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Here's Areas 7-12 of Level Two of my #Dungeon23 project, Into the Tomb Lands, for those who don't want to scroll through the Dungeon Level looking for new content.

7. The Leak

When this end of Area 6 The Sluiceway was originally being carved from the rock, it was discovered there was a dimensional rift in the rock that lead to the Elemental Plane of Water. The pressure is too great to be sealed with anything short of a vault door (and even then, the door to Area 6 leaks enough water for moist moss to grow at the bottom of it).

The water produced from the crack at the back of this hall is pure, clean, and refreshing. It comes from an eddy of especially refreshing water within the elemental Plane of Water. Any water magic or healing magic cast within 10 feet of this leak gains a significant bonus (such as rolling any random result twice and taking the best result, or in a level-based game being cast at a higher level than the spellcaster casting it)

8. The Blood Door

The stone door fit to this doorway is not locked, and is covered in simple, eye-catching runes. An Easy Magic Lore check reveals the runes are designed to make it easy for a spellcaster able to scry on or teleport to a place to focus such magics on this door.

The door is also stained by thousands of splashed of blood, and while none are recent, they show centuries of constant re-staining.

9. The Right Corner

Up the stairs to the right of the Fighting Floor (area 11) is an old, weak portal to the Fey Realm. If a creature with martial arts training or carrying a weapon beyond a dagger, club, or staff (even if sheathed) stands in Area 11 for more than five minutes without any fighting going on in that room, a belligerent winter/unseelie fey is summoned to this chamber, and charges down the stairs, demanding it be killed so it can return to its home.

Each successive creature summoned from this room in the same 24-hour period is slightly tougher than the previous one.

10. The Left Corner

Up the stairs to the left of the Fighting Floor (area 11) is an old, weak portal to the Infernal Realms. If a creature with spellcasting training or carrying a magic rod, staff, or wand (even if sheathed) stands in Area 11 for more than ten minutes without any fighting going on in that room, a belligerent fiend is summoned to this chamber, and charges down the stairs, demanding creature in Area 11 agree to sell it their soul, and attacking if they refuse.

Each successive summoning from this room in the same 24-hour period summons one more creature than the previous one. If six creatures were previously summoned, it instead summons a fiend tougher than the previous six combined, and then one more of those fiends each successive summoning, and so on.

11. The Fighting Floor

This 15-foot cubical room room was never finished for its original tomb function, and the walls and 15-foot high ceiling are unfinished stone. The floor has been finished, with complex tiles showing dimensional relationships between different planes of existence, physicals, 4th-dimensional space (especially tesseracts). When carefully studied, it is discovered the lines and diagrams slowly shift, making them impossible to copy down. The floor counts as a library on teleportation, summoning, and planar travel for purposes of studying such topics. Although such study is likely to be interrupted (see Areas 9 and 10).

For every multiple of 4 creatures that enters this room, it expands all its dimensions by 5 feet (becoming a 20' cube, then a 25' cube, and so on). When the number of creatures in it is reduced, it shirnks back to its previous size. No matter how large the room gets, it does not take up anymore space within the Deep Drop itself.

When the original plan to make this a tomb for an Elemental Archduke was abandoned eons ago, it was instead turned into a dimensional area. It hasn't been used in centuries, but if the PCs engage in more than 2 fights in this chamber, unbeknownst to them, their exploits begin to be broadcast as entertainment in the Free City of Flotsam, and may earn them notoriety if they visit that place.

12. The Green Room

This room is painted in mixed scenes of fairy forests on the three columns and ceiling, and vast emerald caverns of demons and green flame on the walls and floor. When a creature enters it, a table of food and drink and comfortable seating for that creature appears. Any food or drink removed from here disappears, but it produces enough common food and drink to allow anyone staying here to be nourished endlessly.

If a summoned creature is slain in The Fighting Floor (Area 11), and the creature that dealt the killing blow enters the Green Room within 24 hours, the seating that appears for them also contains a bag of coins with a value equal to half a typical treasure value for the creature killed.

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