Showing posts with label Stillwater. Show all posts
Showing posts with label Stillwater. Show all posts

Monday, 19 August 2019

Colossal Caves Final Part


I have been away all summer but I finally got around to posting the rest of the Colossal Caves dungeon. I made a couple of changes from the original where I felt it needed some work.


Part 3: The Upper Caves


The Red Claw tribe of Orcs have made their home in the Upper Caves. Some mercenary monsters hired by Ikalis (and Ikalis himself) can be found in this upper level. Also, a band of the previous inhabitants is making their presence known.

Wandering Monster Table
Every two turns the DM should roll a 1d6 and on a 1 the adventurers encounter a wandering monster from the table below.

1 Acolyte NA 1-8, AC 2, HD 1, hp 4 each, MV 60’ (20’), #AT 1 mace, Dmg 1-6, Save C1, ML 7, AL C, xp 10, THAC0 19, TT U. Acolytes of Itrix.

2 Bandit NA 1-8, AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. A straggler from the bandit band.

3 Ghoul NA 1-6, AC 6, HD 2*, hp 14, MV 90’ (30’), #AT 2 claws/ 1 bite, Dmg 1-3 all + special, Save F2, ML 9, TT B, AL C. Any attack by a ghoul that hits will paralyze the victim unless a Save vs. Paralysis is passes. Paralysis lasts 2-8 turns (remember Elves are immune).

4-6 Orc NA 2-8, AC 6, HD 1, hp 4 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D. A wandering patrol.




Key to the Upper Caves.


(44). Alcove

Off to the side of the main passage is a 10-foot square alcove filled with sacks full of garbage. A huge, filthy humanoid creature is sprawled out amongst the garbage apparently asleep.

The creature is an ogre hired by Ikalis to supplement the Upper Caves defenses. It is either asleep or pretending to be asleep (if the heroes have made a lot of noise fighting orcs in area 42).

Ogre (1) AC 5, HD 4+1, hp 28, MV 90’ (30’), #AT 1 club, Dmg 1-10, Save F4, ML 10, AL C, xp 125.

Hidden amongst the garbage are the Ogre’s pay, 55 gold, and 175 silver coins.


Ogre Ambush in the Hall

(45). Meeting Hall

The passage opens into a large, open hall that has a large wood table down the center with about 30 chairs placed around it. Many of the chairs are broken and the table is covered in food debris. Four large tapestries hang on the walls. They appear out of place here, depicting knights and ladies in castle towers. All of the tapestries have been crudely defaced with red paint. Standing about the table near the center of the room are five orcs.

Orc (5) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

(46). Kitchen

There is a large stone fireplace on the west wall. Two large iron pots rest over the flames. A bubbling, brown broth is cooking in the pots. Four orcs work in this chamber, chopping up strips of meat and tending the fires.

The orcs are cooks for the clan but they will quickly move to attack intruders.

Orc (4) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 meat cleaver, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

(47). Barracks

This room is a barracks. Bunks of rough wood with straw pallets line the walls. A table near the west wall has a padlocked footlocker resting on it.

There are 6 orcs in this room. They could be sleeping if the heroes have been quiet or they could be ready to attack once the door opens if the heroes have been noisy.

Orc (6) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

The padlocked chest is made of hardwood with metal brackets. The lock is protected by a poison needle trap (save vs. poison or receive 2 HP damage).

(48). Store Room

This oddly-shaped chamber has a low ceiling that slopes to the west and east corners. The room is packed to the ceiling with wooden crates. Many of the crates are broken open spilling their contents on the floor. Amongst the debris is a dozen broken spears. There is a narrow path through the chamber from south to north.

Most of the crates are marked with the Noss Shipping stencil.  If the players want to take a turn to search allow them to find one useful equipment item per turn searched for a maximum of 5 turns.

Useful Items
50’ of rope.
3 spears.
4 staves, there is a 1 in 6 chance that one staff is a Staff of Healing.
6 slingshots.
3 shortswords.
1 suit of chainmail human-sized.
5 oilskin cloaks.
2 swords, one of the swords is a cursed Sword-1.
1 broken looking glass. Hidden inside is a Ring of Water Walking.

(49). Conflict

This looks like another barracks. There are four bunk beds made of crude wood with straw pallets. There is also a table and three stools, two of which are knocked over. Lying on the floor are four orcs pierced with many wounds. Searching the dead orcs are two men. Four more men keep watch.

Bandits (6) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U.

The bandits are members of Reginald’s band who have remained loyal to their leader.

(50). Thieves Ambush

This chamber is a storeroom. Large, wooden crates are stacked along the north and south walls almost to the ceiling. There is a narrow, path through the center of the room free of crates.

The path through the chamber is between 6 and 8 feet wide. All of the crates are still closed, although close examination will reveal that they have been opened and hammered back shut. The crates are full of wool blankets, they were part of a shipment bound for Carlion.

Hidden behind the crates with a clear view of the chamber are six bandits and their leader Reginald the Mumbler. They will ambush anyone entering the chamber. They are armed with short bows and short swords.

Bandits (6) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short bow or 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U.

Reginald the Mumbler AC 6, HD 2, hp 14, MV 90’ (30’), #AT 1 sword, Dmg 1-8, Save T2, ML 9, AL N, xp 35, THAC0 17. He has a pouch with 20 gold, 40 silver and 2 gems worth 50 gold each.
Reginald is middle-aged with short red hair and a bushy beard. He has almost no teeth and mumbles because of it. He does not appreciate being called the Mumbler.

(51). Barracks

This area is a barracks. Several bunk beds line the walls. The bunks are made of rough-hewn wood and have simple straw pallets. There is a table in the center of the room with a lit candle resting on it.

This area is a bunkroom for orcs who are out on patrol.

(52). Red Claw Chieftain

The secret door slides open to reveal a small, unlit room. There is a single bed against the east wall. Along the north wall are four wooden crates that have been opened. Furs spill out of the crates. There are a table and a chair in the center of the room. A candle on the table is lightly smoking.

