Two 30-foot high towers with battlements flank a 20-foot high gatehouse.
All structures have holes for bow and crossbow fire.
A deep crevice in front of the gate is spanned by a drawbridge (which is usually up).
There’s a portcullis at the entry and large gates at the far end of the passage.
The passage is about 10 feet wide and high, with murder holes in the ceiling and archery slits in the walls.
The building is constructed of great blocks of hard granite.
When the drawbridge is lowered and the portcullis raised, two men-at-arms (AC 3, F 1, hp 5, #AT 1, D 1-6, ML 10) approach. They are clad in plate mail and carry pole arms.
What Players Need to Investigate to Discover:
The men-at-arms will require persons entering the Keep to put their weapons away and will then escort them through the short tunnel into Area 3 (Entry Yard).
2. Flanking Towers
What Players Immediately Perceive:
Four crossbowmen (AC 5 or 4, F 1, hp 4, #AT 1 or 1/2 with crossbow, D 1-6, ML 10) are atop each tower, with crossbows cocked and ready. They are clad in chain mail, wear a sword and dagger, and have a shield (AC 4 when picked up) nearby.
What Players Need to Investigate to Discover:
Additional Guards: Inside each tower are 12 other men-at-arms. Four are “on-duty” and armored/armed like the crossbowmen (but carry long bows instead of crossbows). The other eight are resting and will take one full turn to ready themselves for battle.
Tower Contents: The three floors of these towers contain supplies of bolts, arrows, spears, rocks, and several barrels of oil (all for hurling down on attackers). There are also pallets for sleeping, pegs with clothing, and small tables, stools, and benches.
Guard Treasure: Each man-at-arms has 1d6 copper pieces and 1d4 silver pieces on their person.
3. Entry Yard
What Players Immediately Perceive:
This is a narrow, paved area.
A corporal of the watch (AC 2, F 2, hp 15, #AT 1, D 2-7; his sword is a +1 magic weapon, ML 11) is present, dressed in plate mail and carrying a shield, with a sword and dagger at his waist. He is described as “grouchy” but admires “outspoken, brave fighters” and is “easily taken in by a pretty girl.”
Beside the corporal is a scribe in robes who records the names of all who enter or leave.
Flanking each man is another man-at-arms (AC 3, F 1, hp 5, #AT 1, D 1-6, ML 10) in plate mail with pole arms.
What Players Need to Investigate to Discover:
Entry Protocols: All entrants, except garrison members, are required to dismount and stable their animals (Area 4).
Lackey Service: When dismounted, lackeys will come from the stable (Area 4) to take mounts or mules.
Goods Storage: Any goods not carried by adventurers must be stored in Area 5 (the warehouse).
Inn Directions: Another lackey will then show travelers to the Traveler’s Inn (not described in this excerpt).
4. Common Stable
What Players Immediately Perceive:
This long building is about 15 feet high with a 3-foot parapet atop its flat roof.
The side wall facing the gate is pierced for archery.
You see 5-8 lackeys (AC 9, 1-4 hp each) inside, tending to horses and gear.
Various light horses (AC 7, HD 2, hp 8 each, #AT 2, D 1-4/1-4, ML 7), draft horses (AC 7, HD 2+1, hp 9 each, #AT 0), and mules are present (2-8 of each type of horse, 1-4 mules).
What Players Need to Investigate to Discover:
Defensive Capability: The stable’s roof and parapet can be used for defense of the gate.
Lackey Weapons: Lackeys are unarmed but can fight with available weapons like pitchforks (treat as pole arms).
5. Common Warehouse
What Players Immediately Perceive:
The building is structured similarly to the stable (Area 4) in height and with a parapet.
Its double doors are chained and padlocked.
What Players Need to Investigate to Discover:
Purpose: Visiting merchants and other travelers are required to store their goods here.
Access: The corporal of the watch (from Area 3) must be called to gain entry, as he has the keys.
Contents: Inside are two wagons, a cart, many boxes, barrels, and bales containing various food items, cloth, arrows, bolts, salt, and two tuns of wine.
Value: The average value of goods is 100 gold pieces per wagon-load.
6. Bailiff’s Tower
What Players Immediately Perceive:
This tower is 40 feet high with a 5-foot tall battlement atop it.
All walls are pierced for archery.
The lower floor serves as offices shared by the superintendent (bailiff) and a scribe.
What Players Need to Investigate to Discover:
Occupants: The Bailiff (AC 1, F 3, hp 22, #AT 1, D 2-7, ML 12) is the superintendent of the outer bailey. He wears magic plate mail +1 OR wields a sword +1, and can use a longbow hanging on the wall. The Scribe also works here.
Living Quarters: The Bailiff and Scribe’s quarters are on the second story (usual furnishings like bed, chest, armoire, table, chairs, rug).
Bailiff’s Treasure: The Bailiff carries 3d6 gold pieces. 50 gold pieces are hidden in his old boots in the armoire. A quiver with 20 arrows, 3 of which are magic arrows +1, hangs on his wall.
Scribe’s Treasure: The Scribe has 2d6 silver pieces and 1d4 gold pieces in his purse. A jeweled ink pot worth 100 gold pieces is on his table in plain sight, though it’s dirty and ink-covered, making it look worthless.
Storage and Barracks: The third floor is a storage area. The fourth story quarters twelve men-at-arms.
Six are armored in leather and shield (AC 6) with a pole arm and hand axe.
The other six have chain mail (AC 5), a crossbow, and a sword, serving as the Bailiff’s escort. (F 1, hp 4, #AT 1, D 1-6, ML 10).
Men-at-Arms’ Treasure: Each carries 2d6 copper pieces and 1d6 silver pieces.
Barracks Contents: Their room contains pallets, pegs with cloaks and clothing, two long tables with benches, a supply of 180 bolts, and several dozen large rocks.
7. Private Apartments
What Players Immediately Perceive:
These are special quarters for well-to-do families, rich merchants, guildmasters, etc.
Five small apartments along the south wall are occupied by families within the Outer Bailey.
Two large apartments (7a. and 7b.) currently house a jewel merchant and a priest.
a. Jewel Merchant’s Apartment
What Players Immediately Perceive:
A normal man (the merchant) and his wife are lodged in the eastern portion of the building, mostly on the upper floor.
They are guarded by two 2nd-level fighters (AC 4, F 2, hp 17, 12, #AT 1, D 1-6, ML 8) in chain mail and shield, with sword and dagger.
Each guard commands a huge dog trained to kill (AC 6, HD 3, hp 12, 11, #AT 1, D 1-6, MV 60′, Save F 2, ML 9).
The apartment is well-furnished.
What Players Need to Investigate to Discover:
Merchant’s Treasure: The merchant has a locked iron box with 200 platinum pieces and 100 gold pieces inside. Secreted in his belt are 10 gems of 100 gold piece value each.
Trading: He buys gems at 60% to 90% (1d4 x 10 + 50%) of value and sells at 110% to 140% (1d4 x 10 + 100%) of value.
Wife’s Jewelry: His wife wears a jeweled bracelet (600 gp), necklace (1,200 gp), and earrings (300 gp), also available for sale as per gems.
Current Plans: They are awaiting a caravan back to more civilized lands.
Personal Treasure: All persons in the apartment (merchant, wife, guards) have 3d6 silver pieces each on their person.
No Other Value: Beyond the coins, gems, and jewelry, there’s nothing else of particular interest or value.
b. Priest’s Apartment
What Players Immediately Perceive:
The western portion houses a jovial priest (AC -1, with Dex 15, wearing plate mail +1, shield +1, and wielding a mace +1; F 3, hp 18, ML 11).
He is accompanied by two acolytes (AC 4, C 1, hp 7 each, #AT 1, D 1-6, ML 7) who never speak (due to vows of silence, according to the priest). They wear chain mail, carry shields, and have maces.
The chambers are well-appointed and comfortably furnished, welcoming guests with a cozy fire and plenty of ale or wine.
The priest is a fine companion, excellent listener, and outspoken in his hatred of evil.
What Players Need to Investigate to Discover:
Hidden Agenda (DM Note): All three individuals (Priest and Acolytes) are chaotic and evil, spying to defeat those challenging the Caves of Chaos.
Priest’s Spells: He has a magic cleric scroll with hold person and silence, 15′ radius spells.
Combat Tactics: Once in the Caves, the priest will use cause light wounds (2-7 damage on touch, requires hit) or light spells to hinder adventurers. Betrayal will always occur during a crucial encounter with monsters.
Personal Treasure: Each cleric carries 4d6 silver pieces. Each wears a gold chain worth 100 gold pieces (the priest’s has an additional bloodstone gem worth 500 gold pieces).
Hidden Bribes: A small sack hidden in the priest’s chair contains 30 each of platinum, gold, electrum, silver, and copper pieces, plus one jeweled clasp worth 300 gold pieces (for bribes or escape).
8. Smithy and Armorer
What Players Immediately Perceive:
This building is about 20 feet high, with a 5-foot parapet above and walls pierced for defense.
The lower floor contains a forge, bellows, and other smithy tools. Horses and mules are shod, weapons made, and armor repaired here.
The smith (AC 7 from leather armor, F 1, hp 11, #AT 1, D 1-6, ML 8) is also an armorer and uses his hammer as a weapon.
He has two assistants (AC 8, LVL 0, hp 5 each, #AT 1, D 1-6, ML 8).
The shop contains 2 swords, 1 mace, a suit of man-sized chain mail, and 11 finished spears.
What Players Need to Investigate to Discover:
Assistants’ Weapons: Assistants will pick up any handy weapons if needed.
Living Quarters: The second story contains rooms where the smith, his family, and his assistants live (normal furnishings).
Hidden Treasure: A jar hidden in the smith’s bedroom holds 27 electrum pieces.
Personal Treasure: The smith carries 1d4 gold pieces, and each assistant has 2d6 silver pieces.
9. Provisioner
What Players Immediately Perceive:
This low building houses a shop selling equipment needed for dungeon adventurers (as listed in the rulebook).
He does not sell weapons other than spears, daggers, arrows, and bolts. He has 7 shields, but does not sell armor or mounts.
The prices are as per the rulebook.
The provisioner (AC 9, LVL 0, hp 3, #AT 1, D 1-6, ML 7) is a normal man. His wife and two children live in a small apartment in the shop.
What Players Need to Investigate to Discover:
Trading: He will buy equipment from adventurers at 50% of listed price.
Defense: In times of need, he has leather armor and a shield (AC 6) and will man the walls or fight with a spear.
Personal Treasure: He carries 1d6 gold pieces.
Strong Box: He has a strong box with 100 gold pieces, 16 electrum pieces, and 30 copper pieces.
Referral: He will direct anyone interested in armor, weapons, or mounts to the trader next door.
10. Trader
What Players Immediately Perceive:
This place deals in all armor, weapons, and large quantities of goods such as salt, spices, cloth, rare woods, etc.
The trader (AC 9, LVL 0, hp 2, #AT 1, D 1-6, ML 7) is a normal man. His two sons (AC 9, LVL 0, hp 3 each, #AT 1, D 1-6, ML 7) are also present.
What Players Need to Investigate to Discover:
Trading: Prices are as per the rulebook. Purchases from adventurers are at 50% of listed cost, except for furs, which he will buy at whatever their stated value is if the seller demands. He is very interested in furs.
Defense: All three (trader and sons) have leather armor and shields (AC 6) and pole arms and swords for use when necessary.
Hidden Treasure: 500 gold pieces and 1,110 silver pieces are hidden under the floorboards of their small apartment.
Personal Treasure: Each person carries 2d6 gold pieces in his purse.
11. Loan Bank
What Players Immediately Perceive:
A sign on the shop states it’s under the direct protection of the Keep.
A man-at-arms (AC 5, F 1, hp 4, #AT 1, D 1-6, ML 10) in chain mail with a long bow and sword is always watching the place from Tower 12.
The banker (AC 9, F 3, hp 12, #AT 1, D 1-6, ML 9) is a retired 3rd-level fighter with a sword handy.
A scrawny old clerk (2nd level magic-user, 5 hp, with sleep and ventriloquism spells ready) handles transactions.
A hired mercenary fighter (AC 3, F 1, hp 7, #AT 1 or 1/2 with crossbow, D 1-6, ML 8) in plate mail, armed with a battle axe and crossbow, guards inside the door.
Several items are displayed for sale (see below).
What Players Need to Investigate to Discover:
Services:
Money/Gem Exchange: 10% fee.
Wealth Storage: Free if stored for at least one month, otherwise a 10% fee.
Loans: 10% interest per month. Up to 5 gp requires no security. Over 5 gp requires an item of at least twice the loan’s value.
Banker’s Hidden Gear: Plate and shield (AC 2) are stored in his apartment above.
Personal Treasure: The banker carries 6 platinum pieces and 12 gold pieces.
