TEXT: dungeon Module 1
  the secret of eberon’s manor
  An Adventure for Characters 1  to 3  Level
  st
  rd
  By J
  DM1
  NRP 41001
  
  Borderlands of Adventure
  by J
  Introduction
  1
  About
  1
  Background
  1
  GM’s Background
  1
  Rumors
  2
  Ruins of Eberon’s Manor
  3
  Start
  3
  Wandering Monsters
  3
  Encounter Areas
  3
  Under Eberon’s Manor
  5
  Wandering Monsters
  5
  Encounters
  5
  Legal
  11
  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
  What lies beneath the ruins of Eberon’s Manor?  For years, rumors have circulated
  along the borders of the settled lands of the halls and chambers that are reputed
  to lie beneath the rubble-choked foundation of that once stately home and of the
  hidden treasures, magical wonders and lurking horrors that may be found there. 
  Many have made the journey to the ruins to discover what may be found there, but
  none have returned to tell their tale.  Will you and your companions uncover the
  secret of Eberon’s Manor, or will you also vanish beneath the ruins?
  About
  The Secret of Eberon’s Manor is a Dungeon Module
  for characters of 1  to 3  level.  The module can be
  st
  rd
  used independently or as part of the Borderlands of
  Adventure Campaign Module.  If you are using this
  module as part of the Borderlands of Adventure
  Campaign Module, the adventure site is located
  three miles northeast of Area A on the Borderlands
  map.  A mile north of Area A, an old, overgrown
  trail branches off from the main trail, winding
  eastward to the ruins of the manor.
  Background
  Ten years ago Eberon’s Manor burned.  Large
  bands of humanoids from out of the wilderness had
  invaded the region.  A hastily assembled army of
  knights, settlers and soldiers had gathered to stop
  the raiders, but several of the groups had banded
  into a rampaging horde and the defenders were
  overrun.  Not long after that battle, a band of
  marauding humanoids drove south, to the edge of
  the settled lands, and the manor was looted and
  burned.
  Now, ten years after its destruction, tales of the
  manor still circulate along the borders of the settled
  lands. The lord of the place is said to have been
  named Eberon, a man of middle years that some
  claim was a wizard.  Rumor has it that beneath the
  manor are numerous halls and chambers where
  Eberon hid his wealth, both magical and mundane,
  and conducted research into the arcane arts.  What
  truly lies beneath the ruins of Eberon’s Manor is not
  known, but the manor lies not far from the borders
  of the settled lands, nor is it hard to find.  Supplied
  with directions from the locals, you and your
  companions have gathered in a small settlement
  close to the ruins to make your final preparations to
  discover the secret of Eberon’s Manor.
  GM’s Background
  Eberon was indeed a wizard, and a philosopher, a
  servant of the Lawful powers and a gold dragon. 
  Eberon was one of the founding members of the
  Knights of the Dragon, an order of warriors and
  clerics who had built a keep in the borderlands to
  help protect settlers from monsters and marauders
  from the wilderness.  Shortly before the borderlands
  were invaded by a horde of Chaotic humanoids,
  Eberon and some of his companions traveled north,
  through the Silver Spiral, to confront some powerful
  evil.  When a band of raiders attacked the manor,
  there were few defenders, and the manor was
  quickly overrun.
  Around the same time, a curse fell over Wardstone
  Keep*, the base of the Knights of the Dragon,
  creating powerful tremors that nearly destroyed the
  keep and rumbled through the land for miles
  around.  These tremors damaged portions of the
  dungeon beneath the manor and opened a passage
  to caverns beneath the dungeon.
  Now, the ruins and the dungeons beneath are
  haunted by numerous monsters and undead.  And
  there is treasure there.  The hobgoblins that
  attacked the manor only explored a few of the
  rooms in the dungeon before attrition and the
  thought of more battles and easier loot elsewhere
  drew them off.
  *The Ruins of Wardstone Keep is detailed in CM1
  Borderlands of Adventure, available now.
  1
  
  Rumors
  1.  The residents of the manor were rarely seen.
  2.  Eberon was a kind, friendly man.
  3.  Few people lived at the manor.
  4.  Many strange travelers once traveled to the
  manor, but none ever made a return journey.
