TEXT: Campaign Module 1
  Borderlands of Adventure
  An Adventure for Characters 1  to 3  Level
  st
  rd
  By J
  CM1
  NRP 31001
  
  Borderlands of Adventure
  by J
  Introduction
  1
  About
  1
  Getting Started
  1
  Background
  1
  Rumors
  2
  The Borderlands
  3
  Wandering Monsters
  3
  Encounters
  5
  A.  Start
  5
  B.  Berserker Camp
  5
  C.  Toad Attack
  5
  D.  Orc Lair
  5
  E.  Goblin Lair
  9
  F.  Dragon Statue
  11
  G.  Bridge
  11
  H.  Burial Mound
  12
  I.  Hobgoblin Lair
  13
  J.  The Ruins of Wardstone Keep
  15
  Legal
  23
  New Realms Publishing and the New Realms Publishing logo are Trademarks of New
  Realms Publishing.
  Labyrinth Lord  is copyright 2007-2011, Daniel Proctor. Labyrinth Lord  and
  TM
  TM
  Advanced Labyrinth Lord  are trademarks of Daniel Proctor. These trademarks
  TM
  are used under the Labyrinth Lord  Trademark License 1.2, available at
  TM
  www.goblinoidgames.com.
  © 2013 Walter J. Jones Jr., New Realms Publishing
  
  Introduction
  The borderlands were always a dangerous place.  Monsters and bands of humanoids
  striking out from the wilderness would rampage through the region, killing and
  looting.  Then, a group of knights constructed a keep in the borderlands and
  aided the local soldiers and settlers in defending their homes and turning back
  invaders.  The region prospered, until a massive incursion of humanoids overran
  the area.  The hordes were eventually broken, but the region remained unsettled. 
  Rumors persist, though, of treasure lost among the ruins that lay within the
  borderlands.  Your group has gathered in a nearby settlement, preparing to mount
  an expedition to the borderlands.  The journey is sure to be fraught with peril. 
  Monsters and bands of marauders are thought to still roam the region.  And who
  knows what creatures and foul beings may have crept into the hills and dark
  forests since the area was overrun.  The dangers may be great, but wealth and
  glory await those brave enough to seek it out and bold enough to seize it.
  About
  Borderlands of Adventure is a Campaign Module
  for characters of 1  to 3  level.  The characters will
  st
  rd
  have opportunities for both wilderness and dungeon
  exploration, and should be prepared for both.  The
  group should include at least one magic-user or elf
  and one cleric.
  The adventure begins with the characters on a trail
  at the edge of the borderlands.  From there, the
  characters will be free to travel through the
  wilderness, explore ruins and caverns, battle
  monsters and search for treasure.  If the characters
  need to rest and recover hit points and spells, they
  can either camp in the wilderness, in a cleared
  section of ruins or caves, or return to the settled
  lands.
  Getting Started
  To begin using this module, first, read the entire
  adventure and become familiar with the maps and
  encounters.  When you are prepared to play, read
  the Background section to the players.  The players
  will have the opportunity to purchase equipment
  and gather information about the borderlands, if
  they choose.  If the characters ask around town,
  use the Rumors table to provide the characters with
  additional information.  Once the characters are
  prepared to begin the adventure, start the group at
  encounter A on the Borderlands map.
  Background
  The borderlands were always a dangerous place. 
  Monsters and marauding humanoids rampaged
  through the area, killing and looting.  The settlers
  and soldiers of the region, usually with the aid of
  mercenaries and adventurers, would turn back the
  invaders, but the cost was often high.  Then a group
  of knights, calling themselves the Order of the
  Dragon, constructed a keep at the edge of the
  borderlands.  From there the knights patrolled the
  region, battling monsters and humanoids and aiding
  the locals in defending their homes.
  The region prospered until ten years ago, when a
  massive force of Chaotic humanoids invaded the
  region.  Knights, solders and settlers banded
  together to turn back the hordes, but the region was
  overrun.  Eventually, the hordes pushed further
  south and were broken and driven back by armies
  from the settled lands.  The borderlands, though,
  have remained unsettled.
  Now, rumors are spreading of humanoids and
  bandits attacking travelers and merchants, raiding
  isolated farmsteads and small communities, and
  carrying captives and loot back to their lairs in the
  borderlands.  There are older tales of ruins in the
  borderlands, crumbling fortifications and burnt out
  settlements, mist-shrouded and monster-haunted,
  where treasure yet lies, waiting to be claimed.
  With tales of lost treasure in mind, you have
  gathered at a tavern in a nearby settlement to make
  plans for an expedition into the borderlands and
  discover the truth of these rumors for yourselves..
  1
  
  Rumors
  1.  The standard of the Knights of Wardstone Keep
  was a gold dragon on a crimson field.
  2.  There are caves in the hills.
  3.  The marshes are dangerous places.
  4.  A winged monster was spotted flying over the
  borderlands at night.
  5.  There are different bands of humanoids in the
  borderlands.
  6.  The ruins are cursed.
  7.  Trappers occasionally venture into the area,
  seeking the valuable furs.
  8.  A magic hammer was lost in the borderlands.
  9.  A conjurer with a magic cloak disappeared in the
  borderlands.
  10. Adventurers in search of the ruins of Wardstone
  Keep recently entered the borderlands.
  11.  Recently, a band of elves entered the
  borderlands in search of a lost cache of magic;.
  12.  Years ago, a Knight of Wardstone Keep healed
  a wounded soldier with a touch of his sword.
  13.  Huge wolf tracks have been seen in and
  around the borderlands.
  14.  A hunter was found near the borderlands, his
  body drained of blood.
  15.  A necromancer is raising an undead army in
  the old battlefields and ruins in the borderlands.
  16.  There are cursed necklaces, pendants that turn
  their wearers into monsters.
  17.  Somewhere in the borderlands is a gold statue
  of a dragon with gemstone eyes.
  18.  A goblin king is organizing an army and
  preparing to invade the settled lands.
  19.  Some evil force is organizing the humanoids.
  20.  An army of orcs, bearing the standard of a
  bloody wolf skull, is gathering in the borderlands.
  2
  
  The Borderlands
  Wandering Monsters
  Check for Wandering Monsters every hour if the
  characters are moving and every four hours if they
  are camping.  To check for an encounter, roll 1d6. 
  If the roll is a 1, a random encounter occurs.  To
  determine what the encounter is, roll on the table
  below that matches the terrain the characters are in
  and the time of day.
  Forest Encounters
  d6
  Day
  Night
  1
  Giant Rats
  Giant Rats
  2
  Giant Centipedes
  Goblins
  3
  Giant Killer Bees
  Skeletons
  4
  Giant Crab Spider
  Hobgoblins
  5
  Berserkers
  Zombies
  6
  Giant Flies
  Giant Gecko
  3
  
