Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Gorlminder 1A

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 1

Gorlminder the Great – 1A (Entrance)

Wandering Monsters
Check 1 in 6 every turn; roll 2d6 on table

2 – 1 green slime (ceiling drip)


3 – NOISE: wolf howl
4 – 1d2 poison wolves
5 – 1d3 berserkers
6 – 1d6 giant rats
7 – 1d4 goblins
8 – 1d8 centipedes
9 – 1d6 kobolds
10- EVENT: small tremor (falling masonry)
11- 1 gelatinous cube
12- 1 grey ooze

Legend
1 square = 5 feet; top of map is North
S – Secret Door
X – Pit in floor
// - Spikes
- Statue

Statue Table
Roll for each donation of 100 gp value

1 – changed into a goblin


2 – gain 1 pt to PRIME REQ
3 – gain 1 level
4 – Statue animates (10HD AC2 MV 6”) to kill
worshipper, will not go more than 30’ from room
5 – drained 2d6 hit points
6 – Ignored

Gold disappears to level 2 priest store rooms, 10%


chance each offering goes to room 4 instead

Room Key
1. Entrance: empty rubbish, broken down; outside pit trap detected 2 in 6 (automatically if searched for)
2. Guard Room: 2 poison wolves (HD 2 AC 7 MV 15” breath save +4 or be slept) chained in corners among rubbish with 30’ of rope
3. Statue Room: 8’ tall stone statue of Goblin God; 100 gp value offering roll on Statue Table; touching statue’s sword opens secret door
4. Secret Room: current treasure 1600 gold pieces, 8 assorted gems worth 100 gp each; 1 in 6 chance taking brings down wrath
5. Guard Post: 2 goblins behind locked door guard way to kobold war
6. Store Room: Normal gobliny provisions
7. Spiked Room: Dead bodies impaled on spikes; bodies are looted
8. Guard Post: 2 goblins behind locked door guard way to level 2 and main goblin lair

You might also like