Sunday, 30 October 2011

Playing AD&D!

I'm very excited, as a friend here in Berlin is starting up an AD&D (1st edition) campaign! We're starting tomorrow evening with character generation. (I'm hoping for an illusionist.)

The really cool thing for me is that, though I've owned copies of all the AD&D 1e books for years, I've actually never played it! I've played loads of basic D&D (Mentzer / Labyrinth Lord), and loads of AD&D 2e, but never the Gygaxian masterpiece.

Very much looking forward to it. Maybe I'll post my character when he's made :)

Saturday, 29 October 2011

Deepingdale's adventuring logs 9

Campaign logs written by Steve, Deepingdale's player.

Company Members Present
Slippy, 3rd Lvl Ratman - Founding Member
Venser, 3rd Lvl Human Thief Rear Guard*
Cagliostro, 2nd Lvl Human Necromancer
Hjalhir, 3rd Lvl Human Wizard Rear Guard*
Blade, 2nd Lvl Human Cleric of Hegg, God of Blades
Deepingdale (Tal), 2nd Lvl Dwarrow
Skarr, 1st Lvl Female Ratfolk Thief
Stignarr, 1st Lvl Human Fighter Rear Guard*
(*Absent)

Starting and ending locations: The Chasm Deeps returning later to the Red folk’s village of Lembde, 2 hours east of the Chasm Deeps (5 miles).

Session 9 (26/10/11)
After cleaning ourselves up after the fight with the spider, Hjalhir decided that he was in no fit state to continue and so we escorted him outside to join Venser, Stig and the mules at the camp that they had set up in a small hollow in the cliff face, just around the corner from the entrance (hopefully away from prying eyes and noses).  The remainder of the company apprehensively returned back to the deeps.  We returned to the spiders room and after listening, John the animated skeleton opened the door opposite on the northwest wall.

This lead into a large room 40’ x 55’, which was both strangely and quiet disturbingly, very clean.   Immediately Deepingdale became a little anxious about possible traps, but after an extensive search, nothing could be found.  3 other doors lead off from this room, one on each wall.  We decided to move north first and when John opened the door it revealed a dark corridor ahead.  Cagliosro’s animate undead spell ran out at this point and John collapsed to the floor, his work done for now.  As the Necromancer started to collect up John’s inanimate bones and return them to the coffin which he strangely carried on his back, suddenly out of the dark, shot a web thread and entangled Johns ulna (lower arm bone).  Before Caglisro had a chance to grab it, the sticky web thread shot back into the darkness along with John’s lower left arm.  Caglisro, in fear, quickly shut the door in front of him, thinking that another giant spider was about to do the same to him.  The party quickly assembled with Deepingdale acting as a shield guard at the front and Scarr and Slippy with bows with Blade with his Glaive set to receive.  We cautiously opened the north door and peered into the darkness.  All along the corridor ceiling hung a deep blanket of dusty old spiders webs.  At this point Caglisro heard a wooden creaking sound to the south of us and we closed the north door and prepared for our visitor.

Scarr had the plan to surprise however was sneaking up on us and we pretended to leave the room back to the east, but instead stood still very quietly and waited with weapons poised, but nothing happened.  10 minutes later we decided to proceed through the southern door to investigate.  Using Deepingdales brute strength he managed to wrench the door off its hinges when trying to open it.  This would prove a problem later.  The room to the south entered into another large oblong room 60’ x 30’ with a large 20’ stone statue of a frog in the centre of it within what was once clearly a fountain.  A number of double doors lead off from this junction hall.  The doors to the west and south where both slightly ajar and spots of fresh blood lay on the floor leading through the western door.  A strong smell of dogs (gnolls?) hung in the air.  The doors to the east hung off their hinges and through these we could make out day light from the entrance.  Deep looked through the doors to the west and could see a carcass of a dead deer lying on the ground. 

An additional door lay on the northern wall leading back into the dead spiders room.  We decided to check this first as another door which we had not opened yet lead to the east and looking at our map we wanted to know if this room contained gnoll guards as the smell seemed very strong from this area.  After hearing nothing, we opened the door to reveal a small 20’x20’ room, its floor seemed to look exactly like the nights sky, brilliant black with shiny stars that looked up at us.  Deepingdale asked Cagliosro to check it out and the Necromancer started casting a detect magic spell.  Whilst he did this, from the door way Deepingdale dropped one of his stone marbles onto the floor into the room.  For a moment the marble rolled around and once it settled it disappeared through the floor.  Deepingdale then took out his 50’ rope and dangled 3’ of rope into the room.  The rope settled on the floor, then like the marble, slowly sunk into the floor and disappeared.  Deep was unable to retrieve the rope and began cutting the section off with his knife.  It is at this point that the party came under attack and Cagliosro's spell was detect magic spell was interrupted.