  Hill Encounters
  d6
  Day
  Night
  1
  Giant Rats
  Giant Rats
  2
  Giant Centipedes
  Orcs
  3
  Giant Killer Bees
  Skeletons
  4
  Giant Crab Spider
  Stirges
  5
  Giant Flies
  Giant Bats
  6
  Spitting Beetle
  Dire Wolf
  Marsh Encounters
  d6
  Day
  Night
  1
  Giant Rats
  Giant Rats
  2
  Stirges
  Stirges
  3
  Giant Flies
  Skeletons
  4
  Giant Toads
  Giant Toads
  5
  Giant Draco Lizard
  Zombies
  6
  Giant Leech
  Giant Leech
  Berserkers [1d4+1; AL C; MV 120' (40'); AC 7; HD
  1+1; #AT 1; DG 1d8; SV F 1; ML -; XP 21; berserk].
  Dire Wolf [1; AL N; MV 150' (50'); AC 6; HD 4+1;
  #AT 1; DG 2d4; SV F 2; ML 8; XP 140].
  Ghouls [1d2; AL C; MV 90' (30'); AC 6; HD 2; #AT
  3; DG 1d3 + paralyzation; SV F 2; ML 9; XP 47;
  difficulty to turn as 3HD]
  Giant Bats [1d4; AL N; MV 30' (10'), Fly 180' (60');
  AC 6; HD 2; #AT 1; DG 1d4; SV F 1; ML 8; XP 20].
  Giant Centipedes [1d3; AL N; MV 60' (20'); AC 9;
  HD ½; #AT 1; DG Poison; SV 0; ML 7; XP 6].
  Giant Crab Spider [1; AL N; MV 120' (40'); AC 7;
  HD 2; #AT 1 bite; DG 1d8 + poison; SV F 1; ML 7;
  XP 38; surprise 4 in 6].
  Giant Draco Lizard [1; AL N; MV 120' (40'), Fly 210'
  (70');  AC 5; HD 4+2; #AT 1; DG 1d10; SV F 3; ML
  7; XP 215].
  Giant Fly [1d4; AL N; MV 90' (30') Fly 180' (60'); AC
  6; HD 2; #AT 1; DG 1d8; SV F 1; ML 8; XP 29;
  surprise 4 in 6].
  Giant Gecko Lizard [1; AL N; MV 120' (40');  AC 5;
  HD 3+1; #AT 1; DG 1d8; SV F 2; ML 7; XP 100].
  Giant Killer Bee [1d4; AL N; MV Fly 150' (50'); AC
  7; HD ½; #AT 1; DG 1d3+poison, stinger; SV F 1;
  ML 9; XP 7].
  Giant Leech 1; [AL N; MV 120' (40'); AC 7; HD 6; 
  #AT 1; DG 1d6; SV F 3; ML 10; XP 570; blood
  drain].
  Giant Rats [2d4; AL N; MV 120' (40') Swim 60' (20');
  AC 7; HD ½; #AT 1; DG 1d3 + disease; SV F 1; ML
  8; XP 6].
  Giant Spitting Beetle [1d2; AL N; MV 120' (40'); AC
  4; HD 2; #AT 1 bite or spit; DG 1d6 or special; SV
  F 1; ML 8; XP 38].
  Giant Toads [1d3; AL N; MV 90' (30'); AC 7; HD
  2+2; #AT 1; DG 1d4+1; SV F 1; ML 6; XP 71;
  surprise 3 in 6, tongue attack, swallow].
  Goblins [2d4; AL C; MV 60' (20'); AC 6; HD 1-1;
  #AT 1; DG 1d6; SV 0; ML 7; XP 5].
  Hobgoblins [1d6; AL C; MV 90' (30'); AC 6; HD 1+1;
  #AT 1; DG 1d8; SV F 1; ML 8; XP 15].
  Orcs [2d4; AL C; MV 120' (40'); AC 6; HD 1; #AT 1;
  DG 1d8; SV F 1; ML 8; XP 10].
  Skeletons [1d6; AL C; MV 60' (20'); AC 7; HD 1;
  #AT 1; DG 1d6; SV F 1; ML 12; XP 13].
  Stirges [1d4+1; AL N; MV 30' (10'), Fly 180' (60');
  AC 7; HD 1; #AT 1; DG 1d3; SV F 2; ML 9; XP 16;
  +2 bonus on first attack, blood drain].
  Zombies [1d4; AL C; MV 120' (40'); AC 8; HD 2;
  #AT 1; DG 1d8; SV F 1; ML 12; XP 29].
  4
  
  Encounters
  A.  Start
  The trail winds north around great grey trunks,
  disappearing into shadowy folds in the land,
  appearing again on a rising slope in the distance. 
  Unseen birds call from the shadows of the dense
  canopy above and small animals scurry through
  fallen leaves and brush.
  This is the starting point of the adventure.  To the
  south lay settled lands.  Adventure lies ahead.
  B.  Berserker Camp
  The trail branches east and continues north.  To the
  west, a dozen yards off the trail, six crude hide tents
  sit in a half-circle around a smoking fire.  Crouched
  around the fire are eight men dressed in furs and
  with shaggy hair and beards.
  The men are berserkers [AL C; MV 120' (40'); AC 7;
  HD 1+1; HP 9, 7, 3x6, 3x5; #AT 1; DG 1d8; SV F 1;
  ML -; XP 21; berserk].  
  Each of the berserkers is armed with a sword,
  dagger and carries a pouch containing 4d6 cp and
  2d6 sp.  The leader wears a silver medallion in the
  shape of a wolf’s head with tiny ruby eyes (500
  gpv).  In each of the tents are two spears, two
  handaxes and bedrolls.  In the leader’s tent is an
  ornate +1 two-handed sword, with a silver pommel
  engraved in the shape of a wolf’s head, a silver-
  tipped spear, six quality furs (50 gpv each), a large
  sack containing 300 cp and 200 sp, and a second
  sack containing 100 gp and various personal effects
  collected from past victims including 5 rings (3x25
  gpv and 2x50 gpv) and a plain silver bracelet (100
  gpv).
  These berserkers are a particularly vicious band
  that prey on travelers.  At times, they have banded
  with the orcs from Area D to raid farmsteads to the
  south.  If approached, the leader will do the talking
  and claim they are a group of hunters and trappers. 
  If the party appears to be too strong, the leader will
  not attack, preferring to track the party down later,
  perhaps with the aid of other berserkers and/or
  orcs.  None of the berserkers will avoid a fight,
  however.
  C.  Toad Attack
  The buzz of insects and the chirps and croaks of
  unseen animals grows louder the further you travel
  east.  Then, suddenly, the trail ends at the edge of
  a marsh that extends to the east as far as you can
  see.  From the murky water ahead comes a glint of
  metal.
  Lurking in the water and brush nearby are three
  giant toads [ AL N; MV 90' (30'); AC 7; HD 2+2; HP
  15, 12, 10;  #AT 1; DG 1d4+1; SV F 1; ML 6; XP
  71; surprise 3 in 6, tongue attack, swallow].
  The glint in the water comes from 23 cp, 14 sp, 12
  gp and 1 gem (50 gpv).
  D.  Orc Lair
  The trail turns southwest, becoming rockier, and the
  forest begins to thin out on either side.  Ahead,
  steep hills rise in the distance.  The trail dips down
  into a long vale, with steep slopes on either side. 
  After a short distance, the vale ends at a steep wall
  of rock.  A path cuts across the end of the vale,
  leading to a cave mouth midway up the steep slope.
  The cave mouth opens into a series of caverns that 
  extend back into the hillside.  A band of orcs and a
  few other monsters use the caves as a lair.  At
  night, there is a 4 in 6 chance that half the orcs and
  either the leader or his lieutenant will be out.  The
  ogre rarely leaves, being well paid by the orcs to act
  as a guard and ally in times of attack.
  Wandering Monsters
  There is a 1 in 6 chance every two turns that a
  random encounter will occur.  Roll 1d6 on the
  following table.
  d6
  Encounter
  1
  Giant Rats
  2
  Giant Centipedes
  3
  Orcs
  4
  Stirges
  5
  Fire Beetles
  6
  Ogre
  5
  
