Shrines in RPG adventures carry baggage - there are a lot of lost, secret, hidden, and forbidden examples to live up to, but trying to fit too much into a 10x10 geomorph would be a mistake. In other words, it's the perennial RPG creativity challenge: avoiding the temptation to stuff 10 pounds of potatoes into a 5-pound bag.
I usually sketch out a geomorph on graph paper before actually rendering it in the software (I use DrawPlus 8 and a set of tiles created by Greg MacKenzie), with the goal of doodling, erasing, and doodling some more until something promising materialises. That wasn't happening--my initial designs were too symmetrical, the shrine too small, or the passages too predictable. I had scribbled and erased over the same 10x10 block of graph paper until nothing looked good.
I was lamenting my lack of inspiration to Greg, and he offered some good wisdom: Don't erase--just keep doodling and sketching. When you hit a brick wall, get another piece of graph paper--there's always more paper--and start a new design. Eventually, you'll strike something that takes the best parts of each attempt, and that's your final geomorph.
The glyph in the SW corner reveals the mechanism to open the secret doors leading to the shrine (read languages to decipher, increasing the chance to open to 3/6). Passing through a secret door opens the pit and alerts the Watcher, who flails 2-7 tentacles to grab its next meal (usually a sacrifice dragged from the "pen" in the SE corner). Tentacles attack anyone not wearing a Ring of the Cult; on a critical hit, the Watcher pulls the target into the pit. The pit may be closed via the turn-crank to the east (open the portcullis by pressing a Ring of the Cult into a wall niche, or 1/6 chance to lift).
Thanks to Greg's timely advice, I'm happy with the result--mostly because it's not symmetrical. But I also think there are enough features to make it interesting. The next geomorph entry's secret ingredient is "tomb," and due midnight June 1. Be there.