The Old School Dungeon – Populating Level 1
Edit – 2026-08-07 Minor alterations to text and presentation. Some little things escaped my notice but I have made a few corrections for clarity.
Let us resume our work on Level 1 and briefly revisit our idea. As a new Ref we are just making a dungeon adventure, without wilderness or a home town. The idea is to entertain for a few hours or possibly over a few sessions. We are only covering the dungeon as at this point rather than beginning a wilderness adventure.
Note – When the players exit the dungeon, the game session is over, they are safe and awards can be presented. There is no home town to return to; we’ll look at that in a later article.
In this and subsequent articles we’ll cover populating Level 1 with Treasure and Monsters in much greater detail. This won’t be purely about using tables but how as the leader of the game we exercise our mastery of the rules and our judgement to create an entertaining adventure. As we proceed it is my intention to show how the overall process invokes our imagination and suggests themes for development.
Picking Some Treasure
We need to pick the main treasure for this level. We will be assigning it to rooms before we proceed to random determination. This is the main treasure for the level.
- Insofar as random treasure is to be determined we decide that we do not really want Monster Lairs on this level. Therefore, when we have a Monster we will use the “Unguarded Treasure” table unless there is individual treasure or we change our mind about having a lair. When you so wish you can decide to use the Monster Treasure types per the rules.
From the rules we choose the following treasure to distribute in the underworld, bear in mind the players might not find everything:
- +1 Magic Sword
- +1 Shield
- Bag of Holding
- Ring of Invisibility
- Spell Scroll, 2 MU/Elf Spells
- 3 Healing Potions
- 500 silver coins
- 300 gold coins
Map of Level 1
Level 1 is only half a page yet it has 22 numbered keys. If you are only interested in a one-session adventure you don’t need more than one level and it need not be large. Players derive a lot of satisfaction from completing level exploration but don’t worry if they don’t have time to explore it all.

Note that you can change anything, including redrawing part of the map if you wish. We can fiendishly change any part of it and returning player characters in subsequent game sessions need not always find the underworld exactly as they left it.
The Map Key
So, the Map Key contains all of the text we will write about the underworld. We are going to cover every numbered area on the map.
I previously had duplicated one of the map key numbers on the map and so I re-labelled what is now room 22. I mention this because we are not infallible. You do not have to renumber every room on the map as a consequence of an error. In general you can number the rooms on the map from left to right, top to bottom, clockwise, whatever order is convenient for you and some will inevitably end up out of sequence, no matter.
There is a public part of the map key you read to the players and a secret part just for you. Even when a room proves to be empty one should provide some atmospheric text in our exposition designed to stoke the imagination of the players and make the rooms both interesting and worth investigating.
What sort of place is this?
It is a ruin. At the moment we don’t really have a theme for this ruin or the underworld that lies below it. The rules provide some suggestions but at the moment we don’t really need one. The dungeon is a place into which dangerous monsters have crept and it is from them that treasure must be won. The reward for defeating monsters and gaining treasure is an award of experience points which means player character’s improve.
Don’t misunderstand, themes are great, as are stories, and we will see how populating our dungeon may suggest them.
Begin at the Entrance
As we are designing this for new players we don’t want any Monsters at the entrance, nor do we want to make it particularly difficult to get in. Moria-like gate riddles are not for us this time.
- The Player Characters will start the game right at the entrance, Map Key 1.
- We decide that Monsters won’t ever pursue the Player Characters beyond Map Key 2 of the dungeon to Map Key 1.
- When the Player Characters leave the dungeon at Map Key 1 the game session ends and awards can be totalled up.
Emotions
Your descriptive text establishes the basis of the feelings that the Players will have. This is a game where you as the Dungeon Master describe what the Player Characters can see, hear, touch, smell, and taste. The Player’s feelings are their own but you as the Dungeon Master invoke them by what you say and how you say it. As amusing as it may be you don’t want to say: “There’s a hole in the ground, get in losers.” Instead you want to invoke a sense of adventure and excitement about what is to follow.
Map Key 1
The following entry, 1., from our previous article, is a public text you can read from or improvise from when you describe it to the players.
1. Enter. Large moss covered fallen stones reveal that there once was ancient building here. All that remains is an outline where walls once stood. Within the jumbled stones a weather-worn wood trap door lies broken and open revealing a dark entry into the ground. When you look closer you can see that a dank tunnel slopes downward; light shines into the first 30’ of the tunnel before shadows and the dark conceal whatever it is that lies below. It doesn’t smell very nice.
