The Caves of Torment

Introduction:
You are resting in the small farming village of Homestead on your journey seeking adventure and fortune. 
While you are in the only inn in town (The Drunken Dragon) you notice that all of the townsfolk (the few that you have seen) seem to be run down, depressed and sickly. 
After a while you are approached by a shabby old man who says he in the mayor of this blighted place.

He explains that their Cleric Alanaha has been captured by a dark renegade cleric - Elric the Ultimately Evil. 
He was consumed with passion for Alanaha, but when she rejected him, he kidnapped her and has been keeping her prisoner in the caves of Torment where he lives.

Since then he has put a curse on their lands, crops, livestock and themselves, probably to try and make Alanaha capitulate to his demands. 
They are willing to pay you what little they (100gp) have if you will rescue Alanaha and (hopefully) kill the Evil Elric. 
They will give you supplies for the quest.

 LEVEL 1.

There is a long dark corridor sloping downwards into utter darkness, filled with broken rocks.

1.  Opens into a square chamber 20 x 20. Iron door in W side. Locked.
2.  Another chamber 20 x 20. Empty. Corridor opens from S side. (Pit trap at this opening)
3.  Empty
4.  20 x 10. Entrance of character triggers darkness spell.
 
5.  15 x 15. Crab spider on ceiling. Will drop on unwary person.
 	AC: 7		HD: 2
	DAM: 1d8 + poison
	HP: 11

6.  20 x 40 Human dark cleric - Carlos. Elric's assistant. A pretty evil guy in himself, but a bit of a coward.
 He will first try to capture the players, but if it looks like he's losing will try to run away. 
The characters should not let him escape - he will call for reinforcements (Monsters nearby or if he can, Elric himself). 
Under extreme duress (eg torture, or the threat of death) he will give information about the dungeon, but not Elric's or Alanaha's whereabouts,
pleading ignorance and the fact that Elric is jealous of Carlos' good looks and does not trust him near Alanaha. 
Carlos is actually quite handsome in a "dark, brooding" kind of way. 
Some female characters might find in attractive, and spare his life.
	AC: 5		HD: 2
	HP: 12		mace 1d8
	spells:	charm person, flame blade 1d4
	10gp, rope, lantern, unholy symbol (Ashur, god of destruction)


7.  20 x 40. 8 goblins.
HD: 1-1. 	AC:6


G1: HP 7  electrum bracelet
G2: HP 2  2sp
G3: HP 3  1 healing potion
G4: HP 3  empty flask
G5: HP 5  4sp
G6: HP 8  10cp
G7: HP 4  2ep
G8: HP 5 scroll of protection from 
    lycanthropes

8.  Gelatinous cube
  	AC: 8		HD: 4
	DAM: 2d8 + (PARALYSIS)
	HP: 18
	6 gp, 10sp

9.  10 x 30 : Stirges x 3
	AC: 7		HD: 1
	DAM: SPECIAL (1d3 STRENGTH LOSS / ROUND)

10.  20 X 20. Harpies x 4
	AC: 7 		HD: 3
	DAM: 2 CLAW / 1 WEAPON / SPECIAL
		1d4       / 1d6                 / CHARM SONG

H1: HP 15		H3: HP 10		
H2: HP 18		H4: HP 14




11.  Empty
 
12.  40 x 20. Empty. Secret door in S Wall. Leads to secret room with Magic Ladder. 
If climbed up - leads to outside dungeon. If climbed down, Leads to 2nd Level.

13.  20 x 20 Empty

14.  20 x 20. Orcs x 5
	AC: 6		HD: 1
	DAM: 1d6	
O1: HP 5	3sp
O2: HP 6 	4gp & 1 healing potion
O3: HP 3	4sp
O4: HP 4	
O5: HP 8 	Axe +1

15.  60 x 10. 3 Fake doors on the Eastern Wall. A Secret door is in the W wall.

16.  Treasure room. Locked with iron door. Trap - lock will explode when picked.
	Contents: sack 100gp; sack 100sp; potion (diminution); Bag of holding;
	Necklace (1000gp); 20pp; Scroll (curse of generosity.)
	Sword +1 heal light wounds; 
17.  20 x 40. Skeletons x 5.
	AC: 7		HD: 1
	DAM: 1d6
 	S1: HP	  8				S2: HP  4
	S3: HP	  8				S4: HP  6
	S5: HP  6



LEVEL 2


1. Climb down ladder into room 15 x 15 - irregular, and a true cavern 
(unlike level 1 which had rooms carved out by "people".) 2 openings from the 
cavern - E & W.

2. Large empty cavern - 2 openings on E wall.

3. 10 x 20. No other openings. Grey ooze. 
	AC 8; 	HD 3;	Dam: 2-16.
	HP 11

4. Empty, 20 x 20. Opening on N wall.

5. V big cave. Opening on E side. 
   3 Thouls. 
	AC 6; 	HD 3;	Dam 1-3; 1-6; Attacks: 2 claw + 1 weapon.
	T1: 17;		T2: 15;		T3: 18
	10 arrows + 1;	bag of tricks;	ring (polymorph into mouse)

6. 20 x 40. Spell of forgetfulness - anyone stepping into the room and
   failing their saving throw will forget everything about their quest; 
   who their companions are, etc... good for a laugh.

7. Small round cave - empty.

8. Also empty

9. Oval cavern - Trap. Sticky nets fall from ceiling.

10. (Either in the cavern or in the long passage leading up to it) 
     Carrion crawler.
	AC 7; 	HD 3+1;	Att: 8 tentacles;  Dam: Paralysis.
	HP 23

11. Irregular, 10 x 30, empty.

12. 30 x 10 - 3 oil beetles.
	AC 3;  HD 3+1; Dam 2 -12.
	OB1: 23		OB2: 14		OB3: 22

13. Empty

14. 20x30. 6 Zombies.
	AC 8;  HD 2;	Dam: 2-8/ 1-6 (claw or weapon)
	Z1: 8		Z2: 4		Z3: 8
	Z4: 7		Z5: 5		Z6: 10

15. Small round. Trap - stick floor. The character stepping on the floor will 
    stick fast. No way on earth to get unstuck. Can remove boots. (Hopefully no 
    halflings step here - poor chap would have to get cut off - ouch!)

16. Empty.

17. 20x30. Very big werewolf. 
	AC 5;  HD 4; Dam: 2-8.
 	HP: 15.
	6 sp; 4 ep

18. Elric's temple & place of work (pretty grim and yukky)- with Elrick inside (either busy with something
    evil, or if Carlos warned him, prepared to meet you and kill them.)
	AC 0; 	HP 61; Attacks with: Warhammer(1-10) or Mace (1-8).
	Spells: hold person.
		blindness
		confusion
		protection vs spells
	50pp; 20gp; book of spells; unholy symbol; potion of dimunition.

19. Elric's private chamber - very richly decorated with silks and velvet,etc.
    (Elric likes his comfort.) 
     Crystal statue guarding the door at the far end of the room.
	AC 4;  HD 3; Dam 1-6 (twice)
	HP 18.

20. Alanaha's cell. (Locked, bolted, spelled shut... this could take some time...)
    Alanaha, once rescued will be very grateful. Being a good cleric, she will cure
    wounds, give good advice (if a bit vague) and promise some magical item in reward.

THE END
    
     
	
 
