Room #1:
Door
(east, 6 from north): wooden, strong, stuck
Door
(east, 3 from north): wooden, simple,
free, trapped [trap: spiked pit trap (40 ft. deep) (CR3) (Find/Disable DC 21)]
Door
(west, 2 from north): wooden, strong, stuck
Door
(east, 1 from north): wooden, simple, stuck
Door
(south, 8 from west): (concealed) false
wall, free
Door
(south, 2 from west): wooden, simple,
free, trapped [trap: pit trap (40 ft. deep) (CR2) (Find/Disable DC 21)]
Empty
Room #2:
Door
(east, 7 from north): wooden, simple, free
Door
(west, 7 from north): wooden, simple, free
Door
(west, 5 from north): wooden, good, free
Door
(west, 3 from north): (concealed)
wooden, good, free, behind rubbish, trapped [trap: pit trap (20 ft. deep) (CR1)
(Find/Disable DC 21)]
Door
(north, 9 from west): wooden, good, stuck
Door
(north, 5 from west): wooden, simple, locked
Door
(north, 3 from west): wooden, good,
stuck, up-sliding
Door
(north, 1 from west): wooden, simple, stuck
Features:
runes
anvil
discarded weapons
dice
chair
manger
cage
Room #3:
Door
(west, 9 from north): wooden, simple, stuck
Door
(east, 6 from north): wooden, simple, free
Door
(south, 12 from west): stone, stuck,
trapped [trap: large net trap (CR1) (Find/Disable DC 21)]
Door
(north, 12 from west): stone, free,
trapped [trap: hail of needles (CR1) (Find/Disable DC 21)]
Door
(south, 10 from west): wooden, strong,
free, trapped [trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 21)]
Door
(south, 8 from west): (concealed) wooden,
simple, free, behind rubbish
Door
(south, 4 from west): wooden, simple,
locked
Door
(south, 2 from west): wooden, good,
stuck
Features:
cold spot
books
discarded weapons
hole
rack
peephole
Room #4:
Door
(east, 13 from north): wooden, simple,
stuck, up-sliding
Door
(east, 11 from north): wooden, simple,
stuck, down-sliding
Door
(west, 5 from north): wooden, strong, locked
Door
(east, 3 from north): wooden, simple, stuck
Door
(west, 3 from north): iron, locked,
trapped [trap: arrow trap (CR1) (Find/Disable DC 21)]
Door
(south, 3 from west): wooden, good,
stuck
Door
(north, 3 from west): wooden, good, locked
Door
(north, 1 from west): wooden, strong,
free, trapped [trap: spiked pit trap (40 ft. deep) (CR3) (Find/Disable DC 21)]
Monsters:
kobold (9)
Trap:
spiked pit trap (40 ft. deep) (CR3) (Find/Disable DC 21)
Room #5:
Door
(east, 5 from north): wooden, simple, stuck
Door
(west, 5 from north): wooden, strong, free
Door
(west, 3 from north): stone, free
Door
(south, 7 from west): wooden, simple,
locked
Door
(north, 3 from west): wooden, strong, stuck
Monsters:
giant ant (vermin) (1)
Treasure:
280
silver coins (28 gp)
Features:
dipping water
sconce
Room #6:
Door
(south, 9 from west): iron, free,
trapped [trap: arrow trap (CR1) (Find/Disable DC 21)]
Door
(north, 2 from west): (secret)
side-sliding, magic word trigger
Monsters:
kobold (9)
Treasure:
4,000
copper coins (40 gp)
black velvet mask with numerous citrines (120 gp)
Full-plate
(1500 gp)
Features:
torch (stub)
pedestal
Room #7:
Door
(west, 5 from north): wooden, good, stuck
Door
(east, 4 from north): wooden, simple, stuck
Monsters:
dire rat (3)
Treasure:
16 gold
coins (16 gp)
Features:
scattered stones
torch (stub)
throne
overhang
Room #8:
Door
(east, 7 from north): wooden, simple, stuck
Door
(east, 4 from north): wooden, strong,
stuck, trapped [trap: flame jet (CR2) (Find/Disable DC 21)]
Door
(north, 1 from west): stone, free,
trapped [trap: spiked pit trap (20 ft. deep) (CR2) (Find/Disable DC 21)]
Monsters:
krenshar (1)
Treasure:
155 gold
coins (155 gp)
gemstone - citrine (40 gp)
Features:
sack
rivulet
pouch
torch (stub)
rack
screen
platform
tub
Room #9:
Door
(west, 4 from north): wooden, good, stuck
Door
(east, 2 from north): stone, locked
Door
(north, 14 from west): wooden, simple,
locked, trapped [trap: spear trap (CR2) (Find/Disable DC 21)]
Door
(south, 10 from west): wooden, good,
locked
Door
(north, 10 from west): wooden, strong, free
Monsters:
kobold (4)
Treasure:
136 gold
coins (136 gp)
Alchemist's
fire (2) (40 gp)
Features:
drum
cold spot
bookcase
stuffed beast
chest of drawers
divan