Sterngesteinen Dungeon

==Description==
The entrance to the Sterngesteinen Dungeon is an old creaking mining elevator at the heart of Sternfallster, descending into the darkness, almost like a portal into another realm. The tunnels below are carved from the very meteorite material that defines the town, making it both impressive and daunting. Once inside, the dungeon takes on a surreal and ever-changing appearance. Walls can morph, chambers shift, and pathways twist unexpectedly. Faint, magical light emanates from the meteorite, casting eerie and mesmerizing shadows throughout the dungeon.
The magical energies leaking out of the meteorite rock is twisting and malforming everything inside, creating monsters and nightmares as the very bodies of those brave adventurers is changed and eaten at by the wild magic energies. The deeper one descends into the depths the more dangerous and intense the wild, chaotic magics get.
One thing is clear: In the depths of the Sterngesteinen Dungeon, non can find rest.
===First Layer: The Entrance Layer===
This is the first level of the Sterngesteinen Dungeon, accessible via the old creaking mining elevator at the heart of Sternfallster. It's a half-natural, half-carved layer, with remnants of old mining equipment. This is where adventurers typically start their journey. 
The layer is relatively save and only small and weak monster can be found here. While still dangerous in its own right, the Entrance Layer is often used by adventurers to test and train their mentees.
The Entrance Layer is also one of the smallest layers, taking roughly 1-2 hours to traverse.
The following is "Available Knowledge". See Availability of Information for details.
The Entrance Layer is relatively harmless but still taxing on the body. While rest is possible the chaotic energies sap at the strength of all those who stay here too long.
When long resting in this layer, you gain a point of exhaustion just as if you had not rested at all.
End of "Available Knowledge".
===Second Layer: The Crystalline Veins===
As explorers delve deeper, the second layer reveals a surreal spectacle. The meteorite's magical energies manifest in shimmering crystals, refracting the ambient light and creating a kaleidoscope of colours. Unlike the Entrance Layer, this layer is dimly lit by these crystals. Adventurers might mine the crystals for valuable gemstones, but this layer is also home to more dangerous creatures, famously crystal golems.
Others report that some of the crystals are unstable, exploding into tiny fragments or toxic gas at the slightest touch or in some cases even casting primitive spells at random.
The Crystalline Veins take roughly 4 hours to traverse.
The following is "Restricted Knowledge". See Availability of Information for details.
The Crystalline Veins are far more dangerous than the Entrance Layer, primarily because of the elevated levels of chaotic magics flowing through its halls. Adventurers have their strength sapped and the body becomes unable to naturally recover.
When resting in this layer, you do not generate any HP and you gain a point of exhaustion just as if you had not rested at all. You can recover all your spell slots with a short rest
End of "Restricted Knowledge".
===Third Layer: The Ooze Swamps===
This layer is flooded knee-deep with an acidic gooey ooze and petrified remnants of ancient trees. Pools of primordial ooze harbour strange, monstrous creatures, while petrified trees can be harvested for unique lumber with magical properties. The oozes slowly eat away at anything it comes in contact with.
This layer, much like the first is also clad in complete darkness and the air is filled with flammable thick green vapor continuously evaporating from the ooze, making the use of torches and fire spells highly hazardous.
The Ooze Swamps take roughly 4 hours to traverse.
The following is "Restricted Knowledge". See Availability of Information for details.
The Oozes found in the Ooze Swamps continuously eat away at the Adventurers as they traverse this layer and the ooze vapour irritate and inflame any wounds already present.
When resting in this layer, you do not generate any HP and you gain a point of exhaustion just as if you had not rested at all. You take 1d12 acid damage for every hour you spend on this layer unless you have some way to stay above the Ooze.
End of "Restricted Knowledge".
===Fourth Layer: The Halls of Illusion===
Here, reality itself becomes fluid. The walls here are made up of clear and reflective rock. The architecture of the Halls of Illusion is ever-changing, leading adventurers through confusing mazes and into chambers filled with mirages. The layer's biggest danger is disorientation. Solving riddles hidden within illusions might yield access to deeper levels or deadly monsters.
The Halls of Illusion take roughly 4 hours to traverse but distractions are ever present, potentially slowing down undisciplined adventurers.
The following is "Restricted Knowledge". See Availability of Information for details.
The Halls of Illusion are by no means safe but most of the wild magic here is absorbed by the clear walls, creating illusions and mirages, sparing adventurers from the worst of its effects. Reaching and returning from the Halls of Illusion is seen as a sign of being a veteran adventurer.
When resting in this layer, you gain a point of exhaustion just as if you had not rested at all.