From the room to the south with the Frog Statue in it, we saw a grey humanoid hand push open the door on the southern wall.  Scarr who was standing guard shot at the hand with his bow, but the arrow embedded into the south door and the hand quickly withdrew.  Perhaps this was our earlier stalker we thought.  Deep dropped his knife and the rope, withdrew the Azure Serpent Sword from his scabbard and quietly moved into the room behind him to see what the fuss was.  Slippy and Blade joined Scarr and at the same time from the east we heard a terrible humanoid dog like cry and from the corridor charged two 7’ Gnolls carrying large spears.  Slippy and Scarr let loose their arrows and Blade attacked with his Glaive.  The Cleric of Hegg and the Ratfolk soon dispatched the foul dog men and just when we thought all was safe, from the door to the south three ghouls charged in.  Scarr managed to leap onto the Frog statue just as an undead red man ghoul leapt up at him clawing with both hands and biting with his teeth.  The little rat women was badly scratched in the back, but managed to resist the diseased paralysis from the ghouls dirt ridden claws.  In a state of shock and surprise, Scarr’s arrow missed completely.


Deepingdale, Slippy and Glaive prepared to receive the three ghouls.  Combat was chaotic and confused.  Deepingdale skewered the Ghoul in the back who was leaping up at Scarr, but before we knew it, despite managing to strike the Ghouls with Hjalhir’s magical dagger, Slippy lay on the floor paralysed from the unclean claws and bite from one the Ghouls who was now lying on top of him trying to eat him.  Deepingdale was also hit, but his Dwarrow endurance was no match for the filth of the ghouls and he took nothing more than a small flesh wound.  Blade then tried to cast a sanctuary spell to rescue Slippy, but just before the spell incantation was complete, a ghoul scratched him and disrupted the spell.  Despite this, Blade bravely tried to pull Slippy from under the attacking ghoul but instead was bitten and clawed himself and ended up also lying paralysed next to Slippy near the door.  Deepingdale seeing that the situation was turning dire, backed off, retreating slowly to the north east door and stood over the two paralysed bodies of his colleagues defending them from the ghoul claws eventually killing his own assailant, but not managing to do anything more.  Scarr in the meantime shot arrows down from his safe vantage point.  After failing to earlier cast control undead on the attacking ghouls, Cagliosro at this point managed to successfully cast an animate dead spell and raised the dead spider and the two Gnolls who proceeded to enter the battle just as another 4 ghouls appeared through the south door.  The undead gnolls and spiders made quick work of the last two ghouls before their comrades could join them to reinforce their attack.  Meanwhile, Cagliosro managed to drag our paralysed companions back into the dead spiders room and summoned a new John the skeleton from a scroll to support the ensuing combat.

Unfortunately it was now becoming very clear that with only three remaining party members left in combat, one of which was seriously injured and potentially cut off from the rest of us, we decided it was time for a fighting retreat (or running for our lives).  Deepingdale opted to prepare burning oil to try to dispatch the four new ghouls who had entered the chamber, but through the pressure of battle he lost the initiative and ghouls poured in and pursued poor Scarr as he leapt down from the frog statue just before one of them jumped up at him narrowly missing Scarr.  Scarr ran like the wind through the broken door to the northwest, into the clean room, pursued by ghouls.  The undead gnolls and spider helped Cagliosro to carry our paralysed colleagues towards the exit.  Meanwhile, through the south door we heard the howling cry of more Gnolls.  Deepingdale tried to attack the ghouls who were now chasing after Scarr.  Whilst watching the door to the south, Deep slung the flaming oil flask into the room with the ghouls, but it went in too far, missing the undead.  Recognising that the situation hung in the balance Deepingdale ran to join Cagliosro in the dead spider’s room, just as the Ghouls were trying to force the door open to the west.  Deep managed to spike the door shut, but the door to south now burst open with more Ghouls and something else behind them.  The party then ran for their lives and headed for the exit and daylight, with the angry sound of pursuit we did out best to carry our colleagues to safety.  Fortunately, as we emerged into daylight we noticed that we were no longer being pursued.