Items for Sale:
1 carved ivory tusk: Price 50 gp
1 silver cup: Price 20 gp
1 crystal decanter: Price 45 gp (actual worth 10 gp)
1 jade ring: Price 250 gp (actual worth 400 gp)
1 dagger with jeweled scabbard: Price 600 gp
1 fur-trimmed cape: Price 75 gp
3 blank vellum books: Price 20 gp each
1 gold & silver belt: Price 90 gp
1 set of thief’s tools: Price 100 gp (actual worth 35 gp)
1 iron box with secret lock: Price 50 gp
Strong Room (Cellar): Protected by a locked iron door leading to a small vault with 12 compartments.
Compartment Traps: Each compartment lock has hidden poison needles (Save vs. Poison at +1 or die).
Compartment Contents:
#1, #4, #11: Empty (indicating funds out on loan).
#3: Gold altar service set worth 6,000 gold pieces.
#5: Trapped with sleeping gas (no save, sleep for 3 turns; characters above 4th level save vs. Poison to avoid effect).
#6: 1,000 each of platinum, gold, electrum, silver, and copper pieces.
#7: Four pit vipers (AC 6, HD 1+1, hp 5 each, #AT 1, D 1-4 plus poison, MV 30′, Save F 1, ML 7).
#8: 3 gems of 1,000 gp, 4 of 500 gp, 11 of 100 gp, 25 of 50 gp, and 18 of 10 gp value.
#9: An arrow trap that always hits anyone in front of its door (4 arrows, 1-6 damage each, divided amongst persons in front).
#10: An alabaster and gold statue worth 3,000 gp in a rare wood and silk case worth 600 gp.
#12: A sack with 58 platinum pieces and 91 electrum pieces.
Banker’s Vaults: Bold-faced compartment numbers (#2, #3, #5, #6, #7, #8, #9, #10, #12) belong to the banker.
12. Watch Tower
What Players Immediately Perceive:
This is a 45-foot tall tower with all the usual defensive devices.
It houses six men-at-arms in chain mail (AC 5) with bows and swords, and 6 others in leather and shields (AC 6) with pole arms (F 1, hp 4 each, #AT 1, D 1-6, ML 10).
The Captain of the Watch (AC 2, F 3, hp 20, #AT 1, D 2-7 with dagger +1, or 3-8 with sword +2, ML 11) is also present.
What Players Need to Investigate to Discover:
Captain’s Quarters: The captain lives on the first floor (with usual furnishings).
Captain’s Treasure: He has a silver flagon and tankard worth 750 gold pieces. He is known to carry quite a bit of money: 20 platinum pieces, 11 gold pieces, and 8 silver pieces.
Soldiers’ Treasure: The soldiers have only small coins (2d6 silver pieces each).
Barracks: The second and third floors are barracks for the men-at-arms.
Supplies: The upper story holds a supply of 200 arrows, many rocks, 2 barrels of oil, and 24 spears.
Fountain Square
What Players Immediately Perceive:
There is a large, gushing fountain in the center of the square.
What Players Need to Investigate to Discover:
Marketplace: On holidays, local farmers and tradesmen set up small booths here to sell their goods.
Travelers Inn
What Players Immediately Perceive:
This is a long, low structure about 18 feet high.
It has five small private rooms and a large common sleeping room for a dozen people.
Private rooms cost 1 gold piece per night.
Sleeping in the common room is 1 silver piece per night.
The innkeeper and his family (normal persons of no fighting ability) live in a small loft above the inn.
What Players Need to Investigate to Discover:
Servant Sleeping: Servants always sleep in the stables (Area 4).
Tavern
What Players Immediately Perceive:
This place is a favorite of visitors and inhabitants alike.
The food is excellent, and the drinks are generous and good.
The place is always active, with 4-16 patrons (4d4) present at any time.
The bill of fare is clearly visible:
ALE: 1 electrum piece
SMALL BEER: 1 silver piece
WINE: 1 electrum piece
HONEY MEAD: 1 gold piece
BARK TEA: 1 silver piece
BREAD: 1 copper piece/slice
CHEESE: 1 silver piece/wedge
PUDDING: 1 silver piece/bowl
FRUIT: 1 silver piece
SOUP: 1 silver piece
STEW: 1 electrum piece
ROAST FOWL: 1 gold piece
ROAST JOINT: 2 gold pieces / 1 electrum piece
The barkeep (AC 9, LVL 0, hp 6, #AT 1, D 1-6, ML 7), his son (AC 9, LVL 0, hp 5, #AT 1, D 1-6, ML 7), and a pot boy (AC 9, LVL 0, hp 2, #AT 1, D 1-6, ML 7) work here.
The place is also served by the owner’s wife, daughter, a serving wench, and a scullion.
What Players Need to Investigate to Discover:
Barkeep’s Info: If drinking with a good customer, the barkeep might share stories about the surrounding lands (1 drink per story, half of which may be true). He hates small beer and loves honey mead.
Mercenaries: There’s a 50% chance that 2-5 patrons (1d4+1) will be mercenary men-at-arms (AC 6, F 1, hp 5 each, #AT 1, D 1-6, ML 7) looking for work. They have leather armor & shield, and sword and dagger.
Mercenary Wages: Wages are 1 silver piece per day, including gear purchased and room and board. If no gear is purchased (e.g., only a spear or minor equipment), the cost rises to 1 gold piece per day. You must buy them a drink before discussing terms.
Notable Patrons: There’s a 10% chance each of the following individuals will be in the tavern at any given time:
Corporal of the Watch (from Area 3)
Captain of the Watch (from Area 12)
Bailiff (from Area 6)
Priest (from Area 7b)
2-4 Watchmen (from Area 12)
Sergeant of the Guard (from Area 18, below)
Wanderer: A 2nd or 3rd level fighter (dwarf, elf, or halfling, DM’s choice) with complete adventuring equipment. They are 75% likely to join an expedition if offered 25% of the treasure gained, but there’s a 1 in 6 chance they will be of chaotic alignment.
Staff Defense: In a time of need, the owner, his son, and the pot boy will don leather armor, carry shields (AC 6), and bear arms against attackers.
Staff Treasure: The owner and his son each have 2d6 gold pieces in their purses. The wife has 1d6 gold pieces. All other staff have 2d6 copper pieces.
Storage & Sleeping: The cellar is where drink and food are stored and prepared, and where the servants sleep. The family sleeps in the small loft.
Hidden Treasure: Hidden in an old crock under empty flour bags in the back room are 82 copper pieces, 29 silver pieces, 40 electrum pieces, and 17 gold pieces.
16. Guild House
What Players Immediately Perceive:
This is a two-story building offering hospitality to members of any guild (merchants, craft, artisans, etc.) traveling to the area.
The lower floor contains the Guild Master’s and his two clerks’ quarters and an office, all sparsely furnished.
There are two servants who will not fight and have quarters in the cellar.
The upper floor is divided into two private rooms and a dormitory for guests.
Four men-at-arms (AC 6, F 1, hp 6 each, #AT 1, D 1-6, ML 8) with leather armor and shields, armed with spear and sword, are on duty at all times (two on the first floor, two above).
What Players Need to Investigate to Discover:
Purpose: This is a fee collection and administrative post. The staff carefully observes traffic through the Keep.
Trader Dues: Any trader passing through must pay guild dues of 5% of their merchandise’s value to gain Guild House protection (if not a regular member).
Craftsman/Artisan Fees: Craftsmen and artisans must gain Guild permission to enter or leave the land, paying a fee of 2d6 gold pieces (depending on their trade’s value).
Guild Master’s Treasure: The Master has a gold ring worth 50 gold pieces and 2d6 gold pieces in his purse. A strongbox under his bed holds 712 gold pieces.
Clerks’ Treasure: Each clerk has 1d4 each of gold, silver, and copper pieces.
Staff Defense: The Master and his clerks are normal men (AC 9, LVL 0, hp 4 each, #AT 1, D 1-6, ML 7), but have chain mail (AC 5), crossbows, and swords in a closet for quick use.
Fanatical Guards: The men-at-arms are fanatical Guildsmen who will obey any order from the Master.
Guest Dining: Guests of the Guild eat here. Drinking is frowned upon.
Master’s Influence: The Master is very influential, and his favor or dislike will be reflected in how fortress personnel treat individuals.
17. Chapel
What Players Immediately Perceive:
This building, the spiritual center of the Keep, is opposite the Guild House.
It has a peaked roof two stories tall, with the interior being one large room.
The altar is at the eastern end, with a colored glass window (20 feet tall, 8 feet wide) above it.
An offering box is securely fastened atop a heavy pedestal in the southeast corner.
What Players Need to Investigate to Discover:
Window Value: The colored glass window is worth 350 gold pieces intact.
Offering Box Contents: It contains 1-100 copper pieces and 1-100 silver pieces at any time. It’s emptied each evening by the Curate, who deposits the coins with the Banker (Area 11).
Curate’s Quarters: A small stairway in the northwest corner, behind bare wooden pews, leads to the cellar, where the Curate (5th level cleric) and his three assistants (Acolytes) have their quarters.
Curate’s Influence: The Curate is the most influential person in the Keep except for the Castellan (Area 26).
Curate’s Stats & Gear: He has a +1 to hit bonus (due to high level). He wears plate mail +1, a normal shield, and a ring of protection +1 (AC 0). He has 24 hp and ML 10. He wields either a mace +1 (D 2-7) or a snake staff.
Snake Staff: The snake staff adds +1 to hit, deals 2-7 (1d6+1) damage. On command, it turns into a snake and coils around a hit person, holding them helpless for 1d4 turns (or until recalled).
Normal Attire: He rarely wears his armor (unless the Keep is threatened) but is never without his ring and Staff.
Acolytes’ Stats & Gear: His three Acolytes (AC 9 or 2, C 1, hp 6, 5, 5, #AT 1, D 1-6, ML 7) have plate mail and shield (AC 2) and maces. They are normally robed (AC 9) but will arm for battle on command.
Curate’s Spells: He normally carries cure light wounds, detect magic, bless, hold person. He will only use cure light wounds on a member of his congregation (e.g., an officer or shopkeeper).
Clerics’ Gear Storage: All clerics’ armor and weapons are stored in the Curate’s locked room in the Chapel cellar (sparsely furnished).
Hidden Magic Items: The Chapel owns many magic potions (3 of healing, 1 of ESP, 1 of gaseous form) and a magic scroll with cure disease (a higher-level spell), hold person, and three cure light wounds spells. All these items are hidden in a secret compartment underneath the offering box pedestal.
Accessing Hidden Compartment: The door cannot be found unless the pedestal is moved. It has two locks; the Curate and the Castellan have the only sets of keys.
Curate’s Distrust: If questioned closely by a friend, the Curate might (50% of the time) reveal his distrust of the Priest (Area 7b) who visits regularly. The Acolytes, however, think highly of the Priest.
18. Inner Gatehouse
What Players Immediately Perceive:
This is a stone structure resembling a small fort.
The southern portion is about 15 feet high with battlements, while the rear (northern) part is some 30 feet tall with battlements.
There are arrow slits in the southern section and along the walls of the 20-foot wide, 10-foot high passage leading north.
The passage slopes upwards towards the inner courtyard.
The heavy gates are double-bound with iron and spiked.
You see six guards on duty at all times (two inside the gateway, two on the lower battlement, two on the upper).
What Players Need to Investigate to Discover:
Access Restrictions: No visitor is allowed beyond this point except by invitation or with special permits.
Main Armory: The first floor houses the main armory, containing dozens of shields and each type of weapon.
Officer Quarters: Two small rooms serve as quarters for the Sergeant and Captain of the Guard (sparsely furnished).
Guardsmen Barracks: The second story on the north houses the Guardsmen stationed here.
Captain of the Guard: (AC 0, F 3, hp 24, #AT 1, D 1-6 + magic bonus, ML 11). He wears plate mail +1 and a shield +1, and has a sword +2 and a spear +1. He is very kind, friendly, and an excellent leader.
Disguise: He sometimes moves about the Outer Bailey disguised as a mercenary.
Treasure: He has 15 gold pieces and a 150 gp gem in the pommel of his dagger.
Sergeant of the Guard: (AC 2, F 2, hp 16, #AT 1, D 3-8 + magic bonus, ML 11). This very strong (Strength 17) fighter loves to drink and brawl. He wears chain mail with a shield +1 and a ring of protection +1. He wields a sword +1 and a dagger +1.
Treasure: He carries 1d6 each of gold, electrum, and silver pieces. A potion of healing is hidden in a chest in his room under a spare cape.
Guardsmen: 24 Guardsmen are quartered here. All have chain mail and shield, sword, dagger, and hand axe.
Specializations: Eight are crossbowmen, eight are longbowmen, and eight have pole arms. (AC 4 or 5 when not using shield, F 1, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, ML 10).
Duty Rotation: Two from each specialization group are on duty at any given time. The rest take a full turn to armor, arm, and turn out.
Treasure: Each has 2d6 silver pieces.
19. Small Tower
What Players Immediately Perceive:
This is a typical tower.
Two guards are on duty atop the tower at all times.
What Players Need to Investigate to Discover:
Occupants: Houses eight guardsmen (AC 5 or 4, F 1, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, ML 10). They are armored in chain mail and carry crossbows and swords. Shields are stored below, making them AC 4 in hand-to-hand combat when picked up.
