ca A 1) Bugbear lair
25 bugbears (see above), plus five kids (AC6, HD2, At1, D1-6, save F2, C).
1. 2d6 bugbear females, 5 kids
2. Sleeping room: d4 bugbears
3. Hearthroom: the rest of the tribe minus 2-7 are here. The leading bugbear (hp 22) wears a ring of telekinesis. Behind the fire is their treasure: 711 copper pieces, 1,032 silver pieces, and 348 electrum pieces. The exit to the empty lair is blocked by a large boulder, and a combined strength of 43 is needed to move it.
ca B 1) Goblin lair
30 (see above) goblins, plus seven kids (AC7, HD1/2, hp 1, 2, 3, 4, At1, D1-4, save NM-2, C).
1. 2d6+2 goblin females, 7 kids
2. Sleeping room: d4+2 goblins, 50% sleeping.
3. Hearthroom. The rest of the tribe, minus 2-7 will be here. King Goblin (AC6, HD3, hp 15, At1, D2-7, save NM, C) and 4 bodyguards (AC6, HD2, hp 8, 9, 4, 7, At 1 sword, D1-8, save NM, C). Under the middle stone in front of the fire is 200 platinum pieces, 50 gold pieces, and 20 copper pieces. Under all that is a sword+1, slay goblins. The secret entrance to room 5 they know nothing about.
4. Food room: none edible.
5. A gargoyle guards the passageway: AC5, HD4, hp 20, At 2 claws/1 bite/1 horn, D1-3/1-3/1-6/1-4, save F8, C; any noise is likely to attract a giant shrew from location 9.
6. A thoul is guarding a treasure chest. AC6, HD3, hp 19, At 2 claws, D1-3/1-3, save F3, C; the thoul regenerates one point per round. The padlocked chest contains a +1 flaming sword, a helm of teleportation, (2) amethysts worth 50 gold pieces each, and 200 gold pieces. The chest itself is gold-lined, weighs 1,000 coins, and is worth 3,800 gold pieces.* The key to the chest is in the thoul’s stomach.
7. Empty, except for three dead trolls.
8. Empty.
9. d4+4 giant shrews: AC4, HD1, hp 7, 6, 5, 8, At 2 bites, D1-6/1-6, save F1, N;
10. 2 caecilia: AC6, HD6, hp 22, 21, At 1 bite, D1-8, save F3, N; a hit of 19 or 20 means the caecilia has swallowed its opponent who can then only use a dagger, at -4 ‘to hit’. There are piles of gold on the floor, 3026 gold pieces.
ca C 4)3) stone giant lair
8 stone giants, and 6 cave bears.
1. Guard room. 3 cave bears. The bears will not attack unless the party attempts to gain entrance. Fighting has a 75% chance of bringing d4 giants from location 2.
2. 4 stone giants. This is the eating and common room. Food is in the northwest, mostly vegetables.
3. Treasure room: 300 gold pieces in piles, and a stone box with a very heavy cover contains a scroll of protection from undead, a clerical scroll of purify food and water at level 6, a wand of magic detection with 6 charges, and a map showing the location of Saridel†. Lifting the cover requires a combined strength of 55.
4. Empty room.
5. Guard room: 3 cave bears.
6. Private rooms: There are 2 stone giants in each room. There’s a 40% chance for each giant that the giant is asleep.
ca D 5)7)8) empty lair
1. 4 giant scorpions: AC2, HD4, hp 17, 17, 19, 19, At 2 claws/1 sting, D1-10/1-10/1-4+poison, save F2, C; the stinger is at +2 if a claw hits. There are two human skeletons here wearing rusted chain, one with a sword and one with a hammer. There are 37 gold pieces scattered around them.
2. 3 yellow molds: AC none, HD2, hp 15, 13, 9, At spores, D1-6+choke, save F2, N; they attack if disturbed; they can only be hurt by fire. Anyone hit by the spores must save vs. Death Ray or choke to death in 6 rounds.
3. 6 black widows: AC6, HD3, hp 14, 10, 21, 12, 17, 9, At 1 bite, D2-12+poison, save F2, N in the south nook. Under their webs are 8 gold pieces. There is a stone basilisk by the northwest wall, with a chest (500 coins) next to it. The chest contains a wand of fireballs (5 charges), a scroll of feeblemind, and a potion of delusion. In the main part is a real basilisk (AC4, HD6+1 hp 23, At 1 bite+gaze, D1-10+petrification, save F6, N; anyone attacking the basilisk meets its gaze unless they take a -4 ‘to hit’ and a penalty of 2 on AC).