We joined Venser, Stig and Hjalhir in the camp by the cliffs and quickly packed away our stuff and fled to the village to rest.  Again, fortune shown on us as we encountered nothing during our return trek and after two hours we arrived safely in Lembde to be greeted by Olob, our friendly gatekeeper.

Deepingdale enquired about possible sources of healing and we were directed to the village herbalist, Meerka, where we were able to purchase some non magical balms and tonics to help speed up natural healing process and assist in removing ghoul paralysis.  We then retired to the inn to rest and recuperate after a lucky escape.  Praise be to Assedh

Tuesday, 25 October 2011

It lives!

Alex & I have been on a frenzy of creativity, and the result is the shiny new Old-school Monster Wiki!

So far all the monsters from Labyrinth Lord + the AEC are in there, all tagged up by creature type.

All it needs now is:
  • More monsters! Get in there and add your crazy home-brew monstrosities! (Alex is looking into how to import more monsters from various tomes automatically...)
  • More tags! Get in there and get tagging... wilderness environments especially needed at the moment.
  • Spread the word :)
Enjoy!

Sunday, 23 October 2011

A database of old-school monsters?

I've recently been musing on the possibility of creating encounter tables for specific dungeon environments -- in the same way as there are tons of tables for various types of wilderness environments, from swamps to arctic tundra, I thought it'd be very useful to have tables for things like fungoid caverns, volcanic rifts, lost tombs, etc. There's loads of prototypical dungeon environments which could easily have their own table.

I had in mind using these tables as an aid while stocking dungeons, for which I often use the normal dungeon encounter tables. I tend to find these a little limited and generic though, hence the idea of different tables for different types of dungeon.

But: I just had what seems like an even better idea, and one that could be immensely useful for all sorts of things.

An online old-school monster database, with tags.

The tags are the important thing. The fact that monsters are usually only indexed by name is what makes coming up with suitably themed collections of them tricky. I realised this when looking at the extensive monster lists in the AD&D Monster Manual II. There's this huge list of monster names, sorted alphabetically or by hit dice or by wilderness environment. But to use the lists successfully you really need to know what the monsters are like, just from their names. For instance, I came across quite a few stumbling blocks in the list of 1st level dungeon monsters: rothe, vilstrak, vulchling, tween...? A lookup in the fiend folio and I now know what these things are, but it's slow work.

But what if there were a database where you could just search for monsters of 1 to 3 HD with the tags "fungus" or "whimsical"? Such a tool could be used to whip up encounter tables in a jiffy, or to get quick inspiration for encounters of any sort. I think this could be a seriously useful tool, if set up right.

So, a couple of questions:
  1. Does anyone know if anything like this already exists? (I've never heard of anything like it, but you never know... I imagine possibly a resource like this may exist for 3.5th or 4th edition.)
  2. Any thoughts on what software / system would be good for something like this? A freely available, easy to use, multi-user, wiki-style, online system would be perfect, but something that works as a database as opposed to a page / post based wiki or blog.
I'd imagine including a foundation of monsters from the OSR clone books (LL, AEC, S&W, OSRIC), supplemented with links to any freely available old-school OGL stuff that could be found online. (Possibly also stuff from the AD&D monster books, though that's not freely available.) The idea is that at the beginning it'd simply be a list of all the monsters (their names, hit dice and source -- either a url or a page reference in a book), but that then people could add tags to them, gradually increasing the worth of the database.

Any thoughts?

Saturday, 22 October 2011

Deepingdale's adventuring logs 8

Campaign logs written by Steve, Deepingdale's player. 

Company Members Present
Slippy, 3rd Lvl Ratman - Founding Member
Venser, 3rd Lvl Human Thief Rear Guard*
Cagliosro, 2nd Lvl Human Necromancer
Hjalhir, 3rd Lvl Human Wizard
Blade, 2nd Lvl Human Cleric of Hegg, God of Blades
Deepingdale (Tal), 2nd Lvl Dwarrow
Scarr, 1st Lvl Female Ratman Thief
Stignarr, 1st Lvl Human Fighter Rear Guard*
(*Absent)

Starting and ending locations: City of Bolaar (Yellow Men area of Chasm of Nayellem), proceedings down the river west to the village of Lembde and then on foot via the old road to the Chasm Deeps.

