G. SHUNNED CAVERN: Even the normal inhabitants of this area, including the ogre, stay away from here, for the creatures who dwell herein are exceptionally dangerous. Any creature foolish enough to venture out at night becomes fair game. A horrible stench is noticed as soon as creatures enter the cavern area.
EMPTY GALLERY: The odor of these places is awful. Bones and rotting corpses are spread here and there amidst a litter of dead leaves and old branches. If a careful search is made, adventurers will find a coin every round: 1-2 = 1 copper piece, 3-4 = 1 silver piece, 5-6 = 1 electrum piece. The sound of such searching might bring visitors! Roll on the table below for an encounter:Owl bear from 34., below 2-12 giant rats (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3 plus disease, MV (40’), Save F 1, ML 8) Gray ooze from 33., below 4-6 - Nothing is attracted to the noise.
SHALLOW POOL: This portion of the cavern is very wet, and all of the walls and the floor have a sheen from the dampness, There is a large pool of shallow water (as shown), and a few white, blind fish are swimming therein. There is a jewel-encrusted goblet worth 1,300 gold pieces in the water. There are 3 gray ooze monsters in this place (only 2 if 1 has already been encountered in a 32. area). Each causes 1-8 hit points of damage on the first round, unless attacking from above, because half of their damage will be taken up in destroying the foot and leg protection of the victim. Thereafter, attacks cause 2-16 points of damage, as do attacks from above. (AC 8, HD 3*, hp 15 each, #AT I, D 1-8 first round, then 2-16 destroys armor, MV (3’) Save F 2, ML 12.) The pair always in the place are the one at the south edge of the pool and the one on the ceiling in the southwestern portion of the area. There is only a 1 in 20 chance of noticing either unless a pole device is used to prod the area before the pool or unless two or more torches are held aloft so as to fully light the ceiling area. The third gray ooze will be on the ceiling to the left of the entrance, if present.
OWL BEAR’S DEN: The owl bear (AC 5, HD 5, hp 30, #AT 3, D I-811-811-8, MV (40’) Save F 3, ML 9) sleeps in the most southerly part of its den, digesting a meal of gnoll it just caught at dawn. If aroused, the beast will roar and rush out, striking with its two great paws and toothy beak for 1-8 points of damage per hit, with three such attacks per round, i.e. a claw, another clawing attack, and then ,a snap of its beak. It has no treasure, but amidst the many sticks and bones it sleeps on is a bone tube (1 in 6 chance of noticing it for each person searching the heap, with a check for each once per round) with a protection from undead scroll within it.
H. BUGBEAR LAIR: The group of bugbears is not numerous, but what it lacks in numbers, it makes up for in strength and cunning. There are signs beside the entrance cave in kobold, orcish, goblin, etc. Each says: “Safety, security and repose for all humanoids who enter - WELCOME! (Come in and report to the first guard on the left for a hot meal and bed assignment.)”
GUARD ROOM: 3 bugbears (AC 5 , H D 3 + 1, hp 1 1 each, #AT I. D 2-8. MV (30’). Save F 3, ML 9) with 2d10 gold pieces each, These creatures lounge on stools near a smoking brazier which has skewers of meat toasting over the coals. Each will ignore his great mace when intruders enter, reaching instead for the food. Though they do not speak common, they will grab and eat a chunk, then offer the skewers to the adventurers - and suddenly use them as swords to strike first blow (at +2 bonus to hit due to surprise!) unless the victims are very alert. There are two cots in the place and a large gong. If the battle goes badly, one will smite the gong to warn the others in the complex.
CHIEFTAIN’S ROOM: This tough old bugbear is equal to an ogre (AC 5, HD 4+1, hp 18, #AT I, D 3-12 (d10+2), Save F 4, ML 9). He has a pouch with a key, 29 platinum pieces, and 3 50 g.p. gems in it. With him is a female bugbear equal to the male (AC 5, HD 3 + I, hp 12, #AT I, D 2-8, Save F 3, ML 9). She has gold earrings worth 100 g.p. The furnishings of the room are battered and crude, but several pieces of silk are mixed up with the bedding, in all 6 may be found; the party will be able to 37. 38. sell them for 20 g.p. each. There is a gray chest stuck up on a ledge near the ceiling which will only be spotted if the room is carefully searched. It contains 1,462 silver pieces, a 30 pound statue of alabaster and ivory (worth 200 gold pieces), and 2 potions of healing (which will break if the chest is roughly handled). It will take three or four strong characters to bring this down safely. There is a hand axe +1on the wall, and if the chieftain has the chance, he will take it down and hurl it first, then close for full melee. He knows of the secret door - it is his escape route in desperate situations.
