West Entry #1 -
- Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides to one side)
- T Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 2m square area, DC 15 save or take 2d10 damage
- Leads to room #27
West Entry #2 -
- Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
- Unlocked
East Entry -
- Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
- T Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a 4m cone, DC 17 save or take 2d10 acid damage for 1d4 rounds
- Leads to room #14
South Entry -
- Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
- Burned
Monster -
- Vampiric Mist
- 2 Ghouls
- Deadly, 1100 XP
Treasure -
- 40sp
- Circlet of Blasting
- Scroll of Misty Step
- Looted
Trap -
- Concealed Pit: DC 15 to find, DC 15 to disable; affects all targets entering a 2m square area, DC 14 save or take 2d10 damage
- Open
Hidden Treasure -
- Hidden (DC 15 to find) Trapped and Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)
- Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 16 save or take 4d10 damage
- 20sp
- Hat of Disguise
- looted