Session 8 (19/10/2011)
After considerable carousing in the yellow mens city of Bolar, in the Chasm, Deepingdale eventually managed to train up to gain warrior hood (2nd lvl Dwarrow).  Henry and Venser had an eventful few days, meeting a strange Frog Cult in Bolar and after getting considerably drunk they managed to glean some information about the whereabouts of three of the Breets Relics, the Aquamarine Raven, the Blooded Shield and the Eye Stone.  All three of which are said to be found in the Chasm deeps.  However, what did Henry and Venser offer the Frog Cult in return for the information, we all wondered the next morning in the sober light of day, only time will tell?!  Our mage Hjalhir is still not well and although the herbs from the Rim help with his concentration, it is clear that sometimes he is unable to cast his spells correctly.  Before our departure we were unsuccessful in finding a suitable temple in Bolar to heal him.  Our inquiries about a temple of Hegg were met with disbelief.  These are a godless folk or are they?  We have decided to travel under the guise of a group of Imperial Cartographers (Clever idea of Henry’s), Venser and Hjalhir forged some suitably important looking papers with fake wax seals and the spell casters will act as our scribes and the fighters in the company as security.  After finishing our preparations, we regrouped and managed to get passage on a river barge for 8gp each, travelling west for 5+6 hours through the forest of Lensirrik (apparently it’s old name, now called Lensk).  Before catching the barge we were warned by the yellow men to disguise or spell casters as the Red Men are very warlike and hate all spell casters and see them all as witches.

After an uneventful river journey, the barge dropped us off on the river bank near the last human habitation in the Red Mens area, a village called Lembde on the far western edge of the chasm forest.  The earlier advice from the Yellow men was well served and on our arrival at the gates to Lembde, a small fortified village, a large yellow painted eye (the witch eye as it is known by the locals) looked down on the company.  On introducing ourselves as the Cartographers Company from the Imperial Cartographers Guild, we struck up a conversation with one of the gate men, a trusting fellow called Olob.  The village had never been visited by outlanders before.  After some charm from Henry (aka Slippy), he told us that this was the domain of King Mab, beyond imperial control and the deity Mox, watched over the Red People checking for any witches and that the Yellow men were their most despised enemy who they had warred against for years, although now an uneasy peace has lasted between the two peoples for the last 100 years, but they were still very weary of magic users or witches as he called them.  Olob also warned us of the numerous ferocious Owlbears in the forest of Lensk.  A pleasant enough chap, despite his bright red skin and blue hair, he was welcoming and granted our group entry into the village and directed us to the inn, he also suggested speaking to one of the local hunters, a man called Boleg, known to have defeated an owlbear and familiar with the monsters ways, he could perhaps offer some advice with our mapping.

Caglistro, Venser and Stig remained outside the village, the Necromancer, not convinced by the warm welcome, refused to enter and instead set up a small camp beyond the stockade.  On entering the village we spotted a 20 foot tower, at the bottom of which was a large cage with 3 ferocious looking Owl Bears inside it and some men stood around, clearly their keepers.  On enquiring we were told that the Owlbears were the villages “Protectors”.  When Hjalhir passed the cage, the Owlbears became very aggravated!!!

On entering the inn (and several beers purchased for the locals and 10gp later), we quickly made many new friends and many friendly locals contributed to correcting our apparently, very out of date maps that the Dax women and the one that Mol had provided us with.  The Cartography Company proved to be a great cover.  We also had a very useful talk with the Hunter Boleg, who reassured us that we were unlikely to encounter any Owlbears, as they mainly stayed in the forest and our journey by foot, west of Lembed towards the Chasm Deeps was on the old road that lay beyond the woods.  But he said our main concern should be for the large group of gnolls who inhabit the area west of the village, near the cairn and chasm deeps.  A few beers later, Boleg also told us about the chasm rifts, a poisonous volcanic area and finally, he then shared with us the tale of the legendary chasm Dragon, Meerka, who he described as a large black shadow who in the past had attacked the village and is still seen flying overhead at least once a month.  Meerka has been present in the Chasm area for many years and is thought to live in the chasm cliffs above the chasm deep.  Finally, Slippy enquired about Boleg’s facial scar and his own run in the Owlbears, we bid Boleg fair well, with the challenge of returning with an Owlbear beak, in return for a free night on the ale!

