The entrance is an open cave mouth leading to a an unlocked door that opens to room 1's east side.
There are five rooms.
Room 1.
This room is an isosceles triangle pointing west with two 50 foot sides and a 50 foot base. It has a 6 foot ceiling. It contains a clasp, a pile of cinders.
The room is a monster lair.
Bone Golem AC 19‡, HD 8*, #At 4 weapons, Dam 1d6/1d6/1d6/1d6 or by weapon, Mv 40' (10'), Sv F4, Ml 12, XP 945
HP 40
This room has a locked door, untrapped, on the west side. It goes 50 feet via a ten by ten passage ending in a secret door, untrapped, which connects to the west side of room 2.
This room has a secret door, coated with contact poison (save vs death or death after 6 rounds), on the south side. It goes 100 feet via a five by eight foot passage ending in a secret door, untrapped, which connects to the west side of room 3.
This room does not connect to room 4.
This room does not connect to room 5.
Room 2.
This room is a rectangle 80 feet wide by 70 feet wide and a 10 foot ceiling. It contains 3 bells, unidentifiable debris.
The room is mostly empty.
This room does not connect to room 3.
This room has a locked door, untrapped, on the south side. It goes 150 feet via a passage 14 feet wide and 7 feet tall ending in a secret door, untrapped, which connects to the west side of room 4.
This room has an open archway, untrapped, on the north side. It goes 100 feet via a ten by ten passage ending in a secret door, untrapped, which connects to the west side of room 5.
Room 3.
This room is a rectangle 50 feet wide by 70 feet wide and a 10 foot ceiling. It contains an apron, a beaker, unidentifiable debris.
The room is some sort of trick.
a statue aligns target spiritually with The World Tree
This room has an open archway, contents coated with contact (save vs death or -4 CHA after 15 rounds), on the west side. It goes 170 feet via a ten by ten passage ending in a secret door, glowing symbol of stunning (all creatures stunned for 10 rounds, dopping anything held), which connects to the east side of room 4.
This room has an unlocked door, contents coated with contact (save vs death or permanent loss of 3 HP), on the west side. It goes 110 feet via a ten by ten passage ending in an open archway, untrapped, which connects to the east side of room 5.
Room 4.
This room is a rectangle 30 feet wide by 70 feet wide and a 50 foot ceiling. It contains partial dwarf skeleton.
The room is a monster lair.
Vampire Owlbear AC 18(m), HD 5**, #At 2 claws/1 bite + 1 hug, Dam 1d8/1d8/1d8 + 2d8/drain, Mv 40', Sv F5, Ml 11, XP 450
HP 17, 19, 15, 31
This room has an unlocked door, untrapped, on the east side. It goes 60 feet via a five by eight foot passage ending in an unlocked door, untrapped, which connects to the west side of room 5.
Room 5.
This room is a rectangle 50 feet wide by 30 feet wide and a 10 foot ceiling. It contains unidentifiable debris.
The room is trapped to protect treasure.
The treasure in iron trunks contains 600cp, 0sp, 0ep, 700gp, 0pp, 0 gems, no jewelry, cleric spell scroll (Neutralize Poison*, Animate Dead, Sticks to Snakes). floor collapsing, all occupants fall 10', 1d6 damage