World Vault — JN1: Chaotic Caves

Hierarchical: World → Towns → Buildings → NPCs • Dungeons → Rooms + map pins

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town The TownOpen →
The town lies at the crossroads of a river and an old paved highway, on the border between the wild country crawling with monsters and the civilized lands. It thrives on trade and commerce: several smithies provide weapons and body armor, merchants offer food, clothing, and basic goods, a Cleric and healer plies her wares, and horses and wagons are available, as are freight, coach, and courier services. Near the bridge are docks with a narrow wooden pier and storage shed where boats might be purchased or rented. An irregular wooden stockade 15' high surrounds most of the town, slowly being replaced by a heavy stone wall about the same height and ten feet thick. East, North and South Gates: heavy wooden gates that can be barred from the inside, each with a hut beside it for a watch of three soldiers from the garrison (see area 38); a cobblestone highway winds through the town from the north to south gate. The Orchard (apples, pears, pecans) is the common property of the town. The GM can add residents and NPCs as needed; most villagers are Normal Men, worth 10 XP each. (This skeleton town is unnamed in the module and can be placed anywhere.)
Rumors (JN1 p. 2 -- anything marked [FALSE] is false only in the sense that it isn't prepared for in this module): 1. Lizard men raid the local shipping now and then, carrying off loot. 2. Most of the monsters being encountered are orcs, goblins, gnolls, and other lower-level creatures. No giants or dragons or other big brutes as of yet. 3. Three witches haunt the roads near a village further into the wilderness, selling evil potions and petty magic in exchange for souls. [FALSE] 4. There is an old funeral crypt far off into the wilderness that the monsters are probably using as a base. This rumor might be misleading, or spot-on as the GM wishes. 5. Old crypts can suck the life out of the unwary. 6. A vampire is raiding the outlying villages, swooping off with children. [FALSE] 7. A great octopus lurks in the river. [FALSE] 8. Human bandits are causing problems for outlying farms. 9. Every seventh night the night-watch feeds a prisoner to a pack of trolls living under the bridge that crosses the river in return for maintenance done by the trolls on the bridge. [FALSE] 10. Some travelers have been attacked by Magic-User and Cleric spells (though not often and not necessarily of any great power). 11. There is a metal-eating monster on the loose. [FALSE] 12. People have been killed and eaten by ghouls near the crypt area.
BUILDINGS • 47
1. Hunters And Dog Breeders Residence building
These hunters also breed hunting and guard dogs. They have several large pens for dogs. Father: AC 11, HD ½ (1d4 HP), #At 1 spear or 1 shortbow, Dam 1d6, Mv 40', Sv NM, ML 7 HP 2 Sons: AC 11, HD ½ (1d4 HP), #At 1 spear or 1 shortbow, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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2. Chicken Ranchers And Home building
These ordinary people raise numerous chickens for eggs, meat and feathers. They have coops as well as a fenced-in area that the chickens can get in and out of – and flee to if chased by dogs. Widow Woman: AC 11, HD ½ (1d4 HP), #At 1 kitchen knife, Dam 1d4, Mv 40', Sv NM, ML 7 HP 2 Older Children: AC 11, HD ½ (1d4 HP), #At 1 club, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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3. Family Residence building
This two-story home is heavily built from large oaken beams. The top story overhangs the bottom one. The occupants do odd work for a living. Father: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6+2 (bonus for strength of 16), Mv 40', Sv NM, ML 7 HP 5 Sons: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6+2 (bonus for strength of 16), Mv 40', Sv NM, ML 7 HP
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4a. Smith building
This man has two apprentices who help tend the forge. They spend a good deal of time making nails, tacks, and other items. The smith mainly makes iron hardware, from hinges and fireplace pokers to iron railings for those who can afford them. Smith: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6 +1 (bonus for strength of 14), Mv 40', Sv NM, ML 7 HP 2 Apprentices: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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4b. Smith With Arms And Armor Shop building
This smith services the local militia and garrison, working on weapons and armor when not dealing in pots, tool making, and such endeavors. Smith: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6+2 (bonus for strength of 16), Mv 40', Sv NM, ML 7 HP Apprentice: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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4c. Farrier building
The farrier is an Elf, but tends to hide it, not being very Elf-like in appearance. She serves as a general veterinarian for those who know little about animals. She also has an old nag for sale (the owner gave it up rather than pay their debt). Farrier: AC 11, HD 1, #At 1 staff, Dam 1d4+1 (bonus for strength of 13), Mv 40', Sv NME, ML 7 HP
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5a. Militia Leader / Cobbler building
The cobbler who lives and works from this home also serves as the militia leader. He sells shoes, sandals, and related items. Cobbler: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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5b. Sweet Family Residence building
These people make sugar from sugarcane, and sweets from the sugar. They can provide hard candies as well as powdered sugar for confections. They also have a store of molasses and honey (they are always eager to buy more of either).
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6. Stonemason Family Residence building
These folk have been contracted to do much of the stone quarrying and labor involved with replacing the wooden town wall with a stone one. 2 Stone Masons: AC 11, HD ½ (1d4 HP), #At 1 pick, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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7. Shop And Residence Of Baker building
Breads, cakes, pies – you name it, they can be bought here. A large supply of flour, sugar, and other ingredients are also on hand. They run a grain mill (whether it is small with a mule powering the grindstone, or a large waterwheel-powered mill is up to the GM).
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8. Family Residence building
This family deals in a little bit of everything: cooking, sewing, labor, hunting, and fishing.
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9. Family Residence building
As with #8, these people work at anything they can make money at. They are currently busy helping with the quarrying of stone for the wall (see #6).
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10. Banker building
The banker is a strong fellow whose sons help him manage and guard the business. He usually keeps only minor funds readily available (20 gp, 100 sp, and 200 cp). Underneath the floorboards of the home is a heavy iron-banded box with a tricky lock (with a needle trap; save vs. Poison or die). It is empty except for a bunch of giant centipedes kept in bags. The bottom of the box is loose and under it is a buried bag with actual funds: 3 x 50 gp gems, 100 gp, 500 sp, and 300 cp. These items are covered in a clear, odorless poison and anyone handling them must save vs. Poison or die (alternately, become gravely ill and must make another saving throw 1d6 hours later or die). Banker: AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+3 (bonus for Strength of 18), Mv 40', Sv NM, ML 7 HP 2 Sons: AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+2 (bonus for Strength of 16), Mv 40', Sv NM, ML 7 HP 6 Giant Centipedes in box: AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7 HP
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11. Warehouse building
This warehouse stores such items as seed grain, and produce levied for taxes. Items can be stored for a fee paid to the mayor. During harvest or sheering season it can be full, and at other times room is often plentiful. 12a: TAX COLLECTOR AND OTHER OFFICES: These offices and living quarters are home to a tax collector (normal man) and deputy (a 2nd- level Fighter) who keep up with the local trade, land taxes, and such. They are often out on some other business. When collecting taxes or carrying significant funds, they enlist four or so of the town's garrison (from #38) and travel in a coach, using a locked and poison-needle trapped strongbox. There are few funds at the office (they deliver the collected taxes to the local baron/king before they can pile up). Tax Collector: AC 11, HD ½ (1d4 HP), #At 1 shortsword, Dam 1d6, Mv 40', Sv NM, ML 7 HP Deputy: Human Fighter 2, AC 17 with chain mail, #At 1 longsword, Dam 1d8+1, Mv 20', Sv F2, ML 8 STR 15 (+1), WIS 14 (+1), DEX 16 (+2), CON 15 (+1)
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12b. Mayor's Office And Land Office building
The mayor often isn't here unless a formal meeting is called; he keeps office regularly one or two days in the midweek. Files hold reams of paper concerning land claims, businesses, births, deaths, and other household documents.
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12c. Town Hall building
This large town hall is used for town meetings, dances, and as shelter in case families from the outside flee here from a monster raid. It is mostly empty, with some rooms on the second floor.
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13. Widow Woman Residence building
This home belongs to a widowed woman and an older spinster woman who helps with upkeep in return for room and board (neither lady will fight). They make money taking in travelers as a bed-and-breakfast, and by running a school and small library from their house, as well as everyday work like sewing and selling produce from a large garden out back.
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14. Mayor's House building
The mayor is hard- working and honest, although he does tend to talk a lot (especially to women) when he should be working. He also has farm tools and deeds to a sheep ranch, and sells wool during the sheering season. Mayor: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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15. Healer (Cleric) House building
The current Cleric can barely speak the local language and relies a lot on a heavily-accented dialect of Common to communicate. She is well-liked, and quick to help good people. She is pacifistic, but will don chain mail and shield and wield a mace if called for. A tolerable surgeon and doctor, she keeps a collection of ordinary medicines and supplies on hand. Healer, Human Cleric 2: AC 13 (18 with chain mail and shield), #At 1 mace, Dam 1d8, Mv 40' (20' in armor), Sv C2, ML 8 DEX 16 (+2), CON 14 (+1), CHA 17 (+2) Spells: 1st level – cure light wounds HP
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16. Empty Family Residence building
The owners have recently moved out and sold the house to the town. It is up for rent by the mayor.
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17. Barber's Residence building
The wife of the barber who lives here (and several other town people) will comment that he has started acting suspiciously lately: he sneaks off alone for quite some time. If the PCs investigate, they will find he has happened onto what he thinks is a wonderful fishing hole in a stream and is sneaking off to fish it. The GM might reward 25 to 50 experience points for being curious and following him to find what he is doing, or none if the players have their characters act absurdly. Barber: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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18a. New Merchant building
The woman who owns this shop has moved here recently with her husband and ex-husband. They are well stocked with basic goods (lanterns, oil, smoked meats, etc.). They are honest. 3 Owners: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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18b. Tavern Of The Full Tankard building
A selection of local beers can be had here; the owner brews his own. Wines and liquors have to be imported and cost more than normal. The proprietor hires an old, scraggly homeless man to sweep up and do chores.
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18c. Dress Maker And Tailor building
This is owned by several Halflings who rely a lot on the people at #27 for their inventory. They also deal in other cloth goods (sheets, etc.).
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19. Bachelor Residence building
A bachelor occupies this home. He owns and runs several boats on the river. Bachelor: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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20. Militia Weapons And Armor Storage building
Plus general supplies for sieges, including barrels of salted fish from the river. It currently contains several old pole arms, spears, flails, and axes, plus a few suits of leather armor and shields.
