Pjorks Stocking for B1 In Search of the Unknown
B1 Room Descriptions Don’t include Monsters or Treasure
I formatted the stocking key I’m about to discuss as a Google Doc. You can download it as a PDF to print or copy the doc. Or if you just want to read it, scroll down. I didn’t get Pjork’s permission because I can’t find Pjork, whose last post was about this very topic, back in 2013.
Pjork’s B1 Stocking was not included in the B1 Campaign Sourcebook which includes stocking by several other authors (including Geoffrey McKinney of Carcosa and Mike’s Wilderness fame) from the same forum thread. Maybe Pjork’s post wasn’t written at that time? It’s certainly much later than the ones that are included. Anyway, Pjork’s is awesome.
Because it’s awesome, I wanted to try to get some more eyes on it. If you’re considering running B1, you need to either
- Make up your own monsters and treasure and decide where to put them in the dungeon (Quasqueton.)
- Use someone else’s list.
- Look through the treasures and monsters listed in B1 and decide where to place them. (This is the method intended by B1.)
Option 1 is probably the best option, but if you’re not ready for that, I suggest you consider Pjork’s key.
I highly recommend reading the sourcebook if you’re going to run B1 or if you just want to read about it. You should also have a look at the Zenopus Archives page about it and the index on Dragonsfoot.
You can also read Pjork’s stocking key below:
THE CAVERNS OF QUASQUETON
For use with OD&D. Assume 1-6 damage per attack unless otherwise noted.
UPPER LEVEL WANDERING MONSTERS
| 1 | 1-2 Bandits HD 1 AC 6 (large group of bandits known to have entered Quasqueton in advance of players) |
| 2 | 2-5 Giant Rats HD 1/2 Dam 1-3 AC 7 DISEASE on natural 20 to hit 3. 4.5. |
| 3 | 1-2 Giant Centipedes HD 1/4 DAM 0 AC 9 SAVE +4 |
| 4 | 1-2 Large Spiders HD 1+1 DAM 1 AC 8 SAVE +2 |
| 5 | 1-2 Bandits HD 1 AC 6 |
| 6 | 1 NPC (randomly selected from pregenerated first level characters) |
UPPER LEVEL ENCOUNTER AREAS
1. ALCOVES
Monster: If sword is removed from body #2, it will animate and speak the lines provided in the area description for the magic mouths in the third pair of alcoves, then crumple to the floor. (Magic mouths are not present.)
4. LOUNGE
Monster: 1-4 Bandits HD1 AC6
5. WIZARD’S CHAMBER
Treasure: Scroll of Fireball in nightstand
6. CLOSET
Monster: 1-4 Giant Centipedes HD 1/4 DAM 0 AC 9 SAVE +4
7. WIZARD’S WORKROOM
Treasure: Scroll of Light appears in jar after cat has left room
10. STOREROOM
Monster: 2-7 Giant Rats HD 1/2 DAM 1-3 AC 7 DISEASE on natural 20 to hit Treasure: 16 Arrows +1 in hard candy barrel
12. LIBRARY
Monster: Hano the Bandit HD 1 AC 6 Treasure: Hano possesses an inaccurate map of the upper level (Mike’s)
13. IMPLEMENT ROOM
Monster: 1 Gelatinous Cube HD 4 AC 8 Paralyze XX. DEAD END ROOMImmune to cold
18. SMITHY
Treasure: Potion of Invisibility hidden under anvil Monster: 1 Gelatinous Cube HD 4 AC 8 Paralyze Immune to cold
21. MEETING ROOM
Treasure: Scroll of Sleep under first pew
22. GARDEN ROOM
Monster: 2-7 Giant Rats HD 1/2 DAM 1-3 AC 7 DISEASE on natural 20 to hit
25. ROGAHN’S CHAMBER
Monster: 1-4 Giant Centipedes HD 1/4 DAM 0 AC 9 SAVE +4
28. WORSHIP AREA
Monster: 1 Evil Cleric (randomly selected from pregenerated first level characters) and 1-2 Skeletons HD 1/2 AC 8 Treasure: “Eye of the Serpent” magical crystal embedded in eye of carved idol, reveals secret doors when used as lens
31. ROOM OF POOLS
Monster: Green Slime HD 2 Only fire/cold harms (as per area description)
32. ADVISOR’S CHAMBER
Treasure: Scroll of Web in locked drawer (as per area description)
33. BARRACKS
