81 - Bat Cave!
The entrance to this massive 150' x 100' cavern from the mine shaft is sealed with a thick metal grate that is barred from the mine-side. The air coming from it is heavy with the smell of decay and guano. In spite of that it appears to be in fairly good shape and was likely opened not to long ago (a month or two?).
The other side is dimly lit by the 6" to 5' tall bioluminescent purple mushrooms growing all over the cave floor. The entry hole drops down to a ledge with only a 5' clearance. A 10' drop brings it to a ledge surrounding a large central area that has another 10' to the ground.
The ceiling of the cave is covered with 100s of Bats that feed on the various insects living off of the fungus. The Bats will ignore those in the cave unless intentionally antagonized. Three Cave Fisher's have currently webbed the west corner of the cave to catch the bats. It looks like there are remnants of Cave Fisher filaments on the south-east ledge and some of the marks on the wall make it appear that something might have been hunting them.
There is what appears to be a decaying small wooden hut near the north side of the bottom pit. Looking closer shows the door is only loosely on its hinges. It radiates very, very faint transmutation magic (that is no longer effective).
Partially buried under guano and fungus outside the door appears to be the headless skeleton of a dwarf in chainmail with some thin sharp wire in a circle near where the neck used to be. The head shattered when it was sprung and the pieces are long since covered completely. A falling-apart portion of a 10' pole is also lying near the hut, with a piece of wire around the break in it.
The hut has one remaining razor wire trap in it - that can be sprung safely using a pole or the like to prod the hut entrance. If the door is moved in person (and not prodded from at least 6' away) it is a DC 18 DEX save to avoid the 15 (3d10) slashing damage. A natural 1 indicates the wire has wrapped around the character and is constricting them for an additional 5 (d10) damage per round until it is removed. A helper can do that easily, it takes a DC 11 DEX check for the trapped person to deal with it without taking an additional 5 (d10) damage.
The inside of the hut hasn't been disturbed except by the insects who stripped the corpses of the two apparently human sized rats. There are two Extra-Duration Potions of Diminution that last 3+d4 hours, a regular short sword, a brass key, and a Lesser Pipes of the Sewer that have only 1 charge each day. A bit more looking finds the remnants of a light cross-bow, clothing, and a bag that have been worked on by the insects.
Much searching would reveal a very slow trickling spring on the south side of the bottom.
View attachment 275521
Edit: Renumbered 81 to make it fit better.