  5.  Undead prowl the ruins by night.
  6.  Giant rats infest the ruins of the manor.
  7.  The bloodless body of a hunter was discovered
  not far from the ruins.
  8.  Knights of the Dragon occasionally visited the
  manor.
  9.  Clerics of a goddess of knowledge were asking
  about the ruins.
  10.  There is said to be a crystal sphere within the
  ruins that is sacred to a goddess of knowledge.
  11.  There is a magical pool beneath the ruins.
  12.  Eberon was a warlock, bent on opening a portal
  to realms of Chaos.
  13.  A necromancer haunts the ruins.
  14.  Eberon was a vampire who still haunts the
  ruins.
  15.  A pack of vampires lurk in hidden crypts
  beneath the ruins.
  16.  Eberon’s wealth came from a dragon’s hoard,
  which is hidden beneath the manor.
  17.  Eberon collected books and is believed to have
  had an extensive library.
  18.  A group of elves are searching for a cache of
  magical arms and armor in the area.
  19.  A troop of dwarves passed through the area
  recently, searching for a magic hammer.
  20.  A cursed pool that creates undead lies beneath
  the manor.
  2
  
  Ruins of Eberon’s Manor
  Start
  The path ends in a large clearing of bare earth,
  overgrown with weeds and surrounded by grass and
  trees.  Four short paths lead out of the clearing,
  each ending in front of scorched, crumbling ruins
  within the shadows of the trees.
  Wandering Monsters
  Every three turns there is a 1 in 6 chance of
  encountering wandering monsters. 
  d6
  Day
  Night
  1
  Giant Rats
  Giant Rats
  2
  Giant Centipedes
  Skeletons
  3
  Giant Killer Bee
  Stirges
  4
  Giant Fly
  Ghouls
  5
  Giant Crab Spider
  Giant Bats
  6
  Giant Spitting Beetle
  Gecko Lizard
  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 [1d3; 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 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 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].
  Skeletons [1d6; AL C; MV 60' (20'); AC 7; HD 1;
  #AT 1; DG 1d6; SV F 1; ML 12; XP 13].
  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].
  Encounter Areas
  A.  Crumbling House
  The path ends in front of a crumbling wooden
  structure.  Most of the roof has caved in and
  portions of the scorched exterior walls have fallen. 
  The interior is blackened and parts of the ground
  floor are choked with collapsed sections of the
  upper floors.
  Exploring this structure is hazardous.  Each turn a
  character spends on the ground floor, roll 1d6.  On
  a roll of 1 the floor beneath the character’s feet
  collapses and the character falls into the basement,
  sustaining 1d6 damage.  Trapped in the basement
  are two zombies [AL C; MV 120' (40'); AC 8; HD 2;
  HP 12, 10; #AT 1; DG 1d8; SV F 1; ML 12; XP 29].
  The upper floors are mostly collapsed and
  inaccessible by any means short of climbing and
  the use of magic.  The stairs leading down to the
  basement are full of rubble.  Short of clearing away
  the rubble, the only means characters who have
  fallen into the basement have of getting out is
  climbing out a hole in the ground floor.
  3
  
  B.  Old Foundation
  A jumbled layer of charred wood, plaster and
  chunks of crumbling masonry cover the top of this
  old stone foundation.  Numerous gaps in the cover
  reveal a maze of charred beams and rubble that
  litter the basement floor below. 
  The rubble covering the foundation is the remains
  of the manor house.  Characters can climb down
  through the rubble to the basement floor fifteen-feet
  below.  The floor is covered with broken and
  charred refuse.  In the north wall is a thirty-foot long
  tunnel which ends at Area 1.
  C.  Rubble
  The path ends in front of the remains of a collapsed
  structure.  Scorched, broken beams jut from a large
  mound of charred wood and stone overgrown with
  creeping vines and thorny brush.
  Hiding in the rubble is a Carcass Scavenger  [AL C;
  MV 120' (40'); AC 7; HD 3+1; HP 18; #AT 8; DG
  Paralysis; SV F 2; ML 9; XP 135].
