TEXT: James Mount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  1
  The Caverns Of Ugard 
  Version 3.0  
   
  A lowel level cavern crawl 
  compatible with the Labrintyh Lord.  
  3 Toadstools Publishing is not 
  affiliated with Daniel Proctor, 
  Goblinoid Games Copyright 2006 – 
  2009. (font, layout, style of artwork, 
  etc.) are reserved as Product 
  Identity. 
   
  This game is licensed under OPEN 
  GAME LICENSE Version 1.0a (See 
  appendix).  It is based on the rules 
  of the original version of “The 
  World’s Most Popular Role Playing 
  Game”.  (2002-2004, Wizards of the 
  Coast, Inc) Credit where credit is 
  due! If it weren’t for you guys we 
  would be twiddling our thumbs, 
  thank you!   
   
  Grab a copy of Labrintyh Lord  
  http://www.goblinoidgames.com/l
  abyrinthlord.html 
   
  BIG THANKS TO:  
  Map Hash Pattern for Gimp Created 
  By Morgajel 
  You can grab it here – 
   
  http://www.rpgnow.com/product/1
  26612/Map-Hash-Pattern-for-
  Gimp?filters=0_2893_0_0_0 
   
  Artwork courtesy of Karen’s 
  Whimsy  
  http://karenswhimsy.com 
    
  Also to Venger Satanis, Joshua De 
  Santo & Dyson Logos for all the 
  inspiration!  You guys are 
  awesome. 
  You can check out their Website & 
  blogs here:  
   
  http://vengersatanis.blogspot.ca/ 
   
  http://geniuslocigames.blogspot.c
  a/ 
   
  http://rpgcharacters.wordpress.co
  m/ 
   
   
   
   
   
   
   
   
   
   
   
   
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  2
   
   
   
   
   
  Introduction  
  The name Ugard is notorious with 
  pain and fear!  Thru-out the 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  3
  surrounding lands Ugard and his 
  minions threaten, bully and extort 
  money and lives.  The evil Minotaur 
  is holed up in some caverns not far 
  into the wilderness.  A 500 GP's 
  reward has been offered for his 
  horns, 650 GP's for him taken alive 
  and brought to justice.  
   
   
  1.  Large Open Cavern 
  A large open cavern with 
  stalagmites and stalactites litter the 
  interior of the floor & ceiling, there 
  is a small worn down path thru the 
  centre of the cavern, to the 
  southeast is an exit.   (There is 
  nothing in the room)  
   
   
  2.  Jail & Latrine  
  This room wreaks of urine & sweat. 
   In the northern portion of the room 
  is a crude jail made of sticks 
  wedged into holes in the ground. 
   There is a female human chained 
  to the wall.  A beaten wood table 
  sits to one corner, with 3 goblin 
  guards playing a bone dice game. 
   On the east wall are 2 latrines dug 
  into the floor.  
   
  3 Goblins - AC 6 HD1 Attack 1D6 
  XP5 
  3 EP's, 1 key for chains of human  
   
  15 GP’s, 1 key for chains of human  
  Therella Wyvernjack (Prisoner) - 
  was taken because her father hadn't 
  paid his gambling debts to Ugard 
   
   
  3.  Pet Room  
  The door to this room is locked. 
   This room appears to be a make 
  shift holding cell for wolfs.  There 
  are half eaten deer carcasses; the 
  floor is covered in blood.  Oh the 
  South side of the room is another 
  door with a grate for feeding. 
   There are 2 Wolfs in the room that 
  look hungry! (On the other side of 
  the door is a pit trap) 
   
  2 Wolfs - AC 7 HD 2+2 Damage 1D6 
  XP 35 
   
   
  4.  Deep Lake 
  A huge sprawling cavern opens up; 
  in the centre is a dark lake.  At one 
  time there was a stone bridge 
  across the lake, but it has since 
  crumbled.  There appears to be 
  passages to the west & south, 
  however you cannot get to them 
  without crossing the water.  (The 
  lake is 20 feet deep at the centre)   
   (The lake is filled with piranhas, 
  the south side of the cavern is home 
  to a giant spider, and the webbing 
  covers the south exit)  
   