This secret room is the sleeping area for Tarak Bonebreaker the Red Claw tribe chief. He is concealed along the south wall. If anyone enters, he will attack from behind with surprise.

Tarak Bonebreaker AC 6, HD 2, hp 14, MV 120’ (40’), #AT 1 sword, Dmg 1-8+1, Save F2, ML 10, AL C, xp 35, THAC0 17. He has a belt pouch containing 24 gold coins.

The crates are full of furs that were stolen from Carlion. They are worth about 150 gold but are difficult to carry.

(53). Red Claw bodyguards

Listening at the door, players will hear two orcs loudly arguing about who is responsible to tell Tarak that human thieves have been seen in the Caves.

This chamber is well lit from a lantern resting on a table. Two orcs are loudly yelling at each other in their native language in the center of the room. Around the room are piles of dirty clothes, blankets, and furs.

Orc Bodyguards (2) AC 6, HD 1, hp 6 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

The piles of clothing and furs are filthy and serve as beds for the two orcs. Hidden amongst the mess is a golden belt worth 150 gold that one of the orcs managed to hide from the chief.

 
(54). Secret Chamber

This small chamber has no lighting. Each wall is bare stone blocks. It appears to be a dead-end.

There are 3 secret doors in this chamber. Each is operated by a separate loose stone that needs to be pressed in.


(55). Antechamber

Two weapon racks full of spears rest against the walls in this chamber.

The spears are all functional but none of them are special.

(56). Dragon’s Horde

An alcove off from the main cavern has been widened and stone walls have been built to protect it. There are three rectangular, stone basins lying on the floor. The glint of gold gleams from the basins.

Anyone examining a basin closely will notice that it is indeed full of gold coins, but that the coins are sunken in about six inches of clear liquid. The liquid is black dragon acid. It causes 1d6 points of acid damage per round in contact with it. All three basins are the same. Each holds 200 gold coins.

(57). Display Room

Resting against the east wall of this room are two armor-clad skeletons. The armor on the skeletons is corroded and pitted as if it was sprayed with acid.

These are the remains of two brave heroes who tried to kill the black dragon. They have been here for only a month but the dragon’s acid breath boiled off their flesh and left clean skeletons.

(58). The Wizard

Near the entrance to this large, room there are four skeletons seated on stone biers. The skeletons hold shields and spears and appear ready to leap up and attack. The far end of the room is filled with a light, blue smoke that gets thicker as it comes closer to the source, an ornamental brass smudge pot. Blue-green flames leap from the pot producing the blue smoke. Standing before the pot clutching a staff is a black-robed wizard with his back to the entrance.

This is the wizard Ikalis Blackflame. He is busy with an alchemical experiment but he will be aware of intruders once the skeletons stand up and attack.

Ikalis Blackflame AC 8, HD 5, hp 16, MV 90’ (30’), #AT 1 staff+1, Dmg 1-4+1, Save M5, ML 10, AL C, xp 400. Spells: Magic Missile, Darkness, Invisibility, Mirror Image, Hold Person.

Ikalis will cast spells at the heroes while the skeletons hold them at bay in melee. Hold Person, Magic Missile and Mirror Image are his first three choices. If the heroes get close, he will use Darkness and Invisibility to escape. He will only fight with his Staff+1 in melee as a last resort. In a belt pouch, Ikalis has 4 x 100 gold rubies.

Behind the smudge pot is Ikalis’ work area and sleeping area. Two wooden tables, three wooden chairs, a wooden bed with clean sheets, a nightstand with a bottle of wine resting on it and a plate with several kinds of cheese and strips of meat.  The room is well-lit but four lanterns. There is a large, iron-bound travel chest at the foot of the bed. It is pad-locked and Ikalis has the key on a string about his neck.

The chest padlock is not trapped. But there is a hidden blade trap inside that is deactivated with a successful find traps roll on the chest. In the chest are two bags of gold coins (1200 gold and 600 gold), a bag of five rubies (5 x 100 gold) and a crystal ball carefully wrapped in furs.

(59). Forgotten Vault

The door swings open into a small, dark chamber. The walls are stone blocks covered in cobwebs. In the center of the room, there is an iron-bound wooden chest. A crumpled figure lies on the ground in front of the chest.

The only entrance to this room is a secret door. The room appears long forgotten, dust and dirt litter the floor. There are no footprints in the dust. The figure before the chest is the skeleton of a halfling sized individual wearing a faded, dark red cloak. He clutches one hand in the other. There is a pouch on the skeletons belt but it holds only small, wooden trinkets.  There is an open padlock resting on the floor near the skeleton. The chest is unlocked and empty.

(60). The Great Cavern

This is a huge, natural cavern although there are some stone walls around the perimeter with doors in them. The floor of the cavern is slightly hilly rock, gravel, and ash. The ceiling of the cavern is more than 60 feet tall. High up the wall in the southeast corner of the cavern, there is a large opening to the outside. Lying on a hill of ash near the center of the chamber is a large, black dragon.

The dragon is Scatha the black. He is about 40 feet from snout to the tip of his tail. Scatha was subdued by Ikalis and brought to the Caves to be used as a weapon. The dragon is not happy about the situation and if Ikalis is killed he is likely to leave.

Scatha, black dragon AC 2, HD 7**, hp 36, MV 90’ (30’), Fly 240’ (80’), #AT 2 claws, 1 bite, plus acid breath, Dmg 2-5/2-5/2-20, Save (F7), ML 8, AL C, xp 1200. Spells: Charm Person, Detect Magic, Ventriloquism, Darkness.

Scatha’s breath weapon is a 60’ x 5’ stream of acid. He can use it three times per day. The damage done by the breath weapon is equal to his current hit points. Scatha will speak with heroes first if they give him the opportunity. Once someone looks him in the eyes, he will use Charm Person. Once combat gets underway, he will open with his breath weapon against the hero that appears to be the greatest threat.

Scatha’s treasure is in a nearby alcove (area 56).