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21. Beer Brewer And Home building
A red-nosed dwarf and several family members run a sizable brewery from this location, providing a lot of the local beer. 3 Brewers, Dwarf Fighter 1: AC 13, #At 1 hammer, Dam 1d6, Mv 30', Sv D-F1, ML 7 HP
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22. Merchant building
These people do not deal in armor, weapons, holy water and such, but have a supply of food, rope, and sundry goods. The merchant is a kindly but doddering and absent-minded old man; he is helped by his stooped-over wife (both are noncombatants). If the PCs do a lot of business here, they might note that occasionally a pint of oil is only 2/3 full or some other mishap has occurred. They have to pay attention to avoid being short- changed. The owners usually have 2d6 x 5 gp, 4d6 x 5 sp, and 5d6 x 5 cp on-hand.
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23. Stables building
Local boys are hired to care for any animals put up here.
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24a. Old Coot (Story Teller) building
This old fellow is quick to beguile passersby with wild tales and bad information. He doesn't know much more than anyone else about the area, rarely going out of town. His wife (a noncombatant) is loyal to him, but quickly tells anyone he tries to talk up that he's a born liar. Old Man: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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24b. Old Coot's Family Business building
They make soap, butter, cheese, etc., purchasing milk and vegetable oils from other people as needed. A deep, cold cellar out back stores many of their raw materials and final products.
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24c. Old Coot's Immediate Family building
Three hard-working sons (one is a bachelor) and two wives live here with a half-dozen kids (noncombatants). They have about 1d6 x 10 gp in coins in their home. 3 Sons: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP 2 Wives: AC 11, HD ½ (1d4 HP), #At 1 knife, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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24d. Old Coots' In-Laws building
Two of the coot's daughters live here along with their husbands and children. They have about 1d6 x 8 gp in coins in their home. 2 Husbands: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7 HP 2 Wives: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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25. Tavern, Rooms For Rent building
The owner is a friendly, short fat woman (noncombatant) who usually hires local women to cook and clean when she has a lot of guests. She relies on the baker a lot. Local beers are available and cheap enough, but wines have to be imported and are costly. Several men and women gather around one of the tables in the bar area to play cards each night. They use plain wooden chips for counters. Whoever plays the worst during the week has to buy a round of beer on the weekend.
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26. Woodworking Family building
While engaging in various other things, this household also runs a woodworking shop, building cabinets, chairs, tables, etc. They have various tools (augers, planes, saws, etc.) as well as clay pots of glues, and stains in their shop. Husband: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP Wife: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP Son and Daughter: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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27. Clothiers Family Residence building
These people take in clothes to dye, wash, and fix. They spin large quantities of thread, and have several large looms for weaving cloth. Most are noncombatants.
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28. Hunters And Trackers building
These hunters bring in meat, hides, and usable animal parts. The father is too old to care about adventuring but the sons will go on escapades for a decent share of the proceeds. If hired for tracking, they charge a fee of 1 to 2 gp a day. They know the area well, though they do not know where the monsters dwell, staying away from dangerous spots. 2 Brothers: AC 11, HD ½ (1d4 HP), #At 1 spear or 1 shortbow, Dam 1d6, Mv 40', Sv NM, ML 7 HP
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29. Leather Worker And Private building
RESIDENCE: These people buy hides from the pig farmer, hunters, and others to work into high-quality leather. They make belts, jackets, packs, and (if special-ordered) leather armor. Leather Worker: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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30. Pig Farmer building
This household has many pigs as well as wooden corrals, sheds for shelter, storage sheds, and cooking and tanning pots. A herd of free-ranging pigs is being shepherded by a young son or daughter in the nearby woods. Pig Farmer: AC 11, HD ½ (1d4 HP), #At 1 staff, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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31. Lumber Concern, Offices, And building
STORAGE: This concern also sells saws, nails, and other tools, and will hire out for construction work. They are under contract to cut down the trees in the northwest of the map to make room for the expansion of the walls, using local labor as needed.
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32. Garrison Commander Residence And building
OFFICES: The officer in charge of the garrison lives here. There is no formal town police force. He typically allows his troops to help keep the peace and deal with crime, although that is not their actual job. Garrison Commander, Human Fighter 3: AC 15, #At 1 shortsword, Dam 1d6, Mv 20', Sv F3, ML 8
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33. Garrison Officers And Mess building
The three junior officers of the garrison live here; there is also a stockade for prisoners. These officers keep up with crossbow bolts (including twelve silver-tipped ones) and other such gear. 3 Human Fighters Level 2: AC 15, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 8
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34. Private Residence building
Home to the owners of the freight service (#35). They both have wives; the home is also shared by the mother of one wife and an aunt of the other. The women and children are all noncombatants, other than three grown sons. 3 Grown Sons: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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35. Freight Service, With Wagons And building
STORAGE: Owned by two brothers, this company is willing to rent (to people they know) or sell wagons and carts. They often hire locals as teamsters to help ship goods (especially lumber) in and out. They hire riders for courier work as needed. 2 Brothers: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
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36. Empty And Old building
An old, leaning gray home that was abandoned by the previous owners and claimed by the town in lieu of taxes.
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37. Church building
This large, single-story building has a sermon room as well as inner shrine and offices intended to be used for church business. Several empty rooms are kept available for visiting dignitaries. A poor box holds about 20 gp, 100 sp, and 500 cp, used to help the needy and community. A small tower holds a small, loud bronze bell that is rung to announce services, meetings or danger.
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38. Garrison Barracks building
This building has two stories and is heavily-built to serve as a mini-fort. The bottom floor is an empty square that is partitioned into four parts. The top has more rooms but is empty, ready in case more troops are needed. Bunks are plentiful, and there are a few tables and chairs as well. The garrison of 18 spearmen and 12 crossbowmen usually live here, but are scattered out on patrol or at the gate houses. Of these, 6 have chain mail and the rest have leather armor. All have shields. Local men and women serve in the militia, bringing whatever weapons they can if called up. 6 Human Fighters level 1 with chain mail and shield: AC 16, #At 1 weapon, Dam 1d6, Mv 20', Sv F1, ML 7 HP 24 Human Fighters level 1 with leather and shield: AC 14, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, ML 7 HP
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dungeon The WildernessOpen →
The wild country around the town and the caves: for thousands of years empty, littered with remnants of ancient villages and farms, then developed by humans for mining, farming, and lumbering until the discovery of gold and gemstone mines drew a full-scale monster invasion that pushed the humans back to the border region. Within the lost regions are the remains of recent human settlements, aged ruins, and plundered wealth. On the main map (1 square = 1 mile) the elevation lines represent an increase of 500 feet each; movement is tracked per terrain type (a party can move about 12 miles in a day). The 8 Placed Wilderness Encounters below are marked on the map; two of them (the Halfling Home and the Cave of Horrors) have interior floorplans on the Miscellaneous Maps page of the module.
Random Encounters (JN1 pp. 12-13): encounters might occur once a day while exploring the wilderness -- a 1 or 2 on 1d6 indicates an encounter; use the same chance, rolling once every 4 hours, while exploring the general area of a lair or site. Special Table: 1: 1d3 Giant Bats -- AC 14, HD 2, #At 1 bite, Dam 1d4, Mv 10' Fly 60' (10'), Sv F2, ML 8, XP 75 ea. 2: 1d6 Giant Bees -- AC 13, HD 1/2 (1d4 HP)*, #At 1 sting, Dam 1d4 + poison, Mv 10' Fly 50', Sv F1, ML 9, XP 13 ea. 3: 1d2 Giant Gecko Lizards -- AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40' (special), Sv F2, ML 7, XP 145 ea. 4: 1 Giant Crab Spider -- AC 13, HD 2*, #At 1 bite, Dam 1d8 + poison, Mv 40', Sv F2, ML 7, XP 100. 5: 1d6 Stirges -- AC 13, HD 1*, #At 1 bite, Dam 1d4 + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, XP 37 ea. 6: 1 Mountain Lion -- AC 14, HD 3+2, #At 2 claws/1 bite, Dam 1d4/1d4/1d6, Mv 50', Sv F3, ML 8, XP 145. 7: 1d2 Boars -- AC 13, HD 3, #At 1 tusk, Dam 2d4, Mv 50' (10'), Sv F3, ML 9, XP 145 ea. 8: 1d2 Ghouls -- AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, all + paralysis, Mv 30', Sv F2, ML 9, XP 100 ea. 9: 1d2 Harpies -- AC 13, HD 2*, #At 2 claws, 1 shortsword + special, Dam 1d4 claw, 1d6 shortsword + special, Mv 20' Fly 50' (10'), Sv F2, ML 7, XP 100 ea. 10: 1d4+1 Soldiers on Patrol (not in cave area; see town description) -- AC 13, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. 11: 1d3 Giant Toads -- AC 13, HD 2, #At 1 tongue or 1 bite, Dam grab or 1d4+1, Mv 30' Swim 30', Sv F2, ML 6, XP 75 ea. 12: 1d4 Wolves -- AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea.
ROOMS • 8
1. Ruined Castle room
This ruined castle has been quarried now and then for building stone and hence is known by the locals. There are several broken statues about. As the PCs investigate, they find it occupied by orcs: Orc War Leader: AC 14, HD 2, #At 1 longsword, Dam 1d8+1, Mv 30', Sv F2, ML 8, XP 75 6 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP These orcs are on their way to the caves. After dealing with the orcs, the PCs will find that one has a piece of paper that helps narrow down their search for the caves (if they have not found it and if it is not here). The orcs also have 60 gp in coins, six silver-tipped arrows, and a Potion of Healing.