  12 Piranha's AC 8, 1 HP each, 
  Damage 1D4, 5 XP  
   
  Giant Spider AC 6, HD 3, Damage 
  2D6, poison XP 80.   
  (62 CP's, 35 GP's, Potion of heroism, 
  Cursed Scroll)  
   
  *Saving throw VS Wands or risk 
  getting caught in web for 1D4 
  rounds  
   
   
   
  5.  Goblin Prayer Room 
  This is room is utterly dark, in the 
  centre is a strange idol on a pillar 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  4
  that emanates a dark green light.  It 
  is carved of a black stone, in the 
  shape of a goblin with 2 protruding 
  teeth.  There are 4 goblins in this 
  room praying.  
   
  The idol has permanent Magic 
  spells on it.  It is worth 400 GP's if it 
  can be rested from its location. 
   Due to the evilness in this room, 
  there is also permanent darkness 
  other than the green hue from the 
  idol; no spells or torches will work. 
   PC's will have to fight blindly. 
   
  4 Goblins - AC 6 HD1 Attack 1D6 
  XP5 
   
   
  6.  Dwarfen Mining Cave  
  This room is a bustle of activity; 
  about 15 Dwarfs are working 
  steadily chipping away at the rock 
  on the walls.   
  15 Dwarfs AC 6 HD 3 Damage 1D6, 
  XP 45 
   
  *The dwarfs recently suffered an 
  attack by the goblins & Ugard; they 
  lost some of their companions in the 
  skirmish, and a fabled pickaxe 
  "Gallargeh The Stone Cleaver" (+2 
  against stone giants).  They are 
  willing to pay 150 GP's for its safe 
  return.  2 Dwarfs will take up the 
  fight provided they are paid 35 GP's 
  per man 
   
   
   
   
   
  7.  Dwarfen Barracks 
  This room is a makeshift barracks 
  for the Dwarfen Clan; there are 
  beds, crates, and a large fire pit in 
  the centre of the room.  There are 8 
  Dwarfs sleeping, and eating about 
  in the room.   The room is 
  decorating in tapestries depicting 
  the lives and stories of the Clan.   
   
  8 Dwarfs AC 6 HD 3 Damage 1D6, 
  XP 45 
   
   
  8.  Secret Treasure Room 
  *There is a secret room in the west 
  wall, a small lever behind a 
  tapestry.  Inside the room is a 
  locked trapped chest containing 
  1000 GP's, 200 SP's and 2 Gems 
  worth 50 GP's each 
   
   
  9.  Ugard's Room 
  This room is decorated in the heads 
  of recent victims, staked into polls 
  all around the outskirts of the room. 
   Ugard sits upon a makeshift throne 
  of bones, while 3 goblins tend to 
  him and one does his best to 
  entertain him by dancing.   
  Ugard The Minotaur 
    
  Ugard The Minotaur AC 6 HD 6, 2 
  Attacks 1d6/1d6 XP 820  
  *Ugard has a key to room 10, the 
  door is locked 
   
  4 Goblins - AC 6 HD1 Attack 1D6 
  XP5 
   
   
   
   
   
  10.  Treasure Room 
  The door is locked to this room 
  (and trapped, if the PC's use the 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  5
  key the trap is disabled, if not 1D6 
  damage) this room is piled high 
  with coins.   
   
  20 CP's 300 SP's, 1 Potion Of 
  Healing, 1D6 Gems (worth 15 GP's 
  each)  
  Fabled pickaxe "Gallargeh The 
  Stone Cleaver" (+2 against stone 
  giants). 
  Chainmail + 1 
  Dagger + 1 
   
   
  11.  Goblin Barracks 
  This room is filled with beds and 
  tables; there are 10 goblins in the 
  room.  It appears to be their living 
  space.  
  10 Goblins - AC 6 HD1 Attack 1D6 
  XP5 
   