SPOILS ROOM: The heavy door is locked, and the key is in the pouch of the chieftain (36., above). Inside are a shield + 1, being used as a tray to hold a heap of dried herbs (catnip, something these particular bugbears relish), various boxes and crates of high quality dried or salted foodstuffs, leather hides in a stack, 3 barrels of ale, a tun of wine, and a small keg of oil (20 flask capacity). (If all but the shield and oil are sold at the KEEP, the value will be 400 gold pieces.) Breaking the lock or smashing the door will bring the guards from 35. and the chieftain and his mate from.
COMMON ROOM: 3 males (AC 5, HD 3 + I, hp 12 each, #AT I, D 2-8, MV (30’), Save F 3, ML 9) with 2d6 each of gold and silver pieces, 7 females (AC 6, HD 2, hp 8 each, #AT I, D 1-8, Save F 2, ML 8), and 3 young bugbears (AC 7, HD 1, hp 3 each, #AT 1, D 1-4, Save F 1, ML 7) live here. There are piles of bedding and old garments here and there. Blackened by soot, there is a silver urn worth 175 g.p. near the fireplace, but only close examination will reveal its true value. 39. GUARD ROOM: Watching here are 2 males (AC 5, HD 3 + 1, hp 10 each, #AT 1, D 2-8, Save F 3, ML 9) with 2d8 gold pieces each, and 3 females (AC 6, HD 2, hp 7 each, #AT 1, D 1-8, Save F 2, ML 8) each with d10 gold pieces. Each has a spear in addition to normal weapons, so that they can hurl this missile and then close to fight hand-to-hand. These bugbears tend to the slaves as well as help to guard the entrance to their lair. There are bedrolls, a bench, a long table, a water pail, and sacks of meal scattered here and there in the chamber. Keys to the doors to 40. and 41. are on the wall opposite the stairs. Both corridors to the slave pens have meal sacks and small boxes and barrels of provisions and watered wine along their length.
SLAVE PEN: The iron door is secured by a bar, chain, and heavy padlock. Inside is a litter of straw, a bucket, and the following slaves: 3 kobolds (AC 9, HD 1/2, hp 2 each, MV (40’), Save NM, ML 6), 1 goblin (AC 9, HD l-l, hp 3 each, MV (20’), Save NM, ML 7), 4 orcs (AC 9, HD I, hp 5 each, MV (40’), Save F 1, ML 8), and 2 humans (AC 9, F 1, hp 4 each, MV (40’), ML 7) - optionally add 1 dwarf (AC 9, D 2, hp 12, MV (40’), ML 8) and 2 elves (AC 9, E 1, hp 7 each, MV (40’), ML 8) in place of 2 of the kobolds and 1 of the orcs. They are chained to the wall with a common chain and a heavy padlock. All will fight against the bugbears if given weapons. (Treat as AC 9 unless protection is provided.) The humans will serve as those noted in F., 24., above. The dwarf and elves, if used by the DM, may agree to help the adventurers as long as they stay in the Caves’ area continuously and fight. The other creatures will desert at first opportunity.
SLAVE PEN: Another barred, chained, and padlocked iron door keeps safe the following slaves: 3 hobgoblins (AC 8, HD 1+1, hp 6 each, MV (30’), Save F 1, ML 8), 2 gnolls (AC 8, HD 2 + 1, hp 9 each, MV (30’), Save F 2, ML 8), 1 (rebel) bugbear (AC 7, HD 3+ I, hp 14, MV (30’), Save F 3, ML 9) and 1 huge human - a seeming wildman, with mighty muscles, shaggy hair and beard, and staring eyes. He is a Hero (a 4th level fighter). His 18 Strength and + 1 for his level give him a total of +4 “to hit” bonus and + 3 to damage (AC 9 due to no armor, F 4, hp 24, #AT 1, D 4-9, ML 10). (He is prone to fits of berserk fury due to his enslavement, and if armed and in combat it is 50% likely per round that he will strike a friend instead of a foe in his lust to slay!) If freed, these slaves will attempt to flee, although they will attack bugbears who are in the way of their escape. There are two exceptions: the big bugbear hates his fellows, and will take arms and fight against them or any of the other inhabitants of the whole area; he will continue to do so for as long as the party stays there. The hero is an evil person; once he is armed, and after battle madness leaves him, he will either kill the adventurers who freed him, so as to have all their treasure for himself, or else he will steal whatever is most valuable and then sneak off - but only if he knows the party is too strong for him. (DM Note: There are 2 bugbears out hunting, and they will return with a human corpse and 83 gold pieces the day after adventurers first enter the bugbear lair. They will be placed on guard duty at 35., if appropriate, and their statistics are the same as the guards there. Bugbears will stay in the place until all are dead, save the chieftain, who will seek help from the minotaur at I., 45.)