#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)