#ROOM1# Monsters: Homunculus (CR: 0) 10 XP, Crab (CR: 0) 10 XP
Treasures: 2 gp
West Entry #1: Wooden Trapped Door (AC 15, HP 10) Poison Needle [Setback]: DC 15 to spot, DC 15 to disable (Dexterity), DC 10 Constitution save or take 1D10 (poison) damage. East Entry #1: Wooden Locked Door (AC 15, HP 10, DC 10 to unlock)
#ROOM2# Monsters: Giant Centipede (CR: 1/4) 50 XP
Treasures: Empty
East Entry #1: Crystal Locked Door (AC 13, HP 10, DC 5 to unlock) West Entry #1: Crystal Trapped Door (AC 13, HP 10) Lock Covered in Dragon Bile [Setback]: DC 10 to spot, DC 15 to disable (Intelligence), DC 11 Constitution save or take 1D10 (poison) damage.
#ROOM3# Monsters: 2x Weasel (CR: 0) 20 XP
Treasures: 263 gp
West Entry #1: Wooden Trapped Door (AC 15, HP 10) Stone Blocks from Ceiling [Setback]: DC 15 to spot, DC 15 to disable (Intelligence), DC 11 Dexterity save or take 1D10 (bludgeoning) damage, (attack bonus +5).
#ROOM4# Monsters: None
Treasures: Empty
West Entry #1: Crystal Trapped Door (AC 13, HP 10) Poison Darts [Setback]: DC 15 to spot, DC 15 to disable (Intelligence), DC 10 Constitution save or take 1D10 (poison) damage, (attack bonus +5).
#ROOM5# Monsters: Stirge (CR: 1/8) 25 XP, Hyena (CR: 0) 10 XP
Treasures: Empty
East Entry #1: Wooden Trapped Door (AC 15, HP 10) Energy Drain [Setback]: DC 15 to spot, DC 15 to disable (Dispel Magic), DC 10 Constitution save or take 1D10 (necrotic) damage.
#ROOM6# Monsters: Badger (CR: 0) 10 XP, Shrieker (CR: 0) 10 XP
Treasures: Empty
North Entry #1: Crystal Locked Door (AC 13, HP 10, DC 5 to unlock) South Entry #1: Crystal Open Door (AC 13, HP 10)
#ROOM7# Monsters: None
Treasures: 20 gp
North Entry #1: Crystal Trapped Door (AC 13, HP 10) Hail of Needles [Setback]: DC 15 to spot, DC 13 to disable (Dexterity), DC 10 Dexterity save or take 1D10 (piercing) damage.
#ROOM8# Monsters: None
Treasures: Empty
West Entry #1: Wooden Locked Door (AC 15, HP 10, DC 10 to unlock) East Entry #1: Wooden Trapped Door (AC 15, HP 10) Lock Covered in Dragon Bile [Setback]: DC 10 to spot, DC 15 to disable (Intelligence), DC 10 Constitution save or take 1D10 (poison) damage.
#TRAP1#
Collapsing Roof [Setback]: DC 10 to spot, DC 15 to disable (Dexterity), DC 11 Dexterity save or take 1D10 (bludgeoning) damage.
#TRAP2#
Locking Pit [Setback]: DC 10 to spot, DC 15 to disable (Intelligence), DC 11 Strength save or locked.
#TRAP3#
Poison Needle [Setback]: DC 15 to spot, DC 15 to disable (Dexterity), DC 11 Constitution save or take 1D10 (poison) damage.
#TRAP4#
Spiked Pit [Setback]: DC 15 to spot, DC 15 to disable (Intelligence), DC 11 Constitution save or take 1D10 (piercing) damage.
#TRAP5#
Collapsing Roof [Setback]: DC 10 to spot, DC 15 to disable (Dexterity), DC 11 Dexterity save or take 1D10 (bludgeoning) damage.
#TRAP6#
Poison Darts [Setback]: DC 15 to spot, DC 15 to disable (Intelligence), DC 11 Constitution save or take 1D10 (poison) damage, (attack bonus +3).
#TRAP7#
Collapsing Roof [Setback]: DC 10 to spot, DC 15 to disable (Dexterity), DC 11 Dexterity save or take 1D10 (bludgeoning) damage.