Con save or take 1d10 poison damage and be poisoned. This is repeated every round a creature breathes in the fumes. The top of the waterfall is 15 in circumference, and leads upstream to F3, Poison Swamp.
A walkway of stone bricks leads to the eastern wall, where a large set of double, iron, riveted doors with large chain handles is set into the cave wall. Opening this door leads to F2 letting the wind howl through the chamber, ventilating the gas through the Stepping in the center of the rounded floor makes the outline of the entrant's feet glowing green, and lines of green glyphs light up around the chamber, filling it with a dim green light.
A series of 12 hive-like caverns are collected in the western-to-northwestern wall. They lead to chambers F4-F15.
F2, Labyrinth: Dark, 5 foot-wide halls and stairs turn and climb and diverge in every direction. Howling winds deafen all inside and push down, against all forward progress.
F3, Poison Swamp: An enormous area dominated by thick green poisonous bogs (Original Sin (Poison)), Dark brown and black necrosis-ridden trees twist and lean out of the sludge. Seen from any direction amongst a thicket of these trees are the remains of a stone brick ruin.
Many creatures lurk beneath the surface and within the poisonous bog - huge worms, lizards, monstrosities, and further monsters yet to be imagined fight and hunt one another in perpetuity.
F4, Clockwork Table: A 20 foot wide cubic stone brick room with a wooden table in the center standing on a single center pedestal. Beset into a carved out portion of the top of the table is a series of gears and chains, interconnected and moving in a constant rhythm. Upon first discovery, it is obvious that parts of the clockwork are not moving and the clicking sound is from the constant resets of the machine. The entrance to this room is a circular tunnel that takes up the entire side wall (to F1, Poison Runoff).
F5, Snowstorm Cabin: A cozy wooden cabin with a fireplace and stew pot dominates the right wall. 3 rocking chairs surrounding a chess board populate the center of the room. Stairs lead up to a second floor, lit warmly by torches in sconces on the wall along the staircase. Two windows with a door between are at the front wall, and lead to the snowstorm-heavy area beyond. The back wall is a circular, rough tunnel that curves out of sight (to F1, Poison Runoff).
F6, Torture Chamber: An obsidian floor stained with blood of varying shades and age serves as the base of this tight, stone brick chamber. In the ceiling is a metal grate, which leads up and out a circular tunnel (to F1, Poison Runoff).
F7, Tall Meadow: A bright blue sky and shining star keep the warmth and light constant in this area. Blades of grass as tall as any person obscure any within or below the weeds. A large prarie dog-like hole in the ground leads down to a circular tunnel (to F1, Poison Runoff).
F8, Falling Sky: Open sky, a shifting grey-white expanse feels gentle winds and aggressive gales to and from every direction. Flying figures can be seen traveling in flocks. Near the top, the cloudy boundary above gives way to a sloping, narrowing tunnel (to F1, Poison Runoff).