Treasure: Ring of Invisibility in sock drawer
36. UTILITY ROOM
Treasure: 1200 CP in 12 iron trunks trapped with spring darts DAM 1-6
37. RECREATION ROOM
Monster: 1-4 Bandits HD 1 AC 6 Treasure: Potion of Levitation behind battered shields
LOWER LEVEL WANDERING MONSTERS
| 1 | 1. 1-4 Berserkers HD 1+1 AC 7 +2 to hit Never check morale (bandits corrupted by chaos in lower level) |
| 2 | 2-7 Lich Worms HD 1/2 DAM 1-3 AC 7 MAGIC RESIST 100% (purple worm larvae fattened on the corpses of wizards) |
| 3 | 1 Scorpion Man HD 2 AC 5 CLAWS STING (scorpion centaur) |
| 4 | 2-7 Blue Dogs HD 1-1 AC 6 FEAR (vicious dogs with blue fur, blue skin, and human faces) |
| 5 | 1-4 Berserkers HD 1+1 AC 7 +2 to hit Never check morale |
| 6 | 1 NPC (randomly selected from pregenerated first level characters) |
LOWER LEVEL ENCOUNTER AREAS
39. MUSEUM
Treasure: 100 SP in pottery jar, triggers spear trap from ceiling DAM 1-6
40. SECRET CAVERN
Treasure: Blue ore mined from area LI contains magic gems (4 x White cause frost effect when smashed, 5 x Black cause acid/poison effect when smashed, 5 x Red cause fire effect when smashed)
41. CAVERN
Monster: 1-4 Berserkers HD 1+1 AC 7 +2 to hit Never check morale
42. WEBBED CAVE
Monster: 1 Scorpion Man HD 2 AC 5 CLAWS STING Treasure: 900 SP in bags
43. CAVERN
Monster: 2-7 Blue Dogs HD 1-1 AC 6 FEAR Treasure: 100 CP in a sack which appears to contain a human head until opened
44. CAVERN
Treasure: 800 GP in roots of eternally burning tree
45. CAVERN OF THE MYSTICAL STONE
Treasure: Mystical stone from room description may not be chipped, instead it is monolith hive for purple magical wasps; properties of stone are manifested by consuming wasps instead of stone chips
46. SUNKEN CAVERN
Monster: 2-7 Lich Worms HD 1/2 DAM 1-3 AC 7 MAGIC RESIST 100% Treasure: Scroll of Protection from Evil in watertight case in puddle
47. CAVERN
Treasure: 700 SP in metal urns trapped with explosive runes DAM 1-6
49. PHOSPHORESCENT CAVE
Monster: Huge Spider HD 2+2 AC 6 SURPRISE 1-5 SAVE +1 LEAP 30’ (shares cave with Glowing Toad: toad eats Lich Worms that would eat spider eggs, spider eats anything larger that would eat/harm toad)
50. WATER PIT
Monster: 1 Locathah Cleric HD 2 AC 6 [PLUS SPECIAL ABILITIES] (pit is much deeper, locathah will save drowning individuals and will not attack if valuables are sacrificed) Treasure: 1 jewelry worth 1,400 GP in pit, and any other valuables solicited as sacrifice by locathah
51. SIDE CAVERN
Monster: 1-6 Blood Mummies HD 1 AC 7 (skeletons draped in rags, will not animate unless touched with blood.) Inscription: “Blood for service.”
53. GRAND CAVERN
Monster: Bats are white and phosphorescent
54. TREASURE CAVE
Monster: 2 Wax Golems HD 1/2 AC 7 Immune to missiles and melting Weapons get stuck (instead of statues in area description)
55. EXIT CAVE
Monster: 1 Crypt Dragon HD 6 HP 18 AC 2 WORM BREATH (stream of maggots that will skeletonize opponents killed by breath)
Treasure: 39 Gems worth 100 GP each, Potion of Speed, Medallion of ESP, Scroll of Detect Magic and Polymorph Self; all in northwest corner mixed with rags and bones
The secret exit in the northeast corner opens into the basement level of the lookout tower. The upper levels of the tower are unremarkable. There is a magically sealed trapdoor in the floor of the tower basement that can only be opened with the large brass key from the acid pool in the room of pools on the upper level. Once opened, the magical seal is permanently broken. This trapdoor leads to deeper dungeon levels, while the tower provides a means for higher level parties to bypass the upper and lower levels of the stronghold on their way to the deeper dungeon levels.**