Double Trouble, Scatha and Ikalis.

(61). Shield Room

On the eastern wall of this room hang several battered, metal shields. Four have a faded red sun design on them and the fifth has a partially rusted over Black dragon design.

If the black dragon shield is removed from the wall, it will reveal a hidden cobra in a small opening behind it.  The cobra attacks with surprise.

Cobra (1) AC 7, HD 1*, hp 3, MV 90’ (30’), #AT 1 bite or spit, Dmg 1-3 + poison, Save F1, ML 7, AL N, xp 25. This is a 3-foot-long grey snake that can spit venom up to 6 feet. It will aim for its victims’ eyes. Those hit by the spit must save vs poison or be blinded. The bite of the cobra does 1-3 damage plus a deadly poison (save vs. poison or die in 1-10 turns). Behind the cobra is a small sack containing 40 silver coins.

(62). Guard Chamber

This room has several piles of furs and blankets on the floor used for sleeping. In the center of the room is a square, wood table around which five orcs sit on stools and broken crates. On the table are a half-dozen wine bottles.

These five orcs are all off duty and drunk on pilfered wine. This gives them a -2 to hit rolls.

Orc (5) AC 6, HD 1, hp 4 each, MV 120’ (40’), #AT 1 spear-2, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

(63). Trap Room

The narrow hallway leads to a small chamber. The room is lit with two torches. Two wooden chests rest on the floor on the far side of the room. One chest is on its side and a heap of gold coins has spilled out onto the floor.

The entire contents of this room are an illusion hiding a pit trap. The pit occupies the entire floor of the room. The pit is 20 feet deep. Heroes who stride into the room fall 20 feet taking 2d6 points of damage. The illusion will remain in place until dispelled. Heroes looking closely will notice that the torches do not produce any smoke or make any noise.

Trap!




Part 4: The Natural Caves


Ikalis has given these natural caves over to a family of ogres he has recruited. They reside in several of the caves. This area is for the most part natural caves with some excavation apparent. The walls are natural rock, the ceilings have stalactites and the floor has light sand covering over more rock.

Wandering Monster Table
Every two turns the DM should roll a 1d6 and on a 1 the adventurers encounter a wandering monster from the table below.

1 Ogre NA 1, AC 5, HD 4+1, hp 26, MV 90’ (30’), #AT 1 club, Dmg 1-10, Save F4, ML 10, AL C, xp 125, THAC0 15, TT C.

2 Bandit NA 1-8, AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. Stragglers from the bandit band.

3 Ghoul NA 1-6, AC 6, HD 2*, hp 14, MV 90’ (30’), #AT 2 claws/ 1 bite, Dmg 1-3 all + special, Save F2, ML 9, TT B, AL C. Any attack by a ghoul that hits will paralyze the victim unless a Save vs. Paralysis is passes. The paralysis lasts 2-8 turns (remember Elves are immune).

4-5 Giant Rats NA 2-12, AC 7, HD 1-4 hit points, MV 120’ (40’), #AT 1 bite, Dmg 1-3 + disease, Save F1, ML 8, AL N, TT C, xp 5. There bite has a 1 in 20 chance of causing disease.

6 Carrion Crawler NA 2, AC 7, HD 3+1*, MV 120’ (40’), #AT 8 tentacles, Dmg paralysis, Save F2, ML 9, AL N, TT None, xp 75. Worm-shaped nine-foot-long scavengers. It can move on floors, ceilings or walls at the same rate. It makes 8 attacks per round with 2-foot-long tentacles around its mouth.




Key to the Natural Caves.


(64). Bandits and Spy

Stairs lead down into a small natural cave with three tunnels leading into it. The walls and ceiling of the cave are covered with a sheen of moisture. Four men in the center of the open area are talking. One is waving his arms about.

The four men are all bandits working for Reginald the Mumbler. Three of the bandits are thieves who have turned their loyalty to Ikalis. The fourth man is a fighter and a recent recruit to the band after Ikalis arrived. He is arguing with the 3 bandits insisting they should disobey their orders and get out of here.

Bandits (3) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U.

Leandorous AC 6, HD 2, hp 10, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save F2, ML 8, AL N, xp 25, THAC0 19. Leandorous claims to be a spy from the Realms sent to infiltrate the Caves. This is nonsense he is an opportunist and will turn on the bandits if the heroes seem more powerful. He has a short sword, 50 feet of rope, a lantern, 2 flasks of oil and a pouch with 45 silver coins in it.

(65). Wereboar

This is a large cave with stalactites on the ceiling and a pair of stalagmites rising from the floor. From behind one of the stone pillars you can hear snuffling and grunting noises.

A wereboar is lurking in this cave and will attack anyone who enters.

Wereboar (1) AC 4, HD 4+1*, MV 150’(50’), #AT 1 tusk-bite, Dmg 2-12, Save F4, ML 9, AL N, xp 200, TT C.
Once in battle the wereboar will fight to the death.

(66). Battle scene

Several tunnels converge in this open cave area. Lying in the sand on the floor are the tattered corpses of three human men.

The men are bandits who were killed recently. The corpses all have mortal sword wounds. These bandits were victims of the fighting for control of the band.

(67). The Hub

This area was probably a natural cave at one time but the walls have been worked by tools to make the chamber into an octagonal shape that is 12 feet high. Five separate natural tunnels enter the chamber. A large lantern hangs from a ring in the ceiling. It can be raised and lowered by the rope which is tied off on the wall.

The lantern is too large to be used by adventurers. The rope holding the lantern up is trapped with a poison needle in the knot that ties the rope off onto a ring in the wall. If a save vs. poison is failed, the victim will become nauseous and gains a -2 to hit for 1d6 hours.

(68). Pillars

In this cave natural stone pillars have formed reaching from floor to ceiling. There are at least six pillars and they block the view of much of the cave.

There is an abandoned backpack lying against the south wall out of sight. In the backpack are four packs of spoiled rations, an empty water flask, three torches and 50 feet of rope.