End of "Restricted Knowledge".
===Fifth Layer: The Feral Wilds===
This layer is taken over by a wilderness of dark, magical flora and fauna, grown wild from the meteorite's energy. Plant-based creatures guard the layer, and rare and potent herbs and alchemical ingredients can be found amidst the overgrown vegetation. Apex predators and dangerous flora are ever present and one can expect to be in near constant battle.
The Feral Wilds take roughly 1 hours to traverse but the travel time might vary greatly.
The following is "Restricted Knowledge". See Availability of Information for details.
The Feral Wilds are extremely dangerous While the wild magics are still somewhat mild, being mostly absorbed by the surrounding flora and fauna, the constant threat of said flora and fauna will wear down even the most powerful and experienced adventurers.
When resting in this layer, you gain a point of exhaustion just as if you had not rested at all.
End of "Restricted Knowledge".
The following is "Restricted Knowledge". See Availability of Information for details.
=== Sixth Layer: The Abyssal Chasm ===
A deep chasm filled with swirling, ethereal energies. It's rumoured that the chasm connects to other planes, making it a source of powerful, unpredictable magic. Treasures that have fallen into the chasm over the centuries might reappear here, but so can planar entities or arcane storms. The path down to the next layer is a winding and narrow passage in the side of the chasm. Falling into the chasm might at best result in death from falling and at worst spit the unfortunate adventurer out in some unknown plane.
The Abyssal Chasm take roughly 4 hours to traverse.
The Abyssal Chasm is a challenge very few adventurers undertake. Even with great preparation, being unlucky is a death sentence here as ethereal winds and chaotic portals might consume an adventurer at any point.
When resting in this layer, you do not generate any HP and you gain a point of exhaustion just as if you had not rested at all. While on this layer, you always have all your spell slots filled. Whenever you cast any spells, including cantrips, you must roll on the Wild Magic Surge table
End of "Restricted Knowledge".
The following is "Restricted Knowledge". See Availability of Information for details.
=== Seventh Layer: The Crystalline Labyrinth ===
This layer consists of intricate, transparent and sharp crystal walls that form a sprawling maze. The environment here refracts sound and light, making communication difficult. Adventurers need to navigate this maze while avoiding crystal constructs guarding the treasure hidden within, all while the labyrinth is constantly shifting.
Its impossible to tell how long the Crystalline Labyrinth takes to traverse.
The Crystalline Labyrinth is a race against time and most adventurers that make it this far either turn back or get lost in the Labyrinth, succumbing to exhaustion or the crystalline constructs.
When resting in this layer, you do not generate any HP and you gain a point of exhaustion just as if you had not rested at all. Each hour spent on this layer you take 2d6 piercing damage from the sharp crystals covering the halls. You must find your way to traverse this layer. At the start of each hour you roll a DC 18 survival check. You must pass three such checks to reach the end. Once you have travelled at least one hour into the labyrinth, you must also pass three such checks if you want to leave the way you came from.
End of "Restricted Knowledge".
The following is "Restricted Knowledge". See Availability of Information for details.
=== Eight Layer: The Forge of Dreams ===
Here, the meteorite's magic is harnessed and channelled into powerful natural forges. Powerful magical weapons and items can be crafted with the right knowledge and materials, but the layer is filled with elementals and chaotic energy so powerful that it will drain even the most resilient of people.
The Forge of Dreams is relatively small only taking 1-2 hours to traverse.
The chaotic magics in the forge of dreams will quickly change or undo anything that resides in it.
When resting in this layer, you do not generate any HP and you do not recover from any exhaustion. Each hour spent on this layer you will take one point of exhaustion and take 2d10 force damage from the chaotic magic undoing your cells and tissues. If you reach six exhaustion levels on this layer, roll a Saving Throw of your choice. If you pass it, you become an Disembodied and recover all exhaustion, health points and spell slots but fall unconscious for 24 hours. While unconscious this way you are immune from taking any exhaustion. If you fail the saving throw, you die.
End of "Restricted Knowledge".
===WARNING===
The following is "SECRET Knowledge". See Availability of Information of Information for details.
=== Final Layer: The Abyssal Core ===
The deepest layer, the Abyssal Core, is so concentrated with chaotic magical energies that reality is nearly undone here, and this nightmarish place is inhabited by creatures born of chaos. Treasure from all layers and planes can end up here, as well as maddening artefacts that defy comprehension. However, surviving and returning from this final layer is a feat only reserved for truly legendary adventurers and it is said that the wish granting power of falling stars can be found here.
End of "SECRET Knowledge".