ba F (from ca D)
1. 2d10 cave locusts: AC4, HD2, hp 12, 14, 6, 7, 9, 8, At 1 bite or 1 bump or 1 spit (if cornered), D1-2 or 1-4 or special, save F2, ML5 (have 50% even if running*), N. If the locusts spits, it attacks against AC 9 regardless of the target’s armor. The target must save vs. poison or be unable to do anything for one turn, when they become used to the smell. Anyone coming within five feet of them must save or be violently ill.
2. Gargoyle, who will attempt to look like a statue unless it can beat the party or they find its treasure. AC5, HD4, hp 29, At 2 claws/1 bite/1 horn, D1-3/1-3/1-6/1-4, save F8, C; it wears a ring of telekinesis, which it will use on its treasure (while pretending to be a statue) to scare stronger parties away. Treasure is in the northeast, hid by a secret door: 2,075 copper pieces.
3. A green slime is on the ceiling, and will drop on someone: AC none, HD2, hp 11, At 1, D special, save F1, N. It eats through armor in six rounds; four rounds later the victim will become green slime. It can only be harmed by fire or cold.
4. 2 black widows: AC6, HD3, hp 24, 12, At 1 bite, D2-12+poison, save F2, N. One black widow is in the west, the other to the east. If the spiders don’t do it right, the five stone statues will: AC4, hD5, hp 27, 31, 16, 14, 17, At 2 (magma), D2-12/2-12, save F5, C. The statues are guarding the hole in the south of the room. It goes straight down 1,500 feet, but has easy handholds (see the underground isle). There is only a 2% chance of a non-thief falling. In the east spider’s web is 95 copper pieces. In the west spider’s web is a shield+1.
5. 2d4 caecila: AC6, HD6, At 1 bite, D1-8, save F3, N; if the caecilia rolls a natural 19 or 20, it swallows its target, at which point it does 1-8 damage each round and the victim’s attacks are at -2, and unable to use any weapon larger than a dagger. A depression in the south contains 2d6 carrion crawlers: AC7, HD3+1, hp 17, 19, 17, 16, At 8 tentacles, D paralysis, save F2, N. The treasure is beneath the crawlers in the depression: 1,690 silver pieces, 260 gold pieces, a necklace with silver ornaments (600 gold pieces), and a cursed sword-2.
6. 4 harpies: AC7, HD3, hp 11, 17, 18, At 2 claws/1 mace (or charm at first), D1-4/1-4/1-6, save F3 (+2 against magic), C. They will move through the secret doors and surround the party if they have a slight chance of beating them. Otherwise they will hide in the secret room, getting the mirror ready. The treasure in the secret room is 1,261 silver pieces, a potion of delusion, a potion of gaseous form, and a mirror of life trapping. The mirror already includes one harpy and one disguised doppleganger.
7. d4 rust monsters: AC2, HD5, hp 21, 19, 26, 25, At 1, D rusts everything, save F3, N.
8. 3d10+5 giant rats: AC7, HD1/2, At 1 bite, D1-3+disease, save F1, N. Treasure among other rat carcasses is 2 opals (50 gold pieces) and a wand of polymorph with one charge.
9. Giant rats as in room 8, but the treasure is 1,017 silver pieces.
10. Empty.
11. 3 manticores: AC4, HD6+1, At 2 claws/1 bite or 6 spikes, D1-4/1-4/2-8 or 1-6 six times, save F6, C. Their treasure is 1,251 silver pieces, boots of travelling and leaping, a cursed scroll (their most powerful magic item disappears), and a potion of flying.
12. 3 yellow molds: AC none, HD2, hp 12, 8, 15, At spores, D1-6+choke, save F2, N. They can old be hurt by fire. They only spew spores if hit first. If the spores hit, the victim must save vs. Death Ray or choke to death in 6 rounds.
13. Secret door to Tiras, a cleric who took a vow to never leave unless something worthy came up. He also has a pet hippogriff*.
14. 2d4 wraiths: AC3, HD4, hp 24, 17, 18, 20, At touch, D1-6+1 level, save F4, C. Magic weapons are needed to hit wraiths; silver weapons do half damage. Their treasure is near the spot marked A: 4,022 copper pieces, 654 silver pieces, and a potion of fire resistance.
aa A (from ca, B and C)
1. Coming from the ceiling, persons who jump and do not roll under their dexterity will take 2d4 points of damage. There are 2 caecilia here: AC6, HD6, hp 26, 23, At 1 bite, D1-8, save F3, N; if the caecilia rolls a natural 19 or 20, it swallows its target, at which point it does 1-8 damage each round and the victim’s attacks are at -2, and unable to use any weapon larger than a dagger.