(69). Unstable cave

This large cave is full of rock debris, lying on the floor. Large cracks can be seen in the walls leading down to the floor or up into the ceiling.

There is a 1 in 6 chance that the passage of the heroes through this cave causes a minor cave-in. Each time they pass through the cave the chance goes up by one more (2 in 6 etc.). Heroes must save vs. Turn to Stone to avoid falling rocks (1d6 points of damage).

(70). Ogre Lair

The passage leads to a foul-smelling cavern. Filthy puddle of yellow liquid and piles of garbage suggest that this area is a garbage pit. Suddenly, two enormous ogres pull themselves up out of the garbage.

The ogres live in the garbage pit of the caves. Two ogres are currently present and will attack.

Ogres (2) AC 5, HD 4+1, MV 90’(30’), #AT 1 club, Dmg 1-10, Save F4, ML 10, TT C, AL C, THAC0 15, xp 200.

(71). Cavern of Mold

This long cave is covered in moisture. The moisture has promoted the growth of a sickly-looking yellow mold that covers the floor and walls. There is little chance of passing through the cave without stepping in the mold.

This is completely harmless mold. It does have a strong smell of rot.

(72). Slave Cave

Chained to the west wall are two human corpses. The corpses wrists are manacled to chains hanging from high up the cave wall. There are two other rings on the wall with more chains but these ones are empty.

The orcs chain up slaves for punishment in this cavern.

(73). Deep pool

A pool of water extends across this cave splitting the cave west from east. The pool is more than 10 feet wide and the water in it is so dark the depth cannot be seen. Strangle ripples and bubbles occasionally occur on the surface of the pool.

This pool extends down 20 feet before turning north and entering an underground stream. There are three troglodytes waiting just beneath the surface of the water for unwary adventurers. Anyone leaning over the water to look may get pulled in by a troglodyte.

Troglodytes (3) AC 5, HD 2, hp 12 each, MV 120’ (40’), #AT 2 claws/1 bite, Dmg 1-4 each, Save F2, ML 9, AL C, TT A, THAC0 17, xp 20, troglodytes can secrete oil that will nauseate victims unless they save vs. poison. Nauseated characters have a -2 to hit penalty while fighting the troglodytes.

(74). Mine

This cave looks like it is freshly carved from the surrounding rock. The ceiling is only eight feet high and there are mounds of crushed rock piled against the wall. A flickering light can be seen emanating from a tunnel to the west.

The orcs have been instructed to use human slaves to expand this area of the caves.

(75). Slaves

The darkened passage is dimly lit by a flickering candle resting on a stone. Huddled, humanoid shapes lie on the stone floor around the candle. You can hear the clinking of chains coming from the figures.

The figures are four, scared and tired humans forced to dig for the orcs. They are not refugees from Carlion they were part of a caravan further to the north. There are two men (Olaf and Achill) a woman (Birgit) and a boy of about thirteen years (Detlef).  Their statistics are as normal men.


Final Map


Sunday, 16 June 2019

The Colossal Caves Lower Dungeon


Part 2: The Lower Caves


The Orcs have given away their duties of protecting the entrance to the Lower Caves from intrusion to a tribe of Kobolds. The kobolds have taken the time to scatter traps throughout the Lower level. Most of these traps are in rooms but in a few locations noted by a “T” there is a hallway trap. The Hallway traps are a tripwire that triggers a poison dart trap hidden in the wall (save vs. poison or die).

Wandering Monster Table
Every two turns the DM should roll a 1d6 and on a 1 the adventurers encounter a wandering monster from the table below.

1 Acolyte NA 1-8, AC 2, HD 1, hp 4 each, MV 60’ (20’), #AT 1 mace, Dmg 1-6, Save C1, ML 7, AL C, xp 10, THAC0 19, TT U. Acolytes of Itrix.

2 Bandit NA 1-8, AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. A straggler from the bandit band.

3 Bear, Black NA 1, AC 6, HD 4, hp 16, MV 120’ (40’), #AT 2 claws/1 bite, Dmg 1-3/1-3/1-6, Save F2, ML 7, AL N, xp 75, THAC0 16, TT U. A mascot kept by kobolds.

4 Orc NA 2-8, AC 6, HD 1, hp 4 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D. A wandering patrol.

5 Skeleton NA 2-8, AC 7, HD 1, hp 3 each, MV 60’ (20’), #AT 1 spear, Dmg 1-6, Save F1, ML 12, AL C, xp 10, THAC0 19, TT Nil. Some corpses animated by the Itrix temple.

6 Kobold NA 4-16, AC 7, HD ½, hp 3 each, MV 60’ (20’), #AT 1 dagger, Dmg 1-4, Save NM, ML 6, AL C, xp 10, THAC0 19, TT P. Members of the Kobold tribe.




Entering the Dungeon


Key to the Lower Caves.


(1). The Entry
The rough-hewn stairs descend 20 feet into a dungeon chamber. There are four wooden doors leading out from the chamber. The chamber itself has a scattering of debris lying on the floor. Broken wood crates, barrels and torn fabric. It looks like goods stolen from the village.

If an adventurer has set off the trip wire trap at the top of the stair, the kobolds in areas 2 and 4 have been alerted and will rush into the chamber to attack.

(2). Guard Chamber

This chamber is a barracks or sleeping area. There are a number of crude wood beds with thatch covering them. On the thatch are a mess of wool sheets probably recently taken from the village. Some clothes hang from wooden pegs pounded into cracks in the stone block walls.

There are 6 kobolds resting in this chamber. If they were alerted by noise in area 1, they will move to attack while the heroes are still in area 1.

Kobolds (6) AC 7, HD ½, hp 3 each, MV 60’ (20’), #AT 1 dagger, Dmg 1-4, Save NM, ML 6, AL C, xp 10, THAC0 19, TT P.

(3). Concealed Vault

This room looks to be a sleeping area. There is a battered chest of drawers with the drawers pulled out and the wreckage of a wooden bed. A pile of old rags rests on the bed. A door to the north appears to lead to a closet.

