Maze, Level 1

The entrance is in the bottom left-hand corner (south-east, if you want north as up).

Note, in particular, the trick door immediately on the right as the players enter. This is intended to be helpful: it makes it hard for low-level characters to stumble on the stairs down, while making it easy for high-level characters to get out of the maze quickly after exploring deeper levels.

There is no ruby dust or emerald dust to be found on level 1. There are signs of recent human activity.


This is the goblin level. The large room at the centre of the level is the home of a tribe of goblins. Unlike the wandering monsters (see below), the goblins know their way around the level and act intelligently.

The first time the player characters enter this level, there will be 210 goblins in the tribe (plus additional goblins as described in whichever version of the monster manual you use). The maximum number of goblins in the tribe is 270. If any day ends with the current number of goblins being less than the maximum number, overnight, 4d6 additional goblins will sneak into the level and join the tribe.

The side-room north-west of the goblin tribe is the home of 13 hobgoblins (plus additional hobgoblins as described in whichever version of the monster manual you use). At the end of every day, roll 2d10. If the number shown is greater than the current number of hobgoblins, it becomes the new number of hobgoblins (more hobgoblins sneak into the level).

The hobgoblins train tigerdogs. Initially there are 13 tigerdogs. Each new hobgoblin who arrives will bring one trained tigerdog with him.

Unless and until the player characters kill all of the goblins and hobgoblins currently living on this level, additional goblins and hobgoblins will continue to settle here as described above. Even after the player characters have killed all the resident goblins and hobgoblins, wandering monsters will continue to turn up as described below.

The goblins and hobgoblins know how the one-way wall works, and their favourite trick is to use it to get between player character parties and the way out of the maze. Timing is important - it takes time to organise a pack of tigerdogs, and if the player characters are quick enough, they can be in and out of the maze before the goblins can make their arrangements.

So try your best to slow the player characters down. After all, you really, really want to see the look on players' faces when, leaving the maze after a tough battle against goblins, they realise that there are a dozen tigerdogs between them and the exit.


The residents of the other four lairs are entirely up to you. If they are undead, assume that as long as the goblins or hobgoblins remain on the level, destroyed undead will be replaced overnight.


Whenever you feel the time is right, roll 2d6.

2d6Monster
2 Ghouls
3 Goblins
4 Hobgoblins
5 Orcs
6 Orcs
7 Wild Tigerdogs
8 Ogres
9 Ogres
10 Trolls
11 Cyclops
12 Hill Giant

Wandering monsters are there to annoy, not to kill the entire party (that's what the goblins are for). Choose the numbers accordingly.

Remember also to include as many oozes, slimes, gelatinous cubes and other gooey things as you like, as well as enough carrion crawlers and other clean-up monsters to make sure that anything left lying around is not left lying around for too long. Keep your dungeon tidy!


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