We can elaborate on this when we describe it to the players:
Dawn finds you at the site of an ancient ruin on a high barren hilltop. Large moss covered fallen stones reveal that there once was a building here. All that remains now is an outline where its proud walls once stood. Within the jumbled stones a weather-worn wood trap door, perhaps once an entrance to a cellar, lies broken and open revealing an entry into the ground. When you look closer you can see that a tunnel slopes downward; daylight shines into the first 30’ of the tunnel before shadows and the dark conceal whatever it is that lies beyond. It doesn’t smell very nice, dank, and something else you do not recognize.
Where did this come from? Our imagination, we are inspired by the books we have read, movies we have seen, our life experiences. The text is a guideline.
Further to this you have an opportunity to provide information, clues about the adventure to follow, consider them bait, and a few goodies the Player Characters may not have but you know will be needed in the dungeon. Nothing is ever written in stone, there is no need to “finish”, you can revisit and add additional text to this later if you need to include something. The following is additional public text which can be read to the players or summarized in your own words.
A mere few steps from the entrance there is a cairn of stones. Cairns as you know are stones piled over items to protect them from animals.
Suggestions for inside the cairn.
A backpack with rope tied above it containing:
- Things the Player Character’s did not purchase but are needed for the adventure. I suggest an additional 100’ of Elvish rope (thin but strong, tied to the pack), a Dwarf made lantern, one flask of oil, a pair of socks (one size fits all), a mirror, a fish-fur hat, a flask of water, 1 weeks Dwarf made iron ration rations (hard biscuits which can be eaten by anyone), a compass, and we’ll see what else comes up. Oh, lets add a single slice of Shrieker Mushroom wrapped in a bit of linen cloth.
- An initial map, incomplete. This will show the entrance and a hallway or two, and the secret door refer to Map Key (2) just for fun.
- A prescription on parchment, this is a clue. From the previous article we need to tell the Player Characters that consuming a portion of a Shrieker Mushroom is a cure for blindness. We include an apothecary prescription:
Apothecary Glumluck’s Blindness Cure – Ingredients: 1 portion of Shrieker Mushroom approximately the size of a slice of pie. Instructions: When blinded by snakes or other venomous creatures consume 1 portion of the mushroom raw. This mushroom has a somewhat unpleasant taste. Therefore, the Shrieker Mushroom may be lightly toasted, salted, and peppered to taste without affecting the cure.
We have an opportunity to insert a little humour here. Much depends on whether you consider your adventure should be “serious” fantasy or not. What are the expectations of your players? In my day less serious fun-house dungeons were common but you may want something in the nature of more serious fantasy.
Funhouse: The restorative effect is immediate. Side effects lasting one hour may be uncontrollable bloating, discomfort, levitation, and flatulence in some patients, or
Serious: The restorative effect is immediate. Side effects lasting one hour may be a deep sleep in some patients.
If you include one of the above side effects you will need the player make a saving throw vs. Poison to avoid the side effects of eating the mushroom. Amusingly, I have an image in my head of afflicted characters being towed along, like balloons… I’ll let that go…
So we will amend the entry for Map Key 1 as follows:
1. Enter. Dawn finds you at the site of an ancient ruin on a high barren hilltop. Large moss covered fallen stones reveal that there once was a building here. All that remains now is an outline where its proud walls once stood. Within the jumbled stones a weather-worn wood trap door, perhaps once an entrance to a cellar, lies broken and open revealing an entry into the ground. When you look closer you can see that a tunnel slopes downward; daylight shines into the first 30’ of the tunnel before shadows and the dark conceal whatever it is that lies beyond. It doesn’t smell very nice, dank, and something else you do not recognise.
A mere few steps from the entrance there is a cairn of stones. Cairns as you know are stones piled over items to protect them from animals.
Secret Ref Info: Inside the cairn is a backpack with 100’ of Elvish rope (thin but strong) tied to it containing:
- A Dwarf made lantern, one flask of oil, a pair of socks (one size fits all), a mirror, a fish-fur hat, a flask of water, 1 weeks Dwarf made iron ration rations (hard biscuits which can be eaten by anyone), a compass, and we’ll see what else comes up. A slice of Shrieker Mushroom wrapped in a bit of linen cloth.
