#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. |