4. Wooden door, easily opened. Medusa wearing a turban: AC8, HD4, hp 17, At 1 snake bite+look, D1-6+poison, save F4 with +2 on magical saves, C; anyone attacking her without looking at her has -4 ‘to hit’ and a penalty of 2 on AC. She has a censer of controlling air elementals. If the party looks too tough, she will direct them to room 8; otherwise, when they are all in, she will take off the turban so that all will see her. She may also make a show of asking the elemental something, thus bringing it to bear in a fight. Air elemental: AC0, HD12, hp56, At whirlwind, D2-16, save F12, N.
5. Empty.
6. Outcast Orc: AC5, HD2, hp 16, at mace+2, D4-10, save F1, C. In the northwest is a pile of rags, under which is his meager treasure, 17 gold pieces and 6 copper pieces.
7. Shrieker: AC7, HD3, hp 12, yells, 50% per round for wandering monster: Carrion Crawler (AC7, HD3+1, hp 8, 15, 14, 19, At 8 tentacles, D paralysis, save F2, N); Cockatrice (AC6, HD5, hp 10, 22, 13, 28, At 1 beak, D1-76+petrification, save F5, N); Giant Toads (AC7, HD2+2, hp 14, 11, 13, 7, At 1 bite, D2-5, save F1, N); Wraith (AC3, HD4, hp 22, At 1 touch, D1-6+1 level, save F4, C; silver weapons do half damage).
8. One wraith (see room 7, above) guards a treasure chest (300 coins), holding a bag of holding, that holds 304 gold pieces. Also in the chest is a +1 sword that casts light, and a potion of fire resistance.
9. Empty.
10. 2 chimeras: AC4, HD9, hp 49, 51, At 2 claws/goat gore/lion bite/dragon bite or fire, D1-3/1-3/2-8/2-8/3-12 or 1-18, save F9, C; it can only breathe fire three times per day. Under a rock pile in the northernmost is 790 gold pieces and 3 garnets (50 gold pieces each).
11. Ochre Jelly: AC8, HD5, hp 35, At 1, D2-12, save F3, N; it can only be harmed by fire or cold. Other attacks turn it into 2HD ochre jellies.
12. Cockatrice lair. 6 cockatrices*: AC6, HD5, hp 24, 31, 17, 22, At 1 beak, D1-6+petrification, save F5, N. In the center of the room is a pool of unholy water. Under it is 3 stone cockatrices, a potion of human control, and a rusted +1 shield that can be buffed and oiled to usefulness. There are also 7 stone cockatrices in the room.
13. 11 giant toads: AC7, HD2+2, hp 11, 8, 18, 16, 8, 6, 8, 10, 12, 15, 15, At 1 bite, D3-5, save F1, N.
ba A 6)9) Kobold lair
AC7, HD1/2, At 1, D1-4 (weapon-1), save NM, C.
1. Goes down very steep for 400 feet and then just stops.
2. Guard room: 5 kobolds with spears.
3. Common room: 25 kobolds with no weapons. Most will run to the rooms marked 5, but the King (AC7, HD2, hp 9, At sword, D1-8, save NM, C) and 4 bodyguards will stay if they can hold invaders off (AC7, HD1+1, hp 6, At scimitar, D1-8, save NM, C).
4. Treasure room: a combined strength of 45 is needed to move the boulder. Inside are 2 guards who automatically gain initiative: AC7, HD1+1, hp 6, At sword+1, spear+3, D2-9, 4-9, save NM, C. The treasure is 420 silver pieces and 2,410 copper pieces.†
5. 6 Kobolds in each. 25% of kobolds will have a spear (D1-6), and each has 0-5 copper pieces on them.
ba B 10) Deserted lair
1. 4d10 skeletons: AC7, HD1, At 1, D1-6, save F1, C.
