Peter S. Beagle’s Folk of the Air, about a Society for Creative Anachronism chapter where MAGIC IS REAL, is much less well-known than The Last Unicorn. Although it takes place in California, it still has a few details for your dungeon.
…along corridors they could not see, around certain doubtful corners that had to be caught up with before they could be turned, and through high, transparent outlines, the color of abandoned spiderwebs, cold to make the blood ache.
Of all these dungeon details, my favorite is the corner that you have to catch. I assume that it moves ahead down a seemingly-endless corridor, at your speed or at the speed of a jogging human, whichever is slower.
It might be cool to have a couple of these moving turns, set to different speeds. One is uncatchable by even the fastest runner. But in another part of the dungeon is a MOTORCYCLE.
I once played in a game which featured motorcycles in a dungeon. It’s great because they’re so fast and aggressive, but their speed is so badly suited for winding corridors. Most of a biker gang will be wiped out by dungeon walls. D&D motorcycles should obviously be ridden by skeletons.