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2. Bandits On The Road room
The PCs encounter two wagons. The lead one is a traveler's home or "vardo" (a small house on a wagon bed) followed by a cargo wagon. Each wagon is pulled by four horses and driven by a two-man crew. Six more men ride horses alongside, and two dogs lope along with them, tongues lolling. All of the men are wearing what appears to be normal clothing. A close look will reveal that the dogs show some signs of a recent fight, as do some of the men, and that the men wear leather or chain mail armor under their clothing. These bandits have just captured these wagons. The owners are tied up inside the vardo. Their bodyguards of relatives who volunteered to help them move are miles away just getting loose from ropes (they were tied up and left behind). The bandits will try to trick and attack the PCs if success seems likely; otherwise they will try to pass by peacefully. All of the horses and wagons belong to the merchants inside. If rescued, the owners will be grateful and offer a 500 gp reward, which is most of the money they have with them. They were moving their small household when ambushed. If the PCs kill or rob the merchants, there is a good chance they will later be recognized and reported as bandits if they keep the wagons and horses and remain in the area. The horses are detailed in case they become a target. Bandit Leader, Human Fighter 2: AC 15, AB +2, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 8, XP 75 HP 9 Bandits, Human Fighter 1: AC 13, AB +1, #At 1 shortsword, Dam 1
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3. Halfling Home room
Maps): The party comes across what was once a Halfling farm and orchard. From all evidence, this was abandoned decades ago. It is now grown over with brush, weeds, and trees. The main buildings are built like a burrow, with only the round front door and round windows (shown as circles on the maps) exposed. The rest is buried underneath a dozen feet of earth. The ceilings are uniformly 6 feet high. The floors and walls are stone; the ceilings are made of and held up by heavy timbers. Cobwebs and dirt clutter all the inner rooms. Only the windows provide light inside. The windows are filthy from decades of neglect. They are composed of multiple panes of glass with wooden framework, but exact details are left to the GM's imagination. H1. FRONT DOOR: A large, round green door greets visitors. The door is locked, but is old and rotten, and can be easily knocked in. H2. LIVING ROOM: The main living room, with a fireplace in the south wall and a round window about 4' in diameter in the north. There is no furniture here. Searching the fireplace for loose stones will reveal a small, secret niche (about 1' squared) off to one side which contains an old, ornate jewelry box. Inside are 100 gp, a gem worth 250 gp, and a large silver hat pin that was once magical but is not any longer. The stink of death is here. A long-dead body clad in old, rotten leather armor lies mauled in the center of the room. It has a silver dagger in a belt sheath, 2 vials of holy water, 1 Potion of Healing, and
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4. Rescue room
The PCs hear the squealing of an angry hog and see a fleeing man leap onto some rocks. A wild boar is chasing him; it circles the rocks, stamping and chomping in rage. If the PCs ignore the man's plight, nothing bad happens: the boar will eventually get bored and leave. If they help the man, he will give them 20 gp (kept at his home), and his gratitude. If the PCs are searching for the caves, he has recently seen several goblins that might be headed there and can help point them in the general direction. He is a rancher out looking for stray sheep, not a hero who can fight boars and monsters. Remember to reward the PCs with experience. If they kill the boar and clean it, they can recover a hundred pounds of meat and its tusks (worth about 10 gp in town). Wild Boar: AC 13, HD 3, #At 1 tusk, Dam 2d4, Mv 50' (10'), Sv F3, ML 9, XP 145
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5. Giant Toads And Harpy room
The ruins of an old tower rise from the woods. It is 20' high and 30' round, but there is little left to warrant a map. The single harpy that inhabits it attempts to use its singing to lure opponents into the jaws of the giant toads that lurk in the nearly-dry moat in the shadows of the woods beneath it. The harpy has a short bow to shoot at intruders with. (If the GM wants to weaken it, they might decide the bow is poorly-made and she is using crude arrows fletched by the random feathers of birds she catches; it only does 1d4 points of damage and has a range of 40/80/120.) On the highest ledge of the tower is its nest, including a leather belt with pouches with 50 gp and 10 pp ripped off some poor victim. 3 Giant Toads: AC 13, HD 2, #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, Mv 30' Swim 30', Sv F2, ML 6, XP 75 ea. Harpy: AC 13, HD 2*, #At 2 claws, 1 shortsword + song, Dam 1d4 claw, 1d6 shortsword + charm person song, Mv 20' Fly 50' (10'), Sv F2, ML 7, XP 100
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6. Cave Of Horrors room
Maps): This is a collection of what appears to be crudely-carved, cold, and dark winding tunnels. Bones litter the grassy area around the entranceway, and large footprints (ogre- sized) can be found in muddy areas or soft soil. C1. ENTRANCEWAY: Deep enough inside the entryway to avoid sunlight is evidence that the cave might be occupied: there are five thin cords strung across the width of the floor about 2' apart and an inch or two above the ground. They are covered by dust and hard to detect unless a close inspection is made. If tripped on, they release a broad frame that has been pulled back against the east wall. It is 8' high and wide, and lined with sharp wooden spikes. It strikes as a 2 HD monster and does 2d6 points of damage if it hits. A number of the spikes are covered in fresh blood and fur. C2. OGRE'S LAIR: Munching on the corpse of a bear is an ogre. This creature might be bribed into helping the PCs (provided the bribe is at least 200 gp), but it is also incredibly dense and self-interested. It will just as happily attack intruders or get a party lost leading them in circles. It gets bored quickly and rarely stays with even the most agreeable party for more than 1d6 days. The lair is furnished with hides, piles of leaves, a few tree trunks for benches and such items. The ogre has a large, knobby club for a weapon. It has a crude hide pouch on its belt. If made an ally, it thumps the pouch and says, "Me poor. Me need much money!" Inside are 231 cp. A set of natu
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7. Bee Hive room
A high-pitched voice is heard yelling in gleeful excitement. From out of the trees (or grass) a giant bee careens into the party and hits a PC or tree, tumbling to the ground, dead but wiggling and oozing juices. Laughing uproariously, the pixie that was riding it (detailed below) stands up and tries to turn invisible and flee. Hot on its tail are a half dozen more bees that will attack the party and anything else they find near the dead bee. 6 Giant Bees: AC 13, HD ½ (1d4 HP)*, #At 1 sting, Dam 1d4 + poison, Mv 10' Fly 50', Sv F1, ML 9. XP 13 ea. HP If the PCs follow the general direction the bees came from, they will note several more buzzing angrily around in a copse of trees: 3 Giant Bees: AC 13, HD ½ (1d4 HP)*, #At 1 sting, Dam 1d4 + poison, Mv 10' Fly 50', Sv F1, ML 9, XP 13 ea. HP The beehive is built amid the branches and crooked trunks of several fig trees that are growing together. It contains some 1d6 gallons of honey (weight about 8 pounds per gallon; value about 40 to 50 gp per gallon depending on the buyer). If the PCs collect the honey and the pixie is still alive and able, they will be pelted by several (1d6) platinum coins from the pixie, which is now hiding in the trees and laughing. Pixie: AC 17, HD 1*, #At 1 dagger, Dam 1d4, Mv 30' Fly 60', Sv F1E, ML 7, XP 37 HP
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8. Crypt room
The PCs have found the entrance to an old tomb. The tomb is built of heavy stones buried under eons of dirt and brush. A rusted iron gate and door blocks the entranceway but can be pried open. Lines of old, worn runes over the doorway spell out slogans in Common, such as "EVIL WILL ALWAYS PREVAIL" and "DESTRUCTION TO ALL THAT IS GOOD." The tomb itself is a fairly simple rectangle, 10' high, 20' wide, and 30' long from the door to the back wall. Inside are three stone coffins (sarcophagi). The main occupant is a wight in the middle sarcophagus. It will avoid daylight and hunker inside until darkness falls. The wight wears Plate Mail +1 armor. A silver-bladed sword will be found in its coffin. It wears a simple brass crown (as a sign of military office, not royalty) with three 100 gp gems in the rim. A coffer holds 200 gp in coins. Wight: AC 18 (s), HD 3*, #At 1 touch, Dam energy drain (1 level), Mv 30', Sv F3, ML 12, XP 175
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dungeon The Chaotic CavesOpen →
The Caves (JN1 pp. 20-35): a complex of monster lairs keyed continuously, rooms 1-76, across all the cave mouths (the lettered lairs appear on the map; the GM decides where the caves are -- they might even be scattered about the countryside in different places). As drawn, the cave map is wooded with occasional clearings. The monsters try to avoid leaving tracks and trails so as to keep their lairs undetected, and wild animals are few nearby -- monsters are hunting them pretty hard. An adventuring party blundering around outside, making a lot of noise, will alert the denizens, who will surely come out in force after dark. The underground areas are not lit unless otherwise noted and are usually dead-silent. Most ceilings are 10 to 15 feet high; most doors are heavy wooden doors that open with a simple latch and can be barred from inside the room; steps typically have a 1 to 1 grade.
ROOMS • 76
1. Entrance room
Two orcs usually stand guard outside this gaping entranceway, leaning on their spears. Others will be inside the first chamber, which is their usual bunk room. Each has 1d6 sp. 6 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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2. Empty Room room
The walls and some of the ceiling of this room collapsed some time ago. It is currently unfit to live in.
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3. Common Room room
These are the quarters of a number of orcs, with their weapons and gear. Each has 1d6 sp. Crude furniture is in the center of the room, and wooden bunks line the walls. In the back are sacks of food stuffs (potatoes, etc.) and hanging meat (12 – 72 pounds each of veggies and meat). 8 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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4. WOLF PEN. Both ends of this area are room
blocked by a wooden fence spanning the complete width and height of the halls; in the center of each is a wooden gate about 3' wide and 6' high, lashed shut by rope. Inside are three wolves. They are usually alert and will set up a clamorous barking and howling if they hear or smell careless parties, resulting in a chance of attracting orcs to see what is going on (use the wandering orc concept explained at the start of the lair for the chance and number of orcs). Make a "hear noise" roll to see if the jailers in #5 below hear and investigate as well. The soft earthen floor of the room is littered with wooden bowls full of water, bones, and offal, but nothing else. 3 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. HP
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5. Door To Jail room
Behind this door are the quarters for the big, sweaty orc who serves as the warden of the jail (and also chief torturer) and two assistants. The key to the jail door is usually hung on a hide cord on the wall. Crude furniture and various simple wooden or stone interrogation devices fill the room. The warden has 1d6 gp and the other two orcs 1d6 sp. Orc Warden: AC 14, HD 2, #At 1 longsword, Dam 1d8+1 for strength, Mv 30', Sv F2, ML 8, XP 75 2 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP JAIL AREA: The locked door to the east opens into the jail, where anyone captured will be held. Currently there is a merchant who is a normal man (bedraggled and missing a finger, which was sent off with a ransom note). If saved, he will give the party what he has at his home (100 gp; it is obvious the orcs think he's richer than he is). Merchant: AC 11, HD ½ (1d4 HP), #At 1 fist, Dam 1d3, Mv 40', Sv NM, ML 7, XP 10 HP
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6. Chief's Room room
The strong, shrewd leader of the orcs resides here, sitting on a large, heavily-built throne when judging court. The sub-room to the south contains a bed and other personal furniture. His pets are also here: a mountain lion and two wolves. The tawny cat wears a collar with gems (100 gp value for the gems) that is connected to a strong steel chain. The chain is usually attached to a steel hoop on the base of the throne; the chain can be released quickly. The wolves wear ordinary heavy leather collars, and are usually chained to the wall beside the door. Usually there are four orcs: two are here on permanent duty and two more to serve as messengers and go-fers. The chief has the key to the west temple door (see room #9). Orc Chief: AC 15, HD 4, #At 1 longsword, Dam 1d8+1 due to Strength, Mv 20', Sv F4, ML 8, XP 240 Mountain Lion: AC 14, HD 3+2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d6 bite, Mv 50', Sv F3, ML 8, XP 145 2 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. HP 4 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP The throne is the treasure chest. There is a silk pillow on it which is worth 200 gp. Under the flip-up seat is: 671 gp, 1,235 sp, and 785 cp. A stoppered flask in a padded jar contains a Potion of Passwall – which replicates the effect of the 5th-level Magic-User spell of that name when poured onto an appropriate surface.