2. Secret rock doors to this room require a combined strength of 100 to open. They can be seen, if looking, on 1 or 2 on d6. Inside are 3 wraiths: AC3, HD4, hp 21, 13, 20, At touch, D1-6+1 level, save F4, C. In the center of the room is a living rock statue (AC4, HD5, hp 22, At 2 magma squirts, D2-12/2-12, save F5, Non-intelligent), which is controlled by a ring on a rock jut, along with a cursed scroll (turn to gecko), a potion of control plants, and a war hammer+1. To control the statue, the wearer must concentrate, may not battle, and may not move when controlling it in battle. When forcing it to move, the controller may only move at 1/2 speed.
ba C 11)12) Insect cave
1. 2d10 giant bats: AC6, HD2, hp 10, 15, 4, 8, 7, 6, At 1 bite, D1-4, save F1, N.
2. 2d6 tiger beetles: AC3, HD3+1, hp 12, 13, 18, 11, 21, 10, At 1 bite, D2-12, save F1, N.
ba D 13) Hobgoblin lair
45 hobgoblins: AC6, HD1+1, At 1, D1-8, save F1, C.
1. Guard room. 4 hobgoblins: 2-handed swords, D1-10.
2. Trophy room. Skulls of every creature in the area line these walls. A rug curtain (worth 150 gold pieces) covers the north exit. Seven hobgoblins, 50% chance for each that they have a weapon, either a 2-handed sword, a scimitar, or a normal sword.
3. Common room. This is where they eat and meet, and where the dire wolves live: AC6, HD4+1, hp 25, 25, 21, At 1 bite, D2-8, save F2, N. There are also 10 hobgoblins here from room 2.
4. Living quarters. d10 hobgoblins in each. There’s a 20% chance each hobgoblin has a weapon handy.
5. Guard rooms. 3 guards in each: AC5 (shield), HD1+1, hp 8, 7, 9, At sword, D1-8, save F1, C.
6. King’s room. Guarded on the outside by 4 hobgoblins: AC6, HD4, hp 14, 17, 17, 18, at scimitar, D1-8, save F1, C. The king is AC6, HD5, hp 22, At axe+2, D6-12, save F1, C. There is also one dire wolf here: AC6, HD4+1, hp 22, At 1 bite, D2-8, save F2, N. The wolf keeps bones in the northwest corner. Under these is the key to the wall ‘safe’ in the northeast corner. Inside the ‘safe’ are 3 opal gems (worth 50 gold pieces, 100 gold pieces, and 10 gold pieces), 1 pearl necklace (worth 500 gold pieces), a potion of speed, and 40 gold pieces. The king’s bed (a pile of five animal furs) is in the southwest corner. The secret door, even if found, can only be opened by touching the torch south of the door.
7. Treasure room: 2,502 gold pieces, 330 copper pieces, 266 silver pieces.
ba E 25-29) Cave bear lair
1. 2 cave bears, male and female: AC5, HD7, hp 31, At 2 claws/1 bite, D1-8/1-8/2-12, save F3, N; and 3 young cave bears: AC6, HD4-1, At 2 claws/1 bite, D1-6/1-6/2-8, save F2, N. There is a pile of stones and bones with rusted armor and 83 gold pieces in the west corner.
2. Empty.
3. 1 cave bear: AC5, HD7, hp 33, At 2 claws/1 bite, D1-8/1-8/2-12, save F3, N.
4. 2d10 giant bats: AC6, HD2, hp4, 7, 5, 9, At bite, D1-4, save F1, N.
5. 3d10+10 normal bats: AC6, HD1/8, At confusion, D: nil, save NM, N; confusion causes -2 on ‘to hit’ rolls and saves, and spells can’t be cast. In the middle of the room is a pool, too muddy to see through. In it, under the water, is a spiny rockfish: AC7, HD5+5, hp 28, At 4 spines, D1-4 each spine+poison, save F3, N. The muck and darkness of the water cause -2 on ‘to hit’.
6. A basilisk: AC4, HD6+1, hp 31, At 1 bite+gaze, D1-10+petrification, save F6, N. Anyone meets its gaze unless looking away, which means -4 on ‘to hit’ rolls while the basilisk gains +2 ‘to hit’. A mirror means only -1 on ‘to hit’. There are many stone statues in this room, including a basilisk, some black widows, and a few humanoids. The entrances are both blocked by spider webs (giants break through in 2 rounds, humans 2-8 turns, ogres 4 rounds, flames 2 rounds and anyone in it takes d6 damage). Treasure in piles around the statues: 3171 gold pieces, 141 platinum pieces, 4 pearl necklaces (100 gold pieces), 2 silver necklaces (500 gold pieces), 3 diamond bracelets (1,350 gold pieces), a potion of polymorph self, and a magic-user scroll of three spells: transmute rock to mud, remove curse, and read magic.