- An initial map, incomplete. This will show the entrance and a hallway or two, and the secret door refer to Map Key (2) just for fun.
- An apothecary prescription on parchment:
Apothecary Glumluck’s Blindness Cure – Ingredients: 1 portion of Shrieker Mushroom approximately the size of a slice of pie. Instructions: When blinded by snakes or other venomous creatures consume 1 portion of the mushroom raw. This mushroom has a somewhat unpleasant taste. Therefore, the Shrieker Mushroom may be lightly toasted, salted, and peppered to taste without affecting the cure. The restorative effect is immediate. The player must make a saving throw vs. Poison to avoid the side effects of eating the mushroom. Side effects lasting one hour may be a deep sleep in some patients.
The Edge of Darkness
There is nothing saying a dungeon cannot be illuminated. A dungeon can have glowing slime on the wall, lanterns and torches, fires, lava, and even magical illumination where so desired. Darkness is an important part of the atmosphere of the underworld. Beyond the light of a lantern or torch our underworld tunnel is plunged into uncertain darkness.
As the Dungeon Master it is important to remember that not all characters possess infravision and they must therefore use lanterns and torches for illumination. Characters which possess infravision can see up to 60’ but it does not permit spell casters to read spells from a scroll. Moreover infravision is made useless in normal or magical light meaning vision is limited to the area of illumination.
In darkness, characters without infravision cannot see beyond the 30’ radius illuminated by a torch or lantern. They must also give up a shield or other item to carry the torch or lantern in one hand.
It has always been a thought of mine that torches, lanterns, and other forms of illumination can be seen at great distance, like the moon and stars, provided there is nothing blocking the transmission of light. All non-human Monsters possess infravision so lanterns and torches are bright. Monsters can creep up unseen, and possibly unheard, to the edge of illumination without being seen. Worse still, and great for the Dungeon Master, sounds in the dark, noises, and smells, instill a fear of the unseen.
As players descend the tunnel from Map Key 1 describe the following:
The corridor is dank and the air tainted with the smell of unpleasant unknown things. Water drips from the ceiling and trickles down the walls forming thin puddles on the floor which splash under your feet. The darkness retreats before your torch or lantern light, reluctantly clinging to everything it touches before withdrawing. The shadows cast by your lights form grotesque moving shapes out of all proportion to the objects that cast them.
Of course with infravision, which is alien to us as we do not see things that way, the spookiness which light and darkness evoke is not available to us. It may be challenging to evoke the same feeling of dread.
The corridor is dank and the air tainted with the smell of unpleasant unknown things. Water drips from the ceiling and trickles down the walls forming thin puddles on the floor which splash under your feet. Though your vision is monochromatic the walls are cool, darker than the water, which is warm and bright. As you approach, at first the dark walls seem to darken further, even to stifle warmth, drawing heat from all things nearby but this effect does not last and they soon brighten as long as you are nearby.
Map Key 2
Map key 2 is an intersection. Remember those feelings we want to evoke? In the old days I wouldn’t have done much more than provide a few statistics where required but I would have done a bunch of talking to the players. Now I record more of the latter than I would have done previously as preparation. Bear in mind you do not have to have elaborate exposition if you do not need it.
Lets think a little about this map key. Note that we don’t want monsters to chase characters past this point to map key 1 so we want to add this to the secret ref info. There is also a secret door here. Secret doors are the stuff of adventure. In literature, usually there is some anticipatory lead up to them and of course as in Tolkien their means of opening is a secret. In this particular case the secret door is simply a shortcut to other parts of the underworld that can be got to eventually by other means.
Player characters can find secret doors when they are searching for them and then they have a 1-in-6 chance of finding a secret door, Elves have a 2-in-6 chance. The Monsters in the dungeon know all about them though and in fact they can pass through any door unhindered.
The rules do not directly state that finding a secret door means the Player Character’s can actually open it. Like any other door it is shut and one may infer per the rules regarding doors that there is a 2-in-6 chance a shut secret door can be forced open. Over the years I have seen various treatments regarding the opening of secret doors. More often than not some trick is involved to get a secret door to open and further searching may reveal hidden switches, levers, etc. The question for you as the Ref is how you will interpret searching for these because once you do this you are, for better or worse, stuck with your decision – forever – it’ll seem like that when the player’s remind you. When character’s search for switches you can assign an x-in-6 chance of finding the switch that opens the secret door, that is 1-in-6 for a well concealed switch, to 5-in-6 for a poorly concealed one. This is a fairly equitable way of handling the task, and you can allow for Elves to have the a better chance than anyone else. You can also allow secret doors to be forced open once they are discovered like any other door.
