The Ghoul Warren Level One	The light illuminating this mausoleum reveals a chaotic scene: seven coffins are overturned, and the skeletons of their ancient inhabitants are strewn about the floor, their old bones splintered and broken. There is no obvious exit from this crypt room.
The Ghoul Warren Level One (if trapdoor is found and opened)	A rough hewn spiral staircase descends some twenty feet into the earth. A foul stench wafts out and you feel your stomach roll over with fear and excitement.
Room 1 - An Ambush (Part 1)	The tunnels you find yourself in are newly hewn out of the hard-packed earth. The ceilings are about eight feet high and the walls little more than five feet apart. The wriggling ends of earth worms and other slimy creatures peak from the walls, and the occasional old bone from the grave yard above juts from the wall or is kicked under foot. The atmosphere is evil and oppressive.
Room 1 - An Ambush (Part 2)	A small passage opens to your left. Suddenly, from out of the darkness of the passage there is a horrid clatter as of dry bones rubbing together, and the yawning maws and clawing fingers of several skeletons-- hungry for your warm life-- leap out of the darkness to attack your party.
Room 2 - Guard Room	The use of this low-ceilinged, large room is not readily apparent. There are bundles of refuse and trash, including old blankets and crates, scattered throughout the space.
Room 3 - Pit Trap	As you enter you see an old chest approximately 15 feet in front of you, sitting a little bit out from the wall. A sack sits next to the chest. In the north wall, a narrow passage, almost a crack, yawns ominously. Water drips from the ceiling.
Room 4 - The Charnel House	The passage rises some five feet to this chamber, which is more rough hewn than most. Several piles of bones line the floor of this chamber, and some of those bones look hideously fresh. Fresh piles of dirt also cover the ground. A rickety ladder leans against one wall.
Room 5 - Zombies	At the end of this narrow, claustrophobic passage is a door.
Room 5 - Zombies (after door is opened)	Several recent corpses are sprawled in this room. They show evidence of bite marks and other ghoulish damage to their flesh.
Room 6 - Holy Room	In front of you is a sturdy wooden door with a large handle.
Room 6 - Holy Room (after door is opened)	As you enter this room, several large, insectile shapes scurry out of the shadows and right towards you!
Room 6 - Holy Room (after giant centipedes leave or are killed)	Your light illuminates a large holy symbol of Heshtail, which partially juts from the wall. Upon closer inspection it seem to be an old gravestone. It appears that the undead denizens of this warren-- probably ghouls-- were excavating the wall and unearthed this old marker. Disturbed by the holy power of the symbol, the fell creatures seem to have abandoned this room.
Room 7 - Treasure	Entering the water-filled passageway is extremely frightening, especially since you have no idea where it comes out or when. As you take several strokes, small fish flit by you in the darkness. Suddenly, a long sinuous shape swims toward you from the shadows, then another smaller one-- snakes!
Room 7 - Treasure (once treasure room is reached)	After making the harrowing swim through the underground passage, you emerge in a roughly rectangular room. Several boxes and chests are in this room. It appears to be a secret storage area of some sort.
Room 8 - Random Encounter	You enter a rough-hewn area, the junction between two passages. Water drips from the ceiling into a small puddle on the floor. Some words are scrawled on the wall in the common tongue. They are barely legible.
Room 9 - Empty Room	This room has several coffins strewn about. The coffin lids look as if they were removed with some terrific force. The coffins appear to be empty.
Room 10 - Pool	As you enter this fairly large room, you immediately notice a standing body of water-- apparently a pool of some sort, in the middle of the area. Crouching in front of the pool are two figures. They seem to be washing something in the water. Suddenly they leap to their feet, eyeing you warily. The figures are emaciated, gray-skinned humans, or at least they were once humans. One is apparently a female.
Room 11 - Locked Room	The doors to this room are locked.
Room 11 - Locked Room (after door is opened)	This is a bare room. A wooden coffin rests against the south wall. The lid is closed. The coffin is leaning against the wall with its "feet" towards the floor.
Room 12 - Prisoner	The door to this room is locked. It appears to be a very sturdy door.
Room 12 - Prisoner (after door is opened)	When you enter the room, your light reveals a figure cowering in one corner. The figure looks emaciated but is covered in dirt, which obscures its features.
Room 13 - Empty Room	The passage widens into a room-like area, which appears empty.
Room 14 - Staircase Down	In the corner of this large room is a staircase leading down into darkness. Two large apparitions guard the stairs, presenting rusty swords in bloody arms as you step into the room. They seem to be the skeletons of ogres or some other large creatures.
