Tonight's room is a winding tunnel with murderholes cut into the walls. These are old defenses built by the dwarves who used to live here. They served well, but not well enough to repel the elven-led goblins who overtook and drove-off the dwarves well in the past. When the goblins in-turn drove off the elves, they chose to repair parts of the floor out of respect to the defeated dwarves, then left it in favor of creating a home in the Tree. Since that time, slimes have taken-up residence in the old halls. If living creatures pass by, the cube-like slimes will push themselves through the murderholes with a "plorp!" and start hunting.
I had time to kill while my Final Fantasy XIV free company debated where to place our bids in the current round of the housing lotto in that game, so I used that to figure out what the floor was and is. I sketched out some diagrams, using the patterns that Marcia B. at Traverse Fantasy created in her Bite-Sized Dungeons blog post as guides. With those room connections in mind, I puzzled out what B1 might have been in the different eras: the Giants treated it as a basement, the Dwarves as defenses and the first place surface visitors pass through, the Goblins as a place to avoid out of fear and respect for the Dwarven dead, and in Current Times as a home to Kiln and a place overrun with monsters.
The only other thing of note in tonight's post is the treasure. I flagged the area as full of Slime Residue, which I figure is a crafting material. I hope and plan to port over the crafting rules from Witch+Craft, so crafting materials are gonna appear a lot in treasure. Witch+Craft's crafting system's been great in my current game and really encouraged folks to be proactive. You can see more of my thoughts on the book over here!
