#ROOM1# Monsters: 2x Pseudodragon (CR: 1/4) 100 XP, 3x Scorpion (CR: 0) 30 XP, 3x Octopus (CR: 0) 30 XP
Treasures: 370 gp
East Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock)
#ROOM2# Monsters: 2x Giant Sea Horse (CR: 1/2) 200 XP
Treasures: 267 gp
West Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock) South Entry #1: Steel Open Door (AC 19, HP 18) North 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.
#ROOM3# Monsters: None
Treasures: Empty
North Entry #1: Steel Open Door (AC 19, HP 18) East Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock) West Entry #1: Iron Locked Door (AC 19, HP 15, DC 20 to unlock)
#ROOM4# Monsters: 3x Hyena (CR: 0) 30 XP, 3x Blood Hawk (CR: 1/8) 75 XP, 3x Deer (CR: 0) 30 XP
Treasures: Empty
East Entry #1: Iron Locked Door (AC 19, HP 15, DC 20 to unlock) South Entry #1: Steel Open Door (AC 19, HP 18) South Entry #2: Wooden Locked Door (AC 15, HP 10, DC 10 to unlock)
#ROOM5# Monsters: Giant Vulture (CR: 1) 200 XP
Treasures: 423 gp
North Entry #1: Steel Open Door (AC 19, HP 18) East Entry #1: Iron Trapped Door (AC 19, HP 15) Fire trap [Dangerous]: DC 10 to spot, DC 15 to disable (Intelligence), DC 13 Dexterity save or take 2D10 (fire) damage.
#ROOM6# Monsters: 2x Giant Badger (CR: 1/4) 100 XP, Crocodile (CR: 1/2) 100 XP
Treasures: 276 gp
West Entry #1: Iron Trapped Door (AC 19, HP 15) Fire trap [Dangerous]: DC 10 to spot, DC 15 to disable (Intelligence), DC 13 Dexterity save or take 2D10 (fire) damage.
#ROOM7# Monsters: 3x Eagle (CR: 0) 30 XP, 2x Grimlock (CR: 1/4) 100 XP, 3x Frog (CR: 0) 30 XP
Treasures: 211 gp
North Entry #1: Wooden Locked Door (AC 15, HP 10, DC 10 to unlock)
#ROOM8# Monsters: 7x Stirge (CR: 1/8) 175 XP
Treasures: Empty
West Entry #1: Stone Locked Door (AC 17, HP 15, DC 15 to unlock)
#ROOM9# Monsters: Constrictor Snake (CR: 1/4) 50 XP, 3x Shrieker (CR: 0) 30 XP, 2x Tribal Warrior (CR: 1/8) 50 XP, Warhorse (CR: 1/2) 100 XP
Treasures: Empty
South 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. East Entry #1: Steel Locked Door (AC 19, HP 18, DC 25 to unlock) West Entry #1: Mithral Locked Door (AC 21, HP 18, DC 25 to unlock)
#ROOM10# Monsters: 11x Raven (CR: 0) 110 XP
Treasures: 104 gp
West Entry #1: Steel Locked Door (AC 19, HP 18, DC 25 to unlock)
#ROOM11# Monsters: 2x Giant Wolf Spider (CR: 1/4) 100 XP, 3x Guard (CR: 1/8) 75 XP, 2x Giant Centipede (CR: 1/4) 100 XP
Treasures: Empty
East Entry #1: Mithral Locked Door (AC 21, HP 18, DC 25 to unlock) 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. West Entry #2: Mithral Trapped Door (AC 21, HP 18) Lock Covered in Dragon Bile [Dangerous]: DC 10 to spot, DC 15 to disable (Intelligence), DC 15 Constitution save or take 2D10 (poison) damage.
#ROOM12# Monsters: None
Treasures: 272 gp
East 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 #2: Mithral Trapped Door (AC 21, HP 18) Lock Covered in Dragon Bile [Dangerous]: DC 10 to spot, DC 15 to disable (Intelligence), DC 15 Constitution save or take 2D10 (poison) damage. West Entry #1: Iron Trapped Door (AC 19, HP 15) Fire trap [Setback]: DC 10 to spot, DC 15 to disable (Intelligence), DC 10 Dexterity save or take 1D10 (fire) damage.
#ROOM13# Monsters: 7x Merfolk (CR: 1/8) 175 XP
Treasures: 278 gp
East Entry #1: Iron Trapped Door (AC 19, HP 15) Fire trap [Setback]: DC 10 to spot, DC 15 to disable (Intelligence), DC 10 Dexterity save or take 1D10 (fire) damage.