The inside of the facility was pitch dark, illuminated only by the occasional spark given off by undead soldiers dragging their weapons along the ground and their armor along the walls.  The dry cavern smelled of rot and ozone, while steel on stone and the occasional moan punctuated the eerie shuffling of hundreds of undead feet.  It sounded much like the benign tapping of an insect swarm, just before it bursts through the ceiling.<br/><br/>Not all of the unquiet dead were mindlessly walking from point to point, however.  Among the zombies and skeletons stalked a number of hunched over dwarf like beings, grunting quietly in the darkness while they reached out and mauled the stale and frozen air before them with claw like hands.  The entire place was a maze of twenty foot wide twelve foot tall corridors, worked stone in the floors and walls, with unworked and somewhat irregular ceilings on this level, save for a ten foot section of the central corridor where the ceiling blossomed upward to twenty feet, to accomidate the removal and entry of some of the larger specimens.  Rails set into the floor of the main corridor permitted a trolley to travel to the shaft down into the deeper levels of the facility, while stairways flanked the shaft for regular use.<br/><br/>Count Omik's chambers were 70 feet from the side entrance, while the stairs to the next level were 120 feet from the side entrance and 190 feet from Omik's chambers.  The sheer number of undead around requires a DC 10 dexterity check each 30 feet moved in a round to not accidentally bump into one, as well as making the entire facility difficult terrain.  If a character moves more than 30 feet in a round, the DC of the dexterity check increases by +3 for each additional 10 feet or fraction thereof moved.  A character levitating or jumping can avoid making these dexterity checks, but must make hide or move silently checks each round of movement to avoid catching the attention of the advanced undead.  (normal movement does not come with these risks)