We will decide that the switch is a stone which when it is pushed in the secret door opens. We decide that over the years the stone switch has become a little worn and smooth from repeated use so it sticks out and is easier to find. We’ll assign a 3-in-6 chance of spotting it; 4-in-6 if the character is an Elf. We’ll say there is a peep hole in the door too and since map key 22 is so close we’ll say it was once a guardroom from which they used to secretly spy on map key 2. We write our map key as follows:
2. Corridor. A bit of tattered cobweb hangs from the ceiling at the end of the sloping tunnel. The sloping tunnel ends in an east-west intersection.
Secret Ref Info: Beside the door is a hidden switch, a stone which is slightly more worn than the others. There is a 3-in-6 chance of spotting it; 4-in-6 if the character is an Elf. There is a peephole in the door which allows map key 2 to be spied on from behind the door; refer to map key 22. If the switch is not found the door may 2-in-6 be forced open.
Map Key 3
The following entry, 3., from our previous article, we will amend to make it more interesting. As part of our old-school method of placing the treasures, monsters, traps, and specials we won’t roll for the content of this room.
We will place one of our chosen treasures here, a Potion of Healing. We have placed a “Special” here when we drew the map, a chute to level 2. We decide we will add an x-in-6 chance of finding the switch that turns off the special. We will need to prepare the map key for level 2 in the event that the Player Characters drop into the chute.
3. Dusty Room. This room appears to be mostly empty, dusty cobwebs hang in the entrance. What purpose it might have served is no longer obvious. It doesn’t look like anyone has entered in a long time. From the vantage point of the door, in one corner a cavity in the wall can be seen that contains a dusty bottle containing a mysterious liquid. There is something else there as well, two leather pouches.
Secret Ref Info: The bottle contains a potion of healing, it is still sealed. The two small leather pouches, tied shut, respectively contain 43 Silver and 50 Gold coins.
There is a concealed switch on the left outside the entrance to this room, a stone, which when pushed in and released, temporarily disables the Special (see below) for 1 Turn. If the stone is held in the Special is disabled as long as it is held. There is a 1-in-6 chance of spotting the switch; 2-in-6 if the character is an Elf.
Description of the Special. A character stepping on the northwest corner of the room, marked with an inverted triangle, triggers the floor Special. The floor splits open along the dashed line dropping all characters within the room into a chute that takes them to Level 2 Map Key 6. While the chute does not injure the characters the danger is that they are now on Level 2. Once triggered the floor closes 1 Turn later and is reset. The chute is too slippery to be climbed back up to Level 1 and even were this possible the floor cannot be opened from below.
Map key 5 and 6
We will skip over these and randomly determine their contents later.
Map key 7
We will insert some of our treasures and pick a suitable Monster. Pits are the stuff of nightmares and what we do here will make players wary of all future pits. We can decide how deep we want the pit to be.
We decide it is a 10’ concealed Pit, there is a 3-in-6 chance the pit will open when its cover is stepped on, there is a 1-in-2 (3-in-6) chance that falling causes 1d6 points of damage. That’s a bit of old-schoolery which is not in the rules. In other words there’s only a 50% chance of injury falling 10’. We’ll skip the spikes this time as we decide to put a nasty monster at the bottom.
Note – The pit can be deeper, up to 30’ and/or have spikes which cause additional damage, 1-in-12 spikes are poisoned causing Death in 1d10 Turns or 1d6 damage.
What could be better than a pit of snakes? What have we got for Level 1? We consult the wandering monster table on page B53 of the Moldvay rules. We can pick from the list of Wandering Monsters for Level 1. Cobras! There are 1-6 of these creatures so we roll 1d6 and the result is 5.
Note – If we were to pick from the Wandering Monster Lists from Levels 2 or 3 we would reduce the number of monsters because this is Level 1. How many? The guidance has been to use not more than 1 as they are more formidable opponents.
There is a Shrieker in Map Key 9 which will shriek as soon as Player Characters bring light within 60’. This includes Map Key 7.
We can write out our Map Key:
7. The Chamber. Damp cobwebs hang in the doors of this chamber. Water drips from the ceiling and pools on the floor before trickling into cracks in the centre of the room.