  If the characters search through the rubble they will
  find the remains of a few of the carcass scavenger’s
  past victims and the treasure they were carrying, a
  sack of 400 ep, a sword and a pouch of 3 gems
  (2x50, 100 gpv).
  D.  Ruined House
  A foul stench comes from within this ruined
  structure.  Most of the roof and upper floors have
  collapsed into a charred heap in the middle of the
  ground floor.  The front door is gone and most of
  the interior is charred or missing.
  Inside the ruins are three giant flies [AL N; MV 90'
  (30') Fly 180' (60'); AC 6; HD 2; HP 14, 12, 9; #AT
  1; DG 1d8; SV F 1; ML 8; XP 29; surprise 4 in 6].
  If the characters investigate the interior, they will
  discover the decomposing and partially-devoured
  4
  
  remains of three goblins.  The goblins carry a
  handaxe, spear, 1d6 cp and 1d6 sp each.  One of
  the goblins wears a copper medallion engraved with
  the head of a rat (10 gpv).
  E.  Giant Beetle
  Crawling over a fallen log is a giant spitting beetle
  [AL N; MV 120' (40'); AC 4; HD 2; HP 11; #AT 1 bite
  or spit; DG 1d6 or special; SV F 1; ML 8; XP 38].
  Under Eberon’s Manor
  Wandering Monsters
  Roll 1d6 every two turns.  An encounter occurs on a 1.
  d6
  Encounter
  1
  Giant Rats
  2
  Giant Centipedes
  3
  Skeletons
  4
  Stirges
  5
  Fire Beetles
  6
  Giant Crab Spider
  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 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 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].
  Skeletons [1d6; AL C; MV 60' (20'); AC 7; HD 1;
  #AT 1; DG 1d6; SV F 1; ML 12; XP 13].
  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].
  Encounters
  1.  Entrance
  Dried leaves, twigs and bits of charred wood litter
  the floor of this small chamber.  There is an
  opening in the center of the south wall and a set of
  stone double doors in the center of the north wall.
  The opening in the south wall is the north end of a
  thirty-foot long tunnel that connects to the basement
  of the ruined manor (see Area B).  The double
  doors open onto a landing and a flight of stairs that
  go down twenty feet to the dungeon halls below.
  2.  Ruined Hall
  A long, heavy wooden table dominates the center of
  this rectangular room.  Charred and broken pieces
  of wood litter the floor and, in places, the dark
  stained paneling has been pried away from the
  walls, revealing smooth grey stone beneath.  Iron
  sconces flank wooden doors set in the walls to the
  north, south and west.  Set in the east wall is a wide
  fireplace.  Dust and cobwebs coat the room and the
  air smells faintly of mold.
  The broken pieces of wood are the remains of
  smashed furniture and a few spent torches.  In the
  fireplace are old ashes and a giant crab spider [AL
  N; MV 120' (40'); AC 7; HD 2; HP 10; #AT 1 bite;
  DG 1d8 + poison; SV F 1; ML 7; XP 38; surprise 4
  in 6].
  Among the ashes is a gold necklace with a gold
  medallion engraved with the head of a dragon (200
  gpv).
  5
  
  3.  Pit Trap
  This ten-foot deep pit is covered by a fake section
  of stone floor made of wood covered by a thick
  layer of mortar.  The pit cover is held in place by
  two large iron springs.  When one hundred or more
  pounds of pressure is placed on the cover, the
  cover tips down to the east depositing anything on
  the fake floor into a ten-foot deep pit.  Anyone
  falling in the pit takes 1d6 points of damage.  The
  springs are slow to uncoil due to age and lack of
  maintenance, requiring 20 seconds to push the
  cover back up into place.  The pit is eight feet
  square and set against the east wall leaving a two-
  foot walkway around the west and south sides of the
  pit.
  Lying face down at the bottom of the pit is the
  mummified remains of a hobgoblin still gripping a
  sword.  On the creature’s leather cuirass is a black,
  three claw symbol.  In a pouch at its side is 24 cp,
  13 sp, and three gems (2x25 and 1x50 gpv).