2. An unanimated bone golem rests in this room. A bone helmet, treated as a metal one, is in the north, under the pool of oil.
3. Sea dragon in a lake: AC1, HD8, hp 50, At 1 bite or spit, D3-24 or hp, save F8, N. It normally lives 60 feet down in a coral cave at the center of the lake. It’s treasure is 31,000 silver pieces, 66,646 electrum pieces, 4 diamonds (750 gold pieces), 6 pearls (700 gold pieces), 20 electrum rings in a box (100 gold pieces), 14 diamond bracelets in a box (800 gold pieces), a potion of control animals, a potion of control dragon, a potion of gaseous form, and a ruined spell scroll held in a ring of regeneration.
4. 3d6+4 stirges: AC7, HD1, At 1 then suck, D1-3 then 1-3 per round, save F2, N.
5. 2d12+3 robber flies: AC6, HD2, hp 15, 13, 10, 5, At 1 bite, D1-8, save F1, N. In the far end is a skeleton wearing rusted armor, and a small sack with a potion of healing in it.
6. This area is filled with traps. It is covered by a thin rock sheet layer. There is a 2-in-6 chance that each person will fall each time they traverse one room length, taking 2-8 points of damage. There are 8 traps, six feet by 5 feet by 10 teet.
7. Ogre: AC5, HD4+1, hp 24, At club, D1-10, save F4, C. Only one person can go through the entrance at a time, and it will take 2 rounds to do it, giving the ogre two to three free shots at the first guy. He has a bag of meals*.
8. 2d6+1 horned chameleons: AC2, HD5, hp 12, 30, 26, 21, 19, 11, At 1 bite/1 horn, D2-8/1-6, save F3, N.
9. 4 shadows: AC7, HD2+2, hp 5, 10, 11, 13, At 1, D1-4+1 point of strength for 8 turns. Magic weapons are required to hit a shadow. A rock to the southeast is an illusion. It will disappear on touch, revealing treasure: a +1 sword†, a scroll of speak with animals (clerical), a scroll of protection from undead, a potion of control cave giants, boots of levitation, and a 6-inch tyrannosaurus rex which will, in 3 rounds, grow to its full 20 feet (the roof is 50 feet here): AC3, HD20, hp 105, At 1 bite, D6-36, save F10, N.
10. 1 vampire: AC2, HD7, hp 38, At 1 touch + charm (all who gaze), D1-10+2 levels, save F7, C; 12 rats: AC9, HD1/8, At 1 bite per 5, D1-6+disease, save NM, N; and a dire wolf: AC6, HD4+1, hp 23, At 1 bite, D2-8, save F2, N. The treasure is behind a secret door to the south: 6 oak coffins, a snake staff (11 charges), and a medallion of ESP (30 feet). Anyone coming from the roof must save as for room 1.
11. 2 chimeras: AC4, HD9, hp 61, 57, At 2 claws/1 goat horn or lion bite or dragon bite or fire, D1-3/1-3/2-8 or 2-8 or 3-12 or 3-18, save F9, C. Treasure is in front of the tunnel: 1,818 silver pieces, 1,467 gold pieces, 11 rubies (300 gold pieces, 4 red, 4 green, 3 blue), an efreeti bottle, and a bag of holding. (See underground isle for what the tunnel leads to.)
aa B (from ba C)
1. From 110 feet down the tunnel, the temperature slowly goes down to 3 degrees Fahrenheit. In room 1 there is naught but ice and frozen rock.
2. Frost salamander: AC3, HD12, hp 69, At 4 claws/1 bite, D1-6 (four times)/2-12+1-8 due to cold, save F12, C.
3. The same as room 2.
4. Treasure room: 1,008 gold pieces, a ring of invisibility, and an elven skeleton wearing an elven cloak and boots.
aa C (from ba E)
1. 3d10 giant rats: AC7, HD1/2, At 1 bite, D1-3+disease, save F1, N.
2. Empty.
3. 7 boulders in this room. Three of them are the homes of rock dryads: AC3, HD4, hp 20, 18, 12, At rock to mud/mud to rock/5 of ’em charm, send through wall to room 5. Treasure for dryad 1: crystal ball, 30 platinum pieces; treasure for dryad 2: 50 gold pieces, 30 platinum pieces, 100 silver pieces; treasure for dryad 3: staff of healing. The rocks are seven feet long, four feet wide.