7. It will take d4 turns to clear the opening of rocks enough for one person to enter at a time. Inside is a skeleton with rusted armor, and a War Hammer+3: Chaotic, Intelligence 12, Ego 12; speaks common, dwarvish, bugbear, harpy; can read magic, detect magic, detect good, detect sloping passages, x-ray vision. If there is a chaotic person in the party it will fly, handle first, to his/her hands, otherwise it will attack, with initiative: AC-2, HD4, hp 22, At 1, D4-9, save F4, C.
8. d4+1 rhagodessa: AC5, HD4+2, hp 24, At 1 leg/1 bite, D0/2-16, save F2, N; the bite hits automatically if the leg hits. In the north corner is a dead rhagodessa covering 167 copper pieces.
9. 2d4 giant weasels: AC7, HD4+4, At 1 bite then suck, D2-8 then 2-8 per round, save F3, N. Scattered around are bones, rusted armor, 60 gold pieces, two onyx gems (100 gold pieces), a beryl gem (50 gold pieces), a huge jade stone (200 gold pieces), and a treasure map to the wyvern’s lair at 10, starting from entrance 27.
10. Wyvern’s lair. Human skin covers the entrances. Three wyverns: AC3, HD7, hp 31, At 1 bite/1 sting, D2-16/1-6+poison, save F4, C. There is a 10 foot deep pit in the southwest. In the pit is 6,340 copper pieces, 360 silver pieces, 1 diamond ring (750 gold pieces), a gold ring (340 gold pieces, a silver ring (125 gold pieces), electrum ring (250 gold pieces), 1 black pearl necklace (1000 gold pieces), 1 gold necklace with silver amulet (800 gold pieces), and a turquoise bracelet (150 gold pieces). Also, cursed chain mail armor (-2), cursed plate armor (-1), +2 plate armor, and a +2 shield. There is a hole, three feet in diameter, under the armor to location aa C on the next level.
11. Troll ‘bedroom’. 2d6 trolls: AC4, HD6+2, hp 23, 34, 32, 18, 30, 22, At 2 claws/1 bite, D1-6/1-6/-10, save F6, C. There are humanoid bones all over this room. The southwest entrance is a plainly visible door, barred from the inside.
12. Troll hearthroom: 2d6 trolls, loathsome eating utensils.
13. Treasure room. The secret door is a sliding door. Double one needed to hit switch*. Inside: 1,822 gold pieces, 2 electrum rings (215 gold pieces), and a jeweled belt (1,551 gold pieces).
14. Troll guardroom. 2d4 trolls. Also, skeletons in rusted armor.
15. 3 cave bears. Mom and dad: AC5, HD7, hp 23, 35, At 2 claws/1 bite, D1-8/1-8/2-12, save F3, N; little bear: AC6, HD4-1, hp 18, At 2 claws/1 bite, D1-6/1-6/2-8, save F2, N.
16. 3d20+6 rats: AC9, hd1/8, At 1 bite per 5, D1-6+disease, save NM, N.
17. 15 skeletons: AC7, HD1, hp 1, 8, 5, 5, 3, 3, 7, 7, 7, 2, 2, 2, 4, 4, 4†, At 1, D1-6, save F1, C.
18. 2d4+2 carrion crawlers: AC7, HD3+1, hp 12, 8, 17, 15, At 8 tentacles, D paralysis. Under a pile of bones is a suit of chain mail +1.
19. Anyone entering this room is dead, and becomes 4 wights.‡
20. 14 stalagmites jut up 5-7 feet, 3 foot radius. Rock dryads: AC3, HD4, hp 14, 10, 20, 14, 20, 19, 13, 8, At Rock to Mud or charm, D nil, save F4, N. They can cast Rock to Mud then invert to trap attackers in the stone. 5 cast charm, send through wall to room 8 to deal with the rhagodessa.
21. 2 cave bears are here and in room 22: AC5, HD7, hp 34, 25, 24, 32, At 2 claws/1 bite, D1-8/1-8/2-12 ,save F3, N. There are 25 platinum pieces here and a wand of trap detection with 9 charges.
22. Part of the cave bear lair, see room 21.