Maze, Level 2

There is a little ruby dust or emerald dust to be found on level 2, if the characters take time to gather it.


Those paying close attention to the maps will note that there is no way to reach level 2 from level 1. There are two ways of reaching level 2, one via level 3 and one via level 4.

This may give the players ideas, such as if we clear out the monsters from level 2, we can make it our base. If it does, good for them.

Of course, they may not be the first to have had such ideas ...


This is the kobold level.

The large room in the north-west corner of the level is the home of a tribe of kobolds. Unlike the wandering monsters (see below), the kobolds know their way around the level and act intelligently.

The first time the player characters enter this level, there will be 300 kobolds in the tribe (plus additional kobolds as described in whichever version of the monster manual you use). The maximum number of kobolds in the tribe is 380. If any day ends with the current number of kobolds being less than the maximum number, overnight, 5d4 additional kobolds will sneak into the level and join the tribe.

The large room in the south-east corner of the level is the home of another tribe of kobolds. Unlike the wandering monsters (see below), the kobolds know their way around the level and act intelligently.

The first time the player characters enter this level, there will be 220 kobolds in the tribe (plus additional kobolds as described in whichever version of the monster manual you use). The maximum number of kobolds in the tribe is 260. If any day ends with the current number of kobolds being less than the maximum number, overnight, 5d4 additional kobolds will sneak into the level and join the tribe.

Both tribes of kobolds train tigerdogs. Initially the former tribe has 30 trained tigerdogs and the latter tribe 26 trained tigerdogs. Slain tigerdogs are not replaced.

Unless and until the player characters kill all of the kobolds of a particular tribe, additional kobolds will continue to settle here as described above. Even after the player characters have killed all the resident kobolds, wandering monsters will continue to turn up as described below.

The tribes of kobolds do not cooperate. However, they spy on one another very effectively, so if one tribe becomes aware that player characters are present in the level, the other tribe will quickly become aware of this too.


The residents of the other four lairs are entirely up to you. Note, though, that three of them are at the end of passageways blocked by rubble, so the residents must either be sneaky (e.g. snakes, spiders) or intangible (e.g. undead).

Personally, I'd have the two kobold tribes call themselves snakes and spiders, and have nests of their totem animals at the ends of the corresponding passageways. And I think a spectre at the end of the passageway in the north-east would go down rather nicely.


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

2d6Monster
2 Gargoyles
3 Ghouls
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 kobolds 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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