Thanks, I like the darker version better also.

Here are the room descriptions I have done so far:

2: First Room. Fill the Bowl. In this room are two ceremonial tables. Both of them have blood spattered on them. The eastern one has a bowl on it, the other has a ceremonial blade. Above the northern door it says "Fill bowl & light the candles to proceed" The door is not locked, it simply won't open. It cannot be opened by strength, there is no lock to pick, it is impervious to magic of less than Limited Wish level.
Filling the bowl with any liquid, then lighting all 8 candles will open the door. Any liquid will work, it does not have to be blood despite the blood stains. If they do cut themselves, they will take damage, 1d3/pint and lose a strength point for each pint. The bowl holds 2 quarts.

3: Main Hallway. Turn right or left, players choice. None of the other doors out of this hall are locked.

4: The Final Countdown. This long room has 2 things in it, an altar with a chest containing several pouches of silver pieces on it, and a large lever. As soon as anyone approaches within 5 ft of the chest the door is replaced by a solid wall, The door is gone, the is no other way out.! They hear a loud voice start counting down from 12, ( actually count out loud, it is scarier ). If the lever is pulled the countdown stops. After a minute it starts again, one digit less each time. The trick is that when the count hits 0 the eastern wall slides open.

5: Escape Room Small room with nothing in it, unless the DM wants to throw in some treasure or an encounter.




6: Fire and Ice Room A 40' x 45' room with a blue and red checkerboard patterned floor and large collumns in the 4 corners. There is a door in both the north and south walls. The danger in this room are the collored floor tiles. If you pass over a red tile you get hit by a blast of fire from above that will deal 3d6 flame damage, the blue tiles will blast a cone of cold up from the floor that does 3d6 freezing damage. Flying or levitating above the tiles will still trigger them, running very fast across them will reduced the damage by half if a DEX check succeeds. The safe way to cross is to figure out the clue on the first painting. "To find the safe path beneath your feet, Near icy landmark start to seek, Meander thence from cold to hot, Traveling always on the diagonal." If a character examines the pillar in the southeast corner they will find that it rotates revealing a large opening in the pillar. Inside are ladder rungs that go down. Below the floor is a small 5' x 5' room with 2 tunnels, one heading straight north and one towards the north west. If they go north they will encounter a dead end. There is a round 3' platform with an arrow pointing up. Due to a distance distortion illusion it will seem like they have traveled about 40 feet when in fact they have only gone 15'. When the platform is stood on it starts to rise towards the ceiling which opens up. The player may think they are going up into the pillar but they are actually being left on the blue square 15' from the pillar they entered. If the character takes the diagonal tunnel they will arrive at a set of ladder rungs which will take them up into the north west pillar. It can be rotated to allow them to get out and head for the north door.

7: Southern Round Room In this 30' round room there is a fountain with clear running water on the left and a table with 3 bowls on the right. The bowls are labeled 5 dobs, 3 dobs, & 1 dob. The bowl labeled 1 dob is fixed to the table and cannot be moved without damaging it, the words "Only a pure one opens me" are engraved in the bowl . No one will know what unit of measurement a dob is because Dunham made it up for this puzzle, in actuallity it is a bit less than a pint. The north door is magically locked. Above the door a plaque reads: "Solve the water puzzle to open the door" The clue is hidden in the painting of Dunham juggling: In the first panel he is juggling 5 identical bottles, in the second he juggles 3 of the bottles, and in the final panel he holds but one bottle and is pouring the water from it onto the padlock of a locked door. The most direct way of placing exactly 1 dob of water in the middle bowl is to fill the 3 dob bowl from the fountain and pour it into the 5 dob bowl, then refill the 3 dob bowl and finish filling the five dob bowl which will leave 1 dob in the #3 bowl. That can then be poured into the 1 dob bowl. If 1 dob is poured into the 1 dob bowl the northern door will open, if any other non-exact amount is poured in the bowl will reject the water and a medium sized water elemental will surge out of the fountain and attack.

8: Hallway The door in the western end of the hall is magically locked and can be opened by turning the lower set of handles in room 9.

9: Northern Round Room Another 30' round room. This one has 3 statues holding halbards and a post with 2 sets of handles, one upper one lower. If the lower set of handles are turned to the left, counterclockwise, the door in hallway 8 will open. If it is turned right, clockwise, the door to room 9 shuts and locks. If the upper handles are turned to the left the statues (stone guardians or stone golems, DM's choice ) will attack anyone in the room. If the upper handles are turned right then the door to the room shuts and locks and the statues attack. The statue halbards cannot be removed in one piece from the statue, and they do 1d10+6 damage, but are not magical.

10: Mirrored Treasure Room On the southern end of this room is an empty treasure chest with the lid open. On the northern end is a statue holding a large mirror. Anyone looking in the mirror will not see themselves, but will instead see the treasure chest which is now full of treasures. As they watch, an old man walks in, scoops out some of the treasure, smiles at those watching him and walks out of sight. He returns, takes some more and leaves with it. It will take him 4 loads to empty the chest at which point he laughs at the watchers and leaves. If the mirror is examined it can pivot in the hands holding it. If the mirror is faced down all remaining treasure will pour out on the floor. If the old man is in the view of the mirror when it is pivoted he will fall out on the floor with the treasure. He will answer 1 specific question about this tomb honestly and then vanish. He will only answer the first part of multi-part questions. A question like "How do we find the Jester's sarcophagus" might be answered with" Use the jester's scepter to find the tunnel that leads to it.

11: Lever Room In this odd shaped room is an altar-like table with 4 levers. There are 2 doors, the one you entered through and another door also in the north wall that is magically locked. The levers must all be turned into the correct position, all at the same time, to open the door. The applicable clue from the painting is: "Go up, Go right, go down, go left, more easily said than done, the real problem is can you all finish as one?" The correct settings are the northwest lever has to point north, the northeast lever points east, the southeast lever points south, and the southwest lever must point west, and they all have to be turned in unison. Any time this is not done correctly one of the secret doors to A, B or C will open, releasing whatever monster is in that room. Suggestions are A: 3 Skeleton Warriors, B: 3 Flesh Golems, C: 3 Invisible stalkers. Feel free to adjust the power of the monsters to the parties level.