Buoyed up by such expectations and with our adventuring juices flowing, after a good night’s sleep and a hearty breakfast, we set off early in the morning, down the old road into the west.  The first thing we came across was a huge run down 20 foot stone cairn with an inscription at its base, in imperial common (which Slippy couldn’t read, much to our hilarity) “Sacred Eye of the Overseer Breets the Great”.  The Sacred Eye was marked on the Dax map as relic number one, however, despite our meticulous searching; someone had already removed it from the Cairn.

We continued on, encountering nothing, seeing steam rising, probably from the chasm rifts that Boleg described, off to the North about 1 mile from the old road and eventually we arrived at the farthest west end of the chasm, where a entrance fronted by two large stone pillars, decorated in memory of past overseers, greeted us, along with a pile of old bones and a strong smell of dogs and fresh blood coming from the cave entrance (Gnolls?).

Stig and Venser kindly offered to wait outside with the horses and mules.  The humans lit their torches and bows were drawn and we cautiously walked forward.  Ahead of us lay a 40’ wide entrance which eventually narrowed to 30’ and a 60’ long entrance hall with 5 stone columns on each side, also carved depicting the overseers.  This hallway lead into a large 80’ large cavern with natural corridors leading off to the north, northwest, west, southwest and south.  Again, a pile of bones greeted us along with the sound of frogs from the Northwest passage.  Scarr scouted ahead and noticed the smell of dung coming from the northern passage.  After considering our options, we decided to try to avoid being attacked from the rear by laying marbles and caltrops at both the northern and western passage way entrances.  From the western passage a strong smell of blood and dogs emanated.  The company, especially our Necromancer, was interested in the frogs, so we headed up the northwest passage where another passage lead off to the east.  Scarr, Deepingdale and Slippy went off to explore, the little rat women thief crawled up the wall of the natural passage way which lead into another small cavern, suddenly from the darkness we head a scream and Scarr suddenly disappeared into the cavern ahead of us.  Nightwing  the owl reported that a large creature was devouring the rat women and so we cautiously entered the cavern to find a giant toad had swallowed Scarr.  Hjalhir failed to cast his magic missle and battle ensued, the toad spat Scarr out, who was fortunately saved at the last moment by a healing spell from Blade.  The giant toad was dispatched by arrows, slings, pole arms and swords.  Scarr removed the giant toads tongue, she thought it might come in handy one day!?

We returned to the passage after finding nothing of note in the giant toads beautiful stalagmite adorned cave and headed into the frog room, a circular 30’ room with an ornate pool in the centre.  Surrounding the pool were 8 statues with carved frogs on top, from inside each stone frog came the sound of real frogs.  The statues were hollow and we thought they were connected to a passage way below, where the sound was coming from.  In the pool lay crystal clear water, with no apparent source.  Scarr decided to take a quick bath in the pool and was very refreshed and whilst we waited for Scarr, Slippy had a quiet religious moment.  We managed to convince Caglisro not to piss into the pool as it may be the only source of clean drinking water available to us.

A passage way lead off to the west, which 20’ later opened up into a large oblong man made hall 20’ wide by 80’ long with a 20’ high vaulted ceiling.  Directly opposite the entrance to the hall on the west wall was a wooden door with an iron ring door opener.  As we entered the room,  Deepingdale and Scarr moved forward to listen at the door opposite and the keen eyed Scarr spotted a shadow shifting in the vaulted ceiling above us.  On careful further examination we could make out a large spider’s web and behind it sat a giant spider.  A single bulls eye shot from Deepingdales heavy crossbow downed the beast and before it could stop twitching in its death throws; Scarr had removed its poison sacks, fangs and any other useful type ingredients that rogues find useful in their strange trade.      

On examining the hall, we could see that at the southern end on the southern wall another door and a final door at the southern end on the eastern hall. In the middle of the east wall lay a large pile of rubble, old broken furniture etc.  Using our company, non-extendable (Patent pending) 10’ poles we found a yellow man skeleton with a small leather pouch with 90sp in it.  At this point we decided to rest and collected our comrades from outside.

Friday, 21 October 2011

Here, have a dungeon

Spoiler warning: Players in my campaign, this is the map for a dungeon are you may explore at some point. Best not study it...

For everyone else, here's a blank map I recently drew, which I quite like and thought others may enjoy too. Do with it what you will, if you will.

Monday, 17 October 2011

A dungeon level: Part 1

Spoiler warning: Players in my campaign, this is the map for the dungeon under the old oak tree, which your characters long explored. I guess you most likely won't go back there, but still I'd suggest not looking at the map, and especially not reading the key, as I think this would spoil some of the magic, so to speak.