The closet contains some rotting, old clothes and robes hanging on wooden pegs. If one of the pegs is pulled down it is the trigger for the secret door to area 27.

(4). Holding Pens

The room has a rank smell of sweat and urine. Chained to the west wall are four human men. They look filthy and malnourished. The men are dressed in rags.

Several Kobolds are in this chamber guarding the humans. The four men are hunters that were captured by the orcs and turned over to the kobolds as slaves. If released the men will plead for food and water. If they are allowed to eat too much, they will become sick and will have trouble moving.

Kobolds (6) AC 7, HD ½, hp 3 each, MV 60’ (20’), #AT 1 dagger, Dmg 1-4, Save NM, ML 6, AL C, xp 10, THAC0 19, TT P.



(5). Stable

The chamber has been turned into a stable for some type of animal. There are six stalls on the east wall made of wood. The chamber smells of urine.

The southern door from this chamber is trapped. There is a 1-3 on 1d6 chance when the door is opened of triggering the trap. A trapdoor in the floor in front of the door opens and drops characters into a pit 10 feet deep filled with 3 feet of water. The cover of the pit swings closed and locks after 1 round. The wooden trap door can be smashed with weapons. Treat it as having 12 hit points. If the players try to smash open the trap door there is a 1-3 on 1d6 chance of attracting a wandering monster.

The stables are used to house wolves. They are out patrolling right now.

(6). Spoils of war

The room is dark and smelly. Filling the area are open wooden crates and debris. Torn clothing litters the floor.

There is nothing in this chamber. The crates are emptied of goods.

(7). Watch post

The room appears to be a watch post for the dungeon. There is a table with two chairs in the middle of the room. Lying on the floor is a dead kobold, face down with a bleeding wound in his back. Going through the kobold’s tunic pockets is a man wearing light, brown armor.

The man is a thief, a member of the band headed by Reginald the Mumbler. The thieves still loyal to Reg's leadership have decided to make a foray into the caves. This thief, Nivmes, was scouting and got cut off from the rest of the band.

Bandit (1) AC 6, HD 1, hp 4, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. In a small bag in his pocket are two green gems each worth 50 gold.

(8). Green Slime

The secret door leads to a 20-foot square chamber that appears empty. Even the walls and ceiling look clean and bare. The floor, however, is covered with green muck.

The green muck is green slime that the orcs and kobolds use as garbage disposal.

Green Slime (1) AC -, HD 2, hp 14, MV 3’ (1’), #AT 1, Dmg see note, Save F1, ML 12, AL N, xp 25, THAC0 18, TT Nil. In a small bag in his pocket are two green gems each worth 50 gold.

Green slime can always be hit but it is only harmed by fire or cold. It dissolves clothes and armor in 6 rounds. Once in contact with skin, it will stick and turn the skin into slime. A victim will be turned into slime in 4 rounds if the slime is not burned off (doing half fire damage to the victim as well).

(9). Running Water

As you approach you can hear the sound of running water. Water rushes out of a small opening (2-foot square) in the north wall filling a pool with water. It appears to leave through a similar opening in the south wall. The cave pool filled with the water looks to be clear and about five feet deep.

The water is clean and cold, safe to drink. There is a crack in the south wall just as you enter the chamber. The first person to enter the cave will trigger a trap that fires a jet of flame out of the crack in the wall. If will burn anyone in front of the crack for 1d10 points of damage. There is ash on the floor and around the crack that is visible if the heroes are checking carefully.


(10). Latrine

The room is walled in stone blocks covered in a sheen of moisture. There is a 3-foot high wooden bench along the southern wall. Small holes have been cut into the top of the bench in a row. The stench of waste in this chamber is overpowering.

The latrine of the dungeon.

(11). Secret Door

Two passages end in secret doors at this spot in the dungeon. The doors are found normally (1 on 1d6 for most). The trigger on each side is a small stone in the wall that is depressed. The secret doors are clearly visible from inside the room. The room between the doors is empty.

(12). Trap / Secret Door

The passage ends in a small chamber. There is a battered statue of an elf holding a short bow in the center of the chamber. The elf’s arrow is pointed at the north wall.

Upon closer examination, players will note that the statue can be rotated. It will take a combined strength of 25 to turn the statue. If it is turned to face south a click will be heard and the secret door to area 13 will open. The giant ant located at area 13 will attack immediately.

(13). Ant ambush

As soon as the door to this secret room is opened a giant Driver Ant will lumber out and attack.

Driver Ant (1) AC 3, HD 4*, hp 20, MV 180’ (60’), #AT 1, Dmg 2-12, Save F2, ML 12, AL N, xp 125, THAC0 16, TT Nil. The ant will attack relentlessly and fight to the death.

There are several broken bones scattered about the floor of the chamber. They are humanoid and some could be human. They are all broken up so it is hard to tell.

(14). Doppelganger

This room appears to be a meeting area or speaking area. Wooden benches face a podium and lectern near the north wall. The room is well lit by a lantern held in the hand of a tall man dressed in leather armor. The man has a bushy red-bearded face and smiles as he sees you revealing a mouth missing almost all of his teeth.

The man is actually a doppelganger. He will smile at the players and ask what took them so long, how did they get separated from the group. The man appears to think the players are bandits’ part of his band. If he is asked his name, he will grow confused realizing they are not bandits. He will attempt to cover up his error by demanding to know who they are and warning them that his large group of bandits is a short distance away. If he can work his way into the group of heroes he will, he will attempt to avoid most fighting. If he gets a chance to get a hero alone, he will attack and replace him.

Doppelganger (1) AC 5, HD 4*, hp 21, #AT 1, Dmg 1-12, Save F10, ML 10, AL C, xp 125, THAC0 16. Immune to sleep and charm spells. It can shape change to resemble any humanoid creature up to 7 feet tall. Because it assumed the players were thieves it has taken the appearance of Reginald the Mumbler.  He is armed with a short sword but it is part of the shape change. Use the 1-12 damage if he attacks.