  Crawling among the remains is a giant centipede
  [AL N; MV 60' (20'); AC 9; HD ½; HP 3; #AT 1; DG
  Poison; SV 0; ML 7; XP 6].
  4.  Armory
  The air in this room is chill.  Broken boxes and
  toppled racks and shelves litter the dusty floor.  In
  the northwest corner is a large pile of cobweb-
  covered rubble.
  The rubble consists of, in order from top to bottom,
  a collapsed case of shelves, a five-foot square, six-
  inch thick, piece of cut stone now cracked in half,
  the fractured skeletal remains of a hobgoblin, and
  a 
  wooden 
  iron 
  reinforced 
  trunk 
  (5'X4'X3')
  emblazoned with the image of a gold dragon. 
  Above the rubble, a five-foot square section of the
  ceiling has fallen away, uncovering a three-foot
  diameter hole that opens into a network of small
  (one- to two-foot diameter) tunnels that wind
  6
  
  through the earth above the dungeon, eventually
  leading to another hole on the surface.
  In this room are seven stirges [AL N; MV 30' (10'),
  Fly 180' (60'); AC 7; HD 1; HP 8, 7, 2x5, 3x4; #AT
  1; DG 1d3; SV F 2; ML 9; XP 16; +2 bonus on first
  attack, blood drain].
  The trunk is locked and contains a +1 handaxe, a
  suit of chainmail, and a fine quality blue cloak,
  trimmed in fur, (100 gpv) a potion of growth and a
  potion of healing.  On the remains of the hobgoblin
  is a mace, a pouch containing 24 cp and 12 sp, and
  a large sack containing 200 cp, a silver
  candelabrum (150 gpv), and a small ivory statuette
  of a unicorn with tiny sapphire eyes (500 gpv). 
  Searching through the debris will uncover a shield,
  two daggers, a silver dagger, a spear, shortbow and
  24 arrows.
  5.  Storeroom
  Drafts of foul air carry the stench of rot and filth
  from this refuse-littered room.  Broken shelves line
  the walls and fragmented boxes, tattered sacks,
  and bits of garbage litter the floor.  A large square
  crate rests in the center of the room.
  This room is 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 rats come and go through a three-foot diameter
  hole in the floor in the northwest corner.  The hole
  opens into a network of narrow tunnels that wind
  through the floor, walls and ceiling, eventually
  leading to the surface.
  Searching through the litter will uncover 6 candles,
  a crowbar, 2 hammers, 50' of hemp rope and 4 iron
  spikes.  The north side of the crate is open.  Inside
  the crate is a nest of tattered cloth, leather, twigs
  and a few bones.  If searched, a silver goblet (75
  gpv), a gold bracelet (50 gpv) and three gems (25
  gpv each).
  6.  Stairs
  A flight of stairs goes up twenty-feet.  Standing
  guard at top of the stairs are four skeletons [AL C;
  MV 60' (20'); AC 7; HD 1; HP 7, 6, 5, 4; #AT 1; DG
  1d6; SV F 1; ML 12; XP 13].
  7.  Tapestry
  Hanging on the east wall is a tapestry depicting a
  troop of knights charging out of the gate of a castle. 
  The knights fly banners of crimson and gold.  On
  one of the knight’s shield is the image of a gold
  dragon.
  The tapestry is heavy (300 enc.), but could be worth
  100 gp or more if the right buyer is found.
  8.  Fresco
  Painted on the center of the east wall is a fresco
  depicting a red dragon standing atop a mound of
  treasure inside a vast cavern.
  In the section of wall painted with treasure is a
  secret compartment.  The compartment is opened
  by pressing a hidden catch where the dragon’s eye
  is painted.  The compartment contains a small sack
  and a locked coffer.  The sack contains 200 gp. 
  The coffer contains a potion of heroism, a potion of
  healing, a magic-user scroll of magic missile and a
  clerical scroll of bless.
  9.  Library
  A fetid stench hangs in the air of this dusty,
  cobweb-shrouded room.  Tall wooden cases of
  shelves line the walls, and four stand in the center
  of the room, forming a double room.  Torn books,
  pieces of leather and scraps of parchment litter the
  floor.