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7. Common Room/Guard Room room
Several orcs are housed here as a guard post against those in lair B. Each has 1d6 sp. The room is cluttered with crude furniture and common foods stuffs, some in bags, some in the form of dried meats hanging on strings. 4 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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8. Pools room
These pools of water are fed by underground springs. They provide a year- round source of fresh water. They are 6' deep and clean, but otherwise not unusual.
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9. Shared Hallway room
At each end of this hallway is a heavy, thick wooden door bound by strong steel bands, with crafty and heavy locks. Each of the orc chiefs (rooms #6 and #13) has the key to the opposite side. They must cooperate to enter the temple. Set here as temple guards, the orcs on either side have been fighting so savagely for the affections of the god in the temple that a high priest had the doors locked. She gave the keys to the chiefs, with the admonishment that any further monkey business was not going to be tolerated.
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10. Orc Temple room
This temple was carefully cut from the living stone and is well- maintained. The four pillars are fluted and ornate; the floor is tiled with polished green and red marble. The ceiling sweeps up some 20' high. On a dais some 6' above the floor is the statue of a vindictive, evil orc god. It is carved from a single shining piece of black basalt, standing 12' high. It has two red gems for eyes (each worth 250 gp). Steps are not provided for getting atop the dais; no one is supposed to stand on it. B. ORC LAIR These orcs share (with those at lair A above) the duty of guarding the local orc temple from intruders. They have a cruel sense of humor. There is a 1-2 on 1d6 chance per hour (6 turns) that the player characters will encounter 1d6 orcs while exploring the caves. 1d6 Wandering Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP ENTRANCE: Four orcs are immediately inside in the first chamber, along with a hobgoblin that went looking for greener pastures and latched onto the orcs. Each has 1d6 sp. 4 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP Hobgoblin: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 HP
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11. Secret Safe Room room
Only the orc chief in room #13 knows of this secret room. Both of the secret doors that enter into it are so well- hidden that even close scrutiny has a low chance of finding them. Each is also trapped in two ways: when opened without disarming the traps, (1) a bladder of gas will release, causing anyone within 10' to make a save vs. Poison or fall asleep for 1d6 hours. And (2) an alarm bangs away loudly for a minute in the orc chiefs quarters. Stashed in the main chamber is a sword, a pouch with 25 gp, food, and flint and steel, a skin of water, a cot, and a cloak.
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12. Guard Post room
Two orcs with spears and hand axes stand on guard duty at this door. Each has 1d6 sp. The short corridor between it and the next room provides a buffer zone in case of attack. 2 Orcs: AC 14, HD 1, #At 1 spear or 1 hand axe, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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13. Chief's Quarters room
The wily orc chief resides here. A war leader and a couple of common orcs are also usually found here. The chief has a key that opens the eastern temple door at room #9 attached to a necklace of long pencil-thin gold bars (value 100 gp). Treasure is housed in a locked chest with a gas trap inside it. The trap is released when it is opened, unless some long pencil-sized object is inserted into a hole in back (the chief's necklace is used for this). The gas will affect a 10' area around the chest (save vs. Poison or die; alternately the GM may substitute a similarly-nasty effect of his or her own devising). In the chest are 800 gp, 500 ep, 700 sp, and a Potion of Healing. This room contains various bits of stout wooden furniture. Under a heavy chair in the northeast corner is the alarm bell that rings if either of the trapped secret doors in room #11 is opened without disarming it first. Orc Chief: AC 15, HD 4, #At 1 longsword, Dam 1d8+2, Mv 20', Sv F4, ML 9, XP 240 Orc War Leader: AC 14, HD 2, #At 1 longsword, Dam 1d8+1, Mv 30', Sv F2, ML 9, XP 75 2 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8 (9 while chief and/or leader are present), XP 25 ea. HP
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14. Common Room room
This trash-littered room houses nine orcs. They are currently throwing rocks at one who is standing against a wall. Several others are bruised. The game is to see who can take the most beating before flinching. Each has 1d6 sp. 9 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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15. Common Room room
This room houses seven orcs. It is cluttered by miscellaneous debris that they have torn up and discarded, as well as firewood and stone circles for cooking. Hidden in a hole in the northeast corner (covered by a stack of fireplace rocks and a foot of earth) is a bag with 10 pp and 400 sp. 7 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP C. HOBGOBLIN LAIR These hobgoblins have taken over what was going to be an expansion of the funeral crypt at D and are renovating it. The interior is a mixture of smooth stone where the original carvers completed their work, rough unfinished work where they left off, and some work by the hobgoblins. ENTRANCE: Twin entrances lead into the first chamber where five hobgoblins are bunked on guard duty. Each has 1d6 sp. At "A" is a wide underground stream being used as a moat. Wooden planks about 15' long (used to cross it) are stored on the opposite side. A loud horn (from an ox) hangs on a peg and can be blown to attract someone to come put planks across (the hobgoblins at #17 are tasked for the job). Other methods can be used to cross it; if the players engage in a lengthy debate or over-elaborate plan to cross, roll 1d6 and on a 5 or 6 two hobgoblins from #17 appear to interrupt. In the northwest corner at "C" is a crude hide painted to resemble stone used for laying ambushes (i.e. hiding behind the hide and letting people get inside the room, then rushing out to attack). 5 Hobgoblins: AC 14, HD 1, #At 1 scimitar, D
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16. Trapped Hallway room
Three sets of pillars help support the 20' high ceiling of this otherwise innocuous hallway. The hobgoblins have strung thin wires along the floor between the center two. Anyone tripping the wires will be attacked by a heavy stone-headed mallet swinging down from behind the pillars (it attacks as a 2 HD creature and does 1d8 points of damage if it hits) followed a moment later by a net covered in bells that covers the hall between the two pillars. Anyone caught under the net will be tangled for 1d6 rounds and their struggles will cause the bells to ring loudly. There is a good chance hobgoblins from room #17 below will hear the bells and come to investigate.
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17. Common Room room
Six hobgoblins bunk here. Each has 1d6 sp. They are not wearing armor but will don it if given time. They have fixed the place up, and are using what was once going to be platforms for caskets as benches and tables. Three fancy, elaborate red funeral shrouds with thin gold threading and black details are being used as hammocks, each worth 50 gp. 6 Hobgoblins: AC 14 armored, 11 unarmored, HD 1, #At 1 scimitar, Dam 1d8, Mv 30' armored or 40', Sv F1, ML 8, XP 25 ea. HP
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18. Store Room room
Usually this room is locked (but not very well – a Thief could pick either door with ease and the doors can be knocked in easily). The chief (in #21) has the key to the doors. It is full of odds and ends and minor plunder: clothing, sacks of grains and potatoes, hanging dried meats, perhaps some hanging "fresh meat" in the form of slain foes. Also there are mining tools: picks, chisels, hammers, etc.
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19. Sub-Leader room
This room has been taken over by a skilled and tough hobgoblin, who lives in luxury. On the wall are a short bow and two quivers of arrows, as well as other items. He has two pouches on his belt containing 300 ep in one and 300 gp in the other. He carries the key to this room on a string made of hair on his belt. Hobgoblin: AC 14, HD 3, #At 1 scimitar or 1 shortbow, Dam 1d8 scimitar, 1d6 shortbow, Mv 30', Sv F3, ML 8, XP 145
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20. Guard Room room
The hobgoblins here have piled up rubble in the hallway and stockpiled six vials of holy water to fend off the ghouls to the west. Each has 1d6 sp. 4 Hobgoblins: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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21. Chief's Room room
This chamber contains the hobgoblin chief and 3 bodyguards. The chief has the key to the store room at #18. There is a plain bed, chairs, tables, and other furnishings here. A collection of goods on one table includes a vial with a Potion of Stone to Flesh (1 use in it). A bag tied to the foot of the bed holds 600 gp, 1,200 sp, and 1,800 cp. Hobgoblin Chief: AC 15, HD 5, #At 1 scimitar, Dam 1d8, Mv 20', Sv F5, ML 8, XP 360 3 Hobgoblins: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8 (9 while chief is present), XP 25 ea. HP D. ABANDONED CRYPTS These are the old funeral crypts, which were once going to be expanded at lair C. Once highly decorated, the facade to the entrance is now in ruin, with much of the marble overlay broken off and scattered about, leaving bare stone. A plaque that once held the name of the crypts lies in shards on the ground. Bits of bone, scraps of cloth, and chunks of wood (some of it varnished) litter the floor and clutters every floor inside. In addition to the larger areas, there are five small, rounded alcoves along the walls (two east, three west) which contain pedestals for shrines.
