Sunday, 29 April 2018

Brognor's Hall Finale



I have finished Brognor’s Hall so I am posting this as a place marker for the contents. Brognor’s Hall is an OSR adventure for levels 4-6. In my setting, it is placed in the Stillwater Further Afield Map at location 0917.










A few Notes

This adventure is a fairly common sub-group of the dungeon crawl, the sealed dungeon. According to the backstory, the dungeon has been sealed for several hundred years. The entrance is closed and can only be opened by a ritual.

The focus on the ritual method of entrance gave me a few options on design. I could have decided that a band of humanoids gained entrance through the door or by tunneling in and then turned it into a standard lair crawl. This would allow for a greater latitude with the types of monsters encountered. The other option was to keep it sealed, which is what I went with. There is a group of troglodytes that have entered recently through the cistern and set up camp but otherwise, it is a sealed dungeon.

A dungeon that has been sealed for hundreds of years presents problems for the dungeon designer. Creatures that need to eat regularly are going to starve to death. They just cannot eat each other. That reduced the number of monsters available in my mind to the undead. But it is something I wanted to try to present.

Using Labyrinth Lord of B/X rules this is a very small number of creatures. Endlessly fighting skeletons off is going to get boring. So I stretched it to include low-life creatures like rats, centipedes, and various spider types. I also put in another group of adventurers which is a standard trope and allows for possible reinforcements to the group should they be down a few members.

I still ended up with a lot of undead capable of draining levels. This is very worrisome in B/X D&D as there really is no way for the characters to regain levels. In fact, 3-4 level characters are likely to die quickly if hit repeatedly. For this reason, I had several of the wights' fight with weapons first until they felt truly threatened. As an aside, it is intended that all of the wights are former adventurers killed by Maloch/Brognor over the years.

I forgot to place Nerewin until near the end so I dropped him in the fourth level, presumably killed by skeletons. I could have replaced one of the wights with Nerewin. A freshly raised Nerewin might almost pass for the living and give the players quite a surprise. Of course, a full day would have had to pass since he went missing.

I hope someone finds this useful and runs it for a group of adventurers. I enjoyed writing it.


The Full Dungeon Map


Saturday, 28 April 2018

Brognor's Hall Level 4

The Crypt

The original purpose of this level of the Hall was the quarters of the army. Prison cells, offices, and barracks. Once the Combined armies defeated the Ogre Lords and brought peace to Stillwater valley the Hall no longer had a purpose. The lowest level of the Hall was turned into a crypt for those killed in the final battle. On this level, the stonework is bare and functional.

All of the dead on this level have been disinterred and brought under the control of Brognor's ghost (more on it later). They all serve Brognor without question.

Meet Brognor's Ghost

Wandering Monsters and Strange Occurrences (1-2 on 1d6 every 3 turns)

(1). Wight (1): AC 5, HD 3, HP 22, MV 30’, #AT 1, DMG Energy Drain, SA F3, ML 12, AL Chaotic. Each hit drains one hit die from victims. The wight appears to be the corpse of a knight clad in chainmail. He is unarmed. He will hiss and state, “Only the dead may pass!” and move to attack.

(2). Rats, Giant (8): AC 7, HP 2 each, MV 40’, #AT 1 bite, DMG 1-3 + disease, SA F1, ML 8, AL Neutral. A swarm of giant rats.

(3). Howling. The distant howling and crying out of a human in immense pain is heard in the distance. It is difficult to tell the direction as it lasts only briefly and then stops.

(4). Gray Ooze (1): AC 8, HD 3, HP 20, MV 3’, #AT 1, DMG 2-16, SA F2, ML 12, AL Neutral. If it hits bare skin it does 2-16 points of damage. After the first hit, the ooze will stick to its victim automatically destroying regular armor and destroying magic armor in one turn. Ooze cannot be harmed by cold or fire.

(5). Shudder - the walls shudder and the floor seems briefly unstable. There is a deep groaning noise that comes through the walls.