  The room is occupied by four zombies [AL C; MV
  120' (40'); AC 8; HD 2; HP 14, 12, 10, 8; #AT 1; DG
  1d8; SV F 1; ML 12; XP 29].  The monsters stand
  between the cases of shelves in the center of the
  room and will not attack until a character comes
  into sight.
  If the room is carefully searched, the characters will
  uncover a dozen books of various mundane
  subjects (20 gpv, 50 enc each), a clerical scroll of
  cure light wounds and a magic-user scroll of
  protection from evil.
  Set in the floor, near the center of the room, is a
  secret trapdoor.  Beneath the trapdoor is a spiral
  staircase which winds down twenty feet to the
  corridor leading to Areas 10 and 11.
  7
  
  10.  Statue
  A stone statue of a suit of armor stands in a
  shadowy alcove in the west wall of this corridor. 
  Sheets of cobwebs hang from the statue and dust
  covers the floor.
  The statue radiates magic if detected for.  The
  statue appears ordinary.  If the trap in Area 11 is
  activated, the statue will animate and attack
  intruders in Areas 9-11.  The statue will not pursue
  beyond Area 9.
  Animated Statue [AL N; MV 90' (30'); AC 4; HD 3;
  HP 20; #AT 2; DG 1d6 each; SV F 3; ML 12; XP 65;
  immune to sleep, charm and hold spells].
  11.  Study
  Furniture lines the walls of this dusty room.  In the
  northwest corner is a bed and stand, along the west
  wall is a cabinet of shelves and pigeon hole
  compartments, and to the south is a wooden table
  and chair.  A tapestry covers a portion of the east
  wall.
  Mounted on the inside of the door are two “L”
  brackets.  Mounted on the doorframe on the west
  side of the door is a wooden bar, which can be
  dropped into place to hold the door shut.
  The bed and stand are normal.  Under the blankets
  on the bed, though, the mattress is rotting and
  covered with yellow mold [AL N; MV 0; AC -; HD 2;
  HP 10; #AT acid, spores; DG 1d6/suffocation; SV F
  2; ML -; XP 38; acidic damage on contact, spores
  cause suffocation].
  The shelves are bare except for a small, ornate
  wooden box (25 gpv).  The box is locked and
  contains a pouch of silver dust (100 gpv).  In the
  pigeon holes are six scrolls.  The first two scrolls
  are magic-user scrolls of floating disc and levitate. 
  The next four scrolls are covered in magical writing,
  which can be understood by any character able to
  cast magic-user spells.  When read, each of the
  scrolls activates the silver spiral behind the tapestry
  and sets the spiral to a particular destination.  If you
  are using the Borderlands of Adventure map, the
  first scroll sets the spiral to Area E, the second to
  Area I, the third to Area J and the fourth to a
  destination of the GM’s choice.  The writing on the
  scrolls does not vanish upon use.
  On the table are several pieces of blank parchment,
  a quill in an inkwell gone dry and four pieces of
  parchment covered in writing.  The parchment with
  writing are notes on the development of a fly spell.
  In the west wall, beside the bed, is a secret
  compartment.  The door to the compartment is
  trapped.  If not disarmed, the trap will cause the
  tapestry and statue to animate.  Inside the
  compartment is a small sack containing 200 gp, a
  pouch of six gems (3x25 and 3x50 gpv), a potion of
  clairvoyance and a potion of invisibility.
  The tapestry is five-feet high and ten-feet long and
  depicts a scene of knights, under a crimson and
  gold dragon standard.  The tapestry appears to be
  worth around 100 gold.  If the trap on the secret
  compartment is activated, however, the tapestry will
  animate and attack.
  Animated Tapestry [AL N; MV 30' (10'), Fly 150'
  (50'); AC 5; HD 3; HP 18; #AT 1; DG immobilize;
  SV F 3; ML 12; XP 80; immune to sleep, charm and
  hold spells, immobilize].  On a successful hit, the
  tapestry will wrap around the target and attempt to
  hold the target immobile.  The target is allowed a
  save again paralyzation, modified for Strength,
  each round to escape.
