GM only: The hidden trapped tiles are A3, B7, C2, C9, D1, D8, F1, F5, G7, H3, H6, I2, I9, J5, and J8. A tile's count equals the number of these coordinates in its eight neighboring squares; do not count the tile itself. The checker colors do not matter. One safe route is E1, E2, F2, G2, G3, G4, F4, E4, D4, D5, D6, E6, F6, F7, F8, G8, H8, H9, H10. Trap effects, in coordinate order: A3 releases a harmless but startling burst of smoke; B7 deals 1d4 bludgeoning damage; C2 sprays slick oil, making the tile difficult terrain for one round; C9 deals 1d4 fire damage; D1 gives a loud alarm; D8 deals 1d4 lightning damage; F1 releases a cloud of choking dust, causing coughing but no lasting condition; F5 deals 1d4 bludgeoning damage; G7 sprays sticky resin, reducing speed by 10 feet until the end of the creature's next turn; H3 deals 1d4 cold damage; H6 gives a loud alarm and deals 1 fire damage; I2 releases smoke; I9 deals 1d4 lightning damage; J5 sprays oil; J8 deals 1d4 fire damage. A creature makes a DC 10 Dexterity saving throw against a damaging burst, taking half damage on a success. These effects are intentionally modest for 1st level. The door opens when a creature reaches row 10.