Gorlminder 1B

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Gorlminder the Great – 1B (Goblin Maze)

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

2 – 1 green slime (ceiling drip)


3 – NOISE: tortured captive
4 – 1d2 adventurers
5 – 1d3 giant spiders
6 – 1d2 poison wolves
7 – 3 goblins
8 – 3 goblins
9 – 3 kobolds
10- EVENT: escaped sleep gas
11- 1 gelatinous cube
12- 1 grey ooze

Legend
S – Secret Door
X – Pit in floor
G – goblin guard post with 3 goblins
●- Water
10’x10’ Empty Room Check
1 – littered garbage
2 – wolf droppings
3 – spider webs and husks
4 – neatly swept and clean
5 – damp with puddles
6 – broken/rusted weapon ( roll 1d6 1-dagger 2-
sword 3-crossbow 4-spear 5-shield 6-hand axe) 1
chance in 6 of being usable

Goblin pockets
Each goblin carries 3d6 copper, 2d6 silver and 1d4
gold pieces

Room Key
1. Entry Room: 3 goblins guard a windowed door; north door is steel and has lever to open wolf pen (one-way door)
2. Cube Room: Gelatinous Cube (4 HD AC 8 MV 6” engulf save vs paralyzation) in a steel-doored, elevated room, Treasure:plate mail +1, shield +1
3. Lever Room: 2 levers to open either north or south door; secret door behind brass goblin face relief
4. Wolf Room: 4 poison wolves (HD 2 AC 7 MV 15” breath save +4 or be slept) will attack non-goblins if approached
5. Spider Room: 3 Huge Spiders (HD 2+2 AC 8 MV 15” save poison or die) in webbed room, Treasure: 160 gp and Scroll w/Teleport, ESP and
Clairvoyance; fallen masonry can be tunnelled through to Room 15
6. Cells: a) merchant and wife b) NPC mage with no spells
7. Torture Chamber: a) tortured dwarf b) tortured elf
8. Trap Room: Cloaks on hooks, and a small treasure chest with 3 gems worth 100 gp each and 60 silver, 40 gold. Pit 10’ deep, gr slime at bottom
9. Kitchen: 3 chefs (goblin) with cleavers and no shields; typical kitchen implements and stocks
10. Bodyguards: 3 hobgoblins guard goblin chief, triple treasure, 1000 gp jewellery each.
11. Goblin Chief: 1 hobgoblin (Bigpig the Mean) with magic sword +1/+3 vs clerics, chaotic, Int 11 Ego 11, See Invisible, Note Shifting Rooms, Detect
Gems, Reads Magic, Speaks Goblinoid; treasure 150 gold, 10 gems @ 50 ea, 1 gem @ 1000 gp, jewellery worth 2000 gp; 2 wives in room
12. Store Room: as well as mundane stuff, has treasure from prisoners; Ring of Water Walking, Potion of Giant Strength
13. Frog Pond: 4 giant frogs (3 HD AC8 MV 6” (9” jump) entangle attack)
14. Magic Pond: glittering steam holds aloft a magic sword +1/+2 vs Lycanthropes, lawful, Int 11 Ego 3, Locate Secret Doors, Detect Magic, Detect Metal,
Reads Magic, speaks Common and Elvish; bathing in pond cures 1d6/day if green slime is burned off first
15. Underground Cave: Damp and marshy, roll each turn (1 or 2 on d6) grey ooze attacks

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