Like Erik use a program and then hacked it here are the details. Took and hour to work it out.
General
Dungeon Walls Natural Stone
Dungeon Floor Flagstone
Temperature Average
Illumination Shadowy
(phosphorescent fungus or candles every 20 ft.)
Corridors
a A
narrow shaft falls into the corridor from above
c Numerous pillars line the corridor
e A rattling noise fills the corridor
i A sulphurous odor fills the corridor
m Numerous pillars line the corridor
n A large demonic idol sits in an alcove
here
r Arrow Trap (1d6 damage)
s Lead and colored glass chandelier hangs
from the ceiling here
u A creaking sound fills the corridor
v A shallow pool of water covers the floor
w A shallow pool of quicksilver covers the
floor
x Part of the ceiling has collapsed into the
corridor
z A creaking sound fills the corridor
Wandering
Monsters
1 9 x Stirge, hunting for food
2 4 x Raver Addicts, trying to lure the
party into an ambush
3 7 x Booji Boys, bloodied and fleeing a
more powerful enemy
4 7 x Drunken hedonists, scouting from
another part of the dungeon
5 10 x Giant Rat, bloodied and fleeing a
more powerful enemy
6 1 x Boring Beetle, consumed by disease and
madness. Seriously they are really shit ass boring
Room
#1 North Entry Unlocked Strong Wooden Door
West Entry Locked Iron
Door (good lock, -10% to open)
East Entry Archway
Room Features The floor is
covered in perfect hexagonal tiles, An altar of Bernice III sits in the
center
of the room, defaced. An aura of evil emanates.
Room
#2 East Entry Stuck Simple Wooden Door
→ Leads to room #3
South Entry Archway
→ Leads to room #8
Room Features An altar of Ptolemy
VI Philometor sits in the north-east corner of the room, Spindly legs and huge
gut, looks euperopean w/ golden har. Someone
has
scrawled
"Mind the gap" on the south wall
Room
#3 North Entry #1 Archway
North Entry #2 Stuck
Simple Wooden Door
North Entry #3 Stuck
Simple Wooden Door
West Entry Stuck Simple
Wooden Door
→ Leads to room #2
South Entry Unlocked
Strong Wooden Door
→ Leads to room #8
Room Features A shallow
pit lies in the south-east corner of the room full of animal guts, A dull
dagger lies in
the
center of the room.
Room
#4 North Entry #1 Unlocked Simple Wooden Door
North Entry #2 Stuck
Stone Door (slides to one side)
North Entry #3 Trapped
and Unlocked Simple Wooden Door
Ⓣ Pendulum Trap (6d6 damage)
→ Leads to room #16
Room Features A forge and
anvil sit in the west side of the room, A pile of wax blobs lies
in
the west side of the room
Room
#5 West Entry Wooden Portcullis
East Entry Wooden
Portcullis
Room Features A stone
sarcophagus dedicated to Zornocus I sits in the center of the room,
Unintelligible
whispering
can be heard in the south side of the room is a Yanmakata Eyestalker.
Room
#6 North Entry Archway
South Entry Trapped and
Unlocked Iron Door
Ⓣ Poison Arrow Trap (1d6 damage and save or
die)
Room Features An brass and
glass chandelier hangs from the ceiling in the south-west corner of the
room,
A pile of spoiled meat lies in the west side of the room. The room was once a
party hall. All wood has turned to pulp.
Room
#7 North Entry #1 Trapped and Unlocked Stone Door
Ⓣ Arrow Trap (1d6 damage)
North Entry #2 Stuck
Strong Wooden Door
→ Leads to room #14
South Entry Trapped and
Unlocked Iron Door
Ⓣ Blinding Gas Trap
Room Features A channel
cut into the floor carries a stream of water, In order to cross your party must
be carrying the statue of Ptolemy VI Philometor. The south and east
walls
have been engraved with a row of arcane runes. It reads carry the statue of the
fat man to cross the stream.
