#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. |