Maze, Level 4

There is a little ruby dust or emerald dust to be found on level 4, if the characters take time to gather it.


This is another orc level.

The entire level (except for those rooms on the west side which can only be reached via level 5) is the home of a tribe of orcs. Unlike the wandering monsters (see below), the orcs know their way around the level and act intelligently.

The first time the player characters enter this level, there will be 110 orcs and 50 orogs in the tribe (plus additional orcs as described in whichever version of the monster manual you use). The maximum number of orcs in the tribe is 280. If any day ends with the current number of orcs being less than the maximum number, overnight, 2d6 additional orcs will sneak into the level and join the tribe. Slain orogs are not replaced.

The orcs train tigerdogs. Initially the orcs have 50 trained tigerdogs. Slain tigerdogs are not replaced.

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

The orcs know all about the one-way wall in the north-east part of the level. If they see player characters go in, they will make sure that they do not accidentally trigger it and allow the player characters back out.


All of the lairs marked on the map are additional resident monsters (i.e. not orcs). The residents of these lairs are entirely up to you. Note, though, that they are at the ends of passageways blocked by rubble, so the residents must either be sneaky (e.g. snakes, spiders) or intangible (e.g. undead).

The room in the south-west which can only be reached via level 5 should be the home of something particularly interesting. A vampire, perhaps, or a demon.


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

2d6Monster
2 Gargoyles (+ Supergargoyle)
3 Gargoyles
4 Ghouls
5 Hobgoblins
6 Orcs
7 Wild Tigerdogs
8 Ogres
9 Trolls
10 Cyclops
11 Hill Giant
12 Stone Giant

Wandering monsters are there to annoy, not to kill the entire party (that's what the orcs 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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