TEXT: Dungeon Module WGH3 
  Into the Howling Hills 
   
   
  By William Silvey 
  AN ADVENTURE FOR CHARACTER LEVELS 4-7 
   
   
   
  The fearsome Howling Hills lie before you!  At the behest of the mighty Wolf Nomads, your brave group of adventurers has 
  journeyed forth into the legendary peaks and crevasses that lie between the domain of the Weguir and the evil overlord, 
  Iuz to uncover and root out the source of humanoid raids into the sacred lands of the already over-stretched Nomad 
  forces. What dark secrets lie before you as you journey…INTO THE HOWLING HILLS? 
     
  This module was originally used as a convention adventure for the HMGS-South RECON ’05 convention, and is a 
  continuation of a series of three related convention modules from THE DELVER’S DUNGEON. 
   
  This module contains a fully detailed scenario, maps, notes for the Dungeon Master, and full background for integrating it 
  with the other modules.  It may be used with WGH4 TOMBS OF THE HOWLING HILLS and WGH5 LORDS OF THE HOWLING HILLS 
  or it may be played as a stand-alone adventure scenario.  Be sure to look for other exciting ADVANCED DUNGEONS & 
  DRAGONS™ adventure modules from The Delver’s Dungeon. 
   
   
  ™ 2007 The Delver’s Dungeon 
   
  ADVANCED DUNGEONS & DRAGONS is a registered trademark of Wizards of the Coast, Inc. and is used without permission. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  
  Advanced Dungeons & Dragons™ 
   
  Dungeon Module # WGH3 
   
  Into the Howling Hills 
    
    
    
    
    
  Background: For years, Iuz the Old has warred with the Wolf 
  Nomads to the west of his dark kingdom.  Dominion over the 
  northern plains of the Flaness is Iuz’s ultimate goal, and the 
  proud Wolf Nomads stand in his way.  A recent campaign 
  by Iuz against his western neighbors initially went well for the 
  humanoid armies raised by the Old one, but a series of 
  setbacks turned the tide in favor of the Nomad Lord and his 
  people.  
    
  Greatly angered by this setback, Iuz has put in motion new 
  invasion plans, with his eye on finally wiping out the Wolf 
  Nomads in their entirety.  To this end, he is slowly building 
  another army of humanoids in the western Howling Hills – an 
  army to be led by things more terrifying than mere 
  humanoid creatures.  To twist the knife, the humanoid troops 
  have built stockades along the roads to Wolf Nomad sacred 
  burial grounds in the windswept peaks of the Howling Hills, in 
  defiance of that nations’ claim to right of passage and 
  authority over the region.    
    
  The few sorties that have been sent to the Howling Hills to 
  displace Iuz’s forces have all come to naught.  Returning 
  survivors have told tales of nigh-impenetrable fortresses, and 
  dark forces being marshaled in the distant peaks of the Hills.    
    
  The Fearless Wolf Leader, Bargru, Tarkhan of all the Wegwiur 
  and commander of the Relentless Horde is wroth at the news 
  of Iuz’s newest incursion.  However his forces are still 
  rebuilding from the most recent battles with the Old Man’s 
  despicable armies.  But the insult committed by the 
  Humanoids of Iuz’s accursed nation must be redressed.  To 
  this end, Bargru has sent word that great rewards await any 
  who can steal in to the Howling Hills and depose whatever 
  evil that has taken root there.  Rumors tell of a stockade of 
  Bugbears that overlooks the first road leading to the  
  sacred peaks…  
    
    
    
  MODULE BACKGROUND:  
  This module was used at the HGMS-South/LRPG HURRICON 
  2004 convention.  Although it is a “convention” module, it is 
  one in a campaign series and can be played as such or 
  played as a stand alone adventure or written into a different 
  campaign entirely.    
    