4. An adult dragon and a young dragon. Adult dragon: AC-1, HD10, hp 63, At 2 claws/1 bite or fire, D1-8/1-8/4-32 or hit points, save F10, C. Young dragon: AC0, HD7, hp 47, At 2 claws/1 bite or fire, D1-6/1-6/3-24 or hit points, save F7, C. They speak dragon and common. The adult has the spells read magic, read languages, ventriloquism, invisibility, web, ESP, dispel magic, infravision, and protection from normal missiles. The young dragon has read magic, hold portal, and detect magic. They have potions and scrolls kept close so as to be easy to use: a potion of control human, a scroll of protection from elementals, and a spell scroll of phantasmal force. They also have 356 copper pieces, 856 silver pieces, 8,332 electrum pieces, 40,745 gold pieces, 732 platinum pieces, 3 electrum rings (225 gold pieces), 2 gold rings (300 gold pieces), 2 silver rings (175 gold pieces), 2 +1 swords, and a horn of blasting.
5. 2d6+3 wererats: AC7, HD3, hp 8, 16, 11, 4, At 1 bite, D1-4, save F3, C; and 3d6 giant rats: AC7, HD1/2, At 1 bite, D1-3+disease, save F1, C. The treasure, 175 silver pieces, is dirty and covered with feces, so only a careful search will find it.*
6. Magically lit, there is foliage here: seven trees, grass, and flowers; and twelve deer: four bucks, four does, and four fawns: AC7, HD1, 1/2, At 1 butt, D1-6, save F1, N. There is a pond with normal fish, 8 foot deep at this maximum depth. There are also small animals such as rabbits, squirrels, birds, etc. None will attack.
7. This room is completely empty. Upon reaching the center, all will be turned into (roll d4) 1) a wolf, 2) a goat, 3) a hawk, 4) a giant rat. All armor, treasure, and other belongings will disappear, to return d20+6 turns later when they return to normal. They keep hit points, and are in full control of their actions.
8. Illusion room: It looks like a ball room, with a dance going full blast. The party will trip over rocks through it on a roll of 1 or 2 on d6, taking d4-1 damage.†
9. Empty.
10. 2d4 giant toads: AC7, HD2+2, hp 14, 4, 9, 12, At 1 bite, D2-5, save F1, N. They will not attack unless there are halfling or smaller people (which they swallow on a natural 20). (See underground isle map for where tunnel leads.)
11. Spectre: AC2, HD6, hp 39, At 1, D1-8+2 levels, save F6, C. It controls two other spectres (hp 35, 30), all of which can only be hit with magic weapons. There is a 10% chance upon entering that a metal net will fall and grab them back up again. Only two may enter at a time. It will trap them, carrying them thirty feet up, and cannot be cut through. A careful search will find the mechanism to let them down, but by the time it is found, the spectres will be on them. Their treasure is in the farthest corner: 1,303 gold pieces, a +1 sword, +3 vs. undead.
12. 2 hell jellies: AC3, HD5, hp 33, 21, At 1 drop, D 1 level, save F3, N. They will fall on the person with the highest level, and will only be able to be hit for four rounds before it is out of reach, then six rounds before it drops again. There is one on each entrance. Their treasure is 70 gold pieces, 10 copper pieces, 50 electrum pieces, and 42 silver pieces at the south; and a +1 dagger and rusted armor at the north.
13. A gorgon is guarding a one-way portal to the northernmost Southeast isles: AC2, HD8, hp 50, At 1 gore or breath, D2-12 or petrification, save F8, C.
14. 2d6 giant weasels: AC7, HD4+4, hp 22, 20, 26, 10, At 1 bite then suck, D2-8 then 2-8 each round. These attack on 1-4 on a d6.*
Underground isle map (from ba F and aa A, C)
Mostly plains and wilderness inhabited by deer. The deer have infravision 15 feet. AC7, HD1, At 1 butt for seven of them, D1-4, save F1, N.
1. Lake, 700 feet deep maximum, has 3 sea serpents: AC5, HD6, hp 21, 35, 19, At 1 bite or squeeze, D2-12 or 1-10 per round, save F3, N.
2. Row boat with four oars. It has eight hull points.
3. 2 chimera: AC4, HD9, hp 31, 41, At 2 claws/goat horn/lion bite/dragon bite or fire, D1-3/1-3/2-8/2-8/3-12 or 3-18, save F9, C.
4. 7-8 foot high bushes hiding 4 displacer beasts: AC4, HD6, hp 22, 29, 41, 28, At 2 tentacles, D2-8/2-8, save F6, N.
5. Amongst the rocks and boulders are 6 giant scorpions: AC2, HD4, hp 18, 16, 8, 14, 10, 14, At 2 claws/1 string, D1-10/1-10/1-4+poison, save F2, C. If the claws hit, the sting is at +2.
6. Hill: 1 foot per foot incline. 5 hippogriffs: AC5, HD3+1, hp 9, 18, 17, 16, 9, At 2 claws/1 bite, D1-6/1-6/1-10, save F2, N.