Room #1:
Door
(west, 8 from north): wooden, simple, stuck
Door
(east, 4 from north): wooden, good, free
Door
(north, 3 from west): wooden, simple, free
Door
(south, 2 from west): wooden, simple,
locked
Monsters:
zombie, medium-size [human] (2)
Treasure:
35 gold
coins (35 gp)
Features:
scattered stones
discarded weapons
scroll (nonmagical)
bones (humanoid)
caldron
well
painting
Room #2:
Door
(east, 8 from north): (concealed)
wooden, good, free, behind tapestry
Door
(east, 6 from north): wooden, simple, free
Door
(east, 2 from north): iron, stuck
Door
(north, 13 from west): wooden, simple, stuck
Door
(south, 7 from west): wooden, simple,
stuck
Door
(north, 7 from west): wooden, good, stuck
Door
(north, 3 from west): wooden, strong, free
Door
(north, 1 from west): (secret)
up-sliding, push-brick trigger
Monsters:
troglodyte (1)
Treasure:
480 gold
coins (480 gp)
gemstone - blue quartz (11 gp)
scroll (arcane)
- unseen servant
(l1, cl1)
- Melf's acid arrow
(l2, cl3)
- misdirection (l2,
cl3) (325 gp)
+1
light-emitting dwarven waraxe
(2330 gp)
Room #3:
Door
(south, 9 from west): stone, free,
trapped [trap: arrow trap (CR1) (Find/Disable DC 21)]
Door
(north, 9 from west): wooden, strong, locked
Door
(south, 7 from west): wooden, simple,
locked
Door
(south, 5 from west): wooden, good, free
Door
(north, 5 from west): iron, locked,
side-sliding
Monsters:
G'banmar, male ogre Bbn1: CR 3; Size L (10 ft., 3 in. tall); HD 4d8+20
+ 1d12+5; hp 57; Init +0; Spd 40 ft.; AC 14 (-1 Size,
+5 Natural); Attack +11 melee, or +3 ranged; SV Fort +11, Ref +1, Will +1; AL
CE; Str 26, Dex 10, Con 20,
Int 4, Wis 11, Cha 9.
Languages
Spoken: Common, Giant.
Skills
and feats: Climb +11,
Hide -4, Listen +3, Move silently +0, Ride +4, Spot +3; Quick
draw.
Possessions: 900 gp in gear.
Room #4:
Door
(south, 5 from west): stone, locked
Door
(north, 5 from west): (secret)
up-sliding, gesture trigger
Hidden
Treasure (Search DC 21):
100
silver coins (10 gp)
Room #5:
Door
(south, 4 from west): (concealed)
wooden, strong, stuck, behind rubbish, trapped [trap: spiked pit trap (20 ft.
deep) (CR2) (Find/Disable DC 21)]
Door
(north, 4 from west): iron, stuck
Empty
Room #6:
Door (east,
7 from north): stone, locked, trapped
[trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 21)]
Door
(west, 7 from north): stone, free
Door
(east, 5 from north): stone, locked,
trapped [trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 21)]
Door
(west, 5 from north): wooden, strong, stuck
Door
(west, 3 from north): wooden, simple,
stuck, up-sliding
Door
(west, 1 from north): wooden, simple,
free, down-sliding
Features:
cold spot
cleaver
whetstone
utensils
catwalk
Room #7:
Door
(north, 2 from west): wooden, simple, stuck
Empty
Room #8:
Door
(west, 11 from north): iron, free,
trapped [trap: hail of needles (CR1) (Find/Disable DC 21)]
Door
(east, 7 from north): wooden, strong, stuck
Door
(south, 1 from west): (secret)
up-sliding, pressure-plate trigger, trapped [trap: pit trap (20 ft. deep) (CR1)
(Find/Disable DC 21)]
Door
(north, 1 from west): wooden, good, stuck
Monsters:
lizardfolk (1)
Treasure:
240 gold
coins (240 gp)
Masterwork
crossbow bolts (50) (350 gp)
Masterwork
studded leather (175 gp)
Masterwork light hammer (301 gp)
Features:
slime
sack
fireplace
alcove
crate
Room #9:
Door
(east, 8 from north): wooden, good, stuck
Door
(west, 5 from north): wooden, strong, free
Door
(east, 3 from north): wooden, good, free
Door
(south, 14 from west): iron, locked
Door
(south, 8 from west): wooden, simple,
free
Door
(north, 8 from west): wooden, simple, locked
Monsters:
krenshar (1)
Treasure:
850
silver coins (85 gp)