I moved the trap down one level, between levels 5 and 6, since I have laboratories on 6 and 7. Also just added this bit:
Random Encounters
Every turn the adventurers are moving through the tower, or every half hour they are inside but staying in a single room, roll 1d6. On a 1, they will encounter one of the following inhabitants. If the party is being particularly loud, an encounter happens on a 1-2 on 1d6 (that is, double the chances).
1. Ghost of the original tower owner's mistress
2. Nerstly (see area 2)
3. Giant Crab Spider (1d4 of 4 total)
AC 13, HD 2*, #At 1 bite, Dam 1d8 + poison, Mv 40', Sv F2, Ml 7
HP 10 10 8 8
4. Skeleton, carrying a bucket of water and a mop
AC 13, HD 1, #At 1, Dam 1d6 or by weapon, Mv 40', Sv F1, Ml 12
HP 4
Here's what's unfilled as of right now:
8. CORRIDOR (not important if it's not filled)
10. CORRIDOR (not important)
11. GAME ROOM (playing cards and a trophy, no other description)
13. PANTRY (an unguarded treasure, no other description)
15. GREAT HALL
16. ARMORY
17. CORRIDOR (not important)
19. BROOM CLOSET
20. CREMATORIUM
21. BATH
22. DRESSING ROOM
23. CORRIDOR (not important)
24. BARRACKS
25. OFFICER'S QUARTERS
26. BARRACKS
33. CORRIDOR (not important)
36. STUDY
39. PARLOR
If nothing else gets filled, it won't hurt me a bit. I can ad-lib that much. But if anyone has any other bright ideas, throw 'em in now. Doesn't need a lot of detail, just ideas.