(15). Art Room

The large room is decorated with three tapestries. The tapestries each depict a large black dragon, at war, sleeping, and flying.

These are idealized portrayals of Scatha, the black dragon. Scatha is not actually this big. The tapestries suggest an enormous dragon 50 feet long.

(16). Storage

This large chamber is currently used for storage. There is at least a dozen, square wooden crates stacked along the east wall.

The crates are recently places here. They are marked as the property of Noss Shipping. Inside the crates are trade items useful to the town of Carlion. These include blankets, clothing, nets, fishing rods, candles, soap, etc. Hidden amongst the contents is a brown sack that contains 90 gold coins.

(17). Amused Orc

There is a large mirror on the west wall of this chamber. Also, in the chamber is a table with two drawers, an open wooden chest, and a chair. Clothes spilled out of the wooden chest. Standing before the mirror is an orc holding a red, women’s dress up before it so it can see the effect in the mirror.

Orc (1) AC 6, HD 1, hp 7, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D. The orc was part of a wandering patrol and decided to snoop.



(18). Gas Trap

There are two racks against the east wall between a pair of doors. Four spears rest in the rack.

There is a bottle of poisonous gas resting behind the blade of one of the spears. It is not visible from the front. If the spear is removed the bottle will fall to the ground and break. Gas will spill forth and fill the chamber with a greenish-yellow cloud. All those within the cloud must Save vs. Poison or die. The gas remains for 6 turns.

(19). Arrow Trap

There are two racks against the east wall. Two spears and two crossbows rest in the rack.

There is a trip wire stretched across the entrance to this room at the top of the stairs. It is connected to the two crossbows. If it is not noticed a character climbing the stairs will break the wire. Both crossbows will topple to the floor and fire at the stairway entrance. This should be treated as a pair of attacks by a 2 HD monster (THAC0 19). The bolts do the standard 1-6 damage.

(20). Magical Chamber

The room is octagonal in shape with each wall being 5 feet long. The ceiling in the room is domed reaching a peak of 15 feet overhead. On each of the octagonal walls, there is a painting of what appears to be four different gods, three male visages and one female. In the center of the room, there is an iron-bound chest. Lying on the ground near the chest are two charred orc bodies.

If anyone touches the chest in the center of the room, they will be struck by a lightning bolt emanating from the ceiling. The bolt of electricity does 2d6 damage. On the second round, after anyone enters the chamber, the dome will begin to glow red. A voice will call out, “Who goes there?” The dome has an enchantment cast on it to be an oracle. The voice can answer simple questions. It does not know much about the current situation in the Caves having been created on a whim by a wizard many years ago. It does know that the paintings represent Nis (Law), Nebus (Judgement), Vaion (Rivers), and Irus (childbirth). It is aware of the Temple of Itrix to the north and that orcs inhabit the caves.

The chest contains 156 copper and 45 silver coins. It is a collection box for those gifting the oracle.

(21). Well Room

This round chamber is clearly a well-room. In the center of the room is a ten-foot in diameter hole. There is no barrier around the hole. Lining the wall are a dozen clay pots. Four men are holding a rope that descends into the hole at the end of which is another man climbing down (or up). Another man directs the proceedings from across the well.

The six men are bandits, part of Reginald’s band. These men are currently loyal to Ikalis and have been directed to search the well. The well descends 20 feet to the water level. Just a few feet above the water level is an apparent opening on the north wall. An almost completely flooded room. In this room, there is a submerged iron chest (8 feet under the water). The chest contains 80 gold coins and a Crystal ball.

Bandits (6) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. The bandits will tell adventurers that they are men from Carlion who have come to avenge the village. They have not put a lot of thought into the ruse and can be caught out fairly easily.

(22). Temple Cloakroom

This chamber has a number of wooden pegs on the walls from which hang more than a dozen black, cleric robes. There are also two wooden benches and a large trunk.

The cloaks are the standard robes for the clerics of Itrix. In the trunk are four pairs of slippers, 3 tassels to cinch the robes and a green robe that looks oddly out of place (an Elven Cloak).

One of the wooden pegs can be twisted clockwise to open the secret door to area 20. The clerics of the temple are unaware of the secret door.

(23). Temple of Itrix

Against the north wall of this chamber is a stone altar five-feet long and three-feet high. The altar is stained brown with dried blood. A blood red carpet extends across the chamber in front of the altar. Behind the altar is a bronze symbol of the sun. Two braziers of stone rest against the west wall. Four robed figures stand before the altar, one appears to be holding a curved, ritual dagger. A man in rags is being held down on the altar by the other three robed figures.

The four men are clerics of the evil god Itrix. Ikalis has convinced them to support his plans of local domination in return for captives they can sacrifice for the favor of their evil god.

The man on the altar is Ragnar Bonde one of the captives takes from Carlion. He has the statistics of a normal man.

Clerics (4) AC 2, HD 1, hp 6 each, MV 60’ (20’), #AT 1 mace, Dmg 1-6, Save C1, ML 7, AL C, xp 10, THAC0 19, TT U. Acolytes of Itrix.

(24). Temple Guards

This chamber is unfurnished bare stone. There are six humans standing in the chamber rocking slightly back and forth. The humans are dressed in rags, carry spears and their skin is a sickly, rotted grey color. Some of the “men” have obvious grievous wounds that hang open with no sign of blood.

The men are zombies raised by the clerics of Itrix to serve as guards. They will attack anyone who enters this chamber who is not wearing a black robe.

Zombies (6) AC 8, HD 2, hp 12 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 12, AL C, xp 20, THAC0 18, TT Nil.

If Ragnar Bonde is with the adventurers, he will recognize one of the zombies as Nils Mossing who was a resident of Carlion and the local cobbler.

(25). Spider

As you look into this room you can see an enormous spider.  The spider is near the center of the room beside a large, wooden box with a closed lid. The spider starts to scuttle toward you clicking its mandibles.

The enormous spider is a magical giant tarantella.