  Giant Centipedes [1d3; AL N; MV 60' (20'); AC 9;
  HD ½; #AT 1; DG Poison; SV 0; ML 7; XP 6].
  Giant Fire Beetles [1d3; AL N; MV 120' (40'); AC 4;
  HD 1+2; #AT 1; DG 2d4; SV F 1; ML 7; XP 15].
  Giant Rats [1d6; AL N; MV 120' (40') Swim 60' (20');
  AC 7; HD ½; #AT 1; DG 1d3 + disease; SV F 1; ML
  8; XP 6].
  Ogre [1; AL C; MV 90' (30'); AC 5; HD 4+1; #AT 1;
  DG 1d10; SV F 4; ML 10; XP 215].
  Orcs [1d4; AL C; MV 120' (40'); AC 6; HD 1; #AT 1;
  DG 1d8; SV F 1; ML 8; XP 10].
  Stirges [1d4; AL N; MV 30' (10'), Fly 180' (60'); AC
  7; HD 1; #AT 1; DG 1d3; SV F 2; ML 9; XP 16; +2
  bonus on first attack, blood drain].
  1.  Entrance
  The walls of the tunnel broaden, forming a four-way
  intersection.  Loose stone, dry leaves and twigs
  litter the floor.  Along the southwest wall is a pile of
  sticks and leaves.
  The bones of a giant rat and a burnt out torch stub
  are mixed in with the pile of sticks.  There is nothing
  else of interest in the cavern.
  2.  Rubble Cavern
  The west wall of this cave has collapsed into a pile
  of rubble that slopes toward the center of the cave. 
  The air is chill and damp and a draft from the north
  carries the smell of mold.
  If the rubble is searched, after four turns of digging
  the characters will uncover the skeletal remains of
  an elf adventurer.  The elf’s longbow and arrows are
  broken and most of the clothing is torn and rotten. 
  6
  
  A still useable suit of chainmail, sword, dagger, and
  elven boots will be found, along with a pouch
  containing 45 cp and 16 sp.
  3.  Fungi Cavern
  Water drips from stalactites that hang from the
  ceiling of this cave.  Several large mushrooms and
  mounds of fungi grow on the rocky floor and there
  is a large crack in the north wall.
  Crawling about the cavern are four giant fire beetles
  [AL N; MV 120' (40'); AC 4; HD 1+2; HP 9, 7, 5, 4;
  #AT 1; DG 2d4; SV F 1; ML 7; XP 15].
  A cold draft of air comes through the crack in the
  north wall.  The beetles travel through the crack,
  which is too small for characters to pass through.
  4.  The Face in the Pool
  Stalactites hang from the ceiling of this cavern and
  stalagmites rise from the floor, surrounding an oval-
  shaped pool of water that sets near the center of
  the cave.
  If characters investigate the pool, they will see a
  crude carving of a stone face in the bottom.  After
  one round, the eyes on the stone face will open,
  filling the pool with a pale green light.  Roll 1d6 for
  each character looking into the pool.
  d6
  Effect
  1
  Sharp pains in character’s eyes.  The
  character must make a save against Spells
  or be blind for 1d6 hours.
  2
  An image forms in the pool of a burning
  barn, orcs and wild-eyed men in furs.
  3
  The character falls into a deep slumber from
  which they cannot be awakened.  After 7-12
  turns, the character awakes refreshed as if
  from a full nights sleep.
  4
  An image forms in the pool.  Moonlight
  shines on a burnt building.  Out of the
  structure steps a small, ugly humanoid.
  5
  In the luminous water, an image forms of
  bones moving through dirt and rubble,
  forming a skeleton, which stands upright.
  6
  In the pool you see the image of a grey
  dragon, breathing fire as it charges.
  Four of the results from the pool show images of
  events that may come to pass.  These images are
  only seen by the character looking into the pool. 
  These results should be written down and passed to
  the player whose character sees the image.  The
  eyes in the stone face only open once per week.
  5.  Ogre Lair
  The tunnel broadens and ends, forming a wedge-
  shaped cavern.  Several large, mangy furs are piled
  at the far end.  Near the furs are two large sacks, a
  pair of heavy spears and a large club.
  The cavern is the lair of an ogre [AL C; MV 90'
  (30'); AC 5; HD 4+1; HP 28; #AT 1; DG 1d10; SV F
  4; ML 10; XP 215].
  In the sacks are 400 cp, 600 sp, and 200 gp. 
  Among the furs is a fur-trimmed cape (50 gpv), a
  black leather bracer inlaid with gold in the shape of
  a dragon (100 gpv), and a silver dagger with a
  jeweled pommel (150 gpv).
  6.  Garbage Dump
  This cavern reeks of moldering garbage.  Water
  drips from the ceiling, gathering into small, filthy
  puddles.  Near the south end is a large mound of
  refuse.
  The orcs use this cavern as a trash dump.  The
  accumulated filth has become the lair of 12 giant
  rats [ AL N; MV 120' (40') Swim 60' (20'); AC 7; HD
  ½; HP 4, 4x3, 5x2, 2x1; #AT 1; DG 1d3 + disease;
  SV F 1; ML 8; XP 6].
  The mound is a reeking, filthy mass of waste,
  tattered, bloody clothing, gnawed pieces of leather,
  old bones, and unidentifiable bits of junk.  Among
  the mess is a +1 cloak of protection.
  7
  
  7.  Orc Lair
  A smoky fire burns near the center of this large
  cavern.  Numerous pallets and mounds of furs and
  rags are piled near the fire.  Spears, sacks and
  shields lean against the walls.
  This cave is the common area for the orcs. 
  Normally, the lieutenant and 12 orcs are here [AL
  C; MV 120' (40'); AC 6; HD 1; HP 7, 4x6, 4x5, 4x4;
  #AT 1; DG 1d8; SV F 1; ML 8; XP 10].
  Only half the orcs will be ready for battle.  The
  remainder will need a round to grab weapons and
  shields.  If a battle breaks out in this cave, the
  leader from Area 8 will join the fray, taking one
  round to grab his weapons before moving into the
  area.
  Each of the orcs carries 4d6 cp and 2d6 sp.  The
  lieutenant carries 24 cp, 18 sp, 12 gp, wears a black
  leather bracer inlaid with silver in the shape of a
  wolf’s head (50 gpv) and a silver necklace (75 gpv).
  8.  Leader’s Cave
  A smoky brazier burns near the east wall of this
  roughly circular cavern.  Near the north wall is a
  small mound of furs and next to the mound are
  several sacks, armor and weapons.
  This cave is the lair of the orc leader [AL C; MV
  120' (40'); AC 4; HD 1; HP 8; #AT 1; DG by weapon
  +1; SV F 1; ML 8; XP 13].
  The leaders wears chainmail, carries a shield,
  sword, dagger, +1 handaxe, and a pouch containing 
  34 cp, 13 sp, and 17 gp.  The orc wears a black
  tabard emblazoned with a silver wolf’s head over
  his armor and a silver necklace with a silver
  pendant in the shape of a wolf’s head (100 gpv).
  Several of the furs in the mound are valuable (5x10
  gpv).  In the sacks are 400 cp, 600 gp, and a small
  wooden box containing 3 gems (25 gpv each) and
  a potion of healing and a magic-user scroll of magic
  missile.  The arms and armor include 2 shields, a
  sword, battleaxe, spear and mace.
  8
  
  E.  Goblin Lair
  The trail winds through the forest, making a final
  turn north before ending in a large dirt clearing. 
  Four short paths lead out of the clearing, each
  ending in an overgrown mound of rubble or
  crumbling ruin nestled among the trees.
  1.  Rubble
  Charred boards and chunks of mortar and stone
  form a mound of rubble at the end of this short
  path.  The broken handle of a shovel sticks out of
  the pile and the rusted head of a rake lies nearby.
  The rubble has been searched through on
  numerous occasions and there is nothing of value
  in the mound.
  2.  Rubble
  The path ends in front of a large mound of rubble
  that sits in the midst of a wide grassy clearing
  surrounded by trees on three sides.  The mound is
  five-feet high and composed of charred boards and
  timbers and scorched chunks of mortar and stone.
  The rubble is the nest of 10 giant rats [AL N; MV
  120' (40') Swim 60' (20'); AC 7; HD ½; HP 2x4, 4x3,
  4x2, 2x1; #AT 1; DG 1d3 + disease; SV F 1; ML 8;
  XP 6].
  If the rubble is searched, there is a 1 in 6 chance
  per turn of uncovering one of the following items of
  value: leather pouch containing 12 cp, 14 sp; a
  locked iron box, which contains 20 gp and a silver
  bracelet (50 gpv); and a small ivory statue of a
  nymph (100 gpv).  Any other items found are typical
  household items, too burnt and broken to be of
  value.
  9
  