   
  12.  Goblin Armory 
  There are 2 Goblins on guard here. 
   The room is filled with crude 
  weapons and armor.   
   
  2 Goblins - AC 6 HD1 Attack 1D6 
  XP5 
  *If the PC's come this way first, one 
  goblin will try and raise an alarm, 
  bringing half of the goblins from 
  room #11.   There are 12 Daggers, 
  5 Swords, and 6 Leather Armor in 
  this room piled high in one corner 
  and hung on the walls.  They are 
  worth half of what the going rate is, 
  as they are badly made by goblins.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  One Page Dungeon Contest Entry 
  2014 *Bonus Matieral*  
  http://www.onepagedungeon.info/ 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  6
   
  Assault On The Thieves 
  Guild 
   
  Introduction 
  Deep in the sewers of the city, lies 
  the lair of the thief’s guild.  The 
  local lord has put out a bounty (25 
  GP per thief) on all thieves located 
  in the sewers.    
   
   
   
  1.  This is the entrance to the sewer.  
  There is a ladder coming down 
  from the streets above.  The room is 
  empty  
   
  2.  This room reek’s of feces, there 
  is a large pool of black in the 
  corner; above you is a hole where 
  muck pours in.  Investigating the 
  muck you notice it travels down 
  long rough passage.   (There is a 
  tripwire on both exits from the 
  room that will alert the guard in 
  room 3).   
   
  3.   Guard room.  – There are 6 
  thief’s guild guards here.  The room 
  is a makeshift armory with various 
  weapons on the walls.   There are a 
  few barrels that hold provisions 
  and rope.  6 Guards AC 7(12) HD1 
  Weapon 1D8.   
   
  4.  This room is L shaped.  At the 
  back portion of the room is a statue 
  of a vile looking woman (patron 
  saint to thief’s).  Any good aligned 
  character will have to Save VS Spell 
  or be struck by lighting (2D4).  
  There is treasure in a secret 
  compartment under the statue.  4 
  Acolyte Priests (1st level Clerics) 
  AC 7(12) HD1 Weapon 1D8.  
   
  5.   The room is lined with chests; 
  this is the horde of the thief’s guild.  
  An ugly looking Minotaur guards it. 
  AC6 (13) HD 6+4 Attack: Head Butt 
  2D4, Weapon 1D8.  (There are 6 
  chests, all are trapped, and the 
  Minotaur does not have a key – 
  Total 3000 GP’s, 1000 SP’s, and 10 
  Various Gems worth 25GP each).  
   
  6.   Jail – This room is a jail, it is 
  guarded by 4 thief’s AC 7(12) HD1 
  Weapon 1D8.  There are 3 jail cells, 
  each with a beggar in them.  If 
  asked they were taken in their 
  sleep, and have been used in weird 
  experiments by the Acolytes.  The 
  room also contains a cell with 3 
  Guard Wolves AC 7 (12) HD 2+ 2 
  Bite 1D4 
   
   
  7.  Entertainment Room – This is a 
  makeshift tavern room, there are 10 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  7
  thieves in the room.  They are all 
  drinking and carrying on.  There 
  are a few dancers in the middle of 
  the room on a stage, and in the 
  corner a few minstrels’ play music. 
  10 Guards AC 7(12) HD1 Weapon 
  1D8.   
   
  8.  Audience Hall/Private chamber 
  – This is the throne room of the 
  leader of the Thief’s guild.  There is 
  a bed in the corner; 
  a few 
  bookshelves filled with books, and 
  a treasure chest (locked/trapped 
  250 GP’s and Ring of silence).  2 
  guards guard the leader. 2 Guards 
  AC 7(12) HD1 Weapon 1D8.  Ah'Kar 
  (4th Level Thief) AC 6 (13) Attack 
  1D8.  Ah’kar will try to escape.  He 
  has the keys for room 5.   
   
  9.  The corridor goes down about 
  30 feet to a large pool of muck.  The 
  corridor is very small, and only a 
  hobbit or a dwarf can get thru.  A 
  quick search of the room will reveal 
  nothing other than the muck pool.  
  Black Pudding AC 6 (13) HD 10 
  Attack 3D8  
   
   
  OPEN GAME LICENSE Version 
  1.0a 
   
  The following text is the property of 
  Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the 
  Coast, Inc ("Wizards"). All Rights 
  Reserved. 
   
