Dungeons/Swamp/1/Rooms

[R.1] thick marsh

 * ~10ft apart, varying positions
 * Apparent thinning, to clearing [R.2] (DC 10 survival check)

[R.2] tree room

 * Magnificent tree (see Descriptions)
 * Floor traps
 * DC 15 perception: thinner vines, 8ft. across
 * DC 15 dex save: avoid sinking slightly & getting stuck
 * DC 20 strength check: escape
 * DC 15 strength check: pull someone else out

[H.2-3]

 * Exit (DC 15 perception check)
 * Progress through edge, slightly thinner and more compelling than most edges, into next room [R.3]

[R.3] arch puzzle

 * [E.1] 4x Mud Mephits, obscuring some of the puzzle
 * [P.1] Hidden stream, flow blocked by arrangement of vies

[R.4] underground room

 * lighting (bowl-sconces, see Descriptions)
 * [E.2] Galeb Duhr, hiding [H.4-5]

[H.4-5] tunnel maze

 * [P.2] Small tunnel maze, opens out of hill to [R.5]
 * At turns:
 * DC 15 perception check (auto-success if investigation): bowl-sconce tinting
 * DC 20 perception check: hear shifting stone far behind (Galeb Duhr's shifting)