(6). Brognor’s Ghost (1): AC 2, HD 6, HP 38, MV 40’, Ethereal 20’, #AT 1 touch, DMG 1-8 +2 level damage, SA F6, ML 11, AL Chaotic. Brognor’s ghost appears to be a dimly glowing, translucent form of a man from the waist up. Below the waist, his form disappears. He is immune to sleep, charm and hold spells like other undead. A hit does 1-8 damage and drains 2 levels of life. A character reduced to zero experience will raise the next night as a wight under the control of Brognor. Brognor moves by levitating and can pass through solid objects. It can alter its appearance to appear like any humanoid figure.

Brognor appears as just a torso, head and arms rising up out of the floor. He makes one attack and then vanishes.

63. Hall of Tombs
This is an area that was originally a set of prison cells for creatures captured during the war. One of the few Ogre Lords ever captured was held here until it died. Strewn about the hall now are six skeletons. The hall is lowly lit by ten Everburning Candles (light as a normal candle but they never melt the wax or go out). The doors to the crypts are all closed but none of them are locked.

The skeletons in the hall will not move even if disturbed. Once any one of the doors to a crypt is opened they will all move get up and move to attack. There are six skeletons in the hall and 24 more distributed about the ten crypts.

Skeletons (30): AC 7, HD 1, HP 5 each, MV 20’, #AT 1 spear, DMG 1-6, SA F1, ML 12, AL Chaotic. They are not affected by sleep or charm spells.

Each crypt is a barren 5-foot square chamber. Crypt c has a loose stone in the floor that hides a dagger+1 beneath in a shallow pit. Crypt k has a stone that can be slid out in the south wall. Behind is a narrow space holding a leather pouch. In the pouch is a potion of healing and 3 rubies worth 400 gold each. If Nerewin got away from the party his dead body will be found in chamber f.

Nerewin’s body is pierced by several wounds and he has bled out on the floor of the cell. There is a staff+1 and two daggers on his corpse. In his backpack, there are piles of parchments and a bag with 400 gold in it. His spellbook is in his backpack.

Spellbook: Charm Person, Light, Hold Portal, Sleep, Detect Evil, Invisibility, Knock, Mirror Image, Levitate.

Hall of Tombs

64. Embalming Room
This small chamber has two cabinets on the north wall and a sturdy, low wood table. The tables is strewn with cloth wrappings that are partially rotted. The cabinets hold flasks, jars and clay bowls. Most of the jars and flasks are empty but still smell unpleasant. One flask has a cloudy yellow liquid in it (poison potion, save vs poison or die in 4 turns). One jar has a fine grey powder in it (dust of paralyzation, save vs paralysis if inhaled or be paralyzed for 1 day).

65. Crypt of Honeris
There is a large tapestry on the west wall depicting a knight leading the charge of other knights against a pack of goblinoids. In the center of the chamber is a rotted wooden coffin resting on a low stone bier (1 foot tall). Six clay jars lie on the floor behind the stone bier (not visible from the doorway). The clay jars hold mummified human organs. In the rotting, wood coffin is a mummy wrapped in cloth and holding a hand ax in each hand. If the coffin is opened the mummy will rise up and attack.

Mummy (1): AC 3, HD 5+1, HP 35, MV 20’, #AT 1 touch + disease, DMG 1-12, SA F5, ML 12, AL Chaotic. The touch of a mummy does damage and infects the creature hit with a rotting disease. This disease prevents magical healing and makes all wounds take 10 times as long to heal. Mummies can only be damaged by spells, fire or magic weapons - all of which do only half damage. Mummies are immune to sleep, charm and hold spells.

66. Outer Tomb of Brognor
The wooden door to this chamber has a simple metal plaque on the door with writing in common upon it. It says, “Brognor - savior of Stillwater Valley, Rest in Peace”.

In the chamber are two, plain wooden tables. Some broken pottery is on the table. Above the table is a large tapestry (5 feet tall and 10 feet long) that depicts a knight leading the charge against the Ogre Lords. On the wall is a circular stone shield and two stone crossed swords.

The stone shield can be lifted up and removed to reveal a stone holder that is hollow. In the hollow is a small metal chest. The chest is locked and holds 12 gems worth a total of 800 gold. Once players have entered all of the way into this chamber, Brognor’s ghost will rise up in area 67 and glide into area 66 to attack.