  1. Definitions: (a)"Contributors" 
  means the copyright and/or 
  trademark owners who have 
  contributed Open Game Content; 
  (b)"Derivative Material" means 
  copyrighted material including 
  derivative works and translations 
  (including into other computer 
  languages), potation, modification, 
  correction, addition, extension, 
  upgrade, improvement, 
  compilation, abridgment or other 
  form in which an existing work may 
  be recast, transformed or adapted; 
  (c) "Distribute" means to 
  reproduce, license, rent, lease, 
  sell, broadcast, publicly display, 
  transmit or otherwise distribute; 
  (d)"Open Game Content" means 
  the game mechanic and includes 
  the methods, procedures, 
  processes and routines to the 
  extent such content does not 
  embody the Product Identity and is 
  an enhancement over the prior art 
  and any additional content clearly 
  identified as Open Game Content 
  by the Contributor, and means any 
  work covered by this License, 
  including translations and 
  derivative works under copyright 
  law, but specifically excludes 
  Product Identity. (e) "Product 
  Identity" means product and 
  product line names, logos and 
  identifying marks including trade 
  dress; artifacts; creatures 
  characters; stories, storylines, 
  plots, thematic elements, dialogue, 
  incidents, language, artwork, 
  symbols, designs, depictions, 
  likenesses, formats, poses, 
  concepts, themes and graphic, 
  photographic and other visual or 
  audio representations; names and 
  descriptions of characters, spells, 
  enchantments, personalities, teams, 
  personas, likenesses and special 
  abilities; places, locations, 
  environments, creatures, 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  8
  equipment, magical or 
  supernatural abilities or effects, 
  logos, symbols, or graphic designs; 
  and any other trademark or 
  registered trademark clearly 
  identified as Product identity by the 
  owner of the Product Identity, and 
  which specifically excludes the 
  Open Game Content; (f) 
  "Trademark" means the logos, 
  names, mark, sign, motto, designs 
  that are used by a Contributor to 
  identify itself or its products or the 
  associated products contributed to 
  the Open Game License by the 
  Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, 
  copy, edit, format, modify, translate 
  and otherwise create Derivative 
  Material of Open Game Content. 
  (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
   
  2. The License: This License applies 
  to any Open Game Content that 
  contains a notice indicating that the 
  Open Game Content may only be 
  Used under and in terms of this 
  License. You must affix such a 
  notice to any Open Game Content 
  that you Use. No terms may be 
  added to or subtracted from this 
  License except as described by the 
  License itself. No other terms or 
  conditions may be applied to any 
  Open Game Content distributed 
  using this License. 
   
  3.Offer and Acceptance: By Using 
  the Open Game Content You 
  indicate Your acceptance of the 
  terms of this License. 
   
  4. Grant and Consideration: In 
  consideration for agreeing to use 
  this License, the Contributors grant 
  You a perpetual, worldwide, 
  royalty-free, non-exclusive license 
  with the exact terms of this License 
  to Use, the Open Game Content. 
   
  5.Representation of Authority to 
  Contribute: If You are contributing 
  original material as Open Game 
  Content, You represent that Your 
  Contributions are Your original 
  creation and/or You have sufficient 
  rights to grant the rights conveyed 
  by this License. 
   
  6.Notice of License Copyright: You 
  must update the COPYRIGHT 
  NOTICE portion of this License to 
  include the exact text of the 
  COPYRIGHT NOTICE of any Open 
  Game Content You are copying, 
  modifying or distributing, and You 
  must add the title, the copyright 
  date, and the copyright holder's 
  name to the COPYRIGHT NOTICE 
  of any original Open Game Content 
  you Distribute. 
   
