R16

The room has scraped walls and dust is settled on the floor.

Net Trap
Perception DC 20: A thin wire stretches across your path in the middle of the room, faintly gleaming in the light. Disable Device DC 20: You carefully sever the wire, preventing the ability to trip it
 * +5: There is a net laying on the ground, camouflaged to match the texture of the cavern floor
 * +10: Large rocks hang suspended in the air, acting as counterweights to the net, tripping the wire will release them to lift the net.
 * +15: You see the rocks may fall onto scrapped metal, making a clanging noise as they fall. Sounding alarm as to a capture of intruders.

Cutting or Disable Fail: Pulling on the wire as you sever it, you spring the trap.

Unnoticed
Tripped!: ''As you cross into the room, you feet trip a thin wire that springs a net up from underneath you. The net rushes upwards towards the ceiling as 4 heavy rocks that counterweight it drop. They fall onto scrap metal hidden and a loud clanging emits throughout the chamber.''

'''Reflex DC 20. Fail:' You are snagged in the net as it quickly pulls you up to the ceiling.''

Getting Down: 20' high, 3d6 falling damage, Acrobatics DC 15: 2d6 only

Success: You deftly jump out of the way from the net and watch as it flies up.

Rocks Fall
(2d4+2) ''Kobolds rush into the room to see what sprung their trap, their bows are drawn and they unleash a volley of arrows at you. Roll initiative''

From T9.1
You enter a medium sized cavern, ahead of you to your left and right are two more tunnels leading away.

From T16.1
You enter a medium sized cavern, ahead of you in the center of the wall is a tunnel leading out, and another one to your far left.

From T16.2
You enter a medium sized cavern, ahead of you in the center of the wall is a tunnel leading out, and another one to your far right.