Room 24: Storage for gaming equipment
This room is used to store equipment used for the 'games' in room 26 (weapons, armour and some other less tasteful things..). Home, and visiting teams alike will use this room. The central workbench serves as an altar which renders the area unhallow with a dimensional anchor. The 'only' entrance to the room (via room 25) is guarded by a Retriever, ensuring that the equipment cannot be tampered with. However, Blasphemy and her minions may also access the room via the secret passages from rooms 7 and 23.
Upon entering, the PCs are immediately struck by the strong charnel house smell in this room (fort DC 12 or become nauseous until 1d6 rounds after leaving the room).
A large unlocked wooden door in the western wall leads to area 25. This door is guarded by a retriever, which will immediately attack the PCs
if they entered the room via the western door, otherwise remaining dormant (The retriever has specific orders to attack any creature that attempts to pass it, which of course does not apply to those who enter and leave via the secret door in the south wall). In the center of the room is what appears to be some kind of large work bench. The surface of the bench as well as the surrounding floor for 5ft in every direction is covered with a layer of gore in various stages of decomposition (anyone attempting to approach the bench must make a reflex save DC 5 to avoid slipping). Above the bench is a series of hooks, some of which are occupied with the remains of what once might have been humanoid. The cadavers are torn open, and a close inspection will reveal that numerous organs have been quite carefully removed.
On the north wall there are a series of shelves, each of which holds several sealed earthenware pots. (If opened, these pots contain the missing organs - some being dried, and others being preserved in vinegar). Beneath the shelves hangs a skin, presumably that of a dwarf judging by size. Blood is still dripping from the skin and forming a small puddle on the floor beneath (any PC with an appropriate skill may observe that this skin was removed with some care and expertise).
In the center of the south wall stands an imposing statue of a serpentine 6-armed figure (this is a likeness of Blasphemy which is easily recognizable to those who have seen her - a search of the statue (DC 30) will reveal that it conceals a secret doorway) flanked on either side by weapon racks. In each rack there are a series of 5 evidently well-made (masterwork) greatclubs, whose coating of blood and some scorch marks tell a tale of their use. (If the PCs attempt to
Detect Magic none of the clubs will radiate magic, however 2 of the clubs on the eastern rack (home team) are in fact
+2 greatclubs (medium size) with
Nystul's Undetectable Aura placed upon them.)
Stacked against the eastern wall are a series of 5ft cube cages. Most of these hold the bodies of subjects used in the harvesting of 'game equipment' (One of the cages contains the skinless body of a dwarf, and judging by the trails of blood across the cage floor he or she was still alive for some time after the skin was removed) however a faint whimpering can be heard from one of the cells (listen DC 5). This cell contains Mekel.
Mekel - NE Halfling Rog8
Str 12, Dex 16, Con 12, Int 14, Wis 10, Cha 12
AC: 14 (unarmored)
BAB: +6/+1, Melee: +8/+3, Ranged: +10/+5
Saves: Fort +4, Ref +10, Will +3 [+2 vs traps, fear]
Sp Abil: Trapfinding, Evasion, Improved Uncanny Dodge, Sneak Attack +4d6, Trap sense +2
Feats: Improved Initiative, Point Blank Shot, Precise Shot
Skills: Hide +18, Move Silently +16, Search +13, Disable Device +14, Open Lock +14, Tumble +14, Sleight of Hand +14, Bluff +12, Disguise +12, Spot +11
Mekel is barely clinging to sanity, and will tell the PCs anything he thinks they want to hear in order to facilitate his escape. He will assist the PCs as far as it serves his own interests but no further. If the PCs come across or openly display anything of value, he may attempt to steal it from them and run off IF he can get to safety (he does not know the layout of the dungeon). If Mekel is still with the PCs at such time as they leave the dungeon, then he will betray them the moment he stands to profit by doing so.
Mekel knows about the magical greatclubs in the weapon racks (as he saw them placed there) as well as the secret passage. He will offer to tell the PCs his 'secrets' in return for an escort out of the dungeon, and will honor the bargain should the PCs agree, as he has nothing to gain by backstabbing them.
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Ofc the door on the south end of the room would need to be made a secret door for this to work.
Anyway it's just an idea. If you don't like it, nps.
Also I imagine it will need some format changes too (I pretty much winged it

)