  3.  Well
  The stone top of a well rises above the tall grass at
  the end of the path.  A scorched wooden plank
  covers the top of the well.  A wooden bucket
  attached to a rope lays nearby.
  The well goes down fifteen feet to the ceiling of a
  small cavern, ten feet above the cavern floor.  The
  cavern floor is covered with three-feet of water. 
  The bucket is wet and the ground around the bucket 
  is muddy.  There is nothing else of interest.
  4.  Ruined House
  Scorched sections of the outer walls and charred
  portions of the roof are all that remain of the
  exterior of this small, wooden building.  Broken,
  charred wooden beams and chunks of wood have
  fallen into the interior.  The upper floors are gone as
  are most of the interior walls.  The ground floor
  appears intact.
  A band of goblins have taken up residence in the
  basement of this burned-out structure.  Most of the
  outer walls, the ground floor and the southeastern
  portion of the roof are solid and there is little chance
  of them collapsing.  Characters can move safely
  through the interior at half-speed.  In the southeast
  corner of is a flight of stairs leading down to Area 6.
  5.  Spider Nest
  A large sheet of webbing is stretched between the
  trunks and lower branches of these two oak trees. 
   Higher up in branches of the western tree lurks a
  giant black widow spider [AL N; MV 60' (20') Web
  120' (40'); AC 6; HD 3; HP 17; #AT 1 bite; DG
  2d6+poison; SV 3 1; ML 8; XP 80].
  Suspended in webbing in the upper branches of the
  tree are the wrapped and desiccated remains of
  several giant rats, giant flies, 2 goblins and a
  halfling.  If the remains are searched, a total of 47
  cp, 33 sp, 20 gp and a gold ring (50 gpv) will be
  found.
  6.  Outer Chamber
  A pair of foot-long lizards hang by their tails from
  the rafters of this small chamber.  Two spears lean
  in the northeastern corner next to a pair of filthy
  sacks.  The air smells of old blood and mold.
  The lizards were killed by the last goblin hunting
  party.  There is a 1 in 6 chance per turn that the
  door to Area 2 will open and a goblin will emerge. 
  The spears are crusted with blood, but otherwise
  normal.  The sacks contain some edible roots and
  plants and pieces of junk, such as an old iron spike
  and a scorched, broken mirror frame, all scrounged
  locally.
  7.  Guard Post
  A small square table and a pair of chairs set in the
  center of this small room.  Dice, dirty cups and a
  scattering of coins clutter the top of the table.  A
  barrel sets in the northwest corner.
  Four goblins occupy this room.  Each goblin has
  1d6 cp and 1d6 sp, a spear and either a handaxe or
  a shortsword.  Scattered across the top of the table
  are 2d6 cp and 2d6 sp.  The barrel contains water.
  Goblins [AL C; MV 60' (20'); AC 6; HD 1-1; HP 6, 5,
  4, 3; #AT 1; DG 1d6; SV 0; ML 7; XP 5].
  Since the goblins have encountered little danger so
  far, and there is little else to do during the day, they
  spend their time tending to their weapons, playing
  dice, arguing and rummaging through the junk they
  have collected, which increases the chance of their
  being surprised to 3 in 6.
  8.  Common Room
  Six dirty pallets are scattered across the floor of this
  room.  In the southwest corner are a pair of large
  sacks and three spears.  In the southeast corner is
  a wooden trunk.
  In this room are five goblins and the goblin leader
  [AL C; MV 60' (20'); AC 6; HD 1-1; HP 7, 6, 2x5,
  2x4; #AT 1; DG 1d6; SV 0; ML 7; XP 5].
  Each of the goblins carries 1d6 cp and 1d6 sp.  The
  leader wears black leather armor emblazoned with
  a white rat’s head.  The goblins are armed with
  spears, handaxes and shortswords.
  The sacks contain junk the goblins have scrounged
  from the ruins or taken from victims.  The trunk
  contains 400 cp, 800 sp, 100 gp, several ordinary
  boots and cloaks, a pair of copper wrist bands (10
  gpv each), and a silver necklace with a dragon’s-
  head pendant (200 gpv).
  10
  
  F.  Dragon Statue
  The forest grows quiet and a mist hangs in the air. 
  As you continue north, the ground grows softer and
  muddier and the mist thickens.  The trees grow
  wider apart and long trailers of moss can be seen
  hanging from some of the branches.
  After a half-mile the trail ends.  A few yards ahead, 
  a great stone statue of a reptilian monster looms
  out of the mist.  The grey stone dragon rises out of
  the murky water that swirls along the muddy banks
  of a marsh that extends to the north and east.
  Lurking nearby is a giant python [AL N; MV 90'
  (30'); AC 6; HD 5; HP 23; #AT 2; DG 1d4/2d8; SV
  F 3; ML 8; XP 350].
  The statue is fifteen-feet tall and the base is half-
  submerged in the mud and murky water.  There is
  a secret compartment in the statue’s chest, which
  can be opened safely by pressing on one of the
  scales on the statue’s left side.  Finding the
  compartment and the switch requires a successful
  search check for each.
  If an attempt is made to force the compartment
  open, the statue’s jaws drop open and a poisonous
  gas billows out, filling the ten-foot space in front of
  the statue.  Any breathing thing in that space must
  save against poison or die in 1 turn.
  The compartment holds a locked coffer.  Inside the
  coffer is a small pouch of gems (3x10, 4x25, 3x50,
  2x100 gpv), a potion of healing, a potion of fire
  resistance, a magic-user scroll of shield and a
  clerical scroll of protection from evil and neutralize
  poison.
  G.  Bridge
  The trail leads to a wide wooden bridge that spans
  a river that flows across the trail.  Tall sedge grass
  and cattails grow along the bank.  The trail
  continues on the other side of the bridge.
  Lurking in the river, near the bank, is a giant crab
  [AL N; MV 60' (20'); AC 2; HD 3; HP 16; #AT 2; DG
  2d6/2d6; SV F 2; ML 7; XP 50].
  11
  
  H.  Burial Mound
  The trail ends in a small clearing, overgrown with
  thick patches of thorny brush and a few stunted,
  twisted trees.  In the center of the clearing  is a
  large mound of rocks, fifty-feet across and nearly
  twenty-feet high in the center.
  Shortly after the characters enter the clearing, a
  pack of zombies will shamble into view.  Three
  zombies will come from the west, three from the
  north and three from the east.  Four rounds after
  first spotting the zombies, six more will arrive, two
  each from the north, west and east.
  Zombies [AL C; MV 120' (40'); AC 8; HD 2; HP 10
  each; #AT 1; DG 1d8; SV F 1; ML 12; XP 29].
  The zombies will not move further than one mile
  from the clearing.
  The mound is the burial mound of a magic-user,
  with a secret entrance on top, in the center.  Inside
  is a thirty-foot diameter chamber, with a
  sarcophagus in the middle, four pillars supporting
  the ceiling and two chests along the north wall. 
  Bones, rags, numerous coins and refuse litter the
  floor.
  Guarding the chamber is a gargoyle [AL C; MV 90'
  (30') Fly 150' (50'); AC 5; HD 4; #AT 4; DG
  1d3/1d3/1d6/1d4; SV F 8; ML 11; XP 500; only
  harmed by magic and magic weapons].
  The chests are locked.  The first chest is stuffed
  with rolls of fine cloth and furs (6x25, 4x50, 3x100
  gpv).  The second chest contains three sacks, one
  with 500 cp, the second with 500 sp and the third
  with 500 gp.
  The sarcophagus is sealed with a heavy stone lid,
  which is trapped.  If the lid is moved without
  disarming the trap, several large rocks fall from the
  ceiling near the sarcophagus.  Make an attack roll
  against each character within ten-feet of the
  sarcophagus.  The rocks attack as a 3HD monster. 
  On a hit, the character takes 1d6 damage.
  Inside the sarcophagus are the twisted, mummified
  remains of the magic-user, who has become a
  wight  [AL C; MV 90' (30'); AC 5; HD 3; HP 17; #AT
  1; DG drain 1 level; SV F 3; ML 12; XP 110; only hit
  by silver or magical weapons].
  The wight is wearing a gold necklace (800 gpv). 
  Lying in the sarcophagus is a wand of magic
  missiles with 12 charges, a magic-user scroll of
  levitate, a potion of speed and a broach of shielding
  with 61 hp remaining.
  The litter on the floor are the remains of the
  gargoyle’s victims.  Searching through the mess will
  uncover 300 cp, 400 sp, and 120 gp, 3 daggers, a
  spear, 2 swords, a mace, a longbow, 10 arrows, a
  light crossbow and 6 +1 bolts.
  12
  