     
    
  START  
  Play begins with the adventurers on the road to the Bugbear 
  enclave.  While the road is broad and well maintained, it 
  does wind up the side of a hill (really a small mountain) and 
  is bordered by a steep drop to the right, and a near-
  insurmountable cliff wall to the left.  Smoke from cook fires 
  and so forth can be seen around the bend, further up the 
  road, indicating the location of the Bugbear stockade.  The 
  stockade can be safely observed from a distance without 
  the Bugbears’ notice, if a reasonable amount of care is 
  taken to avoid being seen.  It should be clear to the player 
  characters that a frontal assault on the fortress is nearly 
  impossible 
  as 
  large towers equipped with scorpions 
  (ballistae) cover the approach to the gates, and many 
  bugbears can be seen along the palisade wall, on the look 
  out for just such a large incursion. After further inspection, the 
  party will note that a narrow, almost impossible to detect 
  path lies on the cliff below and leads toward the fortress.  At 
  the end of the path, a low but broad cave tunnel leads in to 
  the side of the mountain, directly beneath the stockade 
  itself…  
    
  NOTES FOR THE DUNGEON MASTER  
    
  INTO THE HOWLING HILLS has been designed for six to eight 
  characters of moderate levels (4th to 7th).  A well balanced 
  party for the module should consist of at least four fighter 
  types, a thief, cleric and one to two magic-users.  Several 
  party members should have magic weapons and/or armor, 
  and healing potions and/or scrolls.  Additionally, magic items 
  (scrolls, wands and the like) should be available to the party 
  as well.   
    
  It is recommended that the DM read the module through at 
  least once before attempting to run the game so as to be 
  familiar with the contents herein.  This will give the Dungeon 
  Master ample time to increase or decrease the numbers of 
  monsters, treasures, traps and the like, as well as ascertain 
  whether or not the module can be included into an ongoing 
  campaign, or be used in conjunction with the other modules 
  in the series.  If the latter is decided, WGH4 and WGH5 may 
  also be obtained.  
    
  Note that no “wandering monster” table is included; if 
  encounters outside of the stockade are desired, please 
  consult the DUNGEON MASTERS GUIDE for random, outdoor 
  encounters.  Additionally, the Bugbear enclave under 
  ground is likewise “vermin free” (due to its relatively small 
  size), and is not regularly patrolled.  
    
  A word needs to be given on the subject of “alarms” as 
  described in the module text in the ENCOUNTERS section:  
  The bugbears are aware of their (potentially) tenuous 
  position given the ferocity with which the Wolf Nomads 
  attack any intruders into their lands.  Thus they are always 
  alert, ready for an incursion.  Each numbered encounter 
  area within the bugbear stronghold has some form of 
  “alarm”, usually a bronze or brass gong that can be 
  sounded, or at the very least the cry of “Intruders!” will be 
  raised if the party is too strong to overcome.  This will bring 2-
  12 armed and armored bugbears (if any remain by the time 
  a given group of bugbears is attacked) within 1d4 rounds of 
  combat.  
    
  It is recommended that the party “discover” a small, safe 
  cave near the bugbear lair where they can rest and heal 
  over a short period of time (as well as regain spells) before 
  another foray into the stockade.  The “downtime” will be 
  used by the bugbears to rearm and (if so desired by the 
  Dungeon Master) send for aid! 
     
  Unless the players are very careless or being pursued directly 
  while retiring from the dungeon, the bugbears will not 
  immediately locate their point of ingress.  
    
  Although the encounter areas are numbered sequentially 
  from the watch-towers down to the lower levels of the 
  dungeon, it is recommended that the players start in the 
   1
  
  dungeon levels and work up, unless the party is very well 
  equipped and of a high experience level.  
    
  KEY TO THE STOCKADE LEVEL  
    
    
  1. GUARD TOWERS  
   Two stone towers stand above the ramparts.  Four 
  humanoid figures can be seen in each, as well as a ballista.  
  The occupants seem alert and ready for any combat.  
  2
    
  The two guard towers serve as lookout points for any who 
  approach unannounced around the bend.  The towers 
  house four bugbears (AC 3, MV 9”, HD 3+1, HP 20(x4), #AT 1, 
  D2-8) who man the scorpion (ballistae) in each tower.  Each 
  scorpion has the range to cover the approach up the 
  mountainside, and each bolt will inflict 2-12 points of 
  damage per hit.  If the bugbears come under attack from 
  another direction, three will man and fire the ballista and the 
  fourth will begin to strike a large gong to alert the stockade 
  to the presence of intruders.  
    