Room
#8 North Entry #1 Archway
→ Leads to room #2
North Entry #2 Unlocked
Strong Wooden Door
→ Leads to room #3
West Entry Stuck Strong
Wooden Door
East Entry Archway
South Entry Locked Good
Wooden Door (good lock, -10% to open)
Room Features Someone has
scrawled "When the Funk shall pass. We shall all get that fine ass."
in Ethopian on the west wall, A funk odor fills the room
Room
#9 North Entry Locked Simple Wooden Door (common lock)
West Entry #1 Wooden
Portcullis
→ Leads to room #12
West Entry #2 Wooden
Portcullis
East Entry Wooden
Portcullis
Room Features A stone ramp
ascends towards the south wall, an ancient stage lines the walls Torch sconces line the north and south walls.
The acoustics in the room are perfect. 1
Booji Boys and 4 groupies are on the stage.
Room
#10 West Entry Stuck Simple Wooden Door
East Entry Locked
Strong Wooden Door (superior lock, -20% to open)
Room Features The floor is
covered in perfect hexagonal tiles, A forge and anvil sit in the
north-west
corner of the room. All Dwarfs and funkateers can roll to improve weapons. Save
vs death. Failure destroys weapon, save improves them +1.
Room
#11 West Entry Stuck Simple Wooden Door (slides down)
South Entry Locked Iron
Door (common lock)
Room Features Lit candles
are scattered across the floor, A pile of rotten leather lies in the
center
of the room. This smells completely unfunky. Save vs magic failure makes you
roll at a -1 for 1d6 turns.
Room
#12 North Entry Locked Stone Door (wizard lock)
East Entry Wooden
Portcullis
→ Leads to room #9
Room Features A tile
mosaic of ghoulish carnage covers the floor, small pencils sized machines
killing humans. A stone sarcophagus sits
in the south-west corner of the room. Contains 1 drone. 1d20 hp. Acts the same
as a magic missile. The owner must be a magic user or have some technical
skill. An attack roll of 1 equals mechanical failure and the machine explodes.
Room
#13 North Entry Unlocked Good Wooden Door
West Entry #1 Unlocked
Good Wooden Door
→ Leads to room #14
West Entry #2 Unlocked
Good Wooden Door
South Entry Archway
→ Leads to room #16
Room Features A faded and
torn tapestry of the glorious Pharaoh ? being praised by His followers near a
fast food joint in Tahir Square hangs from the south wall, Several pieces of rotting
wood are scattered throughout the room. The place seems to have once been a
feasting hall.
Room
#14 North Entry Secret Stuck Strong Wooden Door
East Entry Unlocked
Good Wooden Door
→ Leads to room #13
South Entry Stuck Strong
Wooden Door
→ Leads to room #7
Room Features The floor is
covered in square tiles, alternating white and black, Someone
has
scrawled "It’s beneath the pyramid" on the south wall
Trap Acid Trap (1d6 damage)
Room
#15
Room
#15 North Entry Unlocked Simple Wooden Door
West Entry Stuck Strong
Wooden Door
Room Features Several
headless statues of Pharaohs are scattered throughout the room, A pile of
spoiled
meat lies in the center of the room
Monster 1 x Fire Beetle
Treasure:
750 ep, 1000 cp; hoard total 380 gp
Room
#16 North Entry Archway
→ Leads to room #13
East Entry Archway
South Entry #1 Trapped
and Unlocked Simple Wooden Door
Ⓣ Pendulum Trap (6d6 damage)
→ Leads to room #4
South Entry #2 Stuck
Strong Wooden Door
Room Features Part of the
ceiling has collapsed into the room, A mural of Egyptian chariot riders
m=smashing the skulls of hapless warriors. covers the ceiling
Room
#17 North Entry Trapped and Locked Strong Wooden Door (superior lock, -20% to
open)
Ⓣ Sleep Gas Trap
South Entry Stuck Good
Wooden Door
Room Features Someone has
scrawled "Neret was here. What happened was expected" on the
east wall,
Knocking fills the room w/ 6 ghosts and any dead PCs.