  I.  Hobgoblin Lair
  1.  Dog House
  Charred sections of the roof and exterior walls are
  all that remain of the upper stories of this house. 
  The door and windows are missing on the ground
  floor and the exterior walls are scorched.  Charred
  beams, leaning at odd angles, can be seen sticking
  through the ceiling in the interior.
  This ruined house is the lair of a dire wolf [AL N;
  MV 150' (50'); AC 6; HD 4+1; HP 23; #AT 1; DG
  2d4; SV F 2; ML 8; XP 140].
  The dire wolf stands guard over the trail.  Before
  charging into battle, the dire wolf will let out a great
  howl, which has a 4 in 6 chance of alerting the
  hobgoblins.  If alerted, the hobgoblins, lead by the
  bugbear, will emerge from the house at Area 3 in
  four rounds, prepared for battle.
  The ground floor of the dire wolf lair is intact,
  although the stairs to the basement are choked with
  rubble and the upper floors have collapsed.  There
  is nothing of value inside.
  2.  Hobgoblin Liar
  The trail ends at the burnt remains of a house. 
  Clinging vines cover portions of the charred walls
  and a large section of the roof has collapsed.  The
  front door is missing and blackened walls can be
  seen within.
  The basement of this ruined house is the lair of a
  band of hobgoblins.  The upper floors have
  collapsed.  The ground floor is severely damaged,
  but safe to walk through.  In the southeast corner is
  a flight of stairs leading down to Area 3.
  13
  
  3.  Guard Room
  Shelves line the walls of this room.  On the north
  wall, across from the stairs hangs a mirror.
  Standing guard in the room are two hobgoblins  [AL
  C; MV 90' (30'); AC 6; HD 1+1; HP 6, 4; #AT 1; DG
  1d8; SV F 1; ML 8; XP 15].  The hobgoblins are
  armed with spears and swords.  Each carries 2d6 sp
  and 1d4 gp.
  The hobgoblins stand along the south wall, near the
  door to room 4, and are able to watch the stairs by
  using the mirror.  The hobgoblins will alert their
  companions in Areas 4 and 5.  There is nothing of
  value in the room.
  4.  Common Room
  A dozen pallets are spread across the floor of this
  room.  Several spits of roasting meat lean over a
  small pit of hot coals.  In the northwest corner is a
  large barrel, a pair of wineskins and a few weapons.
  Eight hobgoblins are resting here and will require
  one round to fully prepare for battle.
  Hobgoblins [AL C; MV 90' (30'); AC 6; HD 1+1; HP
  8, 2x6, 4x5, 4; #AT 1; DG 1d8; SV F 1; ML 8; XP
  15].
  Each of the hobgoblins carries a spear, sword, 2d6
  sp and 1d4 gp.  The barrel contains water and the
  skins wine.  The weapons are 3 spears, 4 shortbows
  and 4 quivers of arrows.
  5.  Leader’s Room
  A bed sets in the southwest corner of this room.  At
  the foot of the bed is a large trunk.  An old tapestry
  covers the floor and in the northwest corner is a pile
  of arms and armor.
  This room is the lair of a bugbear, who commands
  the hobgoblins and, occasionally, the goblins.
  Bugbear [AL C; MV 90' (30'); AC 3; HD 3+1; HP 20;
  #AT 1; DG by weapon +1; SV F 3; ML 9; XP 100;
  surprise 3 in 6].
  The bugbear wears chainmail and carries a +1
  shield that is covered in black leather.  Under the
  leather, the shield is emblazoned with the image of
  a gold dragon.  He is armed with a sword, handaxe
  and mace.  In a pouch he carries 13 cp, 24 sp, and
  10 gp.  On a gold chain around his neck is an ivory
  pendant in the shape of a rat’s head set with tiny
  ruby eyes (300 gpv).
  In the trunk are a bunch of old clothes, a sack of
  300 cp and 200 sp.  In the northwest corner is a suit
  of leather armor, chainmail, 2 shields, a battleaxe,
  flail, longbow and 20 arrows.
  The tapestry is dark green and depicts a keep with
  knights riding out to battle.  Under the tapestry is a
  loose flagstone.  Under the flagstone is a hollow
  space containing an iron chest.  In the chest is a
  sack of 400 gp, and a small box with six gems
  (4x50, 2x100 gpv), a potion of gaseous form.
  14
  
  J.  The Ruins of Wardstone Keep
  The overgrown trail turns east, ending at a large
  clearing slowly being reclaimed by the surrounding
  wilderness.  Large mounds of rubble can be seen
  amid the trees and brush.  South of the trail is a
  pond surrounded by thick, waist-high grass.  In the
  center of the clearing is a large, square, stone
  structure.  The upper floors have collapsed and
  timbers can be seen sticking through the fallen roof. 
  The ground floor appears to be intact.
  The stone structure is all that remains of Wardstone 
  Keep, the castle that once housed the Knights of
  the Dragon.  From here, the knights patrolled the
  region, battling monsters and invading humanoids,
  and aiding the locals in defending their homes. 
  Then, numerous large bands of humanoids  from
  beyond the borderlands invaded the region.  The
  majority of the knights rode out to meet the
  invaders and aid the local settlers and soldiers. 
  While the knights were out, though, the keep was
  attacked by a large band of gnolls and their allies. 
  The small band of defenders fought valiantly, but
  the keep was overrun.  While the humanoids were
  looting the keep, the gnoll leader attempted to
  break the altar stone in the chapel and in that
  instant brought down a terrible curse.  A violent
  tremor rumbled through the keep, causing the upper
  floors and outer works to collapse.  Those looters
  not killed during the earthquake fell dead, only to
  rise again as undead, cursed to defend the keep, its
  treasures, and the remains of its defenders.
  Wandering Monsters
  Every two turns, there is a 1 in 6 chance of the
  characters encountering wandering monsters.  If
  wandering monsters are encountered, roll 1d6 on
  the following table.
  d6
  Encounter
  1
  Giant Rats
  2
  Giant Centipedes
  3
  Giant Crab Spider
  4
  Giant Flies
  5
  Carrion Scavenger
  6
  Giant Gecko Lizard
  Carcass Scavenger  [1; AL C; MV 120' (40'); AC 7;
  HD 3+1; #AT 8; DG Paralysis; SV F 2; ML 9; XP
  135].
  Giant Centipedes [1d4; AL N; MV 60' (20'); AC 9;
  HD ½; #AT 1; DG Poison; SV 0; ML 7; XP 6].
  Giant Crab Spider [1; AL N; MV 120' (40'); AC 7;
  HD 2; #AT 1 bite; DG 1d8 + poison; SV F 1; ML 7;
  XP 38; surprise 4 in 6].
  Giant Fly [1d4; AL N; MV 90' (30') Fly 180' (60'); AC
  6; HD 2; #AT 1; DG 1d8; SV F 1; ML 8; XP 29;
  surprise 4 in 6].
  Giant Gecko Lizard [1; AL N; MV 120' (40');  AC 5;
  HD 3+1; #AT 1; DG 1d8; SV F 2; ML 7; XP 100].
  Giant Rats [2d4; AL N; MV 120' (40') Swim 60' (20');
  AC 7; HD ½; #AT 1; DG 1d3 + disease; SV F 1; ML
  8; XP 6].
  1.  Rubble
  A large mound of lichen-covered rubble lies just
  outside the cover of two old oak trees.  A few old
  timbers jut from the pile and several rusted
  weapons can be seen among the pieces of mortar
  and stone.
  If the characters search through the rubble, there is
  a 1 in 6 chance per turn of uncovering the skeletal
  remains of several large humanoids, gnolls, to be
  exact.  Scattered loose among the bones is 120 sp,
  33 gp and a large sack bulging with treasure.  If the
  sack is taken, or the contents removed, the gnoll
  skeletons will animate  and attack.  The loose coins
  can be taken without causing the skeletons to
  animate and attack.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 13, 10, 8; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  The sack contains 120 cp, 80 sp and a silver
  candelabrum (150 gpv).
  15
  