Off-Duty Guards: The other six guards are in the chamber below.
Construction: The base of the tower is solid, except for the small stair up.
20. Guard Tower
What Players Immediately Perceive:
This is a 50-foot high structure.
What Players Need to Investigate to Discover:
Occupants: Houses 24 guardsmen (as in Area 18).
Commander: Their commander is the Corporal of the Guard (AC 0, F 1, hp 9, #AT 1, D 1-6 + magic bonus, ML 11). He is armed with a sword and a dagger +1.
Supplies: Supplies of food, weapons, and oil are on the upper floor.
Layout: The rest of the building consists of barracks and a room for the leader.
21. Inner Bailey
What Players Immediately Perceive:
This entire area is grass-covered.
During daylight hours, there are always a dozen or more soldiers engaged in weapons practice.
What Players Need to Investigate to Discover:
Purpose: Troops drill here, and there are practice and jousting areas.
22. Cavalry Stables
What Players Immediately Perceive:
You see 30 war horses (AC 7, HD 3, hp 11 each, #AT 2, D 1-6/1-6, ML 8) and 1-4 riding horses (AC 7, HD 2, hp 8 each, #AT 2, D 1-4/1-4, ML 7) inside.
They are tended by two lackeys (AC 9, LVL 0, hp 2 each, #AT 1, D 1-6, ML 7) and guarded by two men-at-arms (AC 4, F 1, hp 4, #AT 1, D 1-6, ML 8).
23. Great Tower
What Players Immediately Perceive:
This is a 60-foot high structure.
What Players Need to Investigate to Discover:
Occupants: Houses 24 guardsmen (one-third with crossbows, one-third with bows, one-third with pole arms), and another Corporal (as per Area 20).
Details: Follows the same general details for towers as Area 18.
24. The Keep Fortress (Lower Levels & Main Structure)
What Players Immediately Perceive:
This place has many tiers and is solidly built to withstand attack.
The lowest level consists of a 15-foot high front section.
The round flanking towers are 60 feet high, while the main building is 30 feet high. All sections have battlements.
The door is solid iron.
Inside are a great hall, an armory for the cavalry, and several side chambers for small dinners or meetings.
Eight guardsmen in plate (AC 3) with crossbows and swords are on duty on the wall.
Another eight guardsmen with plate & shield (AC 2) and swords are stationed inside. (AC 2, F 1, hp 5 each, #AT 1 or 1/2 with crossbows, D 1-6, ML 8).
The whole place is well decorated, with heavy, upholstered furniture.
What Players Need to Investigate to Discover:
Castellan’s Location: The Castellan lives in Area 27, but he and his assistants will be in the lower part of this building during the day, tending to business and holding audience.
Cellars: The cellars below have vast stores of provisions, quarters for a score of servants, a cistern, and a dungeon area with four stout cells.
24. The Keep Fortress (Second Floor)
What Players Immediately Perceive:
There are rooms here for up to 36 cavalrymen, plus two chambers for special guests.
You see 12 heavy cavalrymen (AC 2, F 1, hp 8 each, #AT 1, D 1-6, ML 10) with plate & shield, sword, and dagger.
Also 18 medium cavalrymen (AC 5, F 1, hp 6 each, #AT 1 or 1/2 for crossbows, D 1-6, ML 10) in chain, each with a crossbow and axe.
Two couriers (men-at-arms with leather armor and swords) (AC 7, F 1, hp 3, #AT 1, D 1-6, ML 8) are quartered in one side chamber.
What Players Need to Investigate to Discover:
Sparse Furnishings: Their rooms are sparsely furnished, with only a cot, chair, and armoire for each.
25. Tower (Flanking)
What Players Immediately Perceive:
Each tower is 40 feet high, with battlements, and pierced with arrow slits to protect the east and west corners of the building.
What Players Need to Investigate to Discover:
Barracks: The fortress men-at-arms are housed in these structures and in the towers indicated by 26.
26. Central Towers
What Players Immediately Perceive:
These structures rise 20 feet above the roof of the fortress, with a 5-foot battlement on their roof.
Their two upper stories house 12 men-at-arms each; 6 in plate (AC 3) with crossbow and sword, 6 in plate and shield (AC 2) with sword (AC 3 or 2, F 1, hp 5, #AT 1 or 1/2 for crossbows, D 1-6, ML 10). These are off-duty.
What Players Need to Investigate to Discover:
Readiness: It will take one turn for the off-duty guards to get ready for battle.
Castellan’s Assistants: The two lower floors house the Castellan’s assistants.
Scribe: A 2nd-level cleric (AC 2, C 2, hp 11, #AT 1, D 1-6, ML 8) armored in plate & shield with a mace. He carries a scroll with a hold person spell. His own spell is light, which he may cast on an opponent’s eyes to blind them.
Treasure: His chamber is austere, with nothing of value except a gold holy symbol worth 150 gold pieces. He has 48 gold pieces in his purse.
Advisor: A third-level elf (AC 0, E 3, hp 18, #AT 1, D 1-6, ML 12) with Dexterity 16, wearing plate mail +1. He wears a ring of fire resistance and carries a short bow (+2 to hit due to high Dexterity) and 10 arrows +1. His spells are charm person, read magic, and web.
Room Description: Tapestries and carpets are all about the room (one tapestry is worth 500 gold pieces). He has very nice furniture.
Treasure: He wears a jeweled pendant worth 1,000 gold pieces and carries 6 platinum pieces and 10 gold pieces in his purse.
27. Castellan’s Chamber
What Players Immediately Perceive:
This portion of the fortress is 10 feet above the main roof and has battlements.
Inside is the private room of the commander of the whole Keep, the Castellan.
It is lavishly furnished, with a silver mirror (300 gp) on the wall, a malachite bowl (750 gp) on a table, and a fox robe (1,200 gp) in his armoire.
A spear +1 is on the wall by the door.
What Players Need to Investigate to Discover:
Castellan’s Stats & Gear: He is a 6th-level fighter (+1 to hit due to high level) (AC -3, hp 48, #AT 1, D 1-6 + magical bonus, ML 12). He has Dexterity 16, wears plate mail +1, shield +1, and a ring of protection +1. He wields a sword +2 and a dagger +1. He also wears an elven cloak and boots.
Potions: He carries a potion of levitation and a potion of healing with him at all times.
Chain of Office: His chain of office is silver with gems (worth 1,800 gold pieces).
Personal Treasure: He carries 10 each of platinum, gold, and electrum pieces, plus a gem worth 500 gold pieces.
Castellan’s Personality: He is very clever, but sometimes too hasty in his decisions. His bravery and honesty are absolute.
Information Sharing: If a guest asks him any question, he will do his best to answer, provided it does not compromise the security of the Keep.
Hidden Case: He has a small silver case (450 gp) which contains 40 platinum pieces and 12 gems worth 100 gold pieces each.
Adventures Outside the Keep: Area Map Encounters
General Outdoor Adventure Notes
Seeking the Caves of Chaos: Players will be looking for the Caves of Chaos, but this involves travel and other potential encounters.
Map Features: The Area Map shows a “Realm” to the west and a branching road: one path to the Keep, the other into forsaken wilderness. Most features are unnamed, allowing you to name them as desired.
Special Areas: There are five special areas indicated by numbers on the map. Numbers 1-4 detail outdoor encounters.
“Caves of the Unknown”: This area is left for you to design your own dungeon or cavern complex. If you don’t wish to use it initially, simply don’t allow players to find it even if they search the precise location (it’s hidden by a magical illusion). You can also expand on other encounter areas with camps, lairs, or ruins. Or, use B1: In Search of the Unknown.
Movement Rates:
Searching: 1 square per hour.
Walking: 3 squares per hour.
Walking (Fens): 1 square per hour.
Walking (Forest): 2 squares per hour.
(Note: Wilderness adventures are more fully explained in the D&D Expert Set rulebook.)
Camping Overnight:
Nothing will bother the party unless they are within six squares of a numbered encounter area.
For each square they are within this six-square range, there’s a 1-in-6 chance the monsters from that area will seek them (e.g., at 6 squares: 1-in-6 chance; at 1 square: 6-in-6 chance, automatic encounter).
Treat these as normal encounters.
Guards: Organized parties should post at least one guard in shifts throughout the night. If no guards are posted, monsters will automatically surprise the sleeping, unaware party.
Fires: If the party has a fire lit, monsters will never be surprised, even if the party is.
Provisions:
Adventurers should bring enough food and water as they are adventuring, not hunting.
If they run out of food, they have 1 chance in 6 to catch food for one day for 1d6 men by hunting.
Alternatively, they can return to the Keep to restock.
DM Stress Point: Emphasize that returning to the Keep is generally safer and more preferred than risking monster encounters while hunting.
Off-Map Movement: If the party tries to move off the map, use a sign, a wandering stranger, a talking magpie, or another “helper” to inform them they are going in the wrong direction.
1. Mound of the Lizard Men
What Players Immediately Perceive:
The streams and pools of the fens are home to a tribe of exceptionally evil lizard men.
The mound, where their muddy burrows and dens are, is visible.
What Players Need to Investigate to Discover:
Nocturnal Habits: Being nocturnal and unknown to Keep residents, they won’t bother individuals during daylight unless someone steps onto the mound itself.
Lizard Men Attack: If the mound is disturbed, 6 male lizard men (AC 5, HD 2+1, hp 12, 10, 9, 8, 7, 5, #AT 1, D 2-7, MV 20′, Save F 2, ML 12) will come out of the marked opening and attack the party. They use only crude weapons.
Leader’s Treasure: The largest male has a necklace worth 1,100 gold pieces.
Tribe’s Retreat: If all these initial males are killed, the remainder of the tribe will hide in their lair.
Lair Inhabitants: Inside the lair, there is another male (AC 5, HD 2+1, hp 11, #AT 1, D 2-7, Save F 2, ML 12), 3 females (who are equal to males but attack as 1+1 HD monsters, with 8, 6, and 6 hp respectively), 8 young (1 hp each, do not attack), and 6 eggs.
Lair Initiative: The first person crawling into the lair will always lose initiative to the remaining male lizard man and the largest female, unless they thrust a torch well ahead of their body.
Lair Treasure: Hidden under the nest with the eggs are 112 copper pieces, 186 silver pieces, a gold ingot worth 90 gold pieces, a healing potion, and a poison potion.
2. Spiders’ Lair
What Players Immediately Perceive: You see webs spun amongst the trees.
What Players Need to Investigate to Discover:
Monsters: Two black widow spiders (AC 6, HD 3*, hp 11, 10, #AT 1, D 2-12 plus poison, MV 20′ (40′ in web), Save F 2, ML 8) have made their lair here.
Victim’s Remains: Under a pile of leaves nearby is the skeleton of an elf victim.
Hidden Treasure: Everything the elf carried has rotted away, except for a filthy shield. It appears worthless, but cleaning and oiling will restore it to +1 magic status.
3. Raider Camp
What Players Immediately Perceive: You discover a camp with signs of recent habitation. Several game animals are hung from branches, cleaned and ready to be eaten or taken. There’s a cask of good wine on a tree stump.
What Players Need to Investigate to Discover:
Occupants: A party of a dozen chaotic fighters has camped here. They are close enough to spy on the Keep but far enough to avoid patrols.
Leader: AC 5 (chain mail), F 2, hp 12, #AT 1, D 1-6, ML 10. Armed with a bow and spear. Has 2d6 gold pieces in addition to common loot.
Lieutenant: AC 6 (leather and shield), F 1, hp 7, #AT 1, D 1-6, ML 9. Armed with a spear and sword. Has an additional 1d6 gold pieces in addition to common loot.
2 Bowmen: AC 7 (leather armor), F 1, hp 4 each, #AT 1, D 1-6, ML 8. Armed with bows and daggers. Each has an extra quiver of 20 arrows.
8 Spearmen: AC 6 (leather and shield), F 1, hp 5 each, #AT 1, D 1-6, ML 8. Armed with spears and daggers.
Common Treasure: Each raider has 3d6 silver pieces and a bedroll.
4. The Mad Hermit
What Players Immediately Perceive: You find a huge hollow oak tree. Its entrance is concealed by a thick bush. Inside, you see a mound of leaves and a couple of pieces of crude furniture. Even the cup and plate are handmade of wood and appear worthless.
What Players Need to Investigate to Discover:
Hermit’s Nature: The hermit has been haunting this area for many years, becoming progressively wilder, crazier, and more dangerous.
Hermit’s Treasure: There’s a small chest buried under a few inches of dirt beneath the leaves of the Mad Hermit’s “bed.” This chest contains 31 gold pieces, 164 silver pieces, a potion of Invisibility, and a dagger +1. (The hermit carries no treasure on his person other than the ring he wears).
Hermit’s Pet: A mountain lion (AC 6, HD 3+2, hp 15, #AT 3, D 1-3/1-3/1-6, MV 50′, Save F 2, ML 8) lurks on a limb of the oak, ready to spring. This creature will always get the first attack and will always attack first in each combat round.