Secret Ref Info: The centre of the chamber contains a hidden pit. There is a 3-in-6 chance the pit will open when its cover is stepped on, there is a 1-in-2 (3-in-6) chance that falling causes 1d6 points of damage. 5 Snakes, Cobras, Armor Class 7, 1 Hit Dice, 1, 3, 6, 2, 5 Hit Points, Move 90/30, Bite or spit 1-3 +poison (spit blinds, poison causes death 1d10 turns), Snake Saving Throw F1, M7, Alignment Neutral, description page B42. These snakes will strike anyone who falls into the pit. They cannot climb out. Any torches thrown down into the pit quickly go out in the following round due to the wet conditions.
At the bottom of the waterlogged pit is a rotting skeleton in rusted chain mail. It lies draped over a wet and rotting wooden chest, coins are spilling out of it into a puddle of wet water. The chest contains a Bag of Holding, a Healing Potion, 250 silver coins, and 150 gold coins. Any attempt to bring up the chest, say by using a hook and rope, will cause the chest to 3-in-6 fall apart spilling out its contents.
Note how we made up an x-in-6 rule that the chest can fall apart 3-in-6 of the time if the player characters attempt to use a hook to pull it up . You can use x-in-6 rolls to quantify a lot of things.
Note – Because blindness cannot be cured without an appropriate Cure Blindness spell from the Expert Rules, we have decided that eating a portion of a Shrieker cures blindness and in fact we have given the players a slice of the mushroom at Map Key 1. We will add a Shrieker at Map Key 9.
The “corpse” has a rusty dagger and sword in rotting leather sheathes. It has rusting chain armor and a helmet which are still good. There are 10 gold coins in a decaying leather bag attached to a rotting leather belt; its buckle a coiled silver dragon is worth 5 silver pieces. The belt, clothes, and boots are unusable.
Note – You might be surprised at how much players love little details like the belt buckle. They will keep this kind of thing a long time. Adding non-essential things brings unexpected meaning to your game.
There is a Shrieker in Map Key 9 which means it will shriek the moment light is brought near; which means as soon as it is within 60’ of illumination. Therefore as soon as light is brought into Map Key 7, (we see from looking at the map, Map Key 7 and 9 are within 60’) it will shriek, refer to Map Key 9 for more information.
Map key 8
We will skip over this key and randomly determine its contents later.
Map key 9
We will insert our Shrieker here along with a bunch of other harmless fungi. Because the Shrieker has 3 Hit dice (meaning it is a Level 3 Monster) we will only include one. They are mushrooms which shriek the moment light is brought near them; which means as soon as they are within 60’ of illumination. They will also shriek if they are physically approached within 30’ so even characters with infravision can cause them to shriek.
As soon as there is light in Map Key 7 or 10 (assuming the door to 10 is open and there is a light source) it will shriek. This noise attracts Wandering Monsters. The Wandering Monsters will come from the Wandering Monster List for level 1 on page B53. You can make your own Wandering Monster list for any level of the underworld, or any area if you so wish.
Shriekers can move but do not themselves attack. We decide the moment light is detected this monster will shriek for 3 rounds and then make for the secret door to Map Key 10, which it will pass through and the door will automatically close behind it. The Shrieker will not set off the trap in front of the secret door. We decide that the Shrieker will then move to Map Key 11 and hide among other mushrooms there.
This room has a trap in front of the secret door, and a false door. We’ll make the secret door work similarly to the one in Map Key 2. The trap will be a crushing block in the ceiling. There is a 3-in-6 chance the crushing block will strike when the trap square is stepped on, causing 1d6 points of damage. A character is not pinned by the block but struck The block prevents movement through the square, blocking the secret door, because it does not retract for 1d6 turns before the block is withdrawn. We’ll say that there are two hidden switches, one for the secret door and one which disables the trap. Both are located 10’ to the left side of the door. We’ll say the trap switch is malfunctioning and only works as long as it is held in.
Behind the false door , in a niche, we will conceal a leather case containing our magic scroll. We’ll say the false door can be removed as if the door was being forced open, normally 2-in-6. Note we could assign forcing a door a value of up to 5-in-6 if we wish.
In terms of description, we can use our imagination. When we describe the Shrieker to the players we won’t identify it by name but describe what it looks like and how it acts.
