# The Caves The GM has to decide where the caves are on the map. They might even be scattered about the countryside in different places. As drawn, the cave map is wooded with occasional clearings, but the GM may of course change that. The monsters are trying to avoid leaving tracks and trails so as to keep their lairs undetected. Wild animals are few in the general area around the caves; monsters are hunting them pretty hard. As the characters get close to an entrance, they will note it or the guards (if any) on duty. Perhaps smoke from someone cooking a meal in the open is seen rising above the treetops, or is smelled by the PCs in the breeze. An adventuring party blundering around outside the caves, making a lot of noise, should alert the denizens to their presence; the monsters will surely come out in force after dark, if an adventuring party is foolish enough to camp nearby. The underground areas are not lit unless otherwise noted. It is usually dead-silent underground, making a Thief's ability to Move Silently handy. Contrast that to when the wind is blowing outdoors and the sound of the leaves makes a constant background noise. Monsters can hear PCs as easily as PCs can hear monsters, so unless a monster is on guard duty or hunting, it does not have an increased chance of surprise versus PCs. Most **ceilings** are 10 to 15 feet high, but the GM should choose heights as desired. In some places they are obviously higher, and in others the GM might want to lower them. Most of the **doors** to rooms 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, going down 1 foot for each foot of length (so 10 foot long steps drop 10 feet in elevation). Exact elevations are not given to avoid fooling the GM into thinking everything is neat and orderly. The contour lines are only rough guidelines for slopes. The region may look flat on paper, but even the "flat" parts undulate. Two entrances (or other features) that appear to be on the same level could differ in elevation by 10 to 20 feet. The tunnels will constantly slope up and down. Impress the irregularity of the ground from the start to reduce "flat-world" thinking. If someone starts arguing that part "A" doesn't work because it looks like it is on the same level as part "B", just tell them the ground slopes up or down as needed and get on with playing. ## A. Orc Lair These orcs share (along with those at lair B below) the duty of guarding the local orc temple from intruders. They are brash and haughty, prone to cruelty, tricks, and nastiness. There is a chance (a 1 or 2 on 1d6) per hour (6 turns) that the player characters will encounter 1d6 orcs moving about. ```statblock **1d6 Wandering Orcs:** AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 1. Entrance 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. ```statblock **6 Orcs:** AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 2. Empty Room The walls and some of the ceiling of this room collapsed some time ago. It is currently unfit to live in. ### 3. Common 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). ```statblock **8 Orcs:** AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 4. Wolf Pen Both ends of this area are 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. ```statblock **3 Wolves:** AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. ``` ### 5. Door to Jail 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. ```statblock **Orc Warden:** AC 14, HD 2, #At 1 longsword, Dam 1d8+1 for strength, Mv 30', Sv F2, ML 8, XP 75 ``` ```statblock **2 Orcs:** AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. ``` #### 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). ```statblock **Merchant:** AC 11, HD ½ (1d4 HP), #At 1 fist, Dam 1d3, Mv 40', Sv NM, ML 7, XP 10 ``` ### 6. Chief's 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). ```statblock **Orc Chief:** AC 15, HD 4, #At 1 longsword, Dam 1d8+1 due to Strength, Mv 20', Sv F4, ML 8, XP 240 ``` ```statblock **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 ``` ```statblock **2 Wolves:** AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. ``` ```statblock **4 Orcs:** AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. ``` 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. ### 7. Common Room/Guard 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. ```statblock **4 Orcs:** AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 8. Pools 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. ### 9. Shared Hallway 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. ### 10. Orc Temple 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. ```statblock **1d6 Wandering Orcs:** AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 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. ```statblock **4 Orcs:** AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ```statblock **Hobgoblin:** AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ``` ### 11. Secret Safe 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. ### 12. Guard Post 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. ```statblock **2 Orcs:** AC 14, HD 1, #At 1 spear or 1 hand axe, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 13. Chief's Quarters 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. ```statblock **Orc Chief:** AC 15, HD 4, #At 1 longsword, Dam 1d8+2, Mv 20', Sv F4, ML 9, XP 240 ``` ```statblock **Orc War Leader:** AC 14, HD 2, #At 1 longsword, Dam 1d8+1, Mv 30', Sv F2, ML 9, XP 75 ``` ```statblock **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. ``` ### 14. Common 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. ```statblock **9 Orcs:** AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 15. Common 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. ```statblock **7 Orcs:** AC 14, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ## 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). ```statblock **5 Hobgoblins:** AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 16. Trapped Hallway 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. ### 17. Common 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. ```statblock **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. ``` ### 18. Store 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. ### 19. Sub-Leader 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 of hair on his belt. ```statblock **Hobgoblin:** AC 14, HD 3, #At 1 scimitar or 1 shortbow, Dam 1d8 scimitar, 1d6 shortbow, Mv 30', Sv F3, ML 8, XP 145 ``` ### 20. Guard 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. ```statblock **4 Hobgoblins:** AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 21. Chief's 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. ```statblock **Hobgoblin Chief:** AC 15, HD 5, #At 1 scimitar, Dam 1d8, Mv 20', Sv F5, ML 8, XP 360 ``` ```statblock **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. ``` ## 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. ### 22. Ghouls 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. ```statblock **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. ``` ### 23. Skeletons 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. ```statblock **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. ``` ### 24. Zombies 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. ```statblock **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. ``` ### 25. Skeletons 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. ```statblock **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. ``` ## 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. ### 26. Guard Post 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. ```statblock **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. ``` ### 27. Common 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. ```statblock **7 Goblins:** AC 11, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 7, XP 25 ea. ``` ### 28. Trap 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. ### 29. Goblin Priest 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. ```statblock **Goblin:** AC 11, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 7, XP 25 ``` ### 30. Common Room/Store Room Some 11 goblins reside here (they do not have armor). Each has 1d6 cp. ```statblock **11 Goblins:** AC 11, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 7, XP 25 ea. ``` 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. ### 31. Goblin Chief 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. ```statblock **Goblin King:** AC 15, HD 5-5, #At 1 **shortsword +1**, Dam 1d6+2, Mv 10', Sv F5, ML 9, XP 360 ``` ```statblock **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. ``` ## 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. ### 32. East Entrance 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. ```statblock **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. ``` ```statblock **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. ``` ### 33. Common 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. ```statblock **6 Bandits:** AC 13, F 1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 34. Locked Store 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. ### 35. Common 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. ```statblock **6 Bandits:** AC 13, F 1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 36. Leader's 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. ```statblock **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 ``` ```statblock **2 Bandit Cronies**, Human Fighter 2: AC 15, AB +2, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 8, XP 75 ea. ``` ### 37. Stables 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. ### 38. Dungeon 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. ```statblock **Bandit:** AC 11, HD 1, #At 1 fist, Dam 1d3, Mv 40', Sv F1, ML 8, XP 25 ``` **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. ### 39. Guard Post 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. ```statblock **3 Bandits:** AC 13, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ### 40. Treasure 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 ### 41. Bandit Lieutenant 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. ```statblock **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 ``` ### 42. West Entrance 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. ```statblock **5 Bandits:** AC 13, F 1, #At 1 shortsword, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. ``` ## 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. ### 43. Guard Post 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. ```statblock **9 Kobolds:** AC 13, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 20', Sv NM, ML 6, XP 10 ea. ``` ### 44. Guards Seven kobolds lounge on benches and chairs around tables. None have armor. ```statblock **7 Kobolds:** AC 11, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 30', Sv NM, ML 6, XP 10 ea. ``` ### 45. Common 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). ```statblock **12 Kobolds:** AC 11, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 30', Sv NM, ML 6, XP 10 ea. ``` ### 46. Common 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. ```statblock **9 Kobolds:** AC 11, HD ½ (1d4 HP), #At 1 tiny sword, Dam 1d4, Mv 30', Sv NM, ML 6, XP 10 ea. ``` ### 47. Trophy 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. ### 48. Chief's 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. ```statblock **Kobold Chief:** AC 13, HD 2, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 