Tarantella (1) AC 5, HD 4*, hp 22, MV 120’ (40’), #AT 1 bite, Dmg 1-8 + poison, Save F2, ML 8, AL N, xp 125, THAC0 15, TT Nil. The bite of a tarantella causes damage and painful spasms which resemble a frantic dance. The victim of a bite must save vs. poison or start dancing. Anyone watching the dancer must save vs. spells or start dancing in the same way. Dancing victims have a -4 to hit and when attacked the attacker gains a +4 to hit. The effect lasts 2-12 turns. Victims will drop from exhaustion in 5 turns and will be helpless if attacked.

The wooden box is unlocked, inside is a suit of plate mail +1, a shield +1 and a bag with 35 silver coins.

(26). Meeting area

Many doors lead into this large chamber. The ceiling is a 20-foot-high dome resting on the 10-foot-tall stone walls. At the peak of the ceiling, the stone is cracked and a small opening seems to lead outside. In the center of the room is a smoldering fire pit. Stone bricks have been placed in a rough 6 foot in diameter circle to contain the embers. Mismatched chairs and tables are placed around the firepit. Against one wall is a pile of broken wooden doors.

This is a resting area that the orcs and kobolds use.

(27). Kitchen

This chamber is a cooking area. There is a large cooking fire in the middle with a spit. The fire is long gone cold. On the east wall, there are a number of wooden boxes stacked double high. There is a sound of running water from the west.

The wooden boxes contain rotted foodstuffs. It looks to have been left unattended for several weeks.

(28). Running Stream

The sound of running water is very loud in this chamber. Water runs from a hole in the north wall and out through another hole in the south wall. The floor of the chamber is tilted down into the water and back up on the other side. The water does not appear very deep. Stranded on the other side of the water is a 3-foot-long black beetle. There is also a wooden chest lying against the west wall.

The beetle fell into the stream upriver and managed to crawl out in this chamber. It is quite agitated and will attack anyone approaching it.

Oil Beetle (1) AC 4, HD 2*, hp 14, MV 120’ (40’), #AT 1 bite + special, Dmg 1-6 + special, Save F1, ML 8, AL N, xp 25, THAC0 17, TT Nil.
The oil beetle can squirt out an oily fluid at one of their attackers at a range of 5 feet. If the oil hits it raises painful blisters, causing the victim to fight with a penalty of -2 to hit. This can be cured by a cure light wounds spell or it will go away after 24 hours.

The chest is unlocked and contains 130 silver coins.

The Oil Beetle

(29). Old Armory

This room is a crude armory or weapon storage area. There is a wooden table with a pile of bent, broken and twisted spears lying upon it. A pair of daggers sticking out of a wooden board attached to the north wall. Two wooden staves lean against the west wall.

All of the weapons are broken, rusty and useless.

(30). Pendulum Trap

There is a wooden crate lying unattended in the middle of the room. There is a 2-inch-wide crack in the north wall that extends from the ceiling to the floor of the chamber. Recently added wooden posts and beams have been added to this chamber to shore up the ceiling.

Inside the 2’ square crate is a single piece of paper. Scrawled in charcoal on the paper is a headless body with “X”’s through its eyes.

A huge metal ball on a metal chain will swing out of the ceiling with a good chance of hitting anyone in the chamber. All heroes in the chamber must make a Dexterity check to duck aside. Those that fail the check are struck for 2d4 points of damage.

(31). Barracks

This room is clearly a barracks, several wooden bunks line the walls and there is a rough, wooden table surrounded by six plain, wooden chairs. On the table, there are several melted candles, a knife, and a few playing cards.

There is nothing of interest in these Orc barracks. The playing cards are crudely drawn.

(32). Lever Room

This chamber is empty of furniture. On the north wall, there are 3 metal levels. All of the levers are in the up position. They do not appear to be connected to anything.

The levers are magical and ring alarm bells in different parts of the dungeon. If a level is pulled down, a deep bell will be heard somewhere in the distance. The same thing is heard for each level but each seems to come from a different part of the dungeon. Pushing the level back up ends the ringing.

The western level rings a bell in room 4, the middle level rings a bell in room 35 and the last level rings a bell in room 36.

(33). Dungeon Guardian

The entry from the north is blocked by a frayed curtain that parts in the middle. The door to the hallway is barred from the inside.

The room beyond is a simple bedchamber. There is a bed with covered in sheets, a small table with chairs and a large fur on the floor. Two large, open trunks rest on the floor. Wooden beams stretch across the ceiling. A woman in a dark dress stands with her back to you, she is bent over a wooden cane. Here long hair cascades down her back and seems to move about as you watch.

The woman is actually a medusa. Ikalis hired her to be a guardian of the lower dungeons. The trunks contain her clothing, bedsheets, and furs. Under the straw mattress on the bed are a leather sack holding 45 gold coins and 3 rubies worth 500 gold each.

Medusa (1) AC 8, HD 4**, hp 28, MV 90’ (30’), #AT 1 snakebite + special, Dmg 1-6 + poison, Save F4, ML 8, AL C, xp 175, THAC0 15. The medusa has a +2 on saves vs. spells.

A medusa has snakes growing from her head instead of hair. The sight of a medusa will turn a creature to stone unless the victim saves vs. Turn to Stone. The bite of the snakes is poisonous (save vs. poison or die within 1 turn). The group of snakes may only attack once per round.

A medusa can be safely looked at in a mirror or reflective device. If a medusa sees itself in a mirror it must save vs. Turn to Stone or petrify itself. Anyone trying to attack a medusa without looking at it must do so at -4 to hit. The Medusa gets a +2 to hit against creatures trying to avoid its gaze.

The Medusa

(34). Lookout

This chamber is noticeably colder than other areas of the dungeon. There is a rickety wooden scaffold with a ladder pushed against the south wall. The scaffold platform is ten feet overhead. The ceiling of the chamber is 20 feet overhead. On the scaffold platform is an orc with a short bow. The orc is looking out a window in the south wall at a height of 15 feet up the wall.

