da H 14) Where visiting dignitaries stay.
![da H.jpg](../../images/da%20H.jpg)
The bridge over the Eröen* River looks decrepit, but will hold 3,200 coins per square foot.
1. Two Orcs: AC6, HD1, hp 8, At spear then 2-handed sword, D1-6 then 1-10, save F1, C. There is bad food and furniture in here.
2. The dignitary’s entourage (see above for description, and there are example sets in the notebook†).
3. The dignitary’s room, guarded on the outside by the level 7w fighters.
da A 15-17) Ogre lair
![da A.jpg](../../images/da%20A.jpg)
The ogres are AC5, HD4+1, At 1 club, D1-10, save F4, C.
1. Guard room. 5 ogres: hp 14, 18, 18, 17, 18, playing cards. Each has 2d20 gold pieces. Fighting here will draw ogres from room 3.
2. Treasure room. Two silver necklaces (500 gold pieces) and 956 gold pieces.
3. 10 ogres: hp 20, 14, 19, 14, 20, 26, 12, 23, 18, 20, 14. Four ogre children: AC6, HD2+3, hp 9, 16, 6, 12, At 1 club, D1-6, save F3, C. There are many skins and crude furniture here, and seven large sacks with 3d20+10 gold pieces in each.
4. Treasure room. There is a sword+1 (casts light 30 feet) and 1,022 gold pieces.
5. Treasure room. 2 rubies (400 gold pieces), 2 diamonds (150 gold pieces) and 1,033 gold pieces.
6. Church meeting room. There are d4 ogres in here, and 1 crippled ogre (HD3, hp 10, no attack) who will stay behind the rock altar. The altar can make a force field surrounding itself and the person behind it, once a day for d4 turns. The altar is 6 feet high by 5 feet by 4 feet. He also has a rod of cancellation which only works on weapons, but will work once a day, a ring of djinni summoning, and a ring of x-ray vision. He will call if (75%) he sees someone using the x-ray ring, and 3d10 ogres will arrive. Behind the altar is a silver unholy symbol (50 gold pieces). On the altar is a gold sceptre (225 gold pieces) and a black obsidian dagger (50 gold pieces).
da B 19) polar bear lair
![da B.jpg](../../images/da%20B.jpg)
AC6, HD6, hp 30, 35, At 2 claws/1 bite, D1-6/1-6/1-10, save F3, N.
1. 50% for each polar bear to be here. There are a lot of animal and humanoid bones near the mouth of the cave.
2. 40% for each polar bear to be hear, and 30% for a werebear to be here: AC2, HD6, hp42, At 2 claws/1 bite, D2-8/2-8/2-16, save F6, C. It can summon the remaining polar bears. If there is no way it can win (and if it has a few seconds foreknowledge of the party’s coming) it will assume human form (AC8, D3-4) and play as if it had been captured by the bears. It will attack later.
3. 30% for each bear to be here.
4. The polar bears will not be here. There is a 75% chance that the werebear will be here. This is where he keeps his treasure, and the armor he will wear if playing as a human. There are 5 dead lizards in here. Among the carcasses are 51 gold pieces, 30 copper pieces, a sword+1, an amulet vs. crystal balls and ESP, leather armor, a shield, boots, etc.
5. There are ice stalactites to fasten rope to, and they will hold about 3,000 coins at a time. Not even a thief could climb down, due to ice. Once down there, there is a -1 on ‘to hit’ for dexterities of 17 and 18, -2 for 10-16, and -3 for 3-9.
6. A wraith guards the entrance to the dragon. If it begins to lose, it will call its subordinate. Wraiths: AC3, HD4, hp 31, 13, At 1, D1-6+1 level, save F4, C. They will gain initiative due to the mist.
7. Room of mirrors. There is another -1 on ‘to hit’ here. There is a 60% chance that the subordinate wraith (see room 6) will be here.
8. 50% chance that the subordinate wraith will be here. A cursed scroll (lose 2 levels) is on the ice altar.
9. A white dragon: AC3, HD6, hp 35, At 2 claws/1 bite or breath, D1-4/1-4/2-16, save F6, N. The dragon can call the wraiths. It can also talk. Spells: magic missile (3, doing 2-7 each), detect magic, and read magic. He has these on a table, ready for use: a scroll of protection from lycanthropes, a scroll of protection from magic, a potion of control animal, a potion of polymorph self. His treasure is 4,441 silver pieces, 38,175 electrum pieces, 3,102 gold pieces, 5 large diamonds (1,400 gold pieces), and a treasure chest with a poison lock. The chest contains a potion of flying and a potion of diminution.
da C 18) Giant scorpions
![da C.jpg](../../images/da%20C.jpg)
There are d4 giant scorpions in each room: AC2, HD4, hp 19, 20, 16, 10, At 2 claws/1 sting, D1-10/1-10/1-4+poison, save F2, C. The string is at +2 if a claw hits.
da D 20) Goblin lair
![da D.jpg](../../images/da%20D.jpg)
AC6, HD1-1, At 1, D1-6, save NM, C.
1. Guard room. 3 goblins on each side (hp 2, 4, 3, 2, 5, 7, At 1 spear then 1 battleaxe, D1-6 then 1-8). There is a lot of grotesque food and liquor in here, and badly made chairs.