Leaping Attack: If the lion leaps down on an opponent, it gains a +2 to hit bonus on each of its attacks for that combat round. It typically leaps once then fights normally on the ground.
Tree Climbing: If not engaged in combat, it will take the opportunity to leap into a tree and then spring down again on the next round.
Mad Hermit’s Stats & Abilities: The Mad Hermit (3rd level thief, AC 4 due to leather armor, ring of protection +1, and Dexterity 17, hp 15, #AT 1 at +2, D 3-8, ML 10) has a 30% chance to move silently and a 20% chance to hide in shadows. His madness gives him a +2 bonus to hit and a +2 bonus on damage. (Thus, striking from behind gives him a +6 to hit bonus, and double normal damage + 2 points).
DM Option: Deceptive Approach: The DM may choose to have the Mad Hermit approach the group on friendly terms, claiming to be a holy man seeking goodness in nature (he might even believe this at times). He will suddenly turn on the group when the opportunity presents itself, striking from behind and calling his ferocious “pet” to his aid.
The Caves of Chaos: Ravine Entrance
What Players Immediately Perceive
The forest ends abruptly, opening into a ravine-like area about 200 feet wide, with walls rising steeply to about 100 feet.
The ravine runs at least 400 feet west, where it ends in a steep slope.
Black, cave-like openings are visible at varying heights on all sides of the ravine walls.
The sunlight is dim, and the air is dank. An oppressive feeling suggests something evil is watching.
Bare, dead trees are scattered around. A vulture perches on one, gazing hungrily.
A flock of ravens rises from the ground, their caws and wingbeats amplified by the ravine walls.
Amongst the scattered rubble, boulders, and dead wood, you see gleaming bits of ivory and white—revealed on closer inspection to be bones and skulls of various creatures, including men.
You know you have discovered the Caves of Chaos.
What Players Need to Investigate to Discover
Forest Encounters: Moving through the thick, tangled groves and copses within the ravine is slow and difficult, requiring single-file movement. There’s a chance of encountering stirges or humanoids (like kobolds or orcs) from nearby caves.
Underground Passages: The cave complex features passages and rooms on different levels, with passages sloping up and down even where stairs aren’t explicitly shown. All underground areas are natural or cut from rough rock, making them easy for a thief to climb.
Prisoner Ransom: Intelligent creatures within the caves might take players prisoner, allowing one to return to a safe location (e.g., a keep) to gather a ransom (10-100 gold pieces or a useful magic item). If a ransom is paid, the captors will become more numerous (2-12 additional members permanently) and more vigilant for 1-4 weeks.
Tribal Alliances and Warfare: There’s ongoing conflict between the goblins and hobgoblins (allied) versus the orcs (sometimes with gnoll allies). The kobolds try to remain unnoticed, while bugbears prey on stragglers. Players might be able to exploit these rivalries to their advantage.
Monster Adaptation: Intelligent monsters will learn from player tactics. If players use flaming oil, monsters might try to acquire and use it. If players sneak, monsters might set up warning devices. If players flee, monsters might use ruses to frighten them off.
Monster Respawns: Cleared-out areas will be deserted for 1-4 weeks. If no further intrusion occurs, the original inhabitants will return, or other monsters will move in (e.g., a minotaur or a thought with its treasure).
Encounter Area A: Kobold Lair
Immediate Perception: As the group enters the cave-like tunnel, there’s a 2 in 6 chance that 8 Kobolds (AC 7, HD 1/2, hp 3 each, #AT 1, D 1-4, MV 40′, Save NM, ML 6) will attack from hiding in the trees above.
Treasure: Each kobold carries 1d8 silver pieces.
Investigation Required:
Hidden Pit: 30 feet inside the entrance is a 10-foot deep pit.
There’s a 3 in 6 chance each person in the front rank will fall in unless they are actively probing ahead.
There’s a 1 in 6 chance individuals in the second rank will fall in if they are close to the first rank and someone ahead of them has fallen.
Falling in deals 1-6 points of damage.
The pit lid closes, trapping those inside, who cannot escape without outside aid.
The noise of falling will attract creatures from areas 1 and 2 (further into the dungeon).
Planks for crossing the pit are stored at area #1, further in.
Kobold & Orc Lairs
Kobold Lair (Continued)
1. Guard Room
Immediate Perception: You see 6 kobold guards (AC 7, HD 1/2, hp 3 each, #AT 1, D 1-4, Save NM, ML 6). They will likely attack immediately, throwing spears if they have the initiative.
Investigation Required:
Treasure: Each guard carries 1d6 silver pieces.
Alertness: The guards are alerted by loud noises or lights, and one will attempt to run and warn areas #4 (another Guard Room) and #6 (Common Chamber).
2. Giant Rats Lair
Immediate Perception: This area is filled with garbage and waste, amidst which you see 18 Giant Rats (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3 plus disease, MV 40′, Save F 1, ML 8). They will rush to the sound of the trap door closing (from area A) or battle.
Investigation Required:
Disease Risk: Each time a character is bitten, there’s a 1-in-20 chance of contracting a disease unless a Save vs. Poison is made. Failure means a 25% chance of death in 1-6 days, otherwise the character is sick for one game month.
No General Treasure: The rats themselves and their lair have no inherent value, as they are pets of the kobolds, living off their waste.
Rat Leader’s Treasure: The 18th rat, a huge leader (AC 5, HD 1+1, hp 4, #AT 2, D 2-4/2-4, MV 40′, Save F 1, ML 8), wears a thin silver chain set with 5 small gems (jewelry value 400 gp, chain value 50 gp, each gem 50 gp).
Pit Trap Interaction: The weight of a few rats will not trigger the nearby pit trap (from Area A).
3. Food Storage Room
Immediate Perception: The door to this room is locked. Inside, you can see various dried and salted meats, grain, and vegetables in sacks, boxes, barrels, and piles. There are also unsettling bits and pieces of past human victims.
Investigation Required:
No Value: Despite the supplies, there is nothing of value here; even a large cask of wine is thin and vinegary.
4. Guard Room
Immediate Perception: You spot 3 very large kobold guards (AC 5, HD 1+1, hp 5 each, #AT 1, D 1-6, MV 40′, Save NM, ML 6) armed with bows. They will immediately hide behind the corner for cover, making them harder to hit (-2 “to hit” penalty for missile attacks).
Investigation Required:
Weapons & Treasure: Each carries a hand axe in their belt and a purse with 2d6 gold pieces.
5. Kobold Chieftain’s Room
Immediate Perception: You encounter a powerful Kobold Chieftain (AC 5, HD 2, hp 8, #AT 1, D 2-8 (2d4), MV 40′, Save F 1, ML 8) wielding a battle axe. Five female kobolds (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3, Save NM, ML 8) are also present. The room is filled with heaps of cloth and battered furniture.
Investigation Required:
Chieftain’s Treasure: The Chieftain carries the key to the storage room (#3) and wears a large gem on a great golden chain about his neck (value 1,200 gp).
Hidden Gold: 50 gold pieces are sewn into the hem of an old blanket hanging on the wall.
Female Kobold Treasure: Each female has 1d6 gold pieces.
Locked Chest: A locked chest contains 203 copper pieces, 61 silver pieces, and 22 electrum pieces.
6. Common Chamber
Immediate Perception: This large chamber is the living quarters for the rest of the kobold tribe, filled with the litter of cloth, bits, and scraps of odds-and-ends. You see 17 male kobolds (AC 7, HD 1/2, hp 3 each, #AT 1, D 1-4, MV 40′, Save NM, ML 6), 23 female kobolds (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3, Save NM, ML 6), and 8 young (who do not attack). If their caves are invaded, those able will defend it.
Investigation Required:
Treasure: Males have 1d6 silver pieces each, females 1d4 silver pieces each; the young have nothing.
Hidden Silk: Amidst the litter, there is a piece of silk worth 150 gold pieces (requires searching to locate).
DM Note: Kobold losses are not replaced, though injured kobolds heal. They will retreat if oil is used against them and will attempt to use oil against attackers if they find any.
Orc Lair
B. Orc Lair Entrance
Immediate Perception: Upon entering, you see a wall 30 feet to the north decorated with heads and skulls (human, elven, dwarven) in various stages of decay, covering about 100 square feet. You can hear sounds of activity from the west, but it is quiet to the east.
Investigation Required:
Hidden Orc Head: Close inspection of the wall will reveal that one of the skulls is orcish (related to Area g, the Guard Post).
g. Guard Post (Watcher)
Immediate Perception: This narrowing area serves as a guard post, with a small, window-like opening through which a single Orc watcher (AC 7, HD 1, hp 5, #AT 1, D 1-6, MV 40′, Save F 1, ML 8) can observe the entrance. A piece of gray canvas behind the opening gives the impression that the guard’s head is just another ghastly trophy on the wall.
Investigation Required:
Alert System: If adventurers enter, the watcher will quickly duck down, slip a goblin head into his place, and alert the orcs at Area #7.
7. Guard Room
Immediate Perception: You find 4 Orc guards (AC 7, HD 1, hp 5 each, #AT 1, D 1-6, MV 40′, Save F 1, ML 8) armed with spears (one for hurling, one for melee). They will rush to engage intruders, raising an alarm. The room contains only pallets and shabby clothing on pegs.
Investigation Required:
Treasure: Each guard has 1d8 electrum pieces.
Reinforcement: The watcher from Area g will alert these 4 guards, who will then rush west and south to flank or surround intruders threatening Area #7 or #9, or approaching their own quarters.
9. Banquet Area
Immediate Perception: This 30′ x 50′ chamber features a great fireplace on the south wall and many tables and benches. The table at the north end has a large chair for the orc leader. The room is currently empty of orcs, though a small charcoal fire burns in the fireplace.
Investigation Required:
No Value: The room itself contains nothing of value.
10. Common Room
Immediate Perception: This is the quarters for the main orc tribe, containing 12 male orcs (AC 7, HD 1, hp 4 each, #AT 1, D 1-6, Save F 1, ML 8), 18 females, and 9 young (who do not fight). The furnishings are few and shabby.
Investigation Required:
Treasure: Male orcs have 2d6 silver pieces each; others have nothing of worth. The furnishings are of no value.
11. Storage Chamber
Immediate Perception: The door to this chamber is locked. Inside are stacks and heaps of supplies, similar to Area #3.
Investigation Required:
Weapons: Among the supplies, you find 3 shields, 17 spears, and 2 battle axes in excellent condition.
Hidden Crossbow: A small crate in the far northeast corner contains a long-forgotten crossbow and 60 bolts.
No Other Value: There is nothing else of value here.
12. Orc Leader’s Room
Immediate Perception: You face a large Orc Leader (AC 7, HD as 4 HD monster, hp 15, +2 damage bonus, D 3-8, Save F 1, ML 8) clad in chain mail, wielding a mace, and carrying a +1 shield. His room is carpeted and has tapestries on the walls (one of which covers an entrance to a small cave to the west). There’s also battered but serviceable furniture and a cot, with his two mates sleeping on cushions nearby. The two female orcs (AC 7, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 8) fight as males.
Investigation Required:
Leader’s Treasure: The leader carries 31 gold pieces and wears a ring set with a gem (total value 700 gp).
Female Orc Treasure: Each female has 2d6 gold pieces on her person.
No Value in Furniture: The chests and other furniture have no value.
Secret Escape: If hard-pressed, the leader will try to wiggle behind the tapestries on the south wall and work a catch on a secret door to the south, attempting to flee to a rival tribe for help (requires rolling a 1 twice in a row on a d6, or two characters doing so simultaneously, to spring the catch). This is a last resort.
Area 1 (Alcove off Orc Leader’s Room)
Immediate Perception: This alcove is used for storing arms and treasure. You see two complete suits of chain mail (man-sized and dwarf-sized) and 4 swords.
Investigation Required:
Locked Chest: A locked iron chest holds 205 copper pieces, 286 silver pieces, 81 gold pieces, and 13 platinum pieces.
Hidden Niche: A small niche in the back wall, covered by a boulder, hides a potion of healing and a scroll with a 6-die fireball spell on it.
DM Note: Orc losses cannot be replaced. After an initial attack, four males from location #10 will move into Area #9, arm themselves with crossbows, and set an ambush. If the leader is slain, all surviving orcs from this location will flee to Tribe C (another lair) with everything of value, leaving B deserted.
Orc Lair (Area C)
Immediate Perception: This area is similar to Orc Lair B, with cave areas leading into numbered rooms (14-16). Unlike the previous lair, these orcs don’t keep a constant watch.
Investigation Required:
Tripwire & Net Trap: About 10 feet from the entrance, there’s a series of nearly invisible strings running across the passage.
Each observer has a 1 in 6 chance of spotting the tripwires if they ask for careful observation.
If tripped, a heavy, weighted net (10 feet wide, 18 feet long, made of thick, tarred ropes) suspended from the ceiling will drop, entangling victims for 1-4 rounds. Metal pieces on the net will create an alarm sound.
