The Skullcrusher Prison Proposal

Setup :
A : (5446 1497 0 Trammel)
This is the Entrace to which the naked and possession-less players start. There
is a iron prison fence isolating the room from the outside, with 2-3 doors.
There are torches along the walls, and GM needs to set up non-usable Candelabras
in this room. A SINGLE NPC Provisioner exist on the far right, with a small
table around him. There are bedrolls, trash, and hay all over the floor. Basically
what you can see in Wrong Level 1 Jail Cells.

B. Brick Wall, but with double metal doors. When "used" the message "Your hands feel a chill through your bones" Inside this room lock down ruined bookcases, ruined drawers, ruined armoirs, broken chairs, etc. Barrels and such in the corners. This is a room full of broken junk. People must commit suicide to get in this room - thanks to the many fine floor traps in the hallways, this is not a problem. Inside will be a clue word for the exit "The First Syllable is Xhelm" The stairs in here do not work, so no worries. With this clue, they must run all the way back to start to ress and start over. Ouch, but hey, they got the first word.
C. This is the room of fallen Security Guards, they got the nice graves. Brick Wall but magic door on the wall. A Plaque on the wall will read "Dying Words of Razamuk the Guard". Keyword "Freedom" Inside is a Tomb with SEVERAL Sarcophagus, and some swords/shileds on the walls and etc. A book does rest on a pillar, that tells the story of Razamuk's work in helping create the prison using prisoners as laborers and felt guilty, therefor the Second Syllable is "payne" A teleporter is here to let them out right outside.
D. The Invisible Maze. I locked down boxes to show a simple maze. It's not too simple - because Zilo will build the invisible walls on top of the boxes, then we destory the boxes. A signpost will be at the start of the maze simply saying "Not all paths are seen clearly"
E. This is the entrance to Guards' Barracks. It is password activated, the word "Zamcham" gets them in the small room. In here, there is a desk and chair and such that is where Guard Captain would check guards in, on walls are swords/axes and hanging armor.
F. This is the Guards Barracks. Line wall with beds and chest of drawers. Tapestries and such, basins of water, etc. The Guards lived GOOD here. I need several book shelves as well, as once they do gain entrance they must find clues.
G. There is a line of boxes, that represent where the cave collapsed in a line. Just block it with rubble, and make a few bone containers here. Its the site of a accident basically.
H. Put in a big Machine thing that's now broken that was used to dig through the tunnels. This is the area a lot of work was done before the place was shut down.
I. The Prison Labor Graves. Put gravestones (falling apart ones are perfect) in here, all around. Many Prisonersdied working here.
J. A Tool room. Small fence with door, and tables. Lots of tools will be locked down here. Nothing more.
K. This is the Healers Room. A NPC Healer MERCHANT is here, that will sell bandages, lesser heals,lesser cures, and ginsing and garlic. He's can NOT RESS.
L. This is a row of tables with gems and gem-related tools on them. Not only did the prisoners dig tunnels, but it seems they were into getting gems.
M. This entire area was a mining area. Anything found in the Orc Mining Caves is great here, the more junk the better to hide clues.
N. Word Activated Teleport, answer is "Scimitar" to take them onto other side. There will be a book here, with another story of somesort and the passage "Third Syllable is Mhuz"
O. This is the other side of a collapse tunnel.Lock down debris and bone containers. More Ore Carts along the walls. There is also a spawn tile for slimes in here, and giant rats. They will have to be quick in this area to solve a puzzle.
P. Another lovely puzzle, the word we want is "Bloodmoss" (All the scrolls are spells, one of each circle, that uses bloodmoss). Inside is just some more bookcases, tables, a and table with plans. I think I'll just make this a room where the higherups did talk of their evil plan, the Prison was actually a coverup for a Mining Facility to get gems to make money, and most of the Prisoners were still here due to lies that they kept committing crimes in here.
Q. Another Lovely Puzzle. The answer is "Chop" (What do all these axes 'do'). Inside is something, still thinking on it.
R. An Armorour NPC. Finally they can buy some armor, and not die so easily (maybe). Too bad their only income is giant rats, slimes, and sewer rats. (unless they want to blow over 2k and withdraw from bank).
S. The Blind Gauntlet, They also have to run through a little network to avoid ratman statues. They are rehued ratmen archers (or mages) with 0 fatigue. Basically, you cant just run on in without getting risk of dying, but run behind walls and such. Since it is dark in here, good luck. The ARmorour at the end is worth the trouble. Some folks can brave it and go back and sell for a profit, if they get good at it.
T. The Room of Levers. Inside is a monster of sorts that can kill a person on average in 3-5 hits. A Stone Wall exist on the west side, with two levers on each wall tile (lower and upper), and then more levers on East Wall, and random pillars in the middle with more levers. All the levers but ONE will do NOTHING, one will take you into the room with the bookcases and tables on the west end on opposite side of wall. Here, players are told another key password. . IF POSSIBLE, Spirit Speak is Disabled. It would be advantagous if players go in mass, and hope someone is lucky enough to find the right one before his turn to die. There's roughly 62 levers.
U.) The Guantlet. Walls are made here, and all blue books are tough Controller Puzzles while Red Books are monsters that players MUST band together to defeat by wrestling. ALL monsters have 0 stamina so that they won't walk. The Deeper into the Gauntlet players go, the tougher the monsters get, in time they meet some magical casting monsters. They do receive a warning that when all the doors are opened, and all the monsters beaten, they do gain access to the tomb of knowledge within, HOWEVER herein likes a monster that can NOT be defeated, that will kill almost instantly with a single touch, and walks very slowly. It will be released, and free to roam these halls.
5462 1295 0 Trammel : A SMALL Blood Pool with a Tentecles of the Harrower, and book cases all around the walls. Inside is also our indesctruble slowly walking instant killing machine, whom the players by now turned around and lured it OUT of the room so they can enter and explore VERY CAREFULLY. Inside many books will be in teh book shelves, basically all of them are books of passwords. Passwords GALORE. Only two will be usefull, used to access other areas. There will be a corpse of aman on the ground, whos sole job in the prison was to do nothing but come up with passwords for the guards, he finally realized that out of all the passwords he wrote, only two were used to access other rooms in the dungeon, and he took his life with disgust.