| #ROOM1# |
Monsters: 2x Grimlock (CR: 1/4) 100 XP |
| Treasures: Empty |
| West Entry #1: Stone Open Door (AC 17, HP 15)
North Entry #1: Wooden Locked Door (AC 15, HP 10, DC 10 to unlock)
East Entry #1: Iron Trapped Door (AC 19, HP 15) Doorknob Smeared with Contact Poison [Dangerous]: DC 15 to spot, DC 10 to disable (Intelligence), DC 13 Constitution save or take 2D10 (poison) damage. |
| #ROOM2# |
Monsters: Deep Gnome (Svirfneblin) (CR: 1/2) 100 XP |
| Treasures: 33 gp |
| West Entry #1: Iron Trapped Door (AC 19, HP 15) Doorknob Smeared with Contact Poison [Dangerous]: DC 15 to spot, DC 10 to disable (Intelligence), DC 13 Constitution save or take 2D10 (poison) damage.
North Entry #1: Wooden Trapped Door (AC 15, HP 10) 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 +6).
South Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock) |
| #ROOM3# |
Monsters: Rust Monster (CR: 1/2) 100 XP, Thug (CR: 1/2) 100 XP |
| Treasures: Empty |
| North Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock) |
| #ROOM4# |
Monsters: None |
| Treasures: 225 gp |
| South Entry #1: Wooden Trapped Door (AC 15, HP 10) 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 +6). |
| #ROOM5# |
Monsters: Goblin (CR: 1/4) 50 XP, 2x Guard (CR: 1/8) 50 XP |
| Treasures: 18 gp |
| East Entry #1: Stone Open Door (AC 17, HP 15) |
| #ROOM6# |
Monsters: 3x Tribal Warrior (CR: 1/8) 75 XP |
| Treasures: 359 gp |
| South Entry #1: Wooden Locked Door (AC 15, HP 10, DC 10 to unlock) |