If Brognor is reduced to 20 hit points he will yell in anger at the intruders. “Fools! I am not Brognor - I am Molach - last of the Ogre Lords!” With that, he drops the illusion of Brognor’s ghost and takes on his true visage as the undead spirit of the last of the Ogre Lords. Molach was held in the prison at area 63 and passed away only to rise years later as an undead spirit. He has found that he is trapped in the hold unable to leave and his former enemies are gone. It pleased him to appear as his nemesis Brognor.

Molach (1): AC 2, HD 6, HP 38, MV 40’, Ethereal 20’, #AT 1 touch, DMG 1-8 +2 level damage, SA F6, ML 11, AL Chaotic. Molach appears to be a dimly glowing, translucent form of an Ogre Lord from the waist up. Below the waist, his form disappears. He is immune to sleep, charm and hold spells like other undead. A hit does 1-8 damage and drains 2 levels of life. A character reduced to zero experience will raise the next night as a wight under the control of Molach. Molach moves by levitating and can pass through solid objects. It can alter its appearance to appear like any humanoid figure.

67. Brognor’s Tomb
In the center of the room is a large stone bier (8 feet by 3 feet by 3 feet tall). The stone is a perfect stone slab with an inset stone lid. On the lid is the stone figure of a knight holding a sword. It takes a combined strength of 20 to lever up the stone lid. A crowbar or something similar would be needed to open it. Inside is the skeleton of a man clad in the remains of red robes. A tarnished sword rests on one side. The sword is nonmagical but of good workmanship. At the feet of the skeleton, there is a secret compartment in the bottom of the tomb. Inside rests a single book with a black leather cover and no title or markings. This is a magical Tome of Reason (study for 1 week to gain 1 point of intelligence, it can only be used once every 25 years).

Brognor's Crypt

68. Warlord’s Tomb
There are two 5 foot deep alcoves in this chamber. Standing in each alcove is a stone sarcophagus. Each sarcophagus is very simple in construction, essentially a standing stone box with a lid that can be slid to one side to open. In each sarcophagus is a crumpled skeleton. One skeleton is holding a pair of daggers and the other holds a staff. None of the weapons are magical. One skeleton wars 2 gold rings worth 500 gold each.

69. Preparation Chamber
Four tables rest in this chamber. On the tables are clothes, jars, and bowls. The items were used to prepare bodies for burial.

70. Tomb of the Knight
There is a central stone tomb with a heavy stone lid. A successful open doors roll is needed to push off the stone lid. Inside the stone tomb is a skeleton clad in plate mail armor. The skeleton is holding a spear and a shield. The device on the shield is a faded black keep. The spear and shield are magical, spear +1 and shield +1.

71. Chamber of Pillars
This is a large stone chamber with a ten-foot high ceiling. Four stone pillars hold up the ceiling. Wrapped around each pillar is a grotesque stone figure of a leering demon. In the room are a number of stone benches. Some still have dusty, faded pillows resting on them.

The grotesques are actually gargoyles who have found their way into the Hold. They will be delighted to have victims to attack.

Gargoyles (4): AC 5, HD 4, HP 24, 28, 28, 26, MV 30’, Fly 50’, #AT 2 claws/ 1 bite/ 1 horn, DMG 1-3/ 1-3/ 1-6/ 1-4, SA F8, ML 11, AL Chaotic. They can only be hit with magic or magical weapons. They are not affected by sleep or charm spells.

72. Empty Crypt
A long chamber of stone. Four stone tombs are placed along the east wall. They are simple stone platforms. At one time bodies rested on them and there is some evidence of this, rags, bits of bone, etc. But the skeletons were enlisted by Molach and moved to area 63. Against the west wall are faded black curtains covering the wall. Behind the curtain is a locked door. The door leads to a small alcove. In the alcove is a pair of benches. On the benches are folded clothes and a wooden chest. The clothes may have once been fine but are now faded and dirty. The wooden chest holds two pairs of pants and a leather pouch containing 250 gold coins.

73. Guard Chamber
The room has two tables a half dozen chairs and two weapon racks on the wall. There are still five normal spears resting in the racks. This was a guard post that was not repurposed into a tomb.

74. Tomb of the Priest
Inside is a wooden coffin resting on a stone platform. The coffin lies on its side and the lid is lying on the floor. On the wall is a faded tapestry showing a priest standing on a hill bathed in the light of the sun.