Orcs from area #14 will arrive in 1 round if the trap is triggered.
13. Forgotten Room
Immediate Perception: You find a small table and two chairs in the middle of the room. A wooden chest sits to one side. Two shields are hung on the south wall. There are various odds and ends scattered about, including an old bucket filled with black, stagnant water in the southeast corner.
Investigation Required:
Shared Secret: Only the leaders of this orc tribe and the tribe at Area B know about this room, using it for secret meetings and planning.
Weapons Cache: The wooden chest holds a bow, a quiver of 20 arrows, 2 swords, and 2 daggers.
Hidden Treasure: Beneath the old bucket in the southeast corner, you find two small pouches. Each pouch contains:
1 gem (worth 50 gold pieces)
10 gold pieces
20 silver pieces
Monsters: Nesting under these pouches are 2 Giant Centipedes (AC 9, HD 1/2, hp 2 each, #AT 1, D illness, MV 20′, Save NM, ML 7). Their bite causes illness (details not provided, GM discretion for B/X).
14. Common Chamber
Immediate Perception: This is a messy living area quartering 9 male orcs with shields and swords (AC 6, HD 1, hp 3 each, #AT 1, D 1-6, MV 40′, Save F 1, ML 8), and 8 females and 3 young (who do not fight).
Investigation Required:
Treasure: Male orcs have 1d20 silver pieces each, females have 1d4 copper pieces each; the young have nothing.
No Other Value: The place is a mess, and there’s nothing else of value.
Reinforcements: The males will immediately go to the entrance (Area C) if they hear the net falling, arriving in 1 round.
15. Common Hall
Immediate Perception: This hall is used for general meetings, cooking, and eating. You see 6 male orcs (2 with crossbows) (AC 7, HD 1, hp 3 each, #AT 1 or 1/2 for crossbows, Save F 1, ML 8) and 4 female orcs (non-combatant) in the western forepart.
Investigation Required:
Treasure: Each orc here has treasure equal to the find in Area 14 (1d20 silver for males, 1d4 copper for females).
Reinforcements: The males here will also go to the entrance (Area C) if they hear the net falling, arriving in 3 rounds.
16. Leader’s Room
Immediate Perception: Just inside the door, there’s an Orc guard (AC 5, HD 1+1, hp 6, #AT 1, D 1-6, Save F 1, ML 8) who cannot be surprised. Behind him are stacks of barrels, boxes, and sacks—extra tribal supplies. To the east, the Orc Leader (AC 2, HD 3, hp 16, #AT 1, D 1-6, Save F 3, ML 10) is present, a very large orc wearing plate mail and carrying a shield and a sword. His mate (AC 7, HD 1, hp 5, #AT 1, D 1-6, Save F 1, ML 10) is also in the well-furnished room.
Investigation Required:
Guard’s Alert: The guard immediately shouts an alarm if intruders attempt to enter.
Guard’s Treasure: The guard carries 2d6 silver pieces and 1d4 gold pieces.
Valuable Wine: One small wine barrel (400 coins in weight) contains good quality wine worth 55 gold pieces. Other foodstuffs and supplies are not up to human standards and have no value.
Leader’s Magic Item: The leader has a magic hand axe +1 at his belt, which he can hurl and still attack normally in the same round.
Leader’s Personal Treasure: His belt is made of silver with a gold buckle (total value 160 gold pieces). His sword has a 100 gold piece gem set in its pommel. In his purse are 8 gold pieces, 17 electrum pieces, and 5 silver pieces.
Mate’s Treasure: His mate has an ivory bracelet worth 100 gold pieces.
Hidden Platinum & Copper Bowl: A small chest of drawers contains a sack with 50 platinum pieces tied shut with a rope of climbing. On a small table near the bed, there’s a copper bowl, finely wrought and chased with silver. It’s currently filled with garbage and tarnished, making it look worth only 10 silver pieces, but its actual value is 50 gold pieces upon close inspection.
DM Note: Orc losses cannot be replaced. If this tribe is attacked, the males from Area 15 will watch the entrance, ready for a second attempt by adventurers. If the leader is slain, survivors will flee to Area B (Orc Lair), if possible, otherwise they will abandon the entire place, taking their goods with them.
Goblin Lair (Area D)
Immediate Perception: The natural cave quickly transitions into worked stone tunnels, typical of the complex. The passageways here seem very busy.
Investigation Required:
Wandering Goblins: For every 10 feet the party covers, there’s a 1 in 6 chance of encountering a group of 6 male Goblins (AC 6, HD 1-1, hp 3 each, #AT 1, D 1-6, MV 20′, Save NM, ML 7). This check occurs for every 30 feet of travel (a 3 in 6 chance total) until an encounter happens. These wandering groups are in addition to any goblins in numbered rooms.
When encountered, the entire group will attack and shout an alarm (“Bree-Yark!”).
Treasure: Each wandering goblin carries 1d6 silver pieces.
Supplies: The group will also be carrying 1d6 bags of fairly good foodstuffs, suitable for human consumption, though not particularly valuable.
17. Guard Chamber (West)
Immediate Perception: You see 6 goblin guards (AC 6, HD 1-1, hp 3 each, #AT 1, D 1-6, Save NM, ML 7) armed with several spears. They are alertly watching both passages for intruders, including hobgoblins from the south. The chamber contains a barrel with 60 spears, a small table, two benches, and a keg of water.
Investigation Required:
Treasure: Each goblin guard has 1d4 x 10 copper pieces and 1d4 silver pieces.
18. Guard Chamber (East)
Immediate Perception: This chamber is identical to the one at #17, but the goblins here primarily watch to the east.
Investigation Required:
Ogre Alliance: If the alarm cry of “BREE-YARK” is heard (similar to “Hey Rube!”), 2 of these guards will rush to a secret door and toss a sack of gold coins to the ogre in Area E (#22).
Ogre Reinforcement: The ogre will accept the payment and immediately enter the goblin lair to attack intruders if possible.
Hidden Gold: The sack containing 250 gold pieces is hidden in a water barrel in the corner by the secret door.
19. Common Room
Immediate Perception: This is a very cluttered room with heaps of bedding, tables, stools, and benches. You see 10 male goblins (AC 6, HD 1-1, hp 3 each, #AT 1, D 1-6, Save NM, ML 7), 14 females, and 6 young (who do not fight). Food is prepared and eaten here, and general meetings are held.
Investigation Required:
Treasure: Each male goblin has 1d6 silver pieces, and each female has 2d6 copper pieces.
Wandering Goblin Integration: If the wandering group of goblins (from the overall Goblin Lair description) has not yet been encountered, those 6 additional male goblins will be found in this chamber.
20. Chieftain’s Room
Immediate Perception: You find the goblin leader (AC 4, HD 3, hp 11, #AT 1, D 2-7, Save F 2, ML 9) here, clad in chain mail and shield. He is accompanied by 3 guards (AC 6, HD 1+1, hp 7, #AT 1, D 1-6, Save NM, ML 9) and several non-combatant females. The room contains quite a bit of good, goblin-sized furniture. Bows are hung on the wall.
Investigation Required:
Chieftain’s Treasure: The chief has a purse with 18 gold pieces and 2 platinum pieces. A silver cup (value 90 gold pieces) is hidden under his bed.
Guard’s Treasure: Each of his guards has 8 electrum pieces and 1d6 silver pieces.
Combat Readiness: The chief and guards will use their bows if they have time.
Fighting Females: If hard-pressed, 2 of the female goblins (AC 7, HD 1-1, hp 2 each, #AT 1, D 1-6, MV 20′, Save NM, ML 9) will fight as well as males.
Hidden Tribal Treasure: A low bench near the bed has a secret drawer under the seat. Inside is stored the tribe’s treasure: a tapestry with silver and gold threads worth 900 gold pieces.
Pewter Bowl Treasure: Nearby, a stand holds a pewter bowl with 273 silver pieces and 321 copper pieces.
21. Storage Chamber
Immediate Perception: At position ‘g.’, you immediately notice 4 goblin guards (AC 7, HD 1-1, hp 4 each, #AT 1, D 1-6, Save NM, ML 7) on duty, armed with ready crossbows and swords. The large chamber is filled with many stacked bales, boxes, crates, barrels, and sacks, containing cloth, food, beer, and wine.
Investigation Required:
No Value in Supplies: All the stored goods are of no special worth. The goblins constantly bring in stolen goods, unaware of a secret.
Hobgoblin Raids: If adventurers stay in this chamber for more than 1 turn, a party of 4 hobgoblins (AC 6, HD 1+1, hp 6 each, #AT 1, D 1-8, MV 30′, Save F 1, ML 9) will come through a secret door known only to them. These hobgoblins are stealing the best foodstuffs and drink.
Hobgoblin Treasure: Each hobgoblin carries 1d4 gold pieces.
DM Note: Goblin losses cannot be replaced. If being defeated, goblins will attempt to hide or flee east (from area 17 to area 23, not detailed here), informing the hobgoblins and joining forces with them.
The Caves of Chaos: Ogre Cave (Area E)
E. Ogre Cave Entrance
Immediate Perception: Upon entering, you detect a strong, sour odor. You then notice what appears to be a huge bear sprawled asleep in the southwestern part of the cave.
Investigation Required:
Bear Skin: This is actually just the skin of a huge bear that the ogre killed and uses as a bed, made more comfortable with heaped leaves underneath.
Ogre’s Location: The ogre sits in the eastern portion of his lair. Any noise will bring him ready for battle.
Ogre’s Stats: The Ogre (AC 4, HD 4+1, hp 25, D 3-12, MV 30′, Save F 4, ML 10) has a thick hide and wears another thick bearskin for protection. Due to his high strength, he deals 1d10+2 damage.
Mercenary Nature: The ogre is a wealthy mercenary, typically serving the goblins and hobgoblins, but has been bought off by orcs and gnolls previously.
Bribe Potential: He will rush to aid the goblins if they toss him the sack of coins (from Area 18). However, if anyone offers him a greater fee (which he can see and feel), there’s a 90% chance he will take it (and the goblins’ money!) and return to his lair, allowing the party to leave unmolested. If caught again after being bribed once, he will try to kill them regardless of new offers.
22. Ogre’s Treasure Hoard
Immediate Perception: The ogre is sitting on top of a great leather bag.
Investigation Required:
Bag Contents: Inside this bag are seven large sacks:
#1: 287 silver pieces
#2: A hard cheese
#3: 182 copper pieces and 91 electrum pieces
#4: 289 gold pieces
#5: A keg of brandy (value 80 gold pieces)
#6: 303 copper pieces
#7: 241 gold pieces (these are actually lead coins with a wash of gold, so each is only worth 1 copper piece!)
Hidden Magic Items: Hidden under a heap of old bones in the southern portion of his cave are 6 magic arrows +1, a potion of invisibility, and a magic scroll with 2 cleric spells (Cure Light Wounds, Hold Person).
The Caves of Chaos: Hobgoblin Lair (Area F)
Immediate Perception: The entrance to this lair is guarded by a stout, barred door at the back of the entry cave. The walls are lined with skulls, and several are affixed to the oaken door. A warning is written in common runes: “Come in – we’d like to have you for dinner!”
Investigation Required:
Secret Mechanism: There’s a secret mechanism allowing the bar to be slid back from the outside. Each person examining the door has a 1 in 6 chance of detecting it.
Forcing the Door: Forcing the door open requires three 1s (on a d6) to indicate the bar has broken. This noise will alert Area 26 (Guard Room).
Knock Spell: If a knock spell is used, the noise of the falling bar will be heard, but guards won’t have time to react, giving intruders two rounds of time before guards arrive.
23. Common Room
Immediate Perception: This room quarters 5 male hobgoblins (AC 6, HD 1+1, hp 5 each, #AT 1, D 1-8, MV 30′, Save F 1, ML 8), 8 females (AC 7, HD 1, hp 4 each, #AT 1, D 1-6, Save F 1, ML 7), and 3 young (non-combatants). The room is filled with heaps of cloth and skins for beds, some odd furniture, a small barrel of beer, and buckets. The males are watching the east door (which connects to the goblin lair) and appear battle-ready.
Investigation Required:
Treasure: Male hobgoblins have 1d4 x 10 silver pieces each. Female hobgoblins have 2d6 silver pieces each. The young have no treasure. All other items in the room are worthless.
Goblin Reinforcements: If the wandering goblin group (from Area D) hasn’t been encountered yet, those 6 additional male goblins will be found in this chamber, having fled here.
24. Torture Chamber/Playroom/Food Storage
Immediate Perception: You see 2 very large, ugly hobgoblins (AC 5, HD 2+1, hp 10 and 8 respectively, #AT 1, D 1-8). One has a whip in addition to his sword. There are 6 prisoners chained to the walls. The chamber contains two chairs, a small table, a central fire pit, and various implements of torture. The keys to the prisoners’ chains are hanging on the wall in the southwest corner.
Investigation Required:
Whip Attack: The hobgoblin with the whip can strike opponents up to 15 feet away. A successful hit will jerk the victim off their feet and stun (paralyze) them for 1-2 melee rounds. Once engaged in melee, the hobgoblin will discard the whip.
