| #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) |