#ROOM1# Monsters: 11x Scorpion (CR: 0) 110 XP
Treasures: Disguise kit, 250 GP Art Objects, Wand of the War Mage +1, Shield of Absorption, 18 gp
West Entry #1: Mithral Open Door (AC 21, HP 18)
#ROOM2# Monsters: Merrow (CR: 2) 450 XP
Treasures: 2x Disguise kit, Shield +1, Forgery kit, 8 gp
West Entry #1: Mithral Open Door (AC 21, HP 18)
#ROOM3# Monsters: 7x Noble (CR: 1/8) 175 XP
Treasures: Empty
West Entry #1: Iron Trapped Door (AC 19, HP 15) Poison Darts [Dangerous]: DC 15 to spot, DC 15 to disable (Intelligence), DC 14 Constitution save or take 2D10 (poison) damage, (attack bonus +7). North Entry #1: Stone Trapped Door (AC 17, HP 15) Energy Drain [Dangerous]: DC 15 to spot, DC 15 to disable (Dispel Magic), DC 12 Constitution save or take 2D10 (necrotic) damage.
#ROOM4# Monsters: 2x Tribal Warrior (CR: 1/8) 50 XP, Warhorse Skeleton (CR: 1/2) 100 XP, 3x Sea Horse (CR: 0) 30 XP, Swarm of Bats (CR: 1/4) 50 XP
Treasures: Empty
West Entry #1: Steel Trapped Door (AC 19, HP 18) Hail of Needles [Setback]: DC 15 to spot, DC 13 to disable (Dexterity), DC 10 Dexterity save or take 1D10 (piercing) damage. East Entry #1: Wooden Trapped Door (AC 15, HP 10) Poison Needle [Setback]: DC 15 to spot, DC 15 to disable (Dexterity), DC 10 Constitution save or take 1D10 (poison) damage. West Entry #2: Stone Locked Door (AC 17, HP 15, DC 15 to unlock)
#ROOM5# Monsters: None
Treasures: Empty
East Entry #1: Steel Trapped Door (AC 19, HP 18) Energy Drain [Dangerous]: DC 15 to spot, DC 15 to disable (Dispel Magic), DC 15 Constitution save or take 2D10 (necrotic) damage. South Entry #1: Mithral Trapped Door (AC 21, HP 18) Stone Blocks from Ceiling [Dangerous]: DC 15 to spot, DC 15 to disable (Intelligence), DC 13 Dexterity save or take 2D10 (bludgeoning) damage, (attack bonus +8).
#ROOM6# Monsters: Gray Ooze (CR: 1/2) 100 XP, Lizardfolk (CR: 1/2) 100 XP, 3x Jackal (CR: 0) 30 XP
Treasures: 200 GP Gemstones, Disguise kit, Wand of the War Mage +1, Barrel, 21 gp
East Entry #1: Mithral Trapped Door (AC 21, HP 18) Hail of Needles [Setback]: DC 15 to spot, DC 13 to disable (Dexterity), DC 10 Dexterity save or take 1D10 (piercing) damage.
#TRAP1#
Poison Darts [Setback]: DC 15 to spot, DC 15 to disable (Intelligence), DC 11 Constitution save or take 1D10 (poison) damage, (attack bonus +3).
#TRAP2#
Rolling Sphere [Dangerous]: DC 15 to spot, DC 15 to disable (Intelligence), DC 13 Dexterity save or take 2D10 (bludgeoning) damage.
#TRAP3#
Collapsing Roof [Dangerous]: DC 10 to spot, DC 15 to disable (Dexterity), DC 15 Dexterity save or take 2D10 (bludgeoning) damage.
#TRAP4#
Poison Darts [Dangerous]: DC 15 to spot, DC 15 to disable (Intelligence), DC 15 Constitution save or take 2D10 (poison) damage, (attack bonus +6).
#TRAP5#
Poison Darts [Dangerous]: DC 15 to spot, DC 15 to disable (Intelligence), DC 13 Constitution save or take 2D10 (poison) damage, (attack bonus +6).
#TRAP6#
Rolling Sphere [Setback]: DC 15 to spot, DC 15 to disable (Intelligence), DC 10 Dexterity save or take 1D10 (bludgeoning) damage.