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22. Ghouls room
Three ghouls lurk here trying to get through the rubble to the hobgoblins in #20. They are not interested in skeletons or zombies as a possible food source. 3 Ghouls: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', Sv F2, ML 9, XP 100 ea. HP
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23. Skeletons room
This space contains six skeletons (three on the east and three on the west). They stand like guards stiff at attention, and attack intruders on sight. The area is cluttered by broken coffins. The rubbish contains a silver dagger, 30 gp, and 21 pp. 6 Skeletons: AC 13 (½ damage from edged weapons, 1 point only from arrows or bolts), HD 1, #At 1 spear, Dam 1d6, Mv 40', Sv F1, ML 12, XP 25 ea. HP
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24. Zombies room
Zombies wait patiently here, under orders to attack and destroy any intruders. The area contains empty (old and rotten) or smashed coffins. Amid the splinters of what appears to have been an ornate cabinet are six intact vials of holy water and 56 gp. 4 Zombies: AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon, Dam 1d8, Mv 20', Sv F2, ML 12, XP 75 ea. HP
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25. Skeletons room
The skeletons posted here attack on sight. The outward facing walls are lined by crypt spaces (3 high, 3 wide per 10' section); many are empty. Those with anything in them have the remains of poor people and (in total) little more than 26 gp and 49 sp. Hanging out the gaping square of one (in plain sight) is a necklace with gems worth 750 gp; the original owners will be so glad to have it recovered (as a sentimental heirloom) that they will pay 1,000 gp for it, if they are tracked down. 6 Skeletons: AC 13 (½ damage from edged weapons, 1 point only from arrows or bolts), HD 1, #At 1 weapon, Dam 1d6, Mv 40', Sv F1, ML 12, XP 25 ea. HP E. GOBLIN LAIR These goblins are living the simple life and serving as spear fodder for the stronger tribes, who aren't above recruiting them (by force) for battles. Their crudely tunneled-out warren is dark and dank. Many halls are 6' to 8' wide and just as high.
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26. Guard Post room
Six goblins hunker here, ready to fight intruders. Each has 1d6 cp. They control a net trap which they can drop by jerking on a rope (it covers the trap area marked on the map at the entrance). Entangled opponents will be easily subdued, but can get free in 1d6 rounds if they are left alone. The GM should use common sense and an easily- managed die roll to see if any character is trapped. Any who are foolish enough to walk right under the net will almost certainly be trapped. More so, the goblins have slings and will pelt anyone who steps out to try to undo the net. 6 Goblins: AC 14, HD 1-1, #At 1 shortsword or 1 sling, Dam 1d6 shortsword, 1d4 sling, Mv 20', Sv F1, ML 7, XP 25 ea. HP
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27. Common Room room
The entrance to this room is covered by crude curtains made from rawhide and cheap cloth. Inside are seven goblins (they do not have armor) resting on simple but well-made wooden furniture: stools, tables, cots, and bedding of common furs. Each has 1d6 cp. 7 Goblins: AC 11, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 7, XP 25 ea. HP
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28. Trap room
This pit trap is 10 feet deep and victims take 1d6 damage from falling. The covering is cleverly made and tactics like trying to tap for a hollow floor require a standard trap-finding check to see if a faint noise is heard, for example.
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29. Goblin Priest room
This old goblin serves as the spiritual adviser for the chief and tribe. He is wise, but is also petty and cruel, misguiding anyone for his own profit. In his room is a Potion of Healing and Scroll of Cure Light Wounds. He cannot use the scroll, as he is not really a cleric. He wears a silver amulet representing a goblin god on a thong around his neck (value around 50 gp from a collector). He does not have armor. Goblin: AC 11, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 7, XP 25 HP
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30. Common Room/Store Room room
Some 11 goblins reside here (they do not have armor). Each has 1d6 cp. 11 Goblins: AC 11, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 7, XP 25 ea. HP In niches in the southeast wall are six beautiful statues about 1' tall each. They are carved from rare wood and worth about 25 gp each. Large wicker baskets are stacked along the back wall, each filled with wheat grain, flour, vegetables, dried meats and other items.
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31. Goblin Chief Room room
The goblin chief and three other goblins inhabit this room. The chief wields a Shortsword +1. The north, south, and east walls are covered by curtains assembled from a hodgepodge of bed linens, tapestries, and some hides. Under an overturned bucket in the northeast corner behind the curtains is a bag with 131 gp, 456 sp, and 872 cp. In the southeast corner, a hole was dug out and a very clever covering made which is hard to find (make a “find secret door” check or the equivalent for a search). Buried in it is a simple wooden box containing another 472 gp, 178 sp, and 1,234 cp. Goblin King: AC 15, HD 5-5, #At 1 shortsword +1, Dam 1d6+2, Mv 10', Sv F5, ML 9, XP 360 3 Goblins: AC 14, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 20', Sv F1, ML 9 (7 if king is dead or leaves), XP 25 ea. HP F. BANDIT LAIR This lair has two entrances: see locations #32 and #42 on the map. Both are out of sight from each other in the woods. The denizens of this lair are bandits. They might try to trick an adventuring party with clever guises (like posing as soldiers sent to help clear-cut the monsters), but they will ambush and attack if they get a chance. They are allies to those in the abandoned mansion fort (see Part Two), but unless interrogated or something odd happens, they will not give that away.
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32. East Entrance room
Four humans and a dwarf stand guard here; on hot days they take cover just inside the cave entrance. They each have a crossbow and a case of bolts which are traded out as the guard changes. Each has 1d6+6 sp on their person. At night, a dozen torches will be kept just inside the entrance along with a covered bowl of hot coals. Bandit, Dwarf Fighter 1: AC 13, AB +1, #At 1 shortsword or 1 light crossbow, Dam 1d6, Mv 30', Sv F1D, ML 8, XP 25 ea. HP 4 Bandits, Human Fighter 1: AC 13, AB +1, #At 1 shortsword or 1 light crossbow, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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33. Common Room room
Six human fighters are bunked here, amid furniture that is light and easy to break down and move, but not very sturdy. Each has 1d6+6 sp on their person. The room is lit by two common oil lamps (wooden bowls with a notch for a wick). Oil is brought in with a wooden cup when needed. 6 Bandits: AC 13, F 1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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34. Locked Store Room room
The door to this room is heavy and locked; knocking it in will take some time. The deputy to the leader (in room #41) usually has the key. This room contains provisions and loot from raids. A well has been driven down for water, and barrels of beer, bags of grains, vegetables, and other sundries can be found. A large clay jug holds eight gallons of lantern oil and there are three dozen torches.
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35. Common Room room
Six bandits reside here. Each has 1d6+6 sp on his or her person. The room is lit by two common oil lamps (wooden bowls with a notch for a wick). Oil is brought in with a wooden cup when needed. 6 Bandits: AC 13, F 1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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36. Leader's Room room
The bandit leader (a fighter) is here. He wields a longsword +1, wears chainmail +1, and is carrying a shield. Two of his main cronies are also here, each wearing normal chain mail. The three of them are sitting at a table looking at a map of the general area with notes about best prospects for ambushing traders. This room features a lantern on a swinging hook and a gallon of lantern oil in a wooden jar. The lantern has a continual light spell cast inside it; it is kept fueled in case it is dispelled or countered by a continual darkness spell. The captain has the key to the storage room at #40. Under the table is a locked strong box containing 500 gp, 1,000 sp, and 2,000 cp. The captain has the key to it stuffed in one boot. He has a ring of keys that go to the dungeon doors at #38 on his belt. Bandit Leader, Human Fighter 4: AC 16 (17), AB +3 (+4 with magic longsword), #At 1 longsword +1, Dam 1d8+1, Mv 30', Sv F4, ML 8, XP 240 2 Bandit Cronies, Human Fighter 2: AC 15, AB +2, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 8, XP 75 ea. HP
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37. Stables room
The bandits keep their animals hidden here, taking them out to browse during the day. The dotted lines are wooden fences, with gates where needed. In the stalls are two riding horses, two mules, and two cows. A wagon, two saddles and bridles, and two sets of saddle bags can be found in one corner. The wagon also holds several large bags of grain, buckets, and other items.
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38. Dungeon room
This is a holding area for captives and anyone the captain wants to throw into irons. The captain currently has the keys with him in room #36. The contents of the cells are as follows: Cell "a" has three merchants. They are noncombatants and (if rescued and returned to town) one offers a necklace with gems worth 100 gp, while the other two offer 100 gp each. Cell "b" is empty. Cell "c" contains a recalcitrant bandit, who was put here for pilfering and bad-mouthing everyone. She knows no boundaries and will attempt to get into anyone's good graces (posing as the guard of a merchant), only to steal what she can and run off. She has no armor and no weapon. Bandit: AC 11, HD 1, #At 1 fist, Dam 1d3, Mv 40', Sv F1, ML 8, XP 25 HP Cell "d" holds three jars of good wine, two jars of cheap wine, and a dozen bottles of ale in a box. Cell "e" is empty.
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39. Guard Post room
Three men are always posted here to guard the main loot, with strict instructions as to who to let in. Each has 1d6 + 6 sp on their person. A common oil lamp (wooden bowl with wick) provides light. 3 Bandits: AC 13, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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40. Treasure Room room
The best loot is stored here behind a strong, locked door. The bandit captain in #36 keeps the key. The contents are as follows: • 10 silver cups worth 10 gp each (100 gp total) • 10 silver plates worth 25 gp each (finely engraved and decorated) (250 gp total) • 10 forks and 10 spoons of silver worth 5 gp each (100 gp value) • 1 dress worth 250 gp • 3 dresses worth 100 gp each
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41. Bandit Lieutenant room
These quarters are shared by the bandit leader's deputy and cronies (usually the cronies are with the leader, see room #36). The lieutenant is an Elven Thief wearing leather armor and carrying a dagger and shortsword. A shortbow and quiver of arrows is hung on a peg by the door. The main room has tables, couches, and furnishings and items for normal living. The three back rooms (41a, 41b, and 41c, labeled for the GM's convenience) contain beds and other items for personal use. All furniture here is crude and hand made from materials found in the immediate area, not brought by the bandits. Each room has a plain oil lamp (wooden bowl with notch for wick) and the main room has a wooden jug with a quart of oil. Elven Thief 3: AC 14 due to dexterity, #At 1 shortsword or 1 shortbow, Dam 1d6, Mv 30', Sv E-T3, ML 8, XP 145 HP
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42. West Entrance room
Four humans and a Halfling stand guard here (on hot days, they are usually inside the cave entrance). They have crossbows and a case of bolts which are traded out as the guard changes. Each has 1d6 + 6 sp on his or her person. A dozen torches are kept just inside the entrance along with a covered bowl of hot coals. 5 Bandits: AC 13, F 1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP G. KOBOLD LAIR These creatures were not invited to the region; they arrived like rats smelling a dead corpse to chew on. They are tolerated much the same way.
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43. Guard Post room
Nine kobolds hunker nervously here. South of them is a locked store room; the chief in room #48 has the key. The store room has dried meat, pickled vegetables in clay jars, and other supplies. 9 Kobolds: AC 13, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 20', Sv NM, ML 6, XP 10 ea. HP
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44. Guards room
Seven kobolds lounge on benches and chairs around tables. None have armor. 7 Kobolds: AC 11, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 30', Sv NM, ML 6, XP 10 ea. HP
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45. Common Room room
The doors to this room are made of flimsy wooden poles lashed together; they can be kicked in or heard through easily. A number of the kobolds (none have armor) inside are keeping normal rats as "pets" (they eat their pets now and then). 12 Kobolds: AC 11, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 30', Sv NM, ML 6, XP 10 ea. HP
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46. Common Room room
The door to this room is rickety and easily kicked in or listened through. The kobolds inside do not have armor. Ordinary rats and mice scurry among the litter; some are being cooked on a fire. 9 Kobolds: AC 11, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 30', Sv NM, ML 6, XP 10 ea. HP
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47. Trophy Room room
This open chamber is decorated by old metal helmets, clothing hung on wooden frames like scarecrows, and other items. These are all mementos of opponents defeated in battle. Most of them are not that impressive and some are kobold-sized. SECRET DOOR: The secret door (3' wide and 6' high) in the center of the west wall is well- hidden and takes careful scrutiny to find. It opens if a careful grip is taken on one side and pulled. Only the chief knows it is there.
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48. Chief's Room room
The kobold chief, two bodyguards, and four normal kobolds live here. The chief has the key to the store room at #43. The chief wields a silver-bladed hand-axe worth about 40 to 50 gp and has a pouch around his neck with six 100 gp gems in it. Each bodyguard has a golden arm-band on one arm worth 50 gp. There is a large clay urn in back with a wooden lid tied on by rough fiber rope, inside which are 306 gp, 312 sp, and 108 cp. Kobold Chief: AC 13, HD 2, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 7, XP 75 HP 2 Kobold Bodyguards: AC 13, HD 1, #At 1 tiny sword, Dam 1d4, Mv 20', Sv F1, ML 8 (7 if chief is defeated or leaves the area), XP 25 ea. HP 4 Kobolds: AC 13, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 20', Sv NM, ML 7 (6 if chief and bodyguards are defeated or leave the area), XP 10 ea. HP
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49. Escape Route room
As shown on the map, a pit trap with stakes (2d6 damage) is some 10' or 20' from the entranceway: it is covered by a pretty good false floor, although a careful search should have a high chance of finding it. The outside exit is in the middle of the woods and has been covered by living brush and debris such that it is hard to find. Scuttling in the brush just outside the entrance are seven giant centipedes, attacking anyone who comes near: 7 Giant Centipedes: AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 10 ea. HP H. LIZARD MAN LAIR The lizard man lair is located in a swampy area formed where a stream slows down, spreads out, and pools in this area. The tunnels of the lair are wet and muddy, with water dripping down from the ceiling to form small pools. Gnarled tree roots grow through the ceiling and walls. The inner chambers are 10' tall and the connecting passages are low (6' or so). DECORATION: Each of the lizard men wears a 25 gp gem on a leather thong around its neck as a tribal identifier, and is painted in garish red colors. STREAM: The stream is cool and clean, running northwest to southeast. It has pools up to ten feet deep, shallow places less than a foot deep, and is easily crossed by finding a shallow place. In some places it is overgrown with reeds. The bank can rise to a height of 10' or 20' and is occasionally flat. Normal inhabitants include crayfish, fish, frogs, beavers, ducks, and other animals coming to drink.
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50. North Entrance room
Two totem poles flank the rough entrance that has been clawed into the hard, rocky ground. Each is capped with the bleached skull of a bear and feathers. Three lizard men (wearing tough hide and bone armor) and a giant gecko lizard lounge some twenty feet inside, warding off any intruders. The tunnel slopes down sharply from the opening to the first chamber, dropping some 30' in elevation. There are several boulders there which can be rolled into the hallway and packed with mud to prevent flooding. 3 Lizard Men: AC 15, HD 2, #At 1 spear, Dam 1d6+1, Mv 20', Sv F2, ML 11, XP 75 ea. HP Giant Gecko Lizard: AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40', Sv F2, ML 7, XP 145
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51. Empty Chamber room
An empty chamber, stacked with firewood, dry grass for tinder, and rocks.
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52. Common Room room
The residence of three males; they are unarmored. 3 Lizard Men: AC 12, HD 2, #At 1 spear, Dam 1d6+1, Mv 30', Sv F2, ML 11, XP 75 ea. HP
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53. Larder (Food Storage) room
These two chambers are separated from each other and the hallway by reed walls some 3 feet high. The pool of water in the westward one is 2 feet deep and contains fish, eels, crawdads, and other such creatures, while the other has turtles, lizards, and rabbits.
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54. Main Harem room
The leader of the lizard men (wearing armor of tough hide and bone) resides here with two prime female mates who are statistically indistinguishable from males. There are six young. Other than the leader, all are unarmored. The leader has a 100 gp gem on a thong around his neck which marks him as dominant, rather than the 25 gp gem of the others. He also has a leather sack with a drawstring hidden in a hole in the center of the north wall, covered over by mud. It contains 20 x 25 gp gems, 20 x 10 gp gems, 123 gp, 911 sp, and 345 cp. Two hollow tree trunks about 1 foot in diameter rise up through the roof and exit above, providing ventilation. The lizard men are very crafty and if cornered here they can dig out through the ceiling, taking perhaps an hour or less to make their escape. A fire smolders in one corner, over which several large rats are slowly smoking. Smoked meats, some vegetables, and other items are piled beside them. Several large and well- made hard-baked clay pots and jars are also here. There are hides and furs stacked along one wall (the most valuable of which are three furs worth 50 gp each). There is also firewood, grasses, and leaves for bedding and fires. Note: The author is keeping this module kid- friendly; for adults, the GM might decorate the place with the bones of humans. These lizard folk are not intended to be sweet and friendly. Hanging almost casually on a peg on a wall is a reed whistle (a Whistle of Summoning Animals). When blown, it summons
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55. Common Room room
Three males are busy here, readying simple bamboo gigs for a fish- and-frog hunt. 3 Lizard Men: AC 12, HD 2, #At 1 spear, Dam 1d6+1, Mv 30', Sv F2, ML 11, XP 75 ea. HP
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56. Guard Post room
Three lizard men (wearing tough hide and bone armor) and a giant gecko lizard on a thick fiber rope lurk in the dark here, keeping intruders (including animals) out. The tunnel slopes down sharply from the opening to here, dropping some 30'. There are several boulders here which can be rolled into the hallway and packed with mud to prevent flooding. 3 Lizard Men: AC 15, HD 2, #At 1 spear, Dam 1d6+1, Mv 20', Sv F2, ML 11, XP 75 ea. HP Giant Gecko Lizard: AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40', Sv F2, ML 7, XP 145
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57. South Entrance room
This entrance opens into the bank of the stream, which is some 20 feet high here. It is flanked by two 9-foot totem poles (featuring crude animals and lizards) capped by bear skulls and feathers. I. BUGBEAR LAIR These bugbears are planning a takeover of the region. For now they are biding their time and waiting for an opportunity. Heavy wooden beams support the ceilings of the halls of their lair, tunneled from the loose, rocky earth by skilled hands. Most ceilings are 15 feet high.
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58. Entrance room
Two bugbears with pole arms stand outside the entranceway, one on each side. Another is in the niche inside. Each carries 1d6 gp. 3 Bugbears: AC 15, HD 3+1, #At 1 polearm, Dam 1d10+1, Mv 30', Sv F3, ML 9, XP 145 ea.
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59. Swinging Arm Trap room
Both ends of this hall are protected by a trap. A swinging frame set with sharp, hard wooden spikes slashes out when a pressure plate is stepped on, attacking as a 2 HD monster and doing 2d6 points of damage to each person hit. Each person in front might be hit.
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60. Store Room room
The door to this room is open. Just inside is a tarp hanging down to prevent light from getting in or out, or so it might seem. The tarp has been carefully cultured with a yellow mold on the west side such that anyone pushing brusquely through will cause it to release spores. The bugbears typically use a pole to carefully lift the tarp aside from a distance. The room contains crates of food, bags of meat, three 50-foot sections of rope, a dozen iron spikes and other items. Yellow Mold: AC Can always be hit, HD 2*, #At Spores, Dam All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds, Mv 0, Sv NM, ML N/A, XP 100 HP
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61. Common Room room
Three bugbears reside here. Each has 1d6 gp on its person. The east wall is decorated with three long strips of cheap paper scattered with bugbear "chicken- tracks" (writing). They are prayer scrolls pleading for success in battle and many enemies to feast on. 3 Bugbears: AC 15, HD 3+1, #At 1 scimitar, Dam 1d8+1, Mv 30', Sv F3, ML 9, XP 145 ea.
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62. Empty Common Room room
This room has benches and tables stacked on the north wall and bunks and boxes on the south wall. It is empty.
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63. Secret Door room
This secret door is well hidden; it only opens when a block in the ceiling overhead is gripped and pulled down (it swings up; the latch is reset when it is swung down). The prison and main treasure room are hidden to help throw off would-be rescuers or plunderers. Captives are blindfolded before entering or exiting this area to keep it secret.
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64. Treasure Room room
The door is extremely strong and locked by a high-quality lock (the chief in room #68 has the key). Tucked away on one side of the door frame is a small niche; unless someone pokes a dagger blade or such inside and presses on a latch there, a bladder over the door releases a blast of gas that floods the area outside the door; it catches fire if open flame (torch, lantern, etc.) is nearby, doing 1d6 points of damage to all within 10 feet (half damage with save vs. Dragon Breath). If there is no flame, it is harmless and dissipates in 1d6 turns. The room contains chests, boxes, and barrels. Inside one chest is a Shield +1, a Potion of Gaseous Form, and a Potion of Healing. A bag holds 500 gp, 1,400 ep, and 200 cp.
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65. Prison room
The head jailer is usually in and around "e", along with an assistant. Each has 3d6 gp on his person. The heavy wooden doors to cells "a" to "d" are locked, with barred windows to allow someone to look inside them. Area "e" is a torture room furnished with stools for guards, and iron loops and chains on the walls for victims. A hot brazier and fireplace poker is ready at all times. 2 Bugbears: AC 13, HD 3+1, #At 1 scimitar, Dam 1d8+1, Mv 30', Sv F3, ML 9, XP 145 ea. Cells "a" and "d" are empty. "b" holds a desperate merchant who will pay 200 gp in thanks if returned to town. "c" has two completely harmless skeletons of humans or elves.
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66. Common Room room
Three bugbears reside here. Each has 1d6 gp on its person. The room is furnished with common rattan furniture (tables and chairs) and heavy wooden bunks. 3 Bugbears: AC 15, HD 3+1, #At 1 scimitar, Dam 1d8+1, Mv 30', Sv F3, ML 9, XP 145 ea.
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67. Owlbear room
Listening to this door will reveal a grunting, snuffling noise. Chained to the east wall inside is a great owlbear, captured as a cub and raised by the bugbears. It considers the lair its home, and defends it ferociously against intruders. The chain is weakly attached to the wall, and the beast can easily rip it out if it needs to. On occasion it is allowed to roam free. It is only chained up to keep it from getting into supplies and being annoying. The bugbears often take it outside with them. Owlbear: AC 15, HD 5, #At 2 claws, 1 bite + 1 hug, Dam 1d8 claw, 1d8 bite, 2d8 hug, Mv 40', Sv F5, ML 9, XP 360
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68. Main Boss room
The head bugbear and a small guard of common bugbears reside here, amid heavy wooden beds, chairs, and tables. The chief has a necklace with 300 gp on it; each individual has 1d6 gp on its person. The chief has two keys on a thong around one wrist: one opens the locked door to the west and the other the treasure room (#64). The locked door to the west is stout, thick, and iron- bound, but the room it opens into is empty. Bugbear Chief: AC 15, HD 6+6, #At 1 scimitar, Dam 1d8+3, Mv 30', Sv F6, ML 10, XP 500 2 Bugbears: AC 15, HD 3+1, #At 1 polearm, Dam 1d10+1, Mv 30', Sv F3, ML 10 (9), XP 145 ea. J. GNOLL LAIR These gnolls have been brought here by the scent of loot and fresh meat. They are armed with wide-bladed, heavy swords of their own making; others who wish to wield them must have at least 12 Strength to do so.
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69. Entrance room
This entranceway seems to be unguarded. A dead goblin and two dead bugbears lie sprawled just outside it. They have been dead for several days and have not been disturbed, beyond some nibbling by small animals and birds. The place is quiet and reeks of desolation; any tracks that are found are days old. Which is a trap: gnolls from the guard posts at #70 and #71 keep watch around the corner at location "w". Based on what any intruders do, the gnolls attempt an end-round. If intruders explore the door to #70, gnolls from that room leave and come charging down the hall from the west opening ("w"). If they bypass the door, gnolls exit the door and attack. Those at #71 will remain in reserve and make crafty use of the well-concealed secret door to come out behind opponents and attack if they can.
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70. Guard Post room
Three gnolls wait here – one is on duty at the corner at the area marked "w" (along with the one from room #71) and will alert the rest of those in this room if it detects intruders. Most of their furniture is shabby, although three sections of a large tree have been carved into crude benches. Each gnoll has 1d6 ep. 3 Gnolls: AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. HP
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71. Guard Post room
Three gnolls wait here – one is on duty at the corner at the area marked "w" (along with the one from room #70) and will alert the ones in this room if intruders are spotted. They have shabby furniture. Each gnoll has 1d6 ep. 3 Gnolls: AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. HP
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72. Common Room room
A group of gnolls lounge in this room, often bored and bickering. A pet wolf is tied by rope to the northwest corner, fed scraps, and trained as both guard and war dog. It has a high chance of hearing or smelling anyone who spends too much time outside the doors debating what to do. Each gnoll has 1d6 ep. The unmarked room to the southwest contains crude cots. 5 Gnolls: AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. HP Wolf: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 HP
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73. Cavern room
This natural cavern is divided by stone columns. There is nothing here, although the dripping of water provides some pools of clean drinking water.
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74. Leader's Room room
The gnoll leader resides here along with two mates. The leader wields a Battle Axe +1 and fights fiercely. It wears a golden necklace with gems worth 700 gp. The room has a lot of junk in it, including a collection of clay jars (drinking size), many of them smashed. One jar contains two keys tied together: they open the treasure room to the south and the store room at #75. Gnoll leader: AC 15, HD 6, #At 1 battle axe +1, Dam 1d8+2, Mv 30', Sv F6, ML 8, XP 500 2 Gnoll Females: AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. HP TREASURE HOARD: The door is trapped by a heavy flint axe-head on a strong wooden bar that swings down (it attacks as 3 HD monster, doing 1d8+2 points of damage if it hits). The leader keeps a giant black widow spider here, feeding it rats and kobolds as needed, and cleaning up after it. It lurks overhead in webs which are so covered by dust that they appear to be the ceiling, about 10' up (the actual ceiling is 15' high). It had a bad experience with the ax trap and avoids it. A strong chest holds 639 gp, 533 sp, and 617 cp. Other boxes hold assorted goods including food, raw cloth in bolts (about 6, each worth perhaps 1 to 5 gp), and other items. Giant Black Widow Spider: AC 14, HD 3*, #At 1 bite, Dam 2d6 + poison, Mv 20' 40' web, Sv F3, ML 8, XP 175
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75. STOREROOM. The door is locked and the room
gnoll leader in room #74 has the key. Barrels, boxes, and bags are crammed into this store room. Most contain food or cheap ale.
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76. Dungeon room
A gnoll is on guard with the key (it has 1d6 ep). Captives being kept for ransom are held here. The cell "doors" are made of thick wooden bars with an inch gap between each and have iron hinges and locks. The locks are not high quality and a Thief would have a high chance of picking them. There are no prisoners here now. Cell "a" is a common cell. Cell "b" is for anyone they wish to segregate. Area "c" is reached by climbing rough-cut steps some 10' up. It contains a torture area, chopping block, hand axe, wooden rack, several wooden "saw horses", and other items. A pile of coal lies beside an iron brazier and with it are crude iron pokers of various types. Gnoll: AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 HP
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dungeon The Abandoned ManorOpen →
The tumbled-down ruins of the fortified manor house of some wealthy merchant -- a corroded brass plaque over the gates reads 'Roslof Manor.' After working through the caves, the player characters find a road leading to it; it is (in general) west of the main map, visible once the characters explore the area around the 'H' or 'J' lairs, standing in a wide clearing some 100 to 300 yards from the densely-wooded forest. The outer stone walls and towers are still standing (walls 20' high with 6' battlements; the two gate towers 30' high, their interior floors collapsed), but the main gateway was breached long ago. The current residents are just getting set up, dealing with wandering monsters and so on, not necessarily as alert and militarily ready as others might be. Fresh wagon tracks and hoof prints mark the old dirt road. The key continues the caves numbering: rooms 77-106.
ROOMS • 30
77. Gateway Flanked By Towers room
A corroded brass plaque over the gates reads "Roslof Manor." The old wooden gates have been torn aside, battered down long ago in a forgotten fight which led to the manor being abandoned. Recently (within the last few days) someone has taken out the stronger timbers and much of the metal hardware. The rest is laid out as a pattern, as if plans are being made to replace them. The area has been cleaned up somewhat for easy access. Hoof prints and wagon tracks point in and out on the soft earth, amid badly- broken paving stones.
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78. West Gate Tower room
This tower is three stories high (counting the roof as the fourth), but the top floors have collapsed inward, leaving only the bottom one. It is a simple hollow tube with a steep stairway that would provide access to each floor if they were still intact. Arrow slits are every 10 feet, positioned where they can face out. The entrance door has a lock but is not kept locked; a heavy bar is kept beside it to fit into brackets on the frame. This is a guard post for human fighters wearing scarlet cloaks, red-enameled helmets, and chain mail. Each has 1d6 gp. They are busy dealing with a giant black widow spider that just crawled into the rubble of the tower overhead. It might come scuttling down the wall to attack the PCs! Human Fighter 2: AC 15, AB +2, #At 1 longsword, Dam 1d8 (1d8+1 for one for sword +1), Mv 20', Sv F2, ML 8, XP 75 HP 6 Human Fighter 1: AC 15, AB +1, #At 1 spear, Dam 1d6, Mv 20', Sv F1, ML 8, XP 25 ea. HP Giant Black Widow Spider: AC 14, HD 3*, #At 1 bite, Dam 2d6 + poison, Mv 20' 40' web, Sv F3, ML 8, XP 175
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79. East Gate Tower room
As #78 except It has been badly damaged and is not safe to use; no humans are found here. The door has a lock, but it has been broken off its hinges and leans askew in the frame, wedged in place by heavy wooden pegs. The lower floor is occupied by giant centipedes, crawling amid rubble. The rubble of the next floor is overrun with giant rats scurrying amid broken furniture and various skeletal remains (harmless). 9 Giant Centipedes: AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 10 ea. HP 9 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4+disease, Mv 40' swim 20', Sv F1, ML 8, XP 10 ea. HP
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80. Stables room
These stables are in ruins from neglect. There was once a smithy, small cottages, hay storage, wagon storage, rooms for grooms, and so on. The structures have collapsed, leaving a maze of darkness and ruin. Soot and burned timbers, the signs of ancient fires, are everywhere. New weeds are growing through the rubbish. A giant weasel is sparring with three giant shrews that have killed a pack of giant rats and are going to feast on them. If they smell fresh meat, they will attack it instead. Giant Weasel: AC 17, HD 5, #At 1 bite + hold, Dam 2d4 bite + 2d4/round hold (rending), Mv 50', Sv F5, ML 8, XP 360 3 Giant Shrews: AC 16, HD 1, #At 2 bites, Dam 1d6 bite, Mv 60', Sv F2, ML 10, XP 25 ea. HP
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81. Cottages room
These were quarters for gardeners and other staff, but they are now in ruins, much like #80. Berries, fruit trees, and vegetables are growing wild. During the growing season, the player characters can stock up on 1d6 weeks of rations quite easily, most of which will spoil in a week or two unless dried or otherwise preserved.
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82. North Wall room
This collection of rotten wooden buildings and weeds mark the area once used for dog kennels. The wall in this area is patrolled by the minotaur ally of the humans. If it notices the player characters, it will bellow to try to attract guards and hurl a few rocks (for 1d6 rounds or as reasonable) then charge down the closest set of steps (randomly roll if need be). If the GM needs rules for rock throwing: Rock Damage Range light 1d6 30/60/90 medium 1d8 20/40/60 boulder 1d10 10/20/30 It wears a necklace of 100 gp and 50 pp (these were minted with a hole in the center and weigh as much as normal coins). A rude lean- to of hides stands on the northeast corner, under which is the half-eaten, raw carcass of a deer. Various animal parts are strewn about. Minotaur: AC 14, HD 6, #At 1 gore, 1 bite, or 1 battle axe Dam 1d6 gore, 1d6 bite, 1d8+1 battle axe, Mv 30', Sv F6, ML 11, XP 500
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83. Moat room
The main house relies on a 10' deep moat for security (it is currently full), with a simple wooden bridge crossing it at the front entrance. The bridge is gone, burned down long ago, leaving only the planks and timbers of the footing on each side. The moat is fed by a slow-moving stream that comes under the north wall and exits to the east. Each entrance is serviced by an arched undercut with two sets of heavy iron bars (one on each side of the opening) to help keep out intruders.
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84. Main Doors room
The great iron double doors of the main house are firmly shut and barred from the inside. Short of using a massive ram, they cannot be opened. There are quite a number of high, wide windows along the walls, with heavy iron bars keeping out anything bigger than a squirrel. Ripping out the window bars (or using some other noisy method to get in) would likely attract a lot of attention from occupants inside. If the party looks around, they find that some of the blocks on the west side of the door can be easily pulled out of the walls. Invaders had knocked a hole there and the blocks were stacked sloppily when the house was restored by its current denizens. The characters can easily open holes in the wall and step inside into room #85. To one side lie three wooden ramps, each about 24 feet long and made from timbers and iron hardware collected from elsewhere. They allow wagons to cross the moat.
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85. Main Hall room
The lower floor has been used hard. Many of the hardwood timbers are torn out or scuffed with abuse and dirt is everywhere. Upstairs areas are less damaged and the rooms are cleaner. A heavy iron chandelier hangs overhead for lanterns or torches. There are also small wall mounts here and there throughout the manor. Skylights illuminate the main hall well during the day; most of the rooms in the manor have windows on the outside facing walls for plenty of light during the day. Two sets of ornate stairs ("a" and "b") lead up to second floor balcony (see entry #98 on the second floor map), going up some 20 feet. Under the balcony are swinging double doors that lead into the back. The main hall ceiling is some 30' high. The ceilings in other rooms are 20' high. Recent bootprints in the dust on the floor lead everywhere. The walls of some of the adjoining rooms were once of thick hardwood but have been torn down in places. Horses can be heard snorting: read entry #86 and #87 for more. As the adventurers enter, three people wearing red surcoats over chain mail and carrying swords are met coming down the stairs. They are discussing whether they can get richer raiding towns or by waylaying travelers (whether or not they note the adventurers depends on what the PCs are doing and what the GM wishes). One is a woman, and she is armed with a longsword +1. They will try to lure the party into an ambush if the player's aren't wary: one will excuse himself and go to room #88 to get the troo
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86. Renovated Stables room
These rooms were once a library, music room, and gymnasium, but the space has been gutted and affixed with simple wooden stalls to serve as a smithy and stables. There are four riding horses, three mules, and three oxen here. Hay, feed bags, sacks of feed grain, and other items are nearby. In one corner are a small traveling anvil, a pile of bricks, bags of coal, several hammers, and other tools, along with a few horse shoes. Two horses were lost to wandering monsters before the rest of the animals were brought inside for safe keeping.
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87. Wagon Storage room
The south end of this area was once a posh sitting room. The walls were knocked out to make room for wagons and other equipment. There are two wagons and two carts here, plus boxes, tarps, and other items. The northern end was once a long dining hall. Old, smashed tables and chairs are piled up in neat stacks arranged like firewood in short lengths. Some of the strong, thicker pieces are arranged like building timbers ready for use. There is plenty of room between the piles to get to and from the kitchen and prep room in back.
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88. Prep Room room
Once a prep room for meals ready to bring into the dining room (and to buffer the racket and business of the kitchen), this room now holds tables and chairs, usually with dirty wooden plates and pewter or wooden mugs and other items on them. A keg of cheap beer is propped on a table in one corner. A group of men are sitting down to a meal of bread, meat, gravy, and cheap beer. The sound of a fight will bring two more men running from the kitchen (see room #89). The leader has chain mail and a sword. The others wear red-stained leather armor and have various weapons (short swords, hand axes, and war hammers). Each has 2d6 gp on him. Sergeant, Human Fighter 2: AC 15, AB +2, #At 1 longsword, Dam 1d8, Mv 20', Sv F2, ML 8, XP 75 HP 6 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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89. Kitchen room
Appointed to cook large meals, with several ovens and stoves along the outer walls. There are plenty of tables, sinks, etc. Dirty wooden dishes are common here. There are two men here cooking a stew on one of the stoves. They will join the six in room #88 if a fight breaks out. They are armed with hand axes and dressed in red-stained leather armor. Each has 2d6 gp on him. 2 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
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90. Store Room room
For dry foods and such. Some bags of flour and other grains and vegetables are stacked here. A narrow set of stairs leads down 10' to a cold room where the fresh carcasses of venison, boar, rabbits, and other game animals hang on iron hooks.
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91. Laundry Room room
Buckets and tubs once resided here. Now there are only long ropes to hang laundry up to dry. Wooden shelves for linens and rugs gawk emptily at the observer. In one corner are two sealed buckets: one contains red paint and the other red varnish.
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92. Wash Room room
For humans, clothes, dishes, etc. It contains bath tubs, cloth screens on wooden frames, and a table with bars of soap.
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93. BACK DOOR. The rear exit. The door is a room
heavy security door with two iron bars that can be thrown across from the inside.
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94. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
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95. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
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96. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
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97. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
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98. Stairway room
The stairs go down into the ground floor to #85. A railing along the side provides safety.
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99. Guest Room room
This is the residence of the female fighter and one of the male fighters who are met coming down the stairs in entry #85. Furnishings include makeshift bed, table, chairs, and such. There is a single locked casket here (with a crude lock only intended to indicate tampering, not really keep anyone out) with 345 gp and five gems worth 50 gp each.
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100. Guest Room room
One of the three fighters encountered on the stairs (entry #85 on the ground floor) lives here. It is furnished by a makeshift bed, table, chairs, and such. Under the bed is a sack with ten gems worth 50 gp each, plus coins: 198 gp and 31 sp. It is being guarded by the owner's pet snake which might immediately grab and pull someone under if they investigate unwisely. Python: AC 14, HD 5*, #At 1 bite, 1 constrict, Dam 1d4 bite, 2d4 + 2d4/round constrict, Mv 30', Sv F5, ML 8, XP 405
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101. Guest Room room
Now being used by one of the clerics as a private room (see #106). It has makeshift furnishings: bed, table, chairs, etc. On a chest of drawers are three silver holy symbols (worth 25 gp each) arranged in a worshipful way around a golden icon of some evil demonic being (valued at 100 gp) known for austerity and obedience.
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102. Guest Room room
Now claimed by one of the clerics as a private room (see #106). It contains shabby, slapped-together furniture: bed, table, chairs, and such. Hung on one wall is a painting of horrors and stark terror that in general has no value. A church of good nature might buy it for 100 gp or so in order to burn it or use it as an educational tool to illustrate the true face of evil. Hung under it are a holy symbol with several gems (valued at 250 gp) taken from a murdered Cleric, and three necklaces of gold and silver worth 50 gp each.
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103. Guest Room room
Now used by the Magic- User as a private room (see #106). There is nothing special about the furnishings: makeshift bed, table, chairs, and such. The beginnings of an alchemical laboratory for making potions is here, but incomplete.
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104. Guest Room room
Used to store various items for future use: tables, bedding, etc.
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105. Children's Nursery room
The double doors to this room hang open. This was once a bedroom and nursery for children. A few old toys and cribs lie scattered about, covered by dust.
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106. Master Room room
The door to this room is shut and voices can be heard talking inside. A small bell has been hung from a rod on the inside, near the top. It will jingle if the door is not opened carefully. This lavish, very large room is being used as the headquarters and treasury of the band. Three humans are leaning over a map on a table in this room. These three are ambitiously working on a plan that involves using monsters to carve out their own little empire. They will attack any intrusion unless said intruders surrender. Several gaslights (fed from natural gas taps) give light. The furnishings are sparse: a large round table, some chairs, and a desk (the old furnishings were looted a long time ago). Human Magic-User 4: AC 15, AB +2, #At 1 dagger or spell, Dam 1d4 or by spell, Mv 40', Sv M4, ML 9, XP 280 STR 8 (-1), DEX 15 (+1) Spells: 1st level – sleep, magic missile; 2nd level – detect invisible, web Magic Items: Wand of Magic Missiles (11 charges), Ring of Protection +1, Cloak of Displacement Scrolls: magic missile, sleep Human Cleric 3, wearing plate mail and wielding mace and shield: AC 18, AB +2, #At 1 mace, Dam 1d8+1, Mv 20', Sv C3, ML 9, XP 145 STR 15 (+1) Spells: 1st level – cure light wounds, remove fear Magic Items: 2 Potions of Healing Human Cleric 3, wearing plate mail and wielding mace and shield: AC 18, AB +2, #At 1 mace, Dam 1d8-1, Mv 10', Sv C3, ML 9, XP 145 STR 8 (-1), CHA 7 (-1) Spells: 1st level – cure light wounds, light Magic Items: Potion of Healing, Potion of Invi
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How to use
  • Town: Add buildings as children → attach NPCs to buildings. Everything one hop away.
  • Dungeon: Add rooms as children → upload map on dungeon detail → click to pin monster/trap/treasure (linked to Codex).
  • Next: CRUD forms (no player/GM split) — you asked for single view, so edit is always allowed.