  2.  Marshy Pool
  A thick screen of waist-high grass surrounds a large
  pool of murky water.  Patches of slimy vegetation
  float on the surface of the pool and cling to the
  rocky edges.
  Lurking near the edge of the pool are a pair of giant
  toads [AL N; MV 90' (30'); AC 7; HD 2+2; HP 16,
  13; #AT 1; DG 1d4+1; SV F 1; ML 6; XP 71;
  surprise 3 in 6, tongue attack, swallow].
  The water of the pool is warm and reaches a depth
  of five feet near the center.  The pool contains
  nothing of value.  If the grass is searched, however,
  a pile of bones, rotting cloth and a scattering of 124
  cp, 57 sp and 12 gp will be found.
  3.  Rubble
  A moss-covered pile of stone, broken masonry and
  scorched wood lies within the shadow of a twisted
  elm.  A spear shaft juts from the rubble and several
  bones can be seen within the pile.
  Hiding in the rubble are four giant centipedes [AL N;
  MV 60' (20'); AC 9; HD ½; HP 4, 3, 3, 2; #AT 1; DG
  Poison; SV 0; ML 7; XP 6].
  The centipedes will not attack unless the rubble is
  disturbed.  If the rubble is searched, a +1 war
  hammer will be found amid a pile of bones, rotting
  leather, a rusted suit of mail and a Lawful holy
  symbol.
  16
  
  4.  Entrance
  The smashed remains of a pair of ironbound doors
  hang from heavy, iron hinges on either side of this
  wide doorway.  The twisted remains of a rusted
  portcullis lie in the grass near the doorway along
  with several large bones.
  The bones are from a pair of gnolls.  There is
  nothing else of interest.
  5.  Entry Room
  Scorch marks mar the walls and dozens of bones,
  the broken and rusted remains of weapons and
  armor and bits of rubble and plaster are scattered
  across the floor of this room.  Double doors are set
  in the center of the east wall and in the center of the
  west wall is a ten-foot wide opening.  A metal lever
  sticks out of the wall to either side of the west
  opening.
  The bones are human and gnoll.  There is nothing
  of value in the room.
  The levers once operated the doors and portcullis
  that were set in the west wall.  The levers are set in
  slots in the walls and both are currently in the up
  position.  The northern lever once operated the
  locks on the broken doors.  Now, pulling the lever
  down causes a mechanism in the wall above the
  opening to click twice, but with no other discernable
  effect.  If the lever is pushed back up, it clicks once.
  If the southern lever is pulled down a loud screech
  of metal echoes through the room and then a 20'
  length of heavy chain falls through a small hole in
  the ceiling of the entryway, jangling and clattering
  for several seconds as it forms a neat pile on the
  stone floor.  The noise will alert all creatures on this
  level, making it impossible to surprise them for the
  following six turns, and increase the chance of
  encountering a wandering monster by 1 for the next
  four turns.
  6.  Dining Room
  Broken and overturned benches, rubble and bones
  clutter the floor of this room.  Six long, heavy
  wooden tables rise from the rubble.  Dust, pieces of
  metal and chunks of stone are scattered across the
  dirty tops of the tables.  In the center of the north
  wall is a wide fireplace.
  Movement through the room will be at half pace as
  characters must pick a path through the rubble. 
  The occupant of this room, a giant gecko lizard, is
  not hindered by the rubble, as the creature can
  move across the walls, ceiling and tabletops as
  need be.  The giant lizard hunts in the surrounding
  forest, coming and going through a hole in the
  ceiling.
  Giant Gecko Lizard [AL N; MV 120' (40');  AC 5; HD
  3+1; HP 21; #AT 1; DG 1d8; SV F 2; ML 7; XP
  100].
  Among the rubble and refuse of the room can be
  found old tin dinner plates, eating utensils, the
  occasional broken weapon or rusted remains of
  armor and a scattering of loose coins (80 sp and 50
  gp total), a gold ring emblazoned with the image of
  a rearing lion (250 gpv) and a clerical scroll of cure
  light wounds.
  7.  Kitchen
  Pots, pans, cooking utensils and bones litter the
  floor of this room.  Among the refuse are four intact
  skeletons.  Three of the skeletons are the remains
  of bestial humanoids with skulls that resemble those
  of dogs or wolves.  The remains of rusted plate
  armor are on the fourth skeleton, which still grips a
  battleaxe.  Along the north wall is a long counter
  with cupboards beneath and in the center of the
  east wall is a fireplace.  A second counter sits along
  the south wall.
  Three of the skeletons are the remains of gnolls. 
  The fourth is of a human fighter, a knight, who died
  battling the gnolls.  Searching the gnoll skeletons
  uncovers 125 cp, 76 sp and 20 gp.  The knight’s
  armor is beyond use and repair.  The battleaxe is
  still a useable weapon, however, and under the
  armor is a gold medallion emblazoned with the
  image of a gold dragon and set with two tiny rubies
  for eyes (500 gpv), and a pouch at his side
  containing 30 gp.
  If the knight’s remains are disturbed, the gnoll
  skeletons will animate and attack.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 14, 11, 9; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  17
  