7, XP 75 ``` ```statblock **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. ``` ```statblock **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. ``` ### 49. Escape Route 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: ```statblock **7 Giant Centipedes:** AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 10 ea. ``` ## 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. ### 50. North Entrance 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. ```statblock **3 Lizard Men:** AC 15, HD 2, #At 1 spear, Dam 1d6+1, Mv 20', Sv F2, ML 11, XP 75 ea. ``` ```statblock **Giant Gecko Lizard:** AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40', Sv F2, ML 7, XP 145 ``` ### 51. Empty Chamber An empty chamber, stacked with firewood, dry grass for tinder, and rocks. ### 52. Common Room The residence of three males; they are unarmored. ```statblock **3 Lizard Men:** AC 12, HD 2, #At 1 spear, Dam 1d6+1, Mv 30', Sv F2, ML 11, XP 75 ea. ``` ### 53. Larder (Food Storage) 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. ### 54. Main Harem 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 a normal creature for the general area: the GM must decide which one (if there are only smallish animals, it can summon several). It will override their nature for 2d6 turns during which time they will serve the user to the best of their ability (they cannot speak or otherwise behave except by their natural resources, but will understand the user's intentions quite clearly). Unless abused, they leave once the charm wears off. Once the whistle has been blown three times it loses all of its magic. ```statblock **Lizard Man Leader:** AC 15, HD 3, #At 1 spear, Dam 1d6+2, Mv 20', Sv F3, ML 11, XP 145 ``` ```statblock **2 Female Lizard Men:** AC 12, HD 2, #At 1 spear, Dam 1d6+1, Mv 30', Sv F2, ML 11, XP 75 ea. ``` ```statblock **6 Young Lizard Men:** AC 11, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 10, XP 25 ea. ``` ### 55. Common Room Three males are busy here, readying simple bamboo gigs for a fish-and-frog hunt. ```statblock **3 Lizard Men:** AC 12, HD 2, #At 1 spear, Dam 1d6+1, Mv 30', Sv F2, ML 11, XP 75 ea. ``` ### 56. Guard Post 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. ```statblock **3 Lizard Men:** AC 15, HD 2, #At 1 spear, Dam 1d6+1, Mv 20', Sv F2, ML 11, XP 75 ea. ``` ```statblock **Giant Gecko Lizard:** AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40', Sv F2, ML 7, XP 145 ``` ### 57. South Entrance 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. ### 58. Entrance Two bugbears with pole arms stand outside the entranceway, one on each side. Another is in the niche inside. Each carries 1d6 gp. ```statblock **3 Bugbears:** AC 15, HD 3+1, #At 1 polearm, Dam 1d10+1, Mv 30', Sv F3, ML 9, XP 145 ea. ``` ### 59. Swinging Arm Trap 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. ### 60. Store 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. ```statblock **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 ``` ### 61. Common 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. ```statblock **3 Bugbears:** AC 15, HD 3+1, #At 1 scimitar, Dam 1d8+1, Mv 30', Sv F3, ML 9, XP 145 ea. ``` ### 62. Empty Common Room This room has benches and tables stacked on the north wall and bunks and boxes on the south wall. It is empty. ### 63. Secret Door 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. ### 64. Treasure 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. ### 65. Prison 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. ```statblock **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. ### 66. Common 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. ```statblock **3 Bugbears:** AC 15, HD 3+1, #At 1 scimitar, Dam 1d8+1, Mv 30', Sv F3, ML 9, XP 145 ea. ``` ### 67. Owlbear 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. ```statblock **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 ``` ### 68. Main Boss 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. ```statblock **Bugbear Chief:** AC 15, HD 6+6, #At 1 scimitar, Dam 1d8+3, Mv 30', Sv F6, ML 10, XP 500 ``` ```statblock **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. ### 69. Entrance 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. ### 70. Guard Post 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. ```statblock **3 Gnolls:** AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. ``` ### 71. Guard Post 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. ```statblock **3 Gnolls:** AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. ``` ### 72. Common 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. ```statblock **5 Gnolls:** AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. ``` ```statblock **Wolf:** AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ``` ### 73. Cavern This natural cavern is divided by stone columns. There is nothing here, although the dripping of water provides some pools of clean drinking water. ### 74. Leader's 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. ```statblock **Gnoll leader:** AC 15, HD 6, #At 1 **battle axe +1**, Dam 1d8+2, Mv 30', Sv F6, ML 8, XP 500 ``` ```statblock **2 Gnoll Females:** AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ea. ``` ### 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. ```statblock **Giant Black Widow Spider:** AC 14, HD 3\*, #At 1 bite, Dam 2d6 + poison, Mv 20' 40' web, Sv F3, ML 8, XP 175 ``` ### 75. Storeroom The door is locked and the gnoll leader in room #74 has the key. Barrels, boxes, and bags are crammed into this store room. Most contain food or cheap ale. ### 76. Dungeon 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. ```statblock **Gnoll:** AC 15, HD 2, #At 1 heavy sword, Dam 2d4, Mv 30', Sv F2, ML 8, XP 75 ```