#ROOM1# Monsters: Lizardfolk (CR: 1/2) 100 XP
Treasures: Empty
West Entry #1: Iron Trapped Door (AC 19, HP 15) Poison Needle [Setback]: DC 15 to spot, DC 15 to disable (Dexterity), DC 11 Constitution save or take 1D10 (poison) damage. East Entry #1: Stone Trapped Door (AC 17, HP 15) Doorknob Smeared with Contact Poison [Setback]: DC 15 to spot, DC 10 to disable (Intelligence), DC 10 Constitution save or take 1D10 (poison) damage.
#ROOM2# Monsters: Sahuagin (CR: 1/2) 100 XP
Treasures: 291 gp
East Entry #1: Iron Trapped Door (AC 19, HP 15) Poison Needle [Setback]: DC 15 to spot, DC 15 to disable (Dexterity), DC 11 Constitution save or take 1D10 (poison) damage. South Entry #1: Iron Locked Door (AC 19, HP 15, DC 20 to unlock)
#ROOM3# Monsters: Grimlock (CR: 1/4) 50 XP, Merfolk (CR: 1/8) 25 XP, Kobold (CR: 1/8) 25 XP
Treasures: 552 gp
North Entry #1: Iron Locked Door (AC 19, HP 15, DC 20 to unlock)
#ROOM4# Monsters: 3x Tribal Warrior (CR: 1/8) 75 XP
Treasures: 457 gp
West Entry #1: Stone Trapped Door (AC 17, HP 15) Doorknob Smeared with Contact Poison [Setback]: DC 15 to spot, DC 10 to disable (Intelligence), DC 10 Constitution save or take 1D10 (poison) damage. South Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock)
#ROOM5# Monsters: None
Treasures: Empty
North Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock)