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)