The window is 2 feet tall and 1 foot wide. It provides a view down the side of the mountain overlooking parts of the path up from Carlion in the valley below. The pool outside the dungeon is not within the view of the lookout.  The orc is on guard and his attention is on the valley. If he is alerted, he will kick over the ladder and open fire with his short bow.

Orc (1) AC 6, HD 1, hp 6, MV 120’ (40’), #AT 1 short bow, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D. He will bellow a warning in orcish hoping to alert the orcs in the guardroom (35).

(35). Watch room

There are two tables surrounded by crude benches in this room. Seated on the benches are five orcs. Only one of the orcs appears to be awake.

The orcs have the potential of being alerted by the orc in area 34 or the ringing of the alarm. If this is the case the orcs are positioned to either side of the eastern entrance and attack with surprise.
Orcs (5) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 club, Dmg 1-4, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D. They are armed with wooden clubs.

(36). Guard Room

This small chamber has a wooden table and two chairs. One chair lies on its side. There is nothing else in the chamber.

This is a guardroom but the orc guards have been moved to area 43.

(37). Temple Quarters

Several doors enter this chamber and the room has four comfortable looking beds which seems out of place considering what you have seen in this dungeon. There is a wooden trunk at the foot of each bed.

This is the living quarters for the priests of this temple of Itrix. There is clothing in the wooden trunks.


(38). Altar to Itrix

Eyes are immediately drawn to the statue of a demon against the east wall. The statue is at least twelve feet tall and depicts what you assume is a demon with goat feet and head. A single row of 3 wooden benches faces the statue. A small, stone altar sits before the statue. Chained to the south wall are six humans in rags. Two humans in black robes are kneeling before the altar.

The two clerics are the high priest Orjun and Pheklios the primary acolyte. They will be found kneeling in prayer even if noise has alerted them to the adventurer’s presence. But they could be surprised. The humans chained to the wall are destined to be sacrificed. They are travelers waylaid on the road to Carlion.

Orjun (1) AC 2, HD 3**, hp 18, MV 60’ (20’), #AT 1 staff, Dmg 2-12, Save C3, ML 12, AL C, xp 65, THAC0 16. He is armed with a Staff of Wounding. It does 2d6 points of damage on each hit in which a charge is expended. It currently has 6 charges remaining.  He also knows the spells Light and Protection from Good. He has a gold pendant around his neck depicting Itrix. It is worth 400 gold. He is wearing plate mail armor. He is about 60 years old and does not move very well.

Pheklios (1) AC 2, HD 2*, hp 14, MV 120’ (40’), #AT 1 mace+1, Dmg 1-6+1, Save C2, ML 7, AL C, xp 25, THAC0 17. He is armed with a mace +1. He wears chainmail and has a ring of protection +1 on his left hand. He knows the spells cause light wounds and darkness. He has two non-magical rings on his right hand (worth 300 gold each). His belt is made of leather with silver inlaid and is worth 200 gold. He has a pouch with 4 gems in it worth 50 gold each. Pheklios is not a dedicated follower and will surrender if Orjun is killed. He has been stealing from the temple which explains the wealth he carries.

The statue of Itrix has rubies for eyes that are worth 400 gold each. On the altar is a silver dagger with a gold sheath covered in gems. It is worth 700 gold.

The human captives are the family of Baran (NM age 54) and his wife Onara (NM age 42). Their children Fingola (NM age 16) and Aileen (NM age 14). The fifth captive is their hired guard Fiac Wodde (F1 age 22).  Fiac is willing to lead the family out of the dungeon if they are released. They have not eaten in three days.

(39). GateKeeper

The stout wooden door to this room has a viewing slot at eye level that cannot be opened from the outside. If heroes try the door, they will find that it is barred from the inside. In the room is the Orc gatekeeper. He will open the slot even someone knocks on the door. Given the number of human bandits in the dungeon, he might be tricked in believing that the heroes are bandits working for Ikalis. There is a lever in this room that is used to open the portcullis at area 40. There is no password, the orc just needs to be convinced that the heroes work for Ikalis. The orc speaks common, orc and goblin.

The room is lightly furnished with a rug, a filthy tapestry on the wall depicting a tiger, a crude bed covered in dirty blankets, a desk and two chairs. There is a lever in the middle of the floor that is currently facing north at a 45-degree angle.

The level needs to be pulled south to open the portcullis. Under the bed is a wooden box, with 23 silver coins and 12 gold coins in it.

Orc (1) AC 6, HD 1, hp 8, MV 120’ (40’), #AT 1 short sword, Dmg 1-6+1, Save F1, ML 10, AL C, xp 15, THAC0 19, He gains a +1 to damage due to his strength.

(40). Gate to the Upper Dungeons

Further passage east is blocked by a portcullis. There is no clear way to open the portcullis and the thick metal bars look well used.

The gate can be opened from area 39. Heroes can try to bend the bars of the gate but at least 4 bars would have to be bent just to allow a thin hero (elf or halfling) to pass through. There is no way to raise the gate from the other side.

(41). Watch Room

This room is furnished with six chairs a table and ten simple cots. There is no one in the room currently but it looks like it was recently occupied.

This is the sleeping chamber for the orcs guarding the entrance to the upper dungeon.

The orcs that will ambush heroes in area 42 come from this room. If the ambush is in the northern hall they will come out behind the heroes through the north door. If the ambush is in the southern hall, they will come out in front of the heroes through the open passage.

Orc (8) AC 6, HD 1, hp 3, 4, 4, 5, 5, 5, 6, 8, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.


(42). Orc ambush

At these points on the map, heroes will be ambushed by orcs coming out of area 43.


Orc Ambush


(43). Secret Guard Room

This chamber is a guard room. There are two small, wooden tables, several stools and a weapon rack against the east wall. A brazier in one corner with hot coals burning in it keeps the room warm.

There is no one using this chamber currently.




The adventure continues in the Upper dungeons of the Colossal Caves.


The Dungeon Map