Hobgoblin Treasure: Each hobgoblin has a purse with 1d6 each of copper, silver, and electrum pieces. The larger one also has a silver armlet worth 135 gold pieces.
Prisoner Information:
#1: Plump, Half-Dead Merchant: Slated to be eaten tonight. Rescuing and returning him to the Keep earns a 100 gp reward, honorary Guild status, and a one-year exemption from Guild fees.
#2: Orc (AC 7, HD 1, hp 4, ML 8): If given a weapon, he’ll gladly fight goblins and hobgoblins. He’ll try to escape the adventurers at the first chance, taking anything he can, and will inform his tribe (Area B) of events.
#3: Man-at-Arms (AC 9, F 1, hp 5, ML 7): Formerly the merchant’s guard. Will serve rescuers for one year for room and board only, if given armor and weapons.
#4: Normal Female (Merchant’s Wife): Also slated for the feast. Will personally reward rescuers with a dagger +1 she has in her room back at the Keep.
#5: Crazy Gnoll (AC 9, HD 2, hp 9, #AT 1, D 1-6, Save F 2, ML 8): If freed, he’ll snatch a weapon and attack his rescuers (1-6 damage due to weakened condition).
#6: Another Man-at-Arms: Identical to #3, will behave the same way.
25. Common Chamber
Immediate Perception: This large room is used for meals, meetings, and revels, and is currently being readied for a coming feast, with many tables and benches set out. You see 4 male hobgoblins (AC 6, HD 1+1, hp 5 each, #AT 1, D 1-8, MV 30′, Save F 1, ML 8), 5 females (AC 7, HD 1, hp 4 each, #AT 1, D 1-6, Save F 1, ML 7), and 9 young (non-combatants) working here.
Investigation Required:
Treasure: Male hobgoblins have 1d4 gold pieces each. Females have 2d6 silver pieces each.
Pewter Set: The head table has a set of pewter dishes worth 25 gold pieces.
26. Guard Room
Immediate Perception: You see 6 hobgoblins (AC 7 with crossbows or 6, HD 1+1, hp 6 each, #AT 1 or 1/2 for crossbows, D 1-6, Save F 1, ML 8). Three of them are armed with crossbows.
Investigation Required:
Crossbow Tactics: They will fire their crossbows once before dropping them and engaging in close combat with maces.
Treasure: Each hobgoblin carries 1d4 each of gold, silver, and copper pieces.
Alarm Response: If they hear the entrance door being battered or the bar falling (from Area F entrance), all but one will immediately rush to the entry (taking two rounds to arrive). The remaining hobgoblin will alert Area 27 (Armory) and then join his fellows on round four.
27. Armory
Immediate Perception: You see 3 hobgoblin guards (AC 5, HD 1+1, hp 6 each, #AT 1, D 1-8, Save F 1, ML 8) on duty. The chamber contains racks of armor and chests/pegs for weapons.
Investigation Required:
Guard’s Response: If a warning comes, two guards will move to the door to wait in ambush. The third will pass through a secret entrance (to Area 31) to alert the chief.
Guard’s Treasure: Each guard has 2d4 each of silver and electrum pieces.
Equipment Stock: The armory contains:
1 suit of man-sized plate mail
1 suit of dwarf-sized plate mail
3 suits of man-sized chain mail
2 suits of elf-sized chain mail
7 suits of man-sized leather armor
11 shields
6 daggers
1 battle axe
4 maces
3 swords
2 short bows
1 longbow
13 crossbows
220 arrows (14 arrows have silver heads)
180 bolts
51 spears
19 pole arms
42 helmets of various sizes
28. Storeroom
Immediate Perception: A single hobgoblin guard (AC 6, HD 1+1, hp 5, #AT 1, D 1-8, Save F 1, ML 8) is on duty. The room contains goods stolen from the goblins, kept here until needed.
Investigation Required:
Guard’s Treasure: The guard has 2d8 electrum pieces.
Looting Party: If the hobgoblin looting party (from Area 21) didn’t encounter adventurers there, they will be found here: 4 hobgoblins (AC 6, HD 1+1, hp 6 each, #AT 1, D 1-8, Save F 1, ML 8). Each of these four carries 1d4 gold pieces.
29. Guard Room
Immediate Perception: You see 2 hobgoblin guards (AC 7, HD 1+1, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, Save F 1, ML 8) with crossbows and swords. Also present are 2 females (AC 7, HD 1, hp 4 each, #AT 1, D 1-6, Save F 1, ML 7) who will fight. The room contains two cots, a bench, a stool, and a large box filled with soiled clothing.
Investigation Required:
Treasure: Male hobgoblins have 2d6 each of silver and copper pieces. Females have no treasure.
Alarm System: If attackers are seen, one female will alert Area 30 (Chief’s Quarters), and the other will alert Area 31 (Guard Room), then both will join the fight.
30. Hobgoblin Chief’s Quarters
Immediate Perception: You encounter a great, ugly Hobgoblin Chief (AC 2, HD 5, hp 22, #AT 1, D 3-10, MV 30′, Save F 5, ML 10) clad in plate mail and shield. He is accompanied by 4 large female hobgoblins (AC 6, HD 1+1, hp 6 each, #AT 1, D 1-8, Save F 1, ML 10) who fight like males. The room is crowded with furniture and junk.
Investigation Required:
Chief’s Treasure: The chief has 5 platinum pieces and 31 gold pieces in his purse. He wears a silver and gem-studded belt worth 600 gold pieces.
Female Treasure: Each large female hobgoblin has 2d6 gold pieces.
Hidden Treasure Chest: There is a false bottom in a huge iron box filled with mangy animal skins. The secret compartment holds:
25 platinum pieces
200 gold pieces
115 electrum pieces
400 silver pieces
100 gold piece gem
Potion of Poison
Hidden Wand: Concealed amidst a heap of kindling wood near the fireplace (southeast corner) is a wand of paralyzation with only 7 charges left.
31. Guard Room
Immediate Perception: You see 4 hobgoblins (AC 5, HD 1+1, hp 5 each, #AT 1, D 1-8, Save F 1, ML 8). The room is rather bare, with only 2 pallets, a stool, and a large water barrel.
Investigation Required:
Treasure: Each hobgoblin has 2d6 each of electrum, silver, and copper pieces.
Alarm System: They are alert for danger. If notified, they will pass the word to Area 29 (Guard Room), Area 30 (Chief’s Quarters), and/or Area 27 (Armory) as needed.
DM Note: Hobgoblin losses are generally not replaced. They are smart, organized, and alert. If their chief is killed, they’ll typically try to escape alive unless their opponents are clearly weak. Survivors might reinforce the goblins at Area D, especially if the entire Caves area seems to be in trouble.
The Caves of Chaos: Shunned Cavern (Area G)
Immediate Perception: A horrible stench is immediately noticeable upon entering.
Investigation Required:
Isolation: Even the normal inhabitants of the Caves of Chaos, including the Ogre, avoid this area due to its dangerous creatures.
Night Predators: Any creature foolish enough to venture out at night becomes prey.
32. Empty Gallery
Immediate Perception: The odor in this area is awful. Bones and rotting corpses are spread about, mixed with dead leaves and old branches.
Investigation Required:
Scattered Coins: A careful search will yield one coin per round. Roll a d6: 1-2 for 1 copper piece, 3-4 for 1 silver piece, and 5-6 for 1 electrum piece.
Noise Attraction: The sound of searching might attract visitors. Roll on the following table for an encounter:
1-2: Owlbear from Area 34.
3: 2-12 Giant Rats (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3 plus disease, MV 40′, Save F 1, ML 8)
4: Gray Ooze from Area 33.
5-6: Nothing is attracted to the noise.
33. Shallow Pool
Immediate Perception: This portion of the cavern is very wet, with all walls and the floor appearing damp and shiny. There’s a large, shallow pool of water with a few white, blind fish swimming in it.
Investigation Required:
Hidden Goblet: A jewel-encrusted goblet worth 1,300 gold pieces is in the water.
Gray Oozes: There are 3 Gray Ooze monsters (AC 8, HD 3*, hp 15 each, #AT 1, D 1-8 first round, then 2-16, MV 3′, Save F 2, ML 12) in this place (only 2 if one has already been encountered in Area 32).
Initial Damage: The first attack round causes 1-8 hit points of damage, with half of the damage going towards destroying the victim’s foot and leg protection. Subsequent attacks cause 2-16 points of damage, as do attacks from above.
Ooze Locations: The two permanent oozes are at the south edge of the pool and on the ceiling in the southwestern portion of the area. The third (if present) is on the ceiling to the left of the entrance.
Detection: There is only a 1 in 20 chance of noticing either ooze unless a pole is used to prod the area before the pool, or two or more torches are held aloft to fully light the ceiling.
34. Owlbear’s Den
Immediate Perception: You see a sleeping Owlbear (AC 5, HD 5, hp 30, #AT 3, D 1-8/1-8/1-8, MV 40′, Save F 3, ML 9) in the most southerly part of its den. It appears to be digesting a recently caught gnoll.
Investigation Required:
Roar & Attack: If aroused, the Owlbear will roar and rush out, attacking with two great paws and a toothy beak (three attacks per round, 1-8 damage per hit).
No Treasure: The Owlbear itself has no treasure.
Hidden Scroll: Amidst the many sticks and bones it sleeps on, there’s a bone tube (1 in 6 chance of noticing per person searching the heap, checked once per round) containing a protection from undead scroll.
The Caves of Chaos: Bugbear Lair (Area H)
Immediate Perception: Signs are posted beside the entrance cave in Kobold, Orcish, Goblin, etc. Each sign reads: “Safety, security and repose for all humanoids who enter – WELCOME! (Come in and report to the first guard on the left for a hot meal and bed assignment.)” This could be misinterpreted as a cordial invitation.
35. Guard Room
Immediate Perception: You see 3 Bugbears (AC 5, HD 3+1, hp 11 each, #AT 1, D 2-8, MV 30′, Save F 3, ML 9) lounging on stools near a smoking brazier with skewers of meat toasting over the coals. There are two cots and a large gong in the room.
Investigation Required:
Treasure: Each bugbear has 2d10 gold pieces.
Deceptive Welcome: They will initially ignore their maces, instead grabbing and eating a chunk of meat, then offering the skewers to adventurers. They will then suddenly use the skewers as swords to strike a surprise first blow (with a +2 bonus to hit) unless the victims are very alert.
Alarm Gong: If the battle goes badly, one bugbear will smite the gong to warn others in the complex.
36. Chieftain’s Room
Immediate Perception: You encounter a tough, old Bugbear Chieftain (AC 5, HD 4+1, hp 18, #AT 1, D 3-12 (1d10+2), Save F 4, ML 9). A female bugbear (AC 5, HD 3+1, hp 12, #AT 1, D 2-8, Save F 3, ML 9) is also present. The furnishings are battered and crude. There’s a gray chest stuck on a ledge near the ceiling.
Investigation Required:
Chieftain’s Treasure: The chieftain has a pouch with a key, 29 platinum pieces, and 3 gems worth 50 gold pieces each. He also has a hand axe +1 on the wall, which he will hurl first if he gets the chance, then close for melee.
Female Bugbear’s Treasure: The female has gold earrings worth 100 gold pieces.
Hidden Silk: Several pieces of silk (6 total, worth 20 gold pieces each) are mixed up with the bedding.
Secret Chest: The gray chest on the ledge near the ceiling will only be spotted with a careful search. It contains:
1,462 silver pieces
A 30-pound statue of alabaster and ivory (worth 200 gold pieces)
2 potions of healing (which will break if the chest is handled roughly). It requires three or four strong characters to bring it down safely.
Secret Escape Route: The chieftain knows of a secret door, which is his escape route in desperate situations.
37. Spoils Room
Immediate Perception: The heavy door is locked.
Investigation Required:
Key: The key to this door is in the chieftain’s pouch (Area 36).
Alarm: Breaking the lock or smashing the door will alert the guards from Area 35 and the chieftain and his mate from Area 36.
Contents: Inside, you find a +1 shield used as a tray holding a heap of dried herbs (catnip), various boxes and crates of high-quality dried or salted foodstuffs, a stack of leather hides, 3 barrels of ale, a tun of wine, and a small keg of oil (20 flask capacity).
Value of Goods: If all items except the shield and oil are sold at the Keep, their value is 400 gold pieces.
38. Common Room
Immediate Perception: This room houses 3 male bugbears (AC 5, HD 3+1, hp 12 each, #AT 1, D 2-8, MV 30′, Save F 3, ML 9), 7 females (AC 6, HD 2, hp 8 each, #AT 1, D 1-8, Save F 2, ML 8), and 3 young bugbears (AC 7, HD 1, hp 3 each, #AT 1, D 1-4, Save F 1, ML 7). There are piles of bedding and old garments scattered about.
Investigation Required:
Treasure: Males have 2d6 each of gold and silver pieces. Females have no treasure.
