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Once home to 10 mithril statues of the elders of the clans who founded this city, the Mithril hall now appears barren and empty, showing the damage from the destruction of the city gates and cisterns.

Mithril Hall (with grid)

Mithril Hall (with grid)

At two places along the 35 foot tall mithril hall stone bridges cross over at a height of 20 feet. The first of these collapsed during a battle here between scavenging groups shortly after the demolition of the gates, but the second remains intact. More importantly one of the great cisterns of the city is reachable through these passages and is only partially collapsed. A trickle of water permeates the old stone here, and the floor of the cistern has been overtaken by a forest of giant fungi.

But the fungi here are different than those in the Mushroom Caves in the distance, for strange intelligence has grown here, and fungal hunters stalk these halls – deadly and poisonous creatures of the dark.

Mithril Hall (no grid)

Mithril Hall (no grid)

Both exits from this map lead to the City Gates map. But several other exits can be added to both this map and the City Gates map to expand the dwarven city (typically on later visits into the dungeon when you want to spice things up). I would place a secret magical entrance in the floor of the far end of the Mithril Hall itself that opens to stairs down into many living quarters or lost workshops of the dwarves. And there are definitely larger living areas to the north of the City Gates map that have been cut off by the collapsing of the gates that could be dug out by other forces between visits.

These kinds of changes to the maps as the game progresses is something that I feel is important to a “mega dungeon” experience – not only are the factions within the dungeon not static, but the map itself evolves over time, producing it’s own challenges and secrets.