  2. STOREHOUSE  
   A room filled with casks of water, dried meat, spear- and 
  arrow-heads, and the like.  It is the supply area for the upper 
  stockade.  
    
  There is nothing of real monetary value here.  
    
  3. SMITHY AND STABLE  
    
  Pack mules and horses are kept here, and a forge and anvil 
  at the far end of the long, narrow building provides for the 
  maintenance of weapons and armor for the guards.  A huge 
  bugbear and his assistants are at the forge currently.  
    
  The bugbear and his assistants are also a bugbear captain 
  and bodyguards (Captain: AC 4, MV 9”, HD 4, HP 30, #AT 1, 
  D 4-12 / Bodyguards: AC 4, MV 9”, HD 3+1, HP 15, 16, 17, #AT 
  1, D2-8) are here overseeing the maintenance of armor and 
  weapons.  If intruders enter, the captain and two 
  bodyguards will turn to fight, while the last will seize a nearby 
  shovel and begin striking a bronze shield hanging from the 
  wall which will function as a gong, sounding an alarm for the 
  upper stockade.  They have no treasure on their persons.  
    
  4. BARRACKS 
   This is a medium-sized ramshackle hutment.  Inside is a 
  crude table, bedding and cots, a few weapons stacked in 
  the corners and a water barrel in the middle of the room.  It 
  is obviously the resting area for the bugbears who keep 
  watch over the stockade.  
    
  Eight bugbears are present unless an alarm has been 
  sounded.  Their stats are AC 4, MV 9”, HD 3+1, HP 18 (x3), 15 
  (x2), 14, 13, 11, #AT 1, D2-8 or by weapon type.  Intruders 
  who enter will be set upon immediately, the bugbears 
  grabbing improvised weapons (chair legs as clubs, eating 
  knives as daggers) or striking with their huge fists.  Each 
  bugbear carries 1-10 s.p.  
    
  5. CHIEFTAIN’S UPPER QUARTERS   
  A small, slightly better kept hutment, this one-room shack has 
  a trap door in one corner, a table and chair in the other,  
  and a cot against the far wall.  A small lockbox sits on the 
  table.  
   The bugbear chieftain will be here (AC 3, MV 9”, HD 4, HP 
  32, #AT 1, D4-10) if the alarm has been raised from above.  
  The tough fellow will fight with absolute ferocity, using his fists 
  to bludgeon intruders.  If reduced to less than half it’s 
  maximum hit points it will flee into the underground area to 
  alert its fellows.    
    
  KEY TO THE DUNGEON LEVEL  
   
  6. GUARDROOM 
   Six Bugbears are sitting in this area watching the passage to 
  the keep area.  Two are engaged in a dice game, the other 
  four are lounging on low benches.  All are armed with 
  shortswords, and a weapons rack containing the guards' 
  pikes hangs along the back wall behind the table.    
    
  Despite the bugbears' (AC 5, MV 9", HD 3+1, HP 13, 18(x3), 
  24, 25, #AT 1, D 1-6)  seemingly casual attitude towards their 
  duty, they will be quick to act in the event of combat, unless 
  caught totally unaware.  If an alarm is raised, they will 
  quickly turn the table over to use as a barricade and wait for 
  intruders to approach, rearming themselves with the pikes to 
  keep attackers at a distance.  If the table is turned over, 
  treat the bugbears as having a +4 to armor class and saving 
  throws due to the cover given by the overturned table.  The 
  bugbears have little treasure; the 15 c.p. on the table being 
  the only "real" money easily discovered.  One of the 
  bugbears, however, has a pouch containing 10 s.p. sewn 
  into the hem of his tunic.  
    