Inspired by a comment from Brendan on an old post of mine where I shared a dungeon map I'd drawn, I thought I'd post another map, and the accompanying key for it. The map you see is actually the first level which leads down to the map I posted previously. The latter was only partially stocked, and the party never ventured into it, so it remains unfinished and unexplored. The 1st level was however almost fully cleared out, explored over the course of probably almost a dozen play sessions -- I'm really surprised how long it lasted!

So here's the map, and the first part of the key, typed up from the notes I used to run it. The notes are very rough, so a dash of imagination is required while reading! Still, I hope it proves entertaining, interesting and / or useful for someone. I'll post the rest of the key as I find time to type it up.

The Dungeon Under the Old Oak Tree 
1. A large glade in a forest. Huge oak tree in middle, hollowed out. Shaft leads down. Sides of shaft covered with tree roots, like ladder. 1 in 10 chance to fall. Sandy floor at bottom, walls still riddled with roots. One root has "NOLLY'S KINGDOM" carved into it.

1a. Roots covered in moss, crawling with worms & insects. Old leather glove laid over root (left). From east comes whooshing sound. Faint glow and warmth from south.

2. In passageway tree roots reach out to grab items from PCs as they pass. If anyone fails a DEX check they lose an item. Can be recovered by cutting the roots -- at which an ominous rumbling is heard.

3. Muddy floor, mossy walls (glowing). Three 5' deep nooks. One has cosy cloaks & coats (in pocket of one is key to 28). One has a portrait of a gnome-like creature. One has a hat stand with red & purple felt hats.

4. Low round roof. Round cobblestoned floor. Neat wooden table & chair. Small bell and plaque "PLEASE RING". Walls still mossy & rooty.

5. Bookshelf full of nonsense. Sack of bones behind bookshelf. Two comfy upholstered chairs. Chairs attack if touched: AC 7, HD 1 (5, 6hp), Att
2 x 1d3 (clawed arms). Books fly out.

6. Cute kitchen. Sheep-headed faun called "Ramius". Acts all Mr Tumnus but tries to feed PCs sleep tea (save vs spells) and then eat them. AC 6, HD 2 (12hp), Att butt 1d6, knife 1d6.

7. Ramius' lair of horror. Skulls & bones. Chest with fresh human remains and 87gp, 192sp, 202cp, sapphire worth 400gp. Four sheep skulls which Ramius can command: AC 8, HD 1 (4hp each), Att 1d6.

8. Cobblestones. Round roof. Door carved with tree motifs. Large red patterned rug, concealing magical circle. Teleports to 32. 2 in 6 chance of stepping on rug by chance.

9. Stone walls. Small table with glass jars. Inside are tiny dead people (1" high). Two scrolls -- one of MU spell reduce, one (written in fey tongue) a page from a story about a journey to another world of micro-people.

10. Stone. Statue of two dogs and their master, a hunter. Mirrors on west & east walls, anyone looking in sees the hunter's face instead of their own, mad look in his eyes. Hear barking and a horn somewhere distant. Each turn 2 in 6 chance of being attacked. Hunter: AC 6, HD 2 (10hp), Att 1d6 + 1 (axe). 2 x dogs: AC 7, HD 1 (3, 5hp), Att 1d6 (bite). Hunter has a pouch of ancient silver coins (300sp), worth five times normal value to a collector.

11. Archway formed of serpents. Giant crab spider lurks. AC 7, HD 2 (8hp), Att 1d8 + poison, 1-4 surprise.

12. Decrepit statues of ancient kings. Old leather boot rests behind one (left foot). Chalk arrow drawn by south-east door. Rotten stench coming from 13 / 18. (There may be a troglodyte in this room.)

13. Three troglodytes. One is bigger then the others and bullies them. Fish hanging from ceiling. Piles of fish bones. Never sleep. Either here or at the river or prowling in 12. AC 5, HD 2 (12, 7, 8hp), Att 3 x 1d4, F2, 1-4 surprise, stench. Secret doors: buttons hidden in giant gawping face carvings.

14. Giant fish skeleton hanging. Pile of trash -- clothes, leather, rusted weapons. Small wooden chest (trapped, save vs poison or die in 1 turn), contains: 492gp, 1017sp, 128ep, silver bracelet (200gp).