75. Lord’s Tomb
At the end of a long hall is a locked, wooden door. But the door is old and flimsy and can be forced with an open doors roll. Inside a pair of stone tombs. Both stone tombs are empty of occupants. Molach took these two skeletons.

76. Preparation Chamber
A preparation chamber that was used to prepare bodies for the group of tombs beyond. Unfortunately, the chamber has been ransacked. Tables tossed aside or tipped over, chairs broken and pots smashed on the floor. The door to the north and the one to the west are both partially ajar. If the players make any noise in this chamber the ghouls to the north (77) will hear and attack.

77. Chamber of Ghouls
The chamber is a mess of smashed furniture. Parts of mangled corpses lie on the floor covered in tooth marks. There are six scrawny, filthy ghouls in this chamber that are ravenously hunger.

Ghouls (6): AC 6, HD 2, HP 14 each, MV 30’, #AT 2 claws/ 1 bite, DMG 1-3 each attack, SA F2, ML 9, AL Chaotic. Any attack of a ghoul will paralyze any creature of ogre size or smaller (except elves) unless the victim saves vs Paralysis. The paralysis lasts 2-8 turns.

78. First Tomb
This is the first of four communal tombs. Four stone platforms lie on the north and the south walls. There are no bodies on the platforms but there are a few scattered bones lying about on the floor.

79. Second Tomb
The second communal tomb has not been desecrated by the ghouls. Only because the wight that resides here chases off the ghouls whenever they come around. On the south wall, there are four stone platforms. A skeleton lies on each stone platform covered with a faded blanket. One of the skeletons is clutching a sword. If players enter this chamber the skeleton with the sword will rise and attack. He looks like the corpse of a knight clad in chainmail that is in bad repair.He has long white, ratty hair and pale yellow eyes.

Wight (1): AC 5, HD 3, HP 18, #AT 1 sword or touch, DMG 1-8+1 or special, SA F3, ML 12, AL Chaotic. The wight will attack with his sword until reduced to six hit points, then he will drop his sword and reach out with his touch. The touch of a wight drains 1 level. It can only be hit by a silver or magical weapon. The sword is a sword +1.

80. Third Tomb
Another communal tomb, this one has four stone platforms along the north wall. Skeletons lie on each platform covered in faded blankets. These skeletons are not animated. One skeleton has a silver medallion around its neck worth 400 gold.

81. Fourth Tomb
The final of the communal tombs has four stone platforms on the west wall. On each platform is a skeleton covered with a faded blanket. One of the skeletons clutches a hand ax. Only one these skeletons is animated. The one with the hand ax is a wight. Bits of flesh cover its forms, its eyes are a pale yellow. It has long, white hair. It cackles, “I see you have met my brother” and moves to attack. In life, this was the twin brother of the human who rose as a wight in area 79.

Wight (1): AC 5, HD 3, HP 18, #AT 1 hand ax or touch, DMG 1-6 or special, SA F3, ML 12, AL Chaotic. The wight will attack with his ax until reduced to 12 hit points, then he will drop his ax and reach out with his touch. The touch of a wight drains 1 level. It can only be hit by a silver or magical weapon.




This ends the four levels of Brognor’s Hall. Because I wrote it in four parts I am going back and checking things I missed and I realize I never included statistics for Nerewin. So below are the statistics for Nerewin.

Nerewin, Sage of Pirn: AC 9, HD 4, HP 10, #AT 1 Staff, DMG 1-6, SA M4, ML 9, AL Neutral. Nerewin has a staff+1 and two daggers. He has historical scrolls, some of which he authored himself, filling a book bag and a backpack. He also has a bag with 400 gold in it. His spellbook is kept in his backpack.

Spellbook: Charm Person, Light, Hold Portal, Sleep, Detect Evil, Invisibility, Knock, Mirror Image, Levitate.

He starts the adventure with Hold Portal, Sleep, Invisibility, and knock memorized.

Wednesday, 25 April 2018

Once More Into the Void Session 26

Mukah pressed against the wall up ahead and peered around the corner.  Oto waited back behind Talrek and Alcor who were each a good fifteen feet behind Mukah. Behind Oto stood Thyrell and Tinda.