  Behind the tapestry is a five-foot diameter silver
  spiral.  When activated, the spiral will begin to spin
  and turn into a glowing circle of light.  Anyone or
  anything passing through the circle will be
  teleported to the destination determined by the
  scroll.  Teleportation through the spiral is one way. 
  After six rounds, the spiral reverts normal.
  8
  
  12.  Pool of Healing
  Do to the length of this chamber, the description is
  divided into two sections.
  Southern Section:
  The southern section of this wide hall is raised ten
  feet above the remaining floor.  A flight of stairs,
  flanked by two pillars which support the ceiling
  fifteen above, descends from the raised area to the
  floor to the north.  An opening in the center of the
  south wall leads to a flight of stairs going up.  The
  hall extends to the north into darkness.
  Northern Section:
  Three broad, curved steps lead down into a six-foot
  deep rectangular pool of cloudy water in the center
  of this wide hall.  Just beyond the north end of the
  pool is a stone disk three-feet across.  Between the
  stone disk and the piles of rubble that frame a
  gaping hole in the west wall lies a medium-sized
  statue of a human woman in robes holding a staff. 
  Large, ornate double doors of stone are set in the
  northern-most portion of the east wall.  The hall
  extends to the south into darkness.
  Crawling about this chamber are five giant fire
  beetles [AL N; MV 120' (40'); AC 4; HD 1+2; HP 9,
  7, 6, 6, 5; #AT 1; DG 2d4; SV F 1; ML 7; XP 15].
  The water in the pool is murky and foul, but
  otherwise ordinary.  If the statue, which is of a
  Lawful deity of healing, is placed upright on the
  stone disk and turned to face south, the water will
  shimmer with a gold light for three rounds after
  which the water will be clear and pure.  Any living
  creature bathing or wading in the pool will heal one
  hit point per round until fully healed or the pool runs
  out of charges.  The pool begins with the maximum
  number of twenty charges.  Each point healed uses
  one charge.  The pool regains one charge each
  sunrise.
  The double doors to the east are each five feet
  wide, ten feet tall and are set with an iron ring on
  the western side.  Each door is embossed with the
  image of a human woman in robes with a hood
  covering the top half of her face, holding an orb. 
  The embossed images on the doors are symbols
  sometimes used in conjunction with a goddess of
  knowledge.
  13.  Cavernous Passage
  Two mounds of rubble flank a ten-foot diameter
  hole in the wall.
  The hole leads to a cavernous tunnel that slopes
  down to Area 15, thirty-feet below.  There is nothing
  of value in the rubble.
  14.  Temple of Knowledge
  A foul stench hangs in the air of this large room.  A
  faded and worn length of blue carpeting covers a
  ten-foot wide section of floor across the center of
  the room ending at the base of a cobweb-covered
  block of stone.  Behind the stone looms a large
  humanoid shape, the features shrouded in the dark
  depths of the room.  Ornate pillars encrusted with
  filth flank the carpet, supporting a vaulted ceiling
  twenty-five feet above.  On either side of the
  entrance, a wide ledge supported by ten-foot tall
  pillars extends from the west wall and continues
  along the north and south walls where shadowy
  humanoid shapes stand silent and immobile.
  This room is the lair of three ghouls [AL C; MV 90'
  (30'); AC 6; HD 2; HP 14, 12, 9; #AT 3; DG 1d3 +
  paralyzation; SV F 2; ML 9; XP 47; difficulty to turn
  as 3HD].
  The humanoid shapes on the ledges are statues of
  heroes of various races.  The statues to the east
  perished centuries ago while those further west are
  from the last century.  The block of stone is, or was,
  an altar to a goddess of knowledge.  Behind the
  altar stone is a large, fifteen-foot tall, statue closely
  resembling the image on the outside of the double
  doors (see Area 39).
  Piled before the altar, amid old gnawed bones and
  tattered strips of cloth and leather, is the ghouls
  treasure.  The treasure includes 800 cp, 500 sp,
  300 gp, two silver goblets (50 gpv each), a small
  statue of an owl with emerald eyes (500 gpv), a
  blue crystal sphere, six-inches in diameter (400
  gpv) and a Helm of Comprehend Language and
  Read Magic.