9. The Mushrooms. This dark damp room is choked with sickly chartreuse mushrooms with yellow spots. They are nauseating to look at and they don’t smell nice either. In fact this room smells of rot. They range in size from less than a foot in height to nearly eight feet and the largest have a trunk of one foot in diameter. They look to be as hard as wood. To pass under them human and elf characters will have to duck. Underfoot are bones, humanoid and animal bones.
Secret Ref Info: There is a Shrieker here which will shriek the moment light is brought near; which means as soon as it is within 60’ of illumination. Therefore as soon as light is brought into Map Key 7, (we see from looking at the map, Map Key 7 and 9 are within 60’) it will shriek, refer to Map Key 9 for information.
The shriek lasts 3 rounds and there is a 3-in-6 chance of attracting Wandering Monsters each round of the shriek. The Shrieker will then move at normal speed through the mushrooms and out the secret door. However, for player characters movement through this room is halved.
Shrieker: Armor Class 7, 3 Hit Dice, 10 Hit Points, Move 90/30, Saving Throw F1, M12, Alignment Neutral, there is a 50% chance (3-in-6) each round of the shriek that wandering monsters will be attracted; they arrive in 2d6 rounds, description page B42. The Wandering Monsters will come from the Wandering Monster List for level 1 on page B53. You can make your own Wandering Monster list for any level of the underworld, or any area if you so wish. The following is an example of a special Wandering Monster List:
Special Shrieker Wandering Monster List
| D8 Die Roll | Monster |
| 1-4 | Kobolds |
| 5-6 | Fire Beetles |
| 7 | Cave Locust (1) |
| 8 | Ghoul (1) |
The trap is a crushing block. There is a 3-in-6 chance the crushing block will strike when the trap square is stepped on, causing 1d6 points of damage. A character is not pinned by the block but struck. The block prevents movement through the square, blocking the secret door because it does not retract and it is 1d6 turns before the block is withdrawn and the trap reset. The trap switch beside the door, which would ordinarily disable it, is malfunctioning and only works as long as it is held in.
Beside the secret door are two hidden switches, stones in the wall. There is a 1-in-6 chance of spotting them; 2-in-6 if the character is an Elf. There is a peephole in the secret door which allows this room to be spied on from behind the door; refer to map key 10. If the switch is not found the door may 2-in-6 be forced open.
There is a half rotten false door in this room which can be removed as if the door was being forced open, 4-in-6. Concealed behind it is a niche in the wall containing a leather case. Inside the leather case is a Spell Scroll upon which are written two first level MU/Elf Spells, Magic Missile, and Shield.
Building an Underworld Theme
As we populate the dungeon the content itself begins to suggest interactions between the various rooms. Rather than disconnected entries we begin to build relationships between the Map Key descriptions. We have secret doors and peep holes, which possibly can be in use by monsters, and an interaction between Map Keys 7 and 9 due to the Shrieker in Map Key 9. Of interest is our specialised Wandering Monster list. We have chosen Kobolds as the main monster for this table. Monsters which respond to the sound of the Shrieker do so because they know someone or something is there. In the case of the Fire Beetles and Locust the motivation is hunger. The Ghoul might be motivated by hunger but it and the Kobolds will have other goals if we think about them as intelligent creatures with motivation.
Kobolds are described as “evil” brown, scaly, and hairless, small “Dog-Men” but of course we do not really get a description of just how tall they are. We will decide they are similar to Dwarfs in height. We can also say they paint themselves to identify themselves as a group, so they adorn themselves with ochre red stripes. The illustration on page B37 of the Moldvay rule book shows us what they look like. As they are dog-like we might infer from this that they have a great sense of smell but this is not directly stated. Kobolds live underground and prefer to attack from ambush. This means that they will like to use the secret doors and peepholes to spy on and attack the Player Characters. Kobolds will collect treasure just like the Player Characters. We will bear this in mind as we continue. As we do not want a lair for them on this level we decide they are a raiding party from elsewhere and their lair is at an as yet undefined wilderness location.
In most rules, Ghouls are nasty Undead Monsters and their ability to paralyze their victims makes them especially dangerous. Ghouls are a threat both to Monsters and to Player Characters. We might decide to include a lair for the Ghoul on level 2, something to bear in mind. The Ghoul will drag paralysed victims to its lair.
In the Following Articles
In subsequent articles we will continue populating Level 1 of the underworld and develop further the themes suggested by our content. At any point we can revise our previous content based on our creative inclusions.
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