“What do you see?” Talrek said.
Mukah motioned his companions back with one hand then slowly edged back from the corridor. Talrek and Alcor readied their weapons in anticipation. Mukah quickly walked back to the group.

“I see dead men in there,” he said. “But they standing around in room,”

“Sounds like zombies,” Talrek said.

“Let’s sneak up and get the jump on them!” Alcor said, and he hefted his spear.

Talrek motioned Mukah forward and signaled for everyone to advance quietly. Otrivush Oto quickly ran through the spells available to him. He had once read a treatise by a man who claimed to be an adventurer which told how to combat zombies. But he could not remember the details now when he most needed them. Probably fire would be best he mused.

Alcor was the quickest and the quietest usually so he advanced to the corridor first and stepped inside. After two steps the normally surefooted monk stepped on a bone which let out a loud crunch. Oto froze in position and looked around at everyone else. Talrek had a pained look on his face and seemed to be readying a prayer. The group waited for a few heartbeats and then a few heartbeats more but nothing happened.

Alcor followed by Talrek and Mukah entered the room. Oto turned down the corridor and followed the rest of the group into the room. Behind him, Thyrell and Tinda flanked off to protect the rear of the group. Oto looked around the room. It was easily thirty feet per side. In the center of the room were a group of seven walking corpses meandering slowly about the room seemingly oblivious to the heroes and issuing low moaning noises.

Talrek turned to the group with a puzzled look on his face.
“They don’t seem to notice us,” he said. “Should we just try to sneak past them?”

Oto could see another entrance on the opposite side of the room. He did not relish the idea of getting caught in the center of the zombies and then have them attack.

“No, we deal with them now,” Thyrell exclaimed forcefully. Alcor nodded and looked at Talrek.

“You can deal with them somehow Talrek, right?” Alcor asked.

Talrek took a breath, stepped forward and clutched his holy symbol, a low glow emanated from his fist and out toward the zombies.

“Begone!” he yelled.

Two of the zombies immediately moved away from Talrek and shambled off through the other entrance. Oto readied himself for the rest to attack but again nothing happened.

“Ehyahh” Alcor growled and threw a metal dart at one zombie striking it dead center in the chest. The low moaning noises suddenly stopped. All of the zombies slowly looked up at the heroes standing before them and then they moved to attack.

"Ohhh, boy its on," yelled Talrek.

Oto started the motions to cast Burning Hands as a line of zombies moved toward the heroes.

Zombie Attack


Session 26: Zombies


We were down to three players this week so two of us picked up the missing players characters. The heroes continued to wander the dungeon beneath the old keep while ominous rumbles shook the stone and increased in frequency.

The heroes almost immediately got into combat as the came down the stairs. They saw a room full of seven shambling corpses seemingly oblivious to the heroes. Alcor decided to throw a dart at one from a distance to see what would happen. Once it hit all of the zombies moved immediately to attack. For once the heroes were grouped well and were not split up. Talrek used Turn Undead to start the combat and 2 zombies turned and fled.
The combat lasted three turns, Mukah was hit repeatedly by zombies and dealt some damage, Oto used Magic Missile, Burning Hands, and Firebolt. Tinda again was effective dispatching a zombie with a killing blow. Talrek had a critical on a zombie destroying it.

After the combat, the heroes headed south entering a wide hall with peculiar stone statues of knights along the walls. Suspicious of the statues, first Mukah and then Oto examine them closely but find nothing. Talrek offers to cast a detect magic ritual spell. He casts the spell but he does not detect any magic. But Talrek does notice two brief flashes of light from the far end of the hall and popping noises. Heading to the far end of the hall they see a pile of goblin corpses and two charred zombies in front of a pair of double doors. Oto spots a glyph on the door after Talrek detects that they radiate magic. Unable to figure out how to open the doors safely the heroes decide to treat this as a dead end and they head back the way they came.

Heading north through a maze of corridors Mukah steps on a glyph trap that electrocutes him. Mukah drinks a potion of healing. Oto and Alcor head down a separate corridor to avoid the trap while the rest continue on. As they are almost out of earshot they hear Mukah yell that he sees zombies. Seven more zombies attack, Alcor and Oto attempt to retreat toward the rest of the group but are attacked by three zombies. Meanwhile, Mukah and Talrek are attacked by four zombies. Thyrell and Tinda are not immediately engaged in combat.