2. 14 goblins, skins, food, etc.
3. 4 goblins guard outside the door: AC6, HD2, hp 7, 9, 7, 10, At 1 spear, battleaxe, D1-6, 1-8, save NM, C. Inside is the king: AC6, HD3, hp 15, At battleaxe, D2-9, save NM, C. Also, 3 good furs, a 7 foot by 3 foot tapestry (15 gold pieces) showing goblins fighting humans, a silver chalice (25 gold pieces), and a wineskin half full of good wine. The tapestry covers the secret entrance (which is secret even without the tapestry).
4. Treasure room. Guarded by 4 guards (see room 3). Inside, a large sack contains 1 purple ruby (100 gold pieces), 2 skull earrings (50 gold piece set), 1 turquoise stone (25 gold pieces). On the floor is a 2-spell scroll of sleep and protection from evil (10 foot), 300 copper pieces, 1,056 gold pieces, and 445 electrum pieces.
da E 21) Hobgoblin lair
![da E.jpg](../../images/da%20E.jpg)
AC6, HD1+1, A1, D1-8, save F1, C
1. Trap room. The wood floor is covered by sand. Only the hobgoblins know where to walk. When 3,000 coins or more is on it, it will cave, and the fall is 12 feet. Characters take 2-8 points. Noise will bring 4 guards from room 2.
2. Guard room. 6 guards: hp 9, 8, 3, 3, 3, 7, At 2 spears (one for throwing and one for using), D1-6, save F1, C. Each guard has 2d6 copper pieces. There is inedible food and wine.
3. Common room. 10 hobgoblins: hp 9, 4, 3, 8, 9, 5, 3, 2, 9, 4.
4. Living rooms. d6-1 hobgoblins in each, and d4 kids: AC5, HD1, At 1, D1-4, save NM, C. There is d20 copper pieces and d10 gold pieces in each room.
5. King’s room: AC5 (ring+1), HD5, hp 22, At 2-handed sword, D3-10, save F1, C. There are 4 bodyguards with him: AC6, HD4, hp 14, 16, 12, 13, At 1 spear, D1-6, save F1, C. Under a dirty rug and bones are 2d6 gold pieces, d4 electrum pieces, and a potion of control human. The door to room 6 is secret.
6. Treasure room. 3 guards on the outside: AC6, HD1+1, hp 7, 4, 7, 7, At 2 spears, D1-6, save F1, C. Inside is 1,200 gold pieces and 1,379 silver pieces.
da F 22)23) Crystal caves
![da F.jpg](../../images/da%20F.jpg)
1. Empty. There is a 50% chance that a Dwarf will notice rough diamonds, 2d6 of them, worth d6 times 10 gold pieces each. The door is secret.
2. Hallway. The door at the end is pure crystal.
3. Guardroom. 4 living statues of crystal guard it: AC4, HD3, hp 11, 19, 18, 13, At 2, D1-6/1-6, save F3, L. They can talk crystal and one (hp 19, the leader) also speaks common. In the hole are three suits of plate mail armor (human), 2 suits of chain mail (dwarven), 1 bronze sword, 1 silver dagger, and 3 normal daggers. The hole goes down 20 feet.
4. 10 living statues: AC4, HD3, hp 6, 21, 13, 13, 14, 20, 11, 16, 13, 12, At2, D1-6/1-6, save F3, L.
5. King: AC3, HD4, hp 25, At 2 hits or 4 crystal darts from each hand, D1-6/1-6 or 2-8, save F3, L. He has four guards: AC4, HD3, hp 15, 15, 10, 14, At2, D1-6/1-6, save F3, L. The whole set of rooms bear a striking resemblance to the main city of Krypton in Superman: The Movie.
da G 24) Bugbear lair
![da G.jpg](../../images/da%20G.jpg)
1. Guardroom. 4 guards on each side: AC5, HD3+1, hp 12, 15, 19, 23, 10, 10, 15, 19, At1, D2-8, save F3, C. Two of the guards have a spear (1-6). Each also has d6 gold pieces and d4 copper pieces.
2. 18 bugbears (see guards in room 1) and 5 bugbear kids: AC6, HD2, hp 9, 12, 9, 16, 15, At1, D1-6, save F1, C. There is a 25% chance for d4 casks of wine.
3. Alter in the middle of the amphitheater. d6 bugbears (see guards in room 1) are in here, plus the bugbear “cleric” with 2 inflict light wounds spells (2-7). On the altar is a gold chalice (60 gold pieces) filled with bugbear blood and a bronze dish of unholy water. The cleric’s raiments are lined with gold-thread and worth 400 gold pieces.
4. King’s room. 4 guards on the outside (see guards in room 1). The king: AC5, HD3+1, hp 18, At 1 sword+1, D3-10+paralysis to lawfuls, save F3, C. His sword is a sword+1, defeat law. There is a bag of holding among some rags, which will not be noticed unless someone examines the cloth carefully.
5. Treasure room. 1,543 copper pieces and 1,336 silver pieces.
If they are carrying much treasure and making a lot of noise, there is a 45% chance that a band of bandits will attack.