  7. Use of Product Identity: You 
  agree not to Use any Product 
  Identity, including as an indication 
  as to compatibility, except as 
  expressly licensed in another, 
  independent Agreement with the 
  owner of each element of that 
  Product Identity. You agree not to 
  indicate compatibility or co-
  adaptability with any Trademark or 
  Registered Trademark in 
  conjunction with a work containing 
  Open Game Content except as 
  expressly licensed in another, 
  independent Agreement with the 
  owner of such Trademark or 
  Registered Trademark. The use of 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  9
  any Product Identity in Open Game 
  Content does not constitute a 
  challenge to the ownership of that 
  Product Identity. The owner of any 
  Product Identity used in Open 
  Game Content shall retain all 
  rights, title and interest in and to 
  that Product Identity. 
   
  8. Identification: If you distribute 
  Open Game Content You must 
  clearly indicate which portions of 
  the work that you are distributing 
  are Open Game Content.  The 
  following material is released as 
  Open Game Content as per the 
  terms of the Open Game License: 
  All character and monster stats, all 
  magic item abilities, all spells, trap 
  mechanics and other items that 
  describe game mechanics. All 
  other content remains Product 
  Identity. 
   
  9. Updating the License: Wizards or 
  its designated Agents may publish 
  updated versions of this License. 
  You may use any authorized 
  version of this License to copy, 
  modify and distribute any Open 
  Game Content originally 
  distributed under any version of 
  this License. 
   
  10 Copy of this License: You MUST 
  include a copy of this License with 
  every copy of the Open Game 
  Content You Distribute. 
   
  11. Use of Contributor Credits: You 
  may not market or advertise the 
  Open Game Content using the 
  name of any Contributor unless You 
  have written permission from the 
  Contributor to do so. 
   
  12 Inability to Comply: If it is 
  impossible for You to comply with 
  any of the terms of this License with 
  respect to some or all of the Open 
  Game Content due to statute, 
  judicial order, or governmental 
  regulation then You may not Use 
  any Open Game Material so 
  affected. 
   
  13 Termination: This License will 
  terminate automatically if You fail to 
  comply with all terms herein and 
  fail to cure such breach within 30 
  days of becoming aware of the 
  breach. All sublicenses shall 
  survive the termination of this 
  License. 
   
  14 Reformation: If any provision of 
  this License is held to be 
  unenforceable, such provision shall 
  be reformed only to the extent 
  necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE  Open 
  Game License v 1.0 Copyright 
  2000, Wizards of the Coast, Inc. 
   
  System Reference Document 
  Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathon 
  Tweet, Monte Cook, Skip Williams, 
  based on original material by E. 
  Gary Gygax and Dave Arneson. 
  System Reference Document 
  Copyright 2000-2003, Wizards of 
  the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on 
  original material by E. Gary Gygax 
  Jam
  es M
  ount (order #13013939)
  
  The Caverns Of Ugard SW001 
   
   
  10
  and Dave Arneson.  
   
  Modern System Reference 
  Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher 
  Perkins, Rodney Thompson, and JD 
  Wiker,  based on material by 
  Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.  
   
  Castles & Crusades: Players 
  Handbook, Copyright 2004, Troll 
  Lord Games; Authors Davis 
  Chenault and Mac Golden. 
   
  Cave Cricket from the Tome of 
  Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors 
  Scott Greene and Clark Peterson, 
  based on original material by Gary 
  Gygax.  
   
  Crab, Monstrous from the Tome of 
  Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author 
  Scott Greene, based on original 
  material by Gary Gygax.  
   
  Fly, Giant from the Tome of 
  Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author 
  Scott Greene, based on original 
  material by Gary Gygax.  
   
  Golem, Wood from the Tome of 
  Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors 
  Scott Greene and Patrick 
  Lawinger.  
   
  Kamadan from the Tome of Horrors, 
  copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, 
  based on original material by Nick 
  Louth.  
   
  Rot Grub from the Tome of Horrors 
  , Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene 
  and Clark Peterson, based on 
  original material by Gary Gygax  
   
  Labyrinth LordTM Copyright 2007-
  2009, Daniel Proctor. Author Daniel 
  Proctor.  
   
  3 Toadstools Publishing Copyright 
  2014, Shane Ward. All Room 
  Descriptions & Story.   
   
   
   
  Jam
  es M
  ount (order #13013939)
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - SW001 The Caverns of Ugard.pdf