In the first round of combat, a disturbing trend emerges as Alcor and Talrek both roll 1s. Talrek fails spectacularly as he swings and misses, hits his own knee with his war hammer and knocks his helmet over his eyes momentarily blinding himself. Oto casts burning hands lighting all three zombies facing him on fire.

Alcor makes up for his first round by hitting a zombie twice in the second round and destroys it. Mukah is struck once. Alcor uses Hellish Rebuke on a zombie after taking a tough hit. Oto casts burning hands again this time on the zombies attacking Talrek. Mukah goes into a rage and attacks but he misses and falls prone (rolled a 1).

In the third and final round of combat, Alcor strikes and destroys a zombie, Mukah is hit three times while trying to get up, and Oto casts burning hands destroying the last two zombies.

After the combat, the heroes took stock and decided to take a short rest. Most of the group recover their hit points but both magic users are out of spells. There is another rumbling and Mukah and Oto are struck by rubble falling from the ceiling. Moving forward, Mukah almost immediately stepped into another trap. Oto tells everyone that the traps are single charge and are safe to step across once triggered. They continue north and there is another rumble and more falling debris. The heroes spot another set of double doors at the bottom of stairs that are leading down. There is a light shining from under the doors.

Sunday, 22 April 2018

Brognor's Hall Level 3

Level Three: The Secure Halls


Brognor’s Hall the third level is divided into three areas that are not connected. Each is reached from different stairs from different levels or areas of other levels. In the past, most of this level was made up of the actual sleeping areas for those seeking refuge.


Wandering Monsters and Strange Occurrences (1-2 on 1d6 every 3 turns)


(1). Wight (1): AC 5, HD 3, HP 22, MV 30’, #AT 1, DMG Energy Drain, SA F3, ML 12, AL Chaotic. Each hit drains one hit die from victims. The wight appears to be a dirty, diseased, old man. He lopes, bent over toward the players.


(2). Rats, Giant (8): AC 7, HP 2 each, MV 40’, #AT 1 bite, DMG 1-3 + disease, SA F1, ML 8, AL Neutral. A swarm of giant rats.


(3). Shadows (2): AC 7, HD 2+1, HP 15, 14, MV 30”, #AT 1 touch, DMG 1-4 +special, SA F2, ML 12, AL Chaotic. Shadows are non-corporeal creatures but are not undead although they also are not affected by sleep and charm spells. They look like real shadows and in fact, will attack by coming out of the characters actual shadows. They surprise on a 1-5 on 1d6. If it touches a character it does 1-4 damage and drains 1 point of strength. This lasts for 8 turns.


(4). Gray Ooze (1): AC 8, HD 3, HP 20, MV 3’, #AT 1, DMG 2-16, SA F2, ML 12, AL Neutral. If it hits bare skin it does 2-16 points of damage. After the first hit, the ooze will stick to its victim automatically destroying regular armor and destroying magic armor in one turn. Ooze cannot be harmed by cold or fire.


(5). Shudder - the walls shudder and the floor seems briefly unstable. There is a deep groaning noise that comes through the walls.


(6). Sudden Breeze - a sudden cold breeze is felt and lasts for 1 round. Unprotected lamps or candles are blown out, torches sputter but relight.


41. Common Room
Areas 41 to 50 make up the largest secluded section of the level. It was the primary sleeping area for refugees. This room was a common area. There are tables, chairs and a lot of debris. There is a musky, wet odor to the room.


42. Common Temple
A large room, broken wood pews face the east wall. Two tall statues of gods are in the east area of the room. A female god to the north and a male god to the south. Each statue is 12 feet tall and stone. Their aspect is unclear, almost generic.


43. Storeroom
Wooden crates are piled dangerously high in this long narrow chamber. It was a storeroom in the past. The crates near the front have all been smashed open. The contents appear to be moldy blankets and rags. There is nothing valuable in any of the crates. The nearby group of troglodytes searched this area.