  9
  
  15.  Damp Cavern
  The walls of three tunnels curve and broaden,
  forming a small cave.  Water drips from the ceiling,
  gathering into several small puddles on the rough-
  hewn floor.  The air is damp and chill.
  Painted on the southeast wall is the crude image of
  a dozen large goblin-like figures.  Four of the
  figures are carrying a litter on their shoulders, which
  holds another goblin-like figure, wearing gold,
  jewels and silvery armor.  The cave is otherwise
  empty.
  16.  Burial Cave
  Splotches of color are smeared along the walls of
  this small cave.  Near the center of the cave is a
  long stone box.  
  The patches of color are crude paintings depicting
  large, hairy goblin-like creatures.  Starting to the left
  of the entrance, the first painting shows one hairy
  goblin battling another hairy goblin wearing a
  jeweled helm.  In the next, the first hairy goblin,
  now wearing the jeweled helm, leads other hairy
  goblins in an underground battle against dwarves. 
  In the third, the same hairy goblin, now wielding a
  large warhammer, stands atop a hill, surrounded by
  a large band of hairy goblins, looking down into a
  lush valley.  In the last painting, the hairy, hammer-
  wielding goblin, leads a charge of hairy goblins
  against a group of knights.
  The stone box is eight-feet long, five-feet wide and
  five-feet high.  The lid can be removed, but his
  trapped, and unless disarmed will fill the cavern
  with a poison gas that inflicts 1d6 damage unless a
  save against poison is made.  Inside the
  sarcophagus are the skeletal remains of a large
  bugbear, wearing silver chainmail, a jeweled helm,
  bracers and with a large warhammer on his chest.
  If any of the items are touched, the skeleton will
  animate and attack with the hammer.
  Bugbear skeleton [AL C; MV 90' (30'); AC 4; HD 4;
  HP 26; #AT 1; DG 1d8+2; SV F 4; ML 12; XP 190].
  The chainmail and hammer are both +1 magic. 
  The hammer required two hands to wield and
  inflicts a base of 1d8 damage, plus the bonus.  The
  helm is of fine craftsmanship and set with a
  sapphire (500 gpv) and the bracers are black
  leather and inlaid with gold in the shape of a dragon
  (250 gpv each).
  17.  Large Cavern
  Damp chill air swirls across this large cavern. 
  Water drips from numerous stalactites gathering
  into tiny rivulets that cris-cross the cavern floor and
  eventually drain into a large pool along the south
  wall.  A dust-covered mound of arms and armor is
  piled near the north edge of the pool.  On the far
  side of the pool, near the south wall, is a large iron-
  bound chest.
  Hanging among the stalactites are six giant bats
  [AL N; MV 30' (10'), Fly 180' (60'); AC 6; HD 2; HP
  15, 13, 12, 2x10, 8; #AT 1; DG 1d4; SV F 1; ML 8;
  XP 20].
  The arms, armor and chest were hidden here by
  bugbears years ago.  Still useable in the pile of
  arms and armor are two suits of chainmail, three
  shields, a battleaxe, sword, mace and two-handed
  sword.  The chest is locked and contains three fine
  quality cloaks (10 gpv each), an elven cloak, a pair
  of fur-trimmed boots (25 gpv), a sack of 500 sp, a
  pouch with a pair of silver bracelets (50 gpv each)
  and three copper rings (20 gpv each), and a rolled
  up tapestry depicting a woodland scene (50 gpv). 
  The chest contains a secret compartment in the
  bottom.  In the compartment is a small wooden box
  containing 12 gems (2x10, 3x25, 6x50, and 250
  gpv).
  18.  Cavernous Tunnel
  The rough-hewn tunnel winds to the north and east,
  sloping up eighty-feet along its length, eventually
  leading to the surface.  Optionally, the tunnel could
  lead to another dungeon or series of caverns.
  10
  
  Legal
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  place names, Eberon, Order of the Dragon, Knights of the Dragon,
  Wardstone Keep and Silver Spiral.
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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
  The Secret of Eberon’s Manor, Copyright 2013, New Realms
  Publishing; Author J
  11
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - DM1 The Secret of Eberons Manor.pdf