  7. STORAGE ROOM   
  Crates and barrels of common goods are jumbled into this 
  room.  It seems there is little of value here; even the 
  foodstuffs are of poor quality.  A vinegary smell emanates 
  from one cask, indicating spoiled wine.  A few bolts of cloth, 
  probably looted from a settlement far away, sit atop 
  another crate.  
   Closer inspection through the room will reveal that beneath 
  the cask of spoiled wine, there is a hole some 2" deep and 
  six inches across which has been worked through the 
  flagstone in the floor.  At the bottom of the hole a leather 
  bag rests, containing 5 gemstones worth 580 g.p., hidden 
  here by one of the bugbear captains.  A nest of four giant 
  centipedes (AC 9, MV 15", HD 1/4, HP 2(x4),#AT 1; D nil; SA 
  poison save at +4) rests just beneath the bag and they will 
  attack any who disturb them.  
    
  8.  ARMORY  
   This room is used as the main armory for those bugbears that 
  work and dwell beneath the keep.  Weapons and armor line 
  racks along the walls; all appear to be crude in design yet 
  effective just the same.    
    
  The following useful items are within the room:   
  10 suits of bugbear-sized banded mail (would fit a large 
  human)  
   4 suits of female bugbear-sized leather armor (would fit a 
  normal human)  
  10 short swords   
  50 javelins in a barrel  
  120 arrows, in quivers  
  8 short bows  
  8 Flails  
  8 Spiked clubs  
  12 pikes  
  100 Scorpion bolts  
  a Sword +2  
   
  
  a Shield +1  
  a dwarf-sized suit of Plate mail +2  
  The last few items were looted during a long-ago raid into 
  civilized areas by this particular bugbear tribe before they 
  found employ with Iuz.  
   
  9. TRASH ROOM 
  The room is filled front to back with broken furniture, bones, 
  potsherds, scraps of hide, and other junk.  Everything here 
  reeks sourly, and nothing useful can be seen. 
  3
   
  The room is as it appears; every turn of searching has a 5% 
  chance (cumulative) of attracting 2-5 bugbears from the 
  underground barracks (see #10 below) 
    
  10. UNDERGROUND BARRACKS   
  A huge (60" x 40") room, this area apparently houses the bulk 
  of the bugbear tribe.  Over two dozen adult bugbears are 
  here, as well as many young bugbears.  A cook-fire burns in 
  the chimneyed hearth.  There are a few tables around the 
  room, as well as sleeping pallets and small casks and crates 
  are here and there throughout the room.  The floor is strewn 
  with trash - dried rushes, bits of bone from meals, scraps of 
  hide, etc.  
    
  Twenty four male bugbears (AC 5, MV 9", HD 3+1, HP 13(x8),  
  20(x5), 22(x2), 23(x7), 30(x1), 32(x1),  #AT 1, D 1-6) and ten 
  female bugbears (AC 7, MV 9", HD 2, HP 9(x10), #AT 1, D 2-5), 
  and six young (AC 8, MV 9", HD 1, HP 4(x3), 2(x2), 1(x1), #AT 
  1, D1-4) are in this room.  Each male bugbear carries 10 s.p.; 
  the females have no treasure, nor do the young.  The various 
  sleeping pallets and boxes, trunks and barrels contain little 
  more than personal effects, and foodstuffs of the type in 
  location #7 above.  However, there is a small room with a 
  secret door in the eastern wall of this room that the 
  bugbears consider an "open secret" – the bugbears all know 
  of it but do not tell any allies.  Within is a small cache of gold 
  (200 g.p.) a spear +2 and three potions of healing.  In the 
  southeast corner there is a covered pit which leads to the 
  "slop caves" where offal and nightsoil are disposed of.  A 
  faint reek of sewage seeps up from around the large metal 
  covering.  
    
  11.  OGRE GUARDPOSTS   
  Two alcoves bracket the hallway; inside are mats of straw 
  and filthy hides.  There is nothing of any apparent value 
  here.  
   This is the guardpost to the donjon below.  The two ogres 
  (AC 2, MV 9", HD 4+1, HP 28, 32, #AT 1, D 1-10) are 
  mercenaries hired by the bugbear chieftain to keep 
  unscrupulous tribesmen from the treasure room and to 
  prevent any prisoners kept below from making good any 
  escape.  They are very well paid - each has a large sack 
  beneath his bedding containing 500 g.p., and the large, 
  battered crate they use as a table between them in the 
  hallway has a compartment containing four potions of extra 
  healing.  If one of the ogres wishes to use the potions it will 
  take a full round to remove the potion from the crate and 
  then quaff it.   
   