Hidden Urn: Near the fireplace, a silver urn appears blackened by soot. Close examination will reveal its true value of 175 gold pieces.
39. Guard Room
Immediate Perception: You see 2 male bugbears (AC 5, HD 3+1, hp 10 each, #AT 1, D 2-8, Save F 3, ML 9) and 3 females (AC 6, HD 2, hp 7 each, #AT 1, D 1-8, Save F 2, ML 8). Each has a spear. The room contains bedrolls, a bench, a long table, a water pail, and sacks of meal. Meal sacks, small boxes, and barrels of provisions and watered wine line the corridors to the slave pens.
Investigation Required:
Treasure: Males have 2d8 gold pieces each. Females have 1d10 gold pieces each.
Spear Tactics: They will hurl their spears first, then engage in hand-to-hand combat.
Slave Tenders: These bugbears help tend the slaves and guard the lair entrance.
Keys: Keys to the doors of Areas 40 and 41 are on the wall opposite the stairs.
40. Slave Pen (Northern)
Immediate Perception: The iron door is secured by a bar, chain, and heavy padlock. Inside, you see a litter of straw and a bucket. You also spot chained slaves: 3 kobolds (AC 9, HD 1/2, hp 2 each), 1 goblin (AC 9, HD 1-1, hp 3 each), 4 orcs (AC 9, HD 1, hp 5 each), and 2 humans (AC 9, F 1, hp 4 each).
Investigation Required:
Optional Slaves: The DM may substitute 2 kobolds and 1 orc for 1 dwarf (AC 9, D 2, hp 12) and 2 elves (AC 9, E 1, hp 7 each).
Chains: All slaves are chained to the wall with a common chain and a heavy padlock.
Slave Loyalty: All will fight against the bugbears if given weapons (treat as AC 9 unless protection is provided).
Humans: Will serve as those noted in F, 24 (Man-at-arms).
Dwarf & Elves (if used): May agree to help adventurers as long as they stay continuously in the Caves area and fight.
Others: Will desert at the first opportunity.
41. Slave Pen (Southern)
Immediate Perception: Another barred, chained, and padlocked iron door secures this pen. Inside, you see more chained slaves: 3 hobgoblins (AC 8, HD 1+1, hp 6 each), 2 gnolls (AC 8, HD 2+1, hp 9 each), 1 (rebel) bugbear (AC 7, HD 3+1, hp 14), and 1 huge human—a seeming wildman with mighty muscles, shaggy hair and beard, and staring eyes.
Investigation Required:
Hero Slave: The human is a Hero (a 4th-level Fighter) (AC 9, F 4, hp 24, #AT 1, D 4-9, ML 10) with 18 Strength (+4 to hit bonus, +3 to damage).
Berserk Fury: Due to enslavement, the Hero is prone to fits of berserk fury. If armed and in combat, there’s a 50% chance per round he will strike a friend instead of a foe in his lust to slay!
Slave Loyalty: If freed, these slaves will try to flee but will attack bugbears in their escape path.
Rebel Bugbear: Hates his fellows and will take arms and fight against them or any other inhabitants of the area, continuing as long as the party stays.
Hero: An evil person. Once armed and after his battle madness subsides, he will either kill the adventurers to take their treasure for himself or steal valuables and sneak off if he knows the party is too strong for him.
DM Note: There are 2 bugbears out hunting. They will return with a human corpse and 83 gold pieces the day after adventurers first enter the bugbear lair. They will be placed on guard duty at Area 35, if appropriate, with stats identical to those guards. Bugbears will fight to the death, except for the chieftain, who will seek help from the minotaur at Area I, 45.
The Caves of Chaos: Minotaur’s Labyrinth (Area I)
Immediate Perception: Immediately upon entering, adventurers will feel slightly dizzy. This is due to a powerful spell that will cause them to lose their sense of direction.
Investigation Required:
Direction Confusion: Beyond 30 feet from the cave mouth, a special spell causes direction confusion, meaning the GM will misdirect players by naming incorrect directions (e.g., southeast instead of northeast, east instead of west). This effect can cause a passage to be named differently if traveled twice.
Overcoming Confusion: A mapping character can attempt a secret saving throw every couple of turns, with a 19 or 20 indicating they temporarily overcome the effect.
Minotaur’s Alliance: The Minotaur will aid bugbears against invaders at the cost of one human slave every three days of service (which he eats).
Unwanted Loot: The Minotaur only keeps the choicest treasures, discarding unwanted loot near the labyrinth’s mouth. Players might find a few low-value coins, normal equipment, weapons, or armor at the entrance.
42. Stirge Cave
Immediate Perception: You hear squeaking and hooting sounds, indicating the party won’t be surprised. You see 13 Stirges (AC 7, HD 1, hp 3 each, #AT 1 at +2 to hit, D 1-3 first round plus 1-4 per additional round, MV 60′, Save F 1, ML 9) in this cave. They are quite hungry.
Investigation Required:
Blood Drain: If a Stirge hits an opponent, it automatically sucks blood each round thereafter, dealing 1-4 hit points of damage due to blood drain until the victim is dead or the Stirge is killed.
No Treasure: The Stirges have no treasure.
Minotaur’s Prey: The Minotaur hunts and eats these creatures, so they avoid him.
43. Fire Beetles (Western)
Immediate Perception: You encounter 3 Fire Beetles (AC 4, HD 1+2, hp 7 each, #AT 1, D 2-8 (2d4), MV 40′, Save F 1, ML 7). They are hungry and will quickly attack any persons entering their area.
Investigation Required:
No Treasure: The Fire Beetles have no treasure.
Glowing Glands: After a beetle is killed, two glands above its eyes and one in its abdomen will glow with a red light (10-foot radius) for 1-6 days.
44. Fire Beetles (Eastern)
Immediate Perception: You see 2 Fire Beetles (stats identical to those in Area 43).
Investigation Required: (Same as Area 43 for glowing glands and no treasure).
45. The Minotaur’s Lair
Immediate Perception: You see skulls and bones arrayed in decorative patterns throughout the cave. The Minotaur (AC 4, HD 6, hp 35, #AT 1 or 2, D 4-9 or 1-6/1-6, MV 40′, Save F 6, ML 12) is present, wearing a great chain mail coat and carrying a +1 spear. He immediately moves to attack intruders.
Investigation Required:
Minotaur’s Attacks: When first attacking, he rushes forward to stab with his spear for 4-9 points of damage. The next round, he will gore and bite for 1-6 points of damage with each successful attack. He can only use his spear or his horns and bite in a given round.
Escape Routes: Victims can only escape by finding the secret door into Area 36 (Bugbear Chieftain’s Room) or by running out of the place and climbing a large tree.
Secret Door: A slab of stone serves as a secret door, which requires not less than 3 humans to move. It can be noticed by careful checking of the walls. To figure out how to move it, a searcher must roll a 1 on a d6 to find where it can be grasped.
Minotaur’s Treasure Hoard: All of the Minotaur’s treasure is hidden behind this slab of rock:
1 locked chest (with a poison needle in the lock): Contains 930 gold pieces and 310 electrum pieces.
1 Staff of Healing
1 suit of man-sized (optionally elf-sized) plate mail +1
1 locked chest: Contains 3 pieces of jewelry worth 1,600 gp, 900 gp, and 600 gp respectively.
The Caves of Chaos: Gnoll Lair (Area J)
Immediate Perception: The entry to this place is a small cave, turning into worked stone tunnels only at its end.
Investigation Required:
Alertness: If adventurers have a light or make much noise, the guards (Area 46) will certainly be alerted and ready.
46. Guard Room (Entrance)
Immediate Perception: There are always 4 Gnolls (AC 5, HD 2, hp 9 each, #AT 1, D 2-8, MV 30′, Save F 2, ML 8) on duty here. Two have bows.
Investigation Required:
Tactics: The two with bows will shoot at intruders until melee begins, then they will run for help while the other two fight.
Treasure: Each gnoll has 1d8 each of electrum, silver, and copper pieces.
47. Guard Room (Inner)
Immediate Perception: You see 3 male Gnolls (AC 5, HD 2, hp 8 each, #AT 1, D 2-8, Save F 2, ML 8) and 5 female Gnolls (AC 6, HD 1+1, hp 5 each, #AT 1, D 1-8, Save F 1, ML 8). They are ready to fight immediately. The room has scattered rude furniture, heaps of bedding, and several hides and pelts on the walls. A barrel of water is in the southwest corner.
Investigation Required:
Treasure: Males have 1d6 gold pieces each, females have 1d4 copper pieces each.
Valuable Pelt: One of the hides on the wall is a valuable sable cloak worth 450 gold pieces.
48. Locked Room (Storage/Armory)
Immediate Perception: This chamber is a storeroom and armory.
Investigation Required:
Contents: Besides usual provisions, you find 7 shields, a suit of dwarf-sized chain mail, 12 hand axes, 3 longbows, 5 quivers of arrows (20 in each), and a cursed sword -1.
Leaking Ale: One barrel of exceptionally fine ale is leaking, and its odor is very tempting.
Ale’s Effect: There’s a 5 in 6 chance per taste that a character will drink a healthy draught and then spend the next 1-4 turns drinking, causing them to sing, make noise, and act foolishly. Their attacks will be at -2 to hit for as many turns as they spent drinking.
49. Common Room
Immediate Perception: This place quarters the gnoll tribe: 6 males (AC 5, HD 2, hp 8 each, #AT 1, D 2-8, Save F 2, ML 8), 11 females (AC 6, HD 1+1, hp 5 each, #AT 1, D 1-8, Save F 1, ML 8), and 18 young (who do not fight). The room contains the usual clutter of worthless furniture.
Investigation Required:
Treasure: Males have 1d6 each of electrum and silver pieces. Females have 1d10 silver pieces each.
50. Gnoll Chieftain’s Quarters
Immediate Perception: The Gnoll Leader (AC 3, HD 3, hp 17, #AT 1, D 4-10 (2d4+2), Save F 3, ML 10) is here, wearing pieces of plate mail. His two sons (AC 4, HD 2+1, hp 10 each, #AT 1, D 3-9 (2d4+1), Save F 2, ML 10) and four female gnolls (AC 6, HD 1+1, hp 5 each, #AT 1, D 1-8, Save F 1, ML 9) are also present. The furnishings are crude and battered. Just inside the entrance is the skeleton of a human thief with a broken leg.
Investigation Required:
Chieftain’s Treasure: The chieftain has a pair of silver armbands worth 50 gold pieces each and 39 gold pieces in his belt pouch.
Sons’ Treasure: Each son has 1d10 each of gold, electrum, and silver pieces.
Female Treasure: Each female wears a silver neck chain worth 30 gold pieces and has 2d6 electrum pieces.
Hidden Treasure Pot: A large metal pot beneath a flagstone in the fireplace alcove hides 200 copper, 157 silver, 76 electrum, and 139 gold pieces.
Thief’s Treasure: The skeleton’s rotten leather armor and corroded weapons are worthless, but his belt purse holds 12 gems of 50 gp base value each. The elven boots on his bony feet are still usable.
Secret Door to Area K: A secret door and passage to Area K (#63) exists here, but it is unknown to all current inhabitants.
DM Note: Gnoll losses are not replaced. They have a loose alliance with the orcs; survivors will move to orc areas (and vice versa). The chieftain can escape enemies by climbing the chimney of the fireplace in his area.
The Caves of Chaos: Shrine of Evil Chaos (Area K)
Immediate Perception: A faint, foul draft issues from the 20-foot wide cave mouth. The worn path through a copse of obscenely twisted and oddly bloated trees gives an eerie sense of unease. As soon as you enter the cave mouth, a dim awareness of lurking evil pervades your senses. Red strata intertwines with bulging black veins running through the hewn rock walls. The wide corridors and chambers are deathly still. A faint groaning sound and shrill piping may be occasionally heard, barely perceptible. The floors are smooth and worn.
Investigation Required:
Echoing Footsteps: Intruders’ footsteps will echo alarmingly in these vaulted halls, giving a +2 chance of being surprised by any inhabitants. Extreme care must be taken to muffle sounds.
Zombie Guards: Continuous noise will attract a group of 8 Zombies (AC 8, HD 2, hp 8 each, #AT 1, D 1-8, MV 40′, Save F 1, ML 12). They are clad in filthy red and black striped uniforms, each carrying a cleaver-like battle axe.
Turn Resistance: Each zombie wears an amulet of protection from turning, causing clerics to attempt to turn them as if they were ghouls rather than zombies.
51. Boulder Filled Passage
Immediate Perception: This tunnel is sealed off by large rocks and boulders.
Investigation Required:
Opening the Path: It will take 100 man-turns to open a way large enough for a human to pass through.
DM Option: This passage can lead to the outside (southwest of the Caves of Chaos) or to the “Cave of the Unknown” (requiring a new map and stocking).
52. Hall of Skeletons
Immediate Perception: This unusual audience chamber has a dais and throne-like chair at the south end, set with 4 large red gems. The chamber is otherwise empty except for a dozen skeletons, clad in rags of chain mail and bearing battered shields and rusty scimitars, propped against the walls. They do not move, and turning attempts have no effect immediately upon entering.