  The cupboards contain a few cobweb-covered pots
  and pans, a small wooden box, and a giant
  centipede  [AL N; MV 60' (20'); AC 9; HD ½; HP 3;
  #AT 1; DG Poison; SV 0; ML 7; XP 6].
  The box contains a clerical scroll of cure disease
  and neutralize poison.  If the scroll is removed, the
  gnoll skeletons will animate and attack if they have
  not already done so.
  8.  Pantry
  Shelves line the east, west and south walls of this
  room and refuse litters the floor.  Splotches of slimy
  green mold cover the center section of the west
  shelf and a lumpy pile in the south west corner.  A
  section of the ceiling near the south end of the
  room has collapsed, spilling rubble across the
  shelves and floor.  A large, ornate wooden trunk sits
  at an angle between a hole in the ceiling and the
  top shelf to the south.
  This room was the kitchen pantry.  Any food that
  was here was claimed long ago by time and
  scavengers and what remained is now covered by
  the disgusting, but harmless, green mold.  The
  refuse consists of tattered sacks, the splintered
  remains of broken crates, bits of glass and pottery
  and chunks of rubble from the ceiling.
  The trunk is 3' high, 5' long, 3' wide and weighs 50
  pounds.  If the characters wish to retrieve the trunk,
  or at least examine its contents, they will need to
  devise a plan to do so.  The ceiling is 10' high.  The
  shelves are 8' tall.  There are four shelves per wall
  with 2' of space between each shelf (i.e. the first
  shelf is 2' off the floor, the second 4', etc...).  Each
  shelf can safely support 200 pounds of weight. 
  Each pound over 200 results in a 1% chance per
  turn of the shelf breaking (i.e. 250 pounds is a 50%
  chance).  Should a character fall from a shelf, there
  is a chance the character will take damage.  The
  first shelf 0-1 points, the second 0-2, the third 0-3
  and the fourth shelf 1-4 points of damage.
  The real danger, however, comes from the ceiling. 
  If a dwarf or thief examines the ceiling they have a
  chance (dwarf 3 in 6 and thief double find traps
  chance) of determining the ceiling is unstable and
  that moving the trunk could be dangerous.  There is
  room enough for 2 characters to work together to
  move the trunk.  If the trunk is moved, roll 1d20 and
  add each characters strength and dexterity
  modifiers, +2 if two characters are working together,
  + each thief’s level (if any).  If the result is 16 or
  higher, the trunk is safely moved out of the hole.  If
  the result is 15 or lower, the southern section of the
  ceiling collapses.  Each character in the southern
  10' section of the room takes 1d6 damage and must
  Save vs Breath Attacks (modified for dexterity) for
  half damage.  Those on the shelves take 2d6
  damage, save for half.
  The safest method is to remove, or examine, the
  contents without moving the trunk.  There is not
  enough room to open the lid.  However, the lid
  could be pried off and the contents safely removed. 
  The trunk contains moldy, rotted clothing, a sack
  containing 200 sp, another containing 200 gp, and
  a small, locked wooden box containing 6 gems
  (2x25 gpv, 2x50 gpv, 2x100 gpv) and a potion of
  invisibility.
  If the treasure in the trunk is removed, a group of
  four gnoll skeletons will animate from the bones in
  Area 5, taking 1 round, and then move to intercept
  and attack the characters.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 10 each; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  9.  Barracks
  Eight bunk beds, covered with filthy, tattered
  blankets and mattresses, occupy much of the room. 
  Broken footlockers, torn clothing and rubbish litter
  the floor.  A fireplace is set in the west wall.
  This room is the nest of 12 giant rats [AL N; MV
  120' (40') Swim 60' (20'); AC 7; HD ½; HP 4, 3x3,
  5x2, 3x1; #AT 1; DG 1d3 + disease; SV F 1; ML 8;
  XP 6].
  If the rubbish on the floor is searched, a sheathed
  silver dagger in a gnawed leather belt will be found. 
  There is nothing else of value in the room.
  18
  
  10.  Armory
  Cobweb-covered shelves and weapons racks line
  the walls of this dusty room.  Weapons and armor
  litter the floor.  The air smells of rot and mold.
  This room is occupied by four gnoll zombies [AL C;
  MV 120' (40'); AC 7; HD 3; HP 22, 20, 18, 17; #AT
  1; DG 1d8; SV F 1; ML 12; XP 65].
  There are several useable weapons and armor in
  this room.  If the characters search through the litter
  on the floor, they will uncover 1 suit of platemail, 2
  suits of chainmail, 3 shields, 2 swords, a handaxe,
  2 maces, a heavy crossbow, 12 arrows and 6
  arrows with silver heads.  Scattered loose among
  the weapons is 120 cp, 36 sp and 46 gp.
  11.  Lounge
  Two heavy, square tables and several chairs
  occupy the middle of this long room.  A set of
  shelves and a cupboard set against the east wall
  and in the west wall is a fireplace.  A few plates,
  mugs and bits of trash are scattered across the
  floor.
  Nothing on the floor is of any value.  The cupboard
  is locked and contains a pair of crystal goblets (50
  gpv each), an ivory statuette of a dragon with
  sapphire eyes (750 gpv) and a box containing an
  ornate set of tableware (150 gpv).  If any of these
  items are disturbed, a group of five gnoll skeletons
  will animate from the bones in Area 12, taking 1
  round, and then move to attack the characters.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 10 each; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  12.  Guard Room
  The broken ends of a pair of heavy wooden beams
  jut down through the ceiling of this room.  Rubble,
  bones and the broken, rusted remains of weapons
  and armor litter the floor and in the east wall is a
  fireplace.  A rubble-choked, spiral staircase winds
  up from the floor in the southeast corner.
  The bones are human and gnoll.  If searched, a
  silver dagger will be found among the refuse.  The
  stairs once lead to the second floor, but are now full
  of rubble.  There is nothing else of interest.
  13.  Stairwell Room
  A tattered crimson tapestry hangs from the north
  wall of this dusty room.  A few chunks of plaster
  litter the floor and along the south wall a wide set of
  stairs leads down into darkness.
  The stairs go down to Area 17.  The room is
  otherwise empty.
  19
  
  14.  Chapel
  Dusty crimson cloth embroidered with gold covers
  a block of grey stone near the center of the north
  wall of this room.  The handle of an axe, the head
  imbedded in the stone, sticks up in the air above
  the block of stone.  Two rows of dusty, cobweb-
  covered pews line the walls to the east and west. 
  Dusty green and crimson tapestries depicting the
  stylized image of a gold dragon hang from the
  walls.  Tattered pieces of paper, broken candles
  and bits of stone litter the floor.  The air is cold.
  This area was once the chapel for the knights  that
  were housed within the keep.  A gnoll champion
  died in this room while in the process of desecrating
  the chapel, bringing about the curse.  The gnoll rose
  as a wight [AL C; MV 90' (30'); AC 5; HD 3; HP 22;
  #AT 1; DG drain 1 level; SV F 3; ML 12; XP 110;
  only hit by silver or magical weapons].
  The block of stone is an altar, three-feet high, four-
  feet long and three-feet wide.  In the middle of the
  crimson cloth that covers the altar, embroidered in
  gold, is a circle with the image of a dragon inside. 
  The axe stuck in the stone is a +1 battleaxe, which
  once belonged to the gnoll.  If the wight is defeated,
  the axe is removed from the altar and a bless spell
  is cast by a Lawful cleric, the curse will be broken
  and no further skeletons will animate.
  The wight wears a necklace of 8 gold nuggets (25
  gpv each) and a black leather belt inlaid with silver
  skulls (100 gpv).  On the belt hangs a handaxe and
  a pouch containing 25 cp, 15 sp, 19 gp and 4 pp.
  A large sack next to the altar holds 300 sp, 200 gp,
  3 gems (100 gpv each), a pair of black leather
  bracers inlaid with gold in the shape of a dragon
  (250 gpv each) and a necklace of silver and jade
  (800 gpv).  If the treasure is disturbed, a group of
  four gnoll skeletons will animate from the bones in
  Area 12 and another four will animate in Area 5. 
  Each group of skeletons takes 1 round to animate
  and then moves to intercept and attack the
  characters.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 10 each; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  A hidden catch on the side of the altar opens a
  secret compartment in the floor on the north side of
  the altar.  The compartment contains a stone disk,
  six-inches across, carved with the image of a gold
  dragon and a clerical scroll of cure light wounds,
  resist cold and resist fire.  The disc opens the door
  to Area 21.
  15.  Bedroom
  A pair of moldering beds set near the walls at the
  north end of this room.  Two broken trunks, the
  tattered, filthy contents, overturned chairs and a
  round table are scattered across the floor.  A
  fireplace is set in the west wall, half-filled with
  ashes and refuse.
  Much of the refuse on the floor is tattered clothing,
  pieces of glass, wood and leather, and less
  identifiable material.  There is nothing of value
  among the litter.  Half-buried in the  ashes in the
  fireplace is a dirt-encrusted silver candelabrum (150
  gpv).
  If the candelabrum is removed from the fireplace,
  a group of five gnoll skeletons will animate from the
  bones in Area 20, taking 1 round, and then move to
  intercept and attack the characters.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 10 each; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  16.  Bedroom
  The door to this room is locked.
  Numerous holes pockmark the cracked and uneven
  ceiling of this room.  Dust and chunks of rubble
  litter the floor and a pair of dirt and dust covered
  beds set at the north end of the room.  A trunk sets
  at the foot of each bed, a table and two chairs near
  the west wall and a fireplace is in the east wall.
  This room is the lair of a giant crab spider [AL N;
  MV 120' (40'); AC 7; HD 2; HP 14; #AT 1 bite; DG
  1d8 + poison; SV F 1; ML 7; XP 38; surprise 4 in 6].
  The creature is able to come and go through the
  chimney.  If the trunks are searched, a total of 120
  sp, 123 gp, an ornate silver ring (125 gpv), a potion
  of heroism, a clerical scroll of bless will be found
  among rotting clothing, a few candles, 2 vials of
  holy water and a tinderbox.
  20
  