44. Sleeping Area
Several wooden pallets are in this area. One of the sleeping areas. The door to the east opens to the east. There is a simple tripwire on the other side of the door attached to a loaded crossbow facing the door sitting on a chair. If the door is opened it is triggered. Firing a single, large iron bolt for 2d4 points damage. It is a simple trap set by the troglodytes.


45. The Cistern
The door opens in. There is a tiny 2-foot platform on the other side of the door in the room that hangs over a large open pit. The cistern is 100 feet deep descending past levels 2 and 1 of the dungeon. The cistern is full of dark, clear water the surface of which is fifteen below the door. An iron spike has been pounded into the surface of the cistern. A rope is attached to it and descends into the water. Green algae coat the walls of the cistern up to a height of five feet above the water level.


Anyone entering the chamber without noting that they are proceeding cautiously needs to make a dexterity check to avoid falling into the frigid water.


Two rounds after entering the cistern six troglodytes break the surface below. They are armed with simple spears and appear to have been fishing for cavefish.


Troglodytes (6): AC 5, HD 2, HP 14 each, MV 40’, #AT 2 claws / 1 bite, DMG 1-4 each, SA F2, ML 9, AL Chaotic. Troglodytes secrete an oil which produces a stench that will nauseate unless the victim saves vs Poison. Nauseated characters have a -2 to hit.


Note that characters falling in the cistern will struggle to stay afloat or fight (-2 to hit).


46. Sleeping Quarters
A former sleeping quarters, it has been taken over by a hunting party of troglodytes. In this room are six alert troglodytes. If they have been alerted to the approach of intruders they will use their chameleon ability to blend into the stone walls and attack with surprise with a 1-2 on a 1d6 (reduced because it is a simple stone chamber with no hiding places).


The troglodytes have created “nests” of old blankets, clothing, and rags. Broken wooden furniture is piled in one corner. Fish bones and scales litter the floor.


Troglodytes (6): AC 5, HD 2, HP 14 each, MV 40’, #AT 2 claws / 1 bite, DMG 1-4 each, SA F2, ML 9, AL Chaotic. Troglodytes secrete an oil which produces a stench that will nauseate unless the victim saves vs Poison. Nauseated characters have a -2 to hit.
47. Sleeping Quarters
Another chamber with troglodytes, this time eight. These troglodytes are sleeping unless they have been alerted by noise in area 46 or 49.


Troglodytes (8): AC 5, HD 2, HP 13 each, MV 40’, #AT 2 claws / 1 bite, DMG 1-4 each, SA F2, ML 9, AL Chaotic. Troglodytes secrete an oil which produces a stench that will nauseate unless the victim saves vs Poison. Nauseated characters have a -2 to hit.


48. Closed Sleeping Area
The door to this area is stuck. Moisture has made the wood of the door swell. It takes an open doors check to force the door. Inside is an undisturbed sleeping area. Six beds footlockers and 3 chests of drawers. The beds are empty and have no sheets, the footlockers are empty and the chest of drawers is empty with the exception of one bottom drawer with 2 moldy blankets.


49. Wash Area
Two troughs are in this area. One on the west wall and one of the east wall. There is a large wooden table in the center of the room. On the table are piles of moldy clothes. There are eight more troglodytes in the room. They are alert. The troglodytes have refilled the troughs with water and poured live fish into them.


Troglodytes (8): AC 5, HD 2, HP 13 each, MV 40’, #AT 2 claws / 1 bite, DMG 1-4 each, SA F2, ML 9, AL Chaotic. Troglodytes secrete an oil which produces a stench that will nauseate unless the victim saves vs Poison. Nauseated characters have a -2 to hit.


50. Latrine
There is a stone platform with a hole in the center in each of the three alcoves in this area. A foul stench emanates from the holes. This was a latrine. The holes open into deep pits.


51. Guardroom
Areas 51 to 56 was a records store in the past. A gelatinous cube is currently trapped in this area by the barred door from area 51. It is ravenously hungry. This area is a former guardroom, two wood tables, and six wooden chairs. A chest of drawers has been pushed across in front of the door from this room which opens inward. The chest is very heavy and difficult to move because the three drawers are full of stone bricks and dirt. If the drawers are removed the chest can be moved much easier.