Investigation Required:
Animated Skeletons: As soon as intruders touch the dais or throne chair, these skeletons (AC 7, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 12) will spring to life from their positions.
Turn Resistance: Each skeleton has an amulet of protection from turning, so they are turned as if they were zombies.
No Treasure: The skeletons have no treasure.
Gem Recovery: Once the skeletons are dealt with, it’s easy to pry the 4 garnets (gems), worth 500 gold pieces each, from the back of the chair.
53. Guard Room
Immediate Perception: You see 8 Zombies (AC 8, HD 2, hp 8 each, #AT 1, D 1-8, Save F 1, ML 12) hulking silently, 4 at each end of the hall. They are clad in filthy red and black striped uniforms and carry cleaver-like battle axes.
Investigation Required:
Turning Resistance: These zombies wear an amulet of protection from turning, causing them to be turned by clerics as if they were ghouls.
Attack Condition: They will attack anyone entering unless the intruders are robed in temple garb (see Area 54) and possess an amulet identical to those worn by the undead guards or priests.
No Treasure: There is no treasure here.
54. Acolytes’ Chamber
Immediate Perception: You find 4 Acolytes (1st level clerics) (AC 5, C 1, hp 4 each, #AT 1, D 1-6, ML 8). They are dressed in rusty-red robes with black cowls, under which they wear chain mail and maces. The room contains four hard pallets, a brazier, a table, four stools, a cabinet for clothing, a water pail, a waste bucket, a flagon of wine, and four cups.
Investigation Required:
Acolyte Treasure: Each acolyte carries 10 gold pieces in his purse.
Leader’s Amulet: The leader wears an amulet of protection from good. This amulet provides a magic barrier, adding +1 to the wearer’s saving throws and subtracting -1 from “to hit” rolls of opponents of a different alignment. It also blocks attacks from enchanted monsters (like gargoyles), but not their missile attacks.
No Value in Furnishings: There is nothing of value amongst the furniture or common items.
55. Chapel of Evil Chaos
Immediate Perception: This chapel is made of red stone, with a mosaic checkerboard floor of black and red. The south wall is covered by a huge tapestry depicting a black landscape with barren trees, horrible black silhouetted shapes (possibly demons) holding a struggling human, a gray sky with purple clouds, and a bloody moon with a skull-like face. Four black pillars support a 25-foot domed ceiling. Between these columns, in front of the tapestry, is a rough-hewn stone altar of red-veined black rock, stained brown with dried blood. Upon it are 4 ancient bronze vessels: a shallow bowl, a pair of goblets, and a ewer. These are bloodstained.
Investigation Required:
Relics of Evil: The bronze vessels are extremely valuable relics of evil (1,000 gp for each goblet, 2,000 gp for each of the other items). However, any character who picks one up will not part with it, sell it, or allow others to handle it.
Curse: For each character who picks up an object, they must make a Save vs. Magic at -2.
Success: They get a “feeling of great evil” and may voluntarily put it down.
Failure: They rapidly fall under the influence of a demonic spell and, within 6 days, become a servant of chaos and evil, returning to this chapel to replace the relics and serve as a permanent guard.
Alarm Bell: If someone attempts to destroy these relics, the great bell (Area 58) will sound, and the Shrine’s residents will come running in 3 rounds.
Detect Evil Effect: If a detect evil spell is cast on these items, they will glow an ugly purple, and all good characters will feel instant loathing for them.
Cure for Curse: If a character under the spell receives a dispel magic followed by a bless spell, there’s a decreasing chance each day (60% on day 1, 10% on day 6) of removing the evil influence. Otherwise, the character is lost.
56. Adepts’ Chamber
Immediate Perception: You find 4 Adepts (2nd level clerics) (AC 3, C 2, hp 8 each, #AT 1, D 1-6, ML 8), clad in black robes with maroon cowls, wearing plate mail underneath and bearing maces. They have copper chains (worth 40 gp each) with bone skull clasps around their waists. The room contains four beds, four small stands, a table, four chairs, four chests for clothing, and various books and scrolls.
Investigation Required:
Adept Treasure: Each adept carries a purse with 20 gold pieces and 5 platinum pieces.
Amulet of Protection from Good: Each wears an amulet of protection from good (identical to Area 54), making their effective AC 2 against good creatures.
Spells: The first and second adepts have cause light wounds spells. The third has a light spell. The fourth has a cause fear spell (forcing a Save vs. Spells or flee in terror for 1 turn). They will use spells before engaging in melee.
No Value in Furnishings: Most items are worthless, but on the table are copper dishes and vessels of exceptional craftsmanship (total weight 300 coins) worth 175 gold pieces.
Evil Writings: The “various books and scrolls of evil nature” have no monetary value, but:
Destroying: Good characters who destroy them receive 600 XP.
Keeping/Reading: Evil characters who keep and read them receive 600 XP.
Escape/Alarm: If hard-pressed, these evil clerics will attempt to flee and warn their master by striking the great bell (Area 58).
57. Hall of Undead Warriors
Immediate Perception: You see four files of undead: two files of 10 Skeletons each (AC 6, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 12, turned as zombies) facing south, and two files of 10 Zombies each (AC 5, HD 2, hp 8 each, #AT 1, D 1-8, Save F 1, ML 12, turned as ghouls) facing north. The skeletons are clad in chain mail rags with battered shields and rusty scimitars; zombies are clad in chain mail.
Investigation Required:
Alarm Response: Upon the striking of the great iron bell (Area 58), the skeletons will exit the south door and march into the temple (Area 58) to line its south wall. The zombies will exit the north and line the temple’s north wall.
Attack Condition: If intruders enter this room (57), are in the passage to the temple, or within the temple itself, these undead warriors will attack. Proper garb and amulets (from Area 54) will prevent attack unless commanded by the head cleric.
No Treasure: They have no treasure.
58. Temple of Evil Chaos
Immediate Perception: This is a huge area with an arched ceiling (30+ feet high). The floor is of polished black stone with swirling patterns of red veins. The walls behind draperies and the ceiling are dull black rock. The west wall is a translucent red stone, polished to a mirror-like smoothness. A great bell of black iron stands near the entrance, with two mallets beside its supports. Several long benches or pews are to the south. Three stone altars are to the west: northernmost is pure black, middle is streaked red and black, last is red with black flecks. At the western end is a dais of black stone, with four lesser bone chairs on its lower tier and a great ivory throne above, adorned with gold and gems. The signs and sigils on these seats represent pure chaos and evil. Other walls are covered by deep purple draperies with embroidered scarlet, gold, and black symbols and evil sayings.
Magical Lighting: As soon as the party enters, black candles in eight great candelabras on either side will magically light up, emitting a disgusting red radiance.
Dancing Forms: Shapeless forms of purple, yellow, and green will dance and sway on the western wall.
Investigation Required:
Mesmerizing Effect: If anyone looks at the dancing forms for more than a moment, they must make a Save vs. Spells or be mesmerized into chanting a hymn to chaotic evil.
Automatic Alarm: If three or more voices chant, the iron bell will automatically sound by magic. Even one chant alerts the guards of the head cleric.
Zombie Arrival: Zombie guards (from Area 53 or 57) will enter here in 3 rounds after entry, even if the party is quiet.
Throne Gems: The ivory throne is set with 10 black gems (100 gp each), 10 red gems (500 gp each), and one large red gem (1,000 gp).
59. The Chambers of the Evil Priest
Immediate Perception:
59.g (Anteroom): This is the anteroom for special visitors, lavishly furnished. You see 3 Zombies (AC 2, HD 2, hp 13 each, #AT 1, D 1-8, Save F 1, ML 12) on guard, clad in plate mail and shields, standing unmoving.
59. (Private Chamber): This is the private chamber of the Evil Priest (AC 0 or -1, C 3, hp 14, #AT 1, D 2-7 (staff) or 1-6 (mace), ML 10). He wears plate mail +1, a shield +1, and an amulet of protection from good. He wears a black cape and cowl over red robes. His room is furnished lavishly, with a red carpet, black wood furniture with scarlet velvet upholstery, and a large bed with silken covers and black/red cushions. A demon idol leers from the north wall directly over the bed.
Investigation Required:
Anteroom Zombies: They will only attack if summoned by a chant from the temple, someone enters their area, or they are commanded by the evil priest.
Anteroom Treasure: None of the furnishings are valuable except for a golden flagon (500 gp) and nine golden cups (100 gp each).
Priest’s Equipment: He attacks with a snake staff (+1 to hit). On command, the staff can turn into a snake, coil around a person hit, and hold them helpless for 1d4 turns until the priest recalls it. He also has a normal mace at his belt.
Priest’s Treasure: He has a gold ring with a black gem (1,400 gp) and a purse with 51 platinum pieces.
Priest’s Spells: He has cause light wounds and cause fear spells (both require touch/hit to affect). He also has a scroll with three cleric spells: detect magic, hold person, silence 15′ radius.
Priest’s Escape: He has a potion of gaseous form which he will use to escape through the boulder-filled corridor (Area 51) when all else fails.
Demon Idol Trap: If anyone other than the priest touches the demon idol over the bed, it will topple, causing 2-12 points of damage. It has two gem eyes (100 gp value each).
Priest’s Secret Escape: If his life is in danger, the evil priest will dart behind a screen in the southeast corner, enter a wardrobe there, slip through a secret door in its back, and then down a short passage and out into the corridor through another secret door.
Wardrobe Trap/Treasure: When the secret door in the back of the wardrobe is opened by the party, 500 gold pieces and 50 gems (10 gp value each) will spill out, hopefully distracting pursuers. The priest will then either try to rally forces or escape.
61. Torture Chamber
Immediate Perception: You see various implements of torture, both large and small (rack, iron maiden, tongs, pincers, whips, etc.). Comfortable chairs are scattered along the walls, seemingly placed for visitors to enjoy the proceedings. The Torturer (AC 5, F 3, hp 19, #AT 1, D 3-8 (1d6+2), ML 8) is present, wearing chain mail under black leather garments and wielding a huge battle axe. He will attack unauthorized persons.
Investigation Required:
Torturer’s Treasure: Hidden in his mattress are 135 gold pieces and a bracelet worth 700 gold pieces.
62. The Crypt
Immediate Perception: The door to this room is bolted shut. Inside, this long hall of roughly hewn stone with a low ceiling contains many coffins and large sarcophagi, containing the remains of servants of the Temple of Chaos.
Investigation Required:
Wight Encounter: The sixth tomb opened will contain a Wight (AC 5, HD 3*, hp 13, #AT 1, D drain one level, MV 30′, Save F 2, ML 12).
No Buried Treasure: There is no treasure buried with any of the other remains.
Wight’s Secret Treasure: A secret compartment in the wight’s tomb contains:
Sword +2
Scroll of protection from undead
Helm of alignment change
Silver dagger worth 800 gold pieces (due to gems in its pommel).
63. Storage Chamber
Immediate Perception: Many piles of boxes, crates, barrels, sacks, etc., are stacked here, representing the temple’s supplies.
Investigation Required:
No Value in Supplies: There is nothing of value among the supplies.
Gelatinous Cube: If the party stays in this place for longer than 3 rounds, a Gelatinous Cube (AC 8, HD 4*, hp 22, #AT 1, D 2-8 plus paralyzation, MV 20′, Save F 2, ML 12) will move down the corridor and block the entrance.
Cube’s Contents: Inside the creature are 1d12 each of copper, silver, electrum, gold, and platinum pieces, as well as several bones (parts of a victim).
Hidden Wand: One of the “bones” is actually a wand of enemy detection with 9 charges left. If it’s not retrieved from the monster within 1 turn, it will be ruined by digestive juices.
Secret Door: A secret door in the room leads to the gnoll chieftain’s cave (Area 50).
64. Cell
Immediate Perception: The door is made of iron, locked and barred, but has a window set in it. Inside, you see several skeletons still chained to the wall, and one scantily clad female—a fair maiden partially obscured by a corner, revealing only her shapely legs and body up to the shoulders.
Investigation Required:
Hidden Medusa: This “maiden” is actually a Medusa (AC 8, HD 4**, hp 20, #AT 1, D 1-6 plus poison, MV 30′, Save F 4, ML 8) recently captured by the evil priest’s zombie guards. Approaching closer reveals the shock!
Medusa’s Attacks: An opponent hit by her attack is bitten by an asp-hair and must Save vs. Poison or die. Persons looking at her (including those fighting her from the front) must Save vs. Being Turned to Stone.
Priest’s Plans: The cleric planned to remove her snakes, blind her, and eventually sacrifice her in a special demonic rite.
Medusa’s Offer: The Medusa will spare one or two adventurers from her gaze, promising she has magic to turn their companions back to flesh if they free her.
Medusa’s Deception: She does have a special elixir, a potion of stone to flesh in a small vial (enough to turn six persons), but she does not intend to give it away. If freed, she will attempt to stone her rescuers.