  If the treasure is disturbed, a group of four gnoll
  skeletons will animate from the bones in Area 5,
  taking 1 round, and then move to intercept and
  attack the characters.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 10 each; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  Dungeon Level
  17.  Stairwell Room
  A flight of stone stairs climbs from the dusty floor of
  this rectangular room.  Cobwebs shroud the corners
  and a few bits of rubble litter the floor at the base of
  the stairs.
  A green slime clings to the ceiling near the bottom
  of the stairs.
  Green Slime  [AL N; MV 3' (1'); AC -; HD 2; HP 12;
  #AT 1; DG turn to slime; SV F 1; ML 12; XP 38].
  There is nothing of value among the rubble.
  18.  Storeroom
  Smashed crates and barrels, twisted bands of metal
  and tattered sacks litter the floor of this room. 
  Broken shelves line the walls and in the northwest
  corner is a large crate.
  If the refuse is searched through, a crowbar and a
  pair of hammers will be found.  The crate contains
  three coils of rope and a dozen bedrolls.  In the
  corner behind the crate is a gallon jug of oil.
  19.  Storeroom
  The stench of rot and decay fills the air.  Crates and
  sacks are piled in the eastern half of the room and
  in the northwest corner is a large cask atop a
  wooden rack.
  Lurking behind the crates to the northeast is a
  zombie bugbear [AL C; MV 120' (40'); AC 6; HD 4;
  HP 30; #AT 1; DG 1d8+1; SV F 2; ML 12; XP 135].
  The monster will plow through the crates in an effort
  to reach the characters, this will cause the rack to
  topple over and the cask to come bouncing and
  rolling toward the doorway.  Any characters in the
  path must make a save against Breath Attacks or
  be knocked down.
  The crates and sacks contain only rotting foodstuffs
  and moldering cloth and leather.  A pouch at the
  bugbear’s waist contains 20 sp, 13 gp, and 3 gems
  (50 gpv each).  Lying on the floor in the northeast
  corner is a normal mace and a large sack
  containing 200 gp, a pair of ornate gold candelabra
  (250 gpv each) and a magic-user scroll of detect
  magic and magic missile.
  If the treasure in the sack is disturbed, a group of
  four gnoll skeletons will animate from the bones in
  Area 12 and another group of four from Area 20,
  taking 1 round, and then move to intercept and
  attack the characters.
  Gnoll Skeletons [AL C; MV 60' (20'); AC 7; HD 2;
  HP 10 each; #AT 1; DG 1d6; SV F 1; ML 12; XP
  29].
  20.  Guard Room
  Bones and the broken and rusted remains of
  weapons and armor litter the floor of this room.  A
  mound of scorched wood and other refuse is piled
  in front of the southern entrance and an empty
  weapons rack sets in the northeast corner.
  The bones are of humans, gnolls and a few
  bugbears.  If the bones and weapons are searched
  through, two shields, a two-handed sword, a
  battleaxe, two maces, 120 cp and 35 sp will be
  found.  Only scorched chunks of wood and twisted
  bits of metal will be found in the refuse in front of
  the southern entrance.
  21
  
  The door to the east is made of stone and has no
  visible hinges or handles.  In the center of the door
  is a circular depression, six-inches in diameter,
  engraved with the image of a dragon.  If the stone
  disc from Area 14 is placed in the depression, the
  door will slide into the ceiling.  The door cannot
  physically be forced open and will resist magical
  spells and effects third level and lower.
  21.  Treasury
  Dust and cobwebs cover this room.  A stand in the
  northeast corner holds a suit of chainmail.  A large
  stone chest sits on the floor near the center of the
  east wall.  In the southeast corner is a weapons
  rack.  In the northwest corner is the grey stone
  statue of a dragon.
  The statue is ten-feet tall and will animate and
  attack if the weapons, armor or chest is touched.
  Dragon Statue [AL N; MV 90' (30'); AC 5; HD 5; HP
  30; #AT 3; DG 1d6 each; SV F 5; ML 12; XP 500;
  immune to hold, charm sleep, poison, gas; breathe
  fire 3/day, 20' long cone, 3d6 damage, save for ½].
  The armor is +1 chainmail.  The weapons rack
  holds a silver-bladed polearm, a quiver of 12 +1
  arrows and a +1 sword that casts cure light wounds
  1/day.  The sword’s hilt is gold and engraved in the
  image of a dragon.
  The stone chest holds a sack of 500 gp, a small
  statue of a gold dragon with emerald eyes (1500
  gpv), a small box set with ivory and jade (500 gpv
  that contains six gems (3x100, 2x250, 1x500), a
  wand of detecting magic with 9 charges.
  22.  Cells
  This area once housed prisoners of the keep.  Now,
  the cells only contain a few old bones, filthy straw,
  and perhaps an old blanket or a crusty, wooden
  bowl.  The area is the hunting ground of a carcass
  scavenger that is able to move in and out of the
  cells via holes and connecting tunnels in the ceiling.
  Carcass Scavenger  [AL C; MV 120' (40'); AC 7; HD
  3+1; HP 23; #AT 8; DG Paralysis; SV F 2; ML 9; XP
  135].
  The creature will either be up in the ceiling, in the
  corridor or in cell a, as indicated by a die roll on the
  table below.
  d6
  Location
  1-4
  Ceiling
  5
  Corridor
  6
  Cell a
  If the monster is located in the ceiling, the carcass
  scavenger has a 4 in 6 chance of attacking the
  adventurers from the rear and a 3 in 6 chance of
  surprising them.
  In cell a are the remains of a previous group of
  adventurers, a fighter, magic-user and thief.  The
  fighter wears chainmail and carries a sword, shield,
  dagger and backpack.  The backpack contains
  moldering food, 3 torches, tinderbox, a flask of oil
  and a large sack.  In a pouch, under the armor, are
  13 cp, 12, sp, 14 gp, and 2 gems (50 gpv each).
  The magic-user carries a dagger, a scroll of mirror
  image, a belt pouch with a potion of healing, a flask
  of oil, a tinderbox, and a vial holy water, and a
  backpack.  The backpack contains only moldy food,
  a wineskin, a large sack of 200 sp, 2 wooden stakes
  and a mallet.
  The thief wears leather armor, carries a +1 dagger, 
  a sword, light crossbow and 7 quarrels, a belt pouch
  containing a tinderbox, flask of oil, thieves tools and
  two wax candles, and a backpack.  The backpack
  contains moldy food, a half-full wineskin, 50' of
  hemp rope, 3 iron spikes, hammer and a crowbar. 
  Under his armor is a pouch containing 12 of each
  type of coin and 6 gems (50 gpv each).
  22
  
  Legal
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  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author
  Daniel Proctor
  Borderlands of Adventure, Copyright 2013, New Realms Publishing;
  Author J
  23
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - CM1 Borderlands of Adventure.pdf