  The ogres are generally loyal to the bugbear chieftain.  They 
  will generally ignore sounds of combat from area #10, 
  above, unless they hear shouts of human or demihuman 
  tongues.  Then they will move forward to investigate.  If the 
  combat is going against the party they will move in to assist 
  the bugbears; otherwise they will fall back to their "quarters" 
  and prepare to meet the party there.  If they successfully 
  surprise the party, they will throw their large bedding furs 
  which double as nets - the first rank of characters must save 
  v. paralysis or become entangled for 2-5 rounds!  The ogres 
  will then ignore incapacitated party members and attack 
  the second rank.  On one of the ogre's belts is an iron key 
  ring containing the keys to the donjon cells (but not the 
  treasure room!)  
    
  12.  CHIEFTAIN'S CHECKPOINT   
  A lowered portcullis blocks the hallway.  On the other side, 
  three bugbears stand behind a small scorpion pointed down 
  the hall.  
  The chieftain ordered a small siege engine be brought down 
  into the catacombs and manned with loyal bodyguards.  
  The guards have fifteen bolts, and each bolt does 2-12 
  points of damage.  It can fire once every four combat 
  rounds.  The guards statistics are: AC 4, HD 3+1, HP 18, 19, 20, 
  #AT 1, D 1-6.  A successful bend bars/lift gates roll is required 
  to open the portcullis, or a combined strength of 45 may be 
  used.  Raising the gate in this fashion requires a full round.  
    
  13.  CHIEFTAIN'S QUARTERS 
  These are the below-ground apartments for the bugbear 
  chieftain.  A huge bear-skin rug dominates the middle of the 
  floor.  Shelves, tables and jumbles of sacks are along the 
  walls.  Crude trophies of past victories - cured heads and 
  skins of other humanoids - decorate the mantelpiece.  A 
  battered leather scabbard with a sword in it hangs above 
  the fireplace.  
    
  If the bugbear chieftain (see #2 above for stats) is here, he 
  will be accompanied by at least one bugbear witch-doctor 
  (AC 8, MV 9", HD 3+1, HP 22, #AT 1, D 1-6, SA: Spell Use) with 
  the following spells:  
    first level (magic user): shield, affect normal fires  
    first level (cleric): cure light wounds (x2), light  
    second level (cleric): chant, resist fire, augury  
    third level (cleric): dispel magic  
  Additionally, a bugbear sub-chieftain (AC 3, MV 9", HD 4, HP 
  32, #AT 1, D 3-9) will also be with the chieftain.  The 
  chieftain's door has a spyhole in it, and if an alarm has been 
  raised, the chief will watch through the door.  When the 
  party has come halfway down the hall, the chieftain will 
  spring a trap built into the ceiling of the hall.  Because the 
  trigger mechanism is in the chieftain's quarters, the trap 
  cannot be detected.  The trap is a heavy, spike-laden 
  swinging log that is attached to the roof of the hall by a 
  chain.  When triggered, the log will slam down into the first 
  ranks of the party, doing 2-12 points of damage to the first 
  rank and 1-8 points of damage to the second.  If the 
  chieftain and his advisors do have such advanced notice, 
  the witch-doctor will cast shield on himself and crouch next 
  to the door.  When the party enters, he will attempt to 
  employ dispel magic on them from the flank, in an attempt 
  to spoil any protective spells or ruin potions and the like.  The 
  chieftain will seize the sword over the fireplace and attack 
  with it.  It is a sword +2, thus the chieftain will inflict 3-11 points 
  of damage on a successful to-hit roll.  
    
  In the chimney, there is a loose brick behind which is an iron 
  key.  This key opens the treasure room (#22, below).  
   
