Carbo Coal Mine


 * 1) Canvas.pngcks for Miners. Holes, floor partially collapsed. Possible entry to the underdark where all the shadow creatures are coming from. Encounter: Shadow Elemental (Medium) and Shadow.
 * 2) Bedroom for a supervisor or manager. Door unlocked. Room stripped bare. Key for door 3.
 * 3) Lode for coal (75% chance of being depleted). Locked Door DC 15 key nearby.
 * 4) Barracks for Miners. Pool of water. Water Damage. Acidic substance from roof DC 10 Dex 1d10 acid. Door unlocked.
 * 5) Office used by mine supervisor. Token (red). Door is locked (DC 30) and magically sealed. Encounter: Shadow x2
 * 6) Lode for coal. (75% chance of being depleted). Everything looks burnt. Encounter: Shadow x2
 * 7) Smithy. East Door locked DC 15 key found nearby. South Door Large door locked securely and magically sealed DC 30 on failed attempt to open all creatures with 10 ft make a DC 11 Con save or be knocked unconscious for 1d4 rounds. A DC 10 investigation reveals the trap and a DC 10 thieves tools disarms the trap.
 * 8) Kitchen. Damp Ceiling.
 * 9) Storage room for minerals. Partial collapsed ceiling. East door unlocked. Encounter: Shadow x3.
 * 10) Guardroom. Partial collapsed ceiling. Key for door 7. North Door Magically sealed and locked DC 30 (red). Encounter: Shadow x5
 * 11) Lode for coal. (75% chance of being depleted) furniture wrecked. North and South doors unlocked. Encounter: Shadow x5
 * 12) Guardroom. Partial collapsed ceiling. Orb and recess (green). North door magically sealed and locked DC 30 (red). Encounter: Shadow x2.
 * 13) Labratory. Partially collapsed ceiling. Spiderwebs Dex 12 save. DC 12 athletics or acrovatics to escape. AC 10 HP 15 vulnerable to fire, immunity to bludgeoning piercing and psychic.
 * 14) Storage room for tools. Furniture wrecked. Cave in.
 * 15) Chapel. Holes in floor. South Door unlocked. Encounter: Shadow x2
 * 16) Lode for coal (75% chance of being depleted. Furniture wrecked. Yellow mold DC 15 Con save on touch 2d10 poison damage and poisoned for 1 minute. Take 1d10 poison damage for every round poisoned making daving throw at end of turn to end poison. Destroyed by sunlight or fire.
 * 17) Cistern providing drinking water. burnt.
 * 18) Storage for tools and equipment. Holes in floor. Extinguished brazier (blue) Door east locked and magically sealed DC 30 (blue). Encounter: Shadow x2
 * 19) Lode for coal (75% chance of being depleted). Ceiling partially collapsed. West door (blue) DC 30. East passage (green) pit. Attempting to cross the ledge can activate the trap if magic is used pushing everyone on the ledge off dealing 2d6 bludgeoning damage. A detect magic spell will detect the trap and a dispell magic spell will disarm the trap.
 * 20) Lode for coal (75% chance of being depleted). Ceiling partially collapsed. West passage (green). Encounter: Shadow x3
 * 21) Lode for coal (75% chance of being depleted). furniture wrecked. east and north doors unlocked.
 * 22) Barracks for miners. Entrance.