This is what I've got- SPOILERS for my story hour. I imagine.
This is what I've got so far, just an outline. It only really gets good beyond area 8.
1. This abandoned throneroom has been picked clean by thieves over the decades. The moldering skeleton of King Daerbryn III sits on his throne. Two knights are mummified in a standing position by his sides, though the thieves took their armor and weapons. The thieves failed to notice that the throne moves aside, revealing a staircase descending downward.
2. Here, an algae-rimmed fountain, long since cared for, fills the room. A statue of Aphes rises from the sludge, holding in his hands... something.
3. Hallway
4. This is clearly where Malfin the Mad has been conducting his ghoulish sacrifices. A bloodstained altar lies at the center of the room. Rivulets of blood, some of it fresh, have pooled into a hexagonal culvert that surrounds the altar.
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8. (As the PCs reach the base of the stairs before area 8, Malfin the Mad can be seen eighty feet ahead at the turn to area 9. He gasps, curses and casts a single attack spell at them before fleeing.) A serviceable rope bridge extends sixty feet above a rapidly flowing underground river that emerges briefly before disappearing back under the rock. Beneath the rope bridge, a rope hangs down to the water's surface and ends in a wide iron ring. This is the last hope of people that flow here from area 10.
9. The leaking walls here have made for an algae-slicked floor. The tunnel, taking an incline downward, is now a dangerous surface to walk upon.
10. A broken bridge spans the river, making for a twenty-foot jump. Malfin is in the east side of the river, using an underwater rope to pull himself, cackling, beneath the rocks. He cuts the rope after ten feet. Grappling hooks thrown to the four foot high partitions are cast off by the six skeletons hiding behind them (superior cover), who then begin firing crossbows as the group tries to cross.
11. These huge stone blocks have to be forced apart with a strength check of 20. They lock back into the wall. As the party has to do the same with the second set of blocks, as they "lock," the first set come crashing back, a crushing trap. Then, the first two hidden doors to the sides open and skeletons attack the characters in that alcove. No set of doors can be opened without another slamming shut, making it necessary to jam them or disable them somehow.
12. The treasure chest is empty of the profane book the PCs came here for. While the PCs are pissy about their prospects, one may notice that a draft is passing through their torches, causing the flame to "breathe" towards the back wall. The wall is recently (and poorly) mortared and can be broken down with a strength check.
13. A fifteen foot drop into darkness from area 12 leads to the hard-packed earth of area 13. Dripping water and cavernous echoes can be heard from the tunnel beyond.
14. Black standing water fills the corridors of this decayed area. The lighter areas are four feet deep, the darker are five, and the darkest are six. Walking through certain areas trigger attacks by underwater swarms of white, sightless crabs.
15. A network of white, fluffy webs begins to stretch from wall to wall. As the tunnel deepens, the traveling conditions require a skill check to keep from being restrained. The webs are fire resistant and will not light, but magical fire effects (fireball, etc.) wither blackened "clearings" in the mess.
16. The webs thicken. Here, a nest of deathjump spiders has made a home. They are considered concealed in heavily obscured corners of the ceiling until they decide to attack.
17. The stalactite-rimmed ceiling of the cavern lowers here, almost blocking off further travel. The ceiling and the floor are only about a foot and a half apart, at most. A small creature can crawl through at half speed. Medium creatures must complete a skill challenge to pass. Failure means possible panic and withdrawal or getting quite well stuck and having to have a collarbone broken to be pulled through.
18. Malfin the Mad is waiting here and surprises the first PC through area 17 with a barrage of spells. He doesn't stay to kill the PC, but runs to area 20 on the second round.
19. This area is filled with books, a shoddy cot, and piles of garbage. This is Malfin's sleeping quarters. He's too paranoid to sleep in areas 2-7, so he makes his home in a dead dragon's lair.
⁃ He keeps a small cache of items, which is guarded by a magical crossbow trap. In the items are a journal which details how the profane book has given him all the power he'll ever need. He says he keeps the book in a deep, safe place, and that if someone were to take it from him it would mean almost certain death. The book itself, of course, is not here.
20. This is a muddy beach overlooking a vast underground lake. The ceiling is 100 feet overhead and every sound is echoed tenfold. The surface of the water is very still, except for at the back, where the lake is fed by the river as it rushes past.
⁃ Some distance away, a small island and a rowboat can be seen. Malfin is floating thirty feet above the water's surface. He makes a short speech about how his is the power of a god, blah blah... fight.
⁃ He fights using his ranged spells from above the water. Once he's killed his pack falls onto the island and he falls into the water. His body cannot be recovered, as it sinks straight to the bottom immediately.
21. The island is a bare hunk of dirt and rock. The dinghy will hold two people comfortably. Doing anything besides rowing (climbing in or getting out) requires an accompanying balance check (DC 7) for each character in the dinghy. Only from the island's vantage point can the PCs see the hidden route to area 22.
⁃ Malfin's pack contains a second journal that details more about the book's power. It has bestown upon him the power to assume the aspect of a deposed aquatic god.
⁃ Upon reading this, a bubble rises near the island, in the spot where Malfin fell. The water begins to bubble, and the bubbles move toward the island, and seemingly, under it. The water around the island boils madly for a moment, then subsides. After a beat, seven large tentacles rise all around the island and begin to fight the PCs. Treat each as a separate creature with the ability to grab and drag the PCs under the water.
22. In this dreary alcove, a 10x10 well rises three feet above the water's surface. The well's dry depth extends forty feet to a dirt-packed floor. A locked chest is at the bottom of the well.
⁃ A perception check reveals that ten feet below the lip of the well is some sort of mechanical device that looks as if it's meant to swing out into the well's space.
⁃ Opening the chest reveals the book and sets off a trap. An iron grate swings out ten feet below the lip of the well, barring an exit (and trapping any rope that was lowered in from being pulled). With a low rumbling sound, the entire well begins to lower. In five rounds the well will lower to the water level and begin to fill. Within three more rounds the well will be full to the grate.
⁃ The entire cavern begins to rumble five rounds after the trap is sprung, and stalactites and huge chunks of stone begin to fall from the ceiling at random intervals.
⁃ Upon leaving area 22, the ceiling collapses there and in area 20, causing an enormous wave that pushes the PCs south, beneath the stone and into the raging underground river. They join the current and flow into and through area 10, allowing them to take a breath, and into area 8, where they can attempt to grab onto the iron ring and keep from going into the underground river proper.
⁃ If they do go into the river proper, make drowning checks as normal through a minute and a half of airless current before the river suddenly juts out into open air, a cliffborne waterfall that plummets them fifty feet into the reservoir below.