Completely bare except for the brick temple.
The Island: dc A
Each person in this building wears a green ring, worth 30 gold pieces.
1. 2 evil clerics: AC4 (chain, shield), C1, hp 5, 5, At mace, D1-6, C. One leader: AC4 (chain, shield), C3, hp 15, At war hammer+1 or inflict light wounds or cause fear, D2-7, 2-7, vs. spells or run 2 turns, CE.
2. Two bone golems guard this room: AC2, HD8, hp 32, 37, At 2 pole arms, D1-10/1-10, save F4, N. Each of them can fight two opponents.
3. Two clerics: AC9 (50% have AC 4: chain, shield), C1, hp 5, 6, At mace, D1-6, CE. One leader: AC9 or 4, C3, hp 10, At mace+1, D2-7, CE.
4. 3 skeletons at each entrance to this hallway: AC6 (shield), HD1, hp 3, 6, 3, 4, 7, 7, At sword, D1-8, save F1, CE.
5. Hallway. The walls are decorated with obscene murals, etc. Anyone entering, not wearing a green ring, must save vs. stone.*
6. One zombie in each room numbered 6: AC5 (leather, shield), HD2, hp 7, 11, At scimitar, D1-8, save F1, C.
7. Elder’s room. AC-1 (chain+3, shield+2), C6, hp 25, At war hammer+3 or spell, D4-9, C. Spells: cause light wounds (2-7), darkness (blindness), hold person, blight, curse, cause serious wounds (4-14). He has a helm of teleportation which he will use if he is losing. In the chest in the northwest (2,000 coins) is 500 platinum pieces, 750 gold pieces, and 400 silver pieces.
8. Temple itself. 2 vicars: AC4, 3 (chain+1), C4, hp 12, 10, At snake staff or mace, mace, D2-6, 1-6, C. The first vicar has the spells cause light wounds, darkness, and hold person. The second vicar has the spells cause light wounds, cause fear, and blight. There are two statues in the north. Every 3 rounds each may cause light wounds on one person. They are 6 feet hight and weigh 7,000 coins each. Their heads come off, revealing a vial with three hits of stone to flesh potion. The altar is marble, with 2 gold chalices (25 gold pieces) on it.