Decided to do Dungeon 23 a bit late, so here's days 1, 2, and 3.
Room 1: This octagonal room was clearly once a solarium of some kind, with a great glass sunroof of many small pieces. These have almost all vanished since then, leaving an ornate frame behind. The walls are fired adobe.
Exits: A-D: Inward-opening doors in each cardinal direction. E: There's enough space in the frame for people to squeeze through if they can climb up, have a ladder, or some other means of getting up there.
Room 2/Room 3: This plaster-walled room was once a very large chamber, perhaps a reception hall or similar, but the floor has partially collapsed away to reveal the massive hypocaust heating system which lies beneath, with alternating brick support pillars and open firepits, which once must have allowed a fine control of heating.
Inhabitants: 1d4+3 fire elementals or salamanders keep the pits stocked with fuel as places of rest.
Treasure: 3d6x20 Lunars' worth of assorted coins and valuable trinkets that were brought in with fuel by the fire elementals/salamanders.
Exits: A: Wide, open archway. B: Four small stone doors that are stuck, requiring a roll on the Resistance Table against SIZ 25 to unstick them. C: A sloping ledge where the tiles have broken off, the concrete has partially crumbled, and then the ceiling tiles below have also fallen away, which allows movement between the upper and lower levels. Getting up or down is easy. D: Passageways deeper into the hypocaust under the intact floor of Room #2.
This week's theme is "ancient", and these three rooms are linked in that by being rooms which have lost their purpose through some part of their physical structure being missing, but this loss or decay opens a new pathway and the possibility of new meanings.