52. Rest Area
Everything is smashed in this area. There are busted pieces of wood lying on the chamber floor. It looks like it was wooden furniture. Careful examination of the floor will reveal trails of wet slime on the floor with a slight purple tinge. The doors to area 53 swing freely. The latches that kept the doors closed have been smashed like a large, heavy object forced the doors.


53. Sleeping Area
When the characters first enter the area the Gelatinous Cube is in chamber 53. If they make noise or have light, it will slowly move through the doors to area 52 and then follow the characters.


This area is similar to area 52. Broken furniture that was once chairs, beds, and cabinets.


Gelatinous Cube (1): AC 8, HD 4, HP 28, MV 20’, #AT 1, DMG 2-8 + special, SA F2, ML 12, AL Neutral. This cube has a human-sized skeleton inside it, a sword and an ax. Because of this, it cannot surprise victims. A successful hit will paralyze the victim unless a saving throw versus Paralysis is made. Any attack on a paralyzed victim automatically hits. The paralysis lasts 2-8 turns. It is immune to cold and lightning damage.


At that exact moment, Ted tripped and fell.

54. Common Room
There is an intact wooden table against the east wall and three intact wooden chairs in the room. There is a charcoal drawing of a tree on the north wall.


55. Records Room
Broken furniture is scattered about the room. It looks like there was a table surrounded by chairs but it is all smashed now. Paper is scattered on the floor. Most of the paper is wet with a purple slime. On the south wall, there is a wall to wall wooden cabinet of narrow drawers. A few drawers are missing. On top of the cabinet are a dozen candles. Most are white wax but one is red wax and is taller and unmelted. This candle is a magical Candle of Protection from Undead. If lit it casts light in a 30-foot radius. Undead are unable to enter this circle of light. But the light only lasts for 6 turns before the candle is melted permanently.


56. Records Room
There are three tables pushed against the north wall. Eight wooden chairs are pushed under the tables. There may have been other furniture in the room at one time judging by the broken bits of wood on the floor.


57. Guardroom
Areas 57 to 62 was the sleeping areas for the nobility that stayed in the refuge. Area 57 was a guardroom to prevent common folk from wandering into the area. There are tables and chairs and a rack holding 5 spears.


58. Scribes Office
A room full of wooden desks and chairs. Piles of parchment are scattered and stacked everywhere. There are four shadows in this chamber. They appear out of the shadows of the players and attack with surprise on a 1-5 of a d6.


Shadows (4): AC 7, HD 2+2, HP 16 each, MV 30’, #AT 1 touch, DMG 1-4 + special, SA F2, ML 12, AL Chaotic. Each hit by a shadow drains 1 point of strength.


59. Scribes Office
Another scribes office. This one has fewer desks and chairs and has one enormous table to the east side of the room. Again there are a lot of parchments and papers scattered about. The papers detail lists of people, food stores and the like.


60. Hold Leader’s Office
This room is better appointed than any other found in the Hold. A large oak desk sits in the center of the room. A high-backed wooden chair behind it. Three wooden chairs face the desk. Behind the chair are two wooden cabinets (twin doored wardrobes). On the south wall are two enormous tapestries. The tapestries depict angelic beings raising humans up to fight ogres (they are fanciful retellings of two of the early victories against the ogres). Behind one tapestry is a metal locked safe door 1-foot square. Inside the safe is a magical Horn of Plenty (one use per day it produces enough food to feed 120 people).


61. Town Hall
A large room with wooden benches facing a two-foot raised dais against the west wall. The ceiling is vaulted and 20 feet overhead. Clinging to the ceiling is an ochre jelly waiting to fall onto unsuspecting players.


Ochre Jelly (1): AC 8, HD 5, HP 33, MV 10’, #AT 1, DMG 2-12, SA F3, ML 12, AL Neutral. A giant amoeba that can only be harmed by fire or cold damage. Attacks with weapons or lightning only split it into more ochre jelly (1d4+1 jelly with 2 HD each). Smaller ochre jelly only do half damage.It can destroy wood, leather, and cloth in 1 round but cannot damage stone or metal.


62. Records
The financial records of the Hold were kept in these halls. The central area is honeycombed with many small niches holding rolled up parchments. If it is searched for 10 minutes a single magical scroll of Protection from Undead can be found.