  14.  BUGBEAR WITCH-DOCTOR CHAMBERS   
  A smallish room, this chamber's walls are lined with shelves 
  upon which many jars and boxes are stacked, save for the 
  western wall.  A crude mural is painted there, and a small 
  altar is in the middle of it.  The mural depicts a hideous scene 
   
  
  of carnage and destruction, and at the center of it stands a 
  giant bugbear surrounded by bugbear warriors.  The tableau 
  depicts a victory over humans, demi-humans and various 
  humanoid races.  Along the northern wall there are three 
  sleep mats.  
    
  These are the chambers of the Witch-Doctors.  If the alarm 
  has been sounded, one of the witch-doctors will go to the 
  bugbear chieftain’s quarters at #14 above.  The other two 
  will stay here and prepare to treat any wounded warriors 
  brought to the chamber.  The altar (and mural) is dedicated 
  to the bugbear god Hruggek.  The pots and containers on 
  the shelves contain various dried herbs and unguents, which 
  are of little value to any but the witch-doctors.  To the south 
  is a secret door, behind which there is a small alcove which 
  holds an iron chest.   
  4
   
  The locked iron box is trapped with a poison needle.  Within 
  this box are temple donations from the bugbear tribe 
  totaling 103 g.p., 66 s.p., 201 c.p., and 4 small gems of 50 
  g.p. base value.  Also within the box there is a potion of 
  human control, and a brooch of shielding hidden there by 
  the witch-doctors.  Among the various scraps of parchment 
  on the shelves there is a cleric's scroll containing the 
  following spells:  
      
  Bless, Augury, Snake Charm, Create Food and Water, Flame  
  Strike  
    
  The two witch-doctors (AC 5, MV 9", HD 3+1, HP 18, 22, #AT 1, 
  D1- 
  6 (see below), SA Spell Use)  who remain will be ready for  
  intruders.  If no alarm has been raised all three will be here  
  preparing devotions, meditating, etc.  The two witch-doctors  
  nominally here have the following spells:  
    #1:  
    first level (magic user): Affect normal fires, identify  
    first level (cleric): Cure light wounds (x2), Resist Fear  
    second level (cleric): chant, detect charm  
    third level (cleric): prayer  
    
    #2:  
    first level (magic user): identify, push  
    first level (cleric): light, resist fear, protection from good   
    second level (cleric): chant (x2), speak with animals  
    third level (cleric): cure (cause) blindness  
    
  Witch-doctor #2 has a wand of magic missiles with eight 
  charges left on it, which will be employed against obvious 
  spellcasters in the party.  Witch-doctor #1 is armed with a 
  mace +1.  If they have time to prepare, the first witch-doctor 
  will cast prayer, while the second will ready himself to cast 
  light into the eyes of the strongest-looking party member.  
  Other than the noted items they have no treasure.    
    
  15. JAILKEEPERS’ STORE-ROOM  
   Food, water and other sundry items are kept here.  All are 
  foul and unfit for consumption by humans and demihumans.   
  There is nothing of value here, but if the crates and piles of 
  refuse are disturbed, three large spiders (AC 8, MV 6"/15", HD 
  1+1, HP 6(x2), 3, #AT 1, D 1, SA Poison (save at +1)) will come 
  from the crack in the wall to try to win a meal!  Stuffed in the 
  crack (and long forgotten) is a small pouch containing a 
  few coins: 10 c.p., 9 s.p., 5 e.p., 6 g.p., 5 p.p.  
    
  In the room opposite the storage area is another covered pit 
  which leads to area #22, below. Just beyond these alcoves 
  is a pit trap, 20” deep.  At the bottom of the pit are poison 
  spikes; if the trap is not detected, the individual(s) who fall in 
  will strike 1-6 of these spikes, each of which inflicts 1-6 points 
  of damage (in addition to 2-12 points of damage from 
  falling).  A successful save versus poison will negate the 
  effects of the spikes.  The ogres know of the trap (they dug it 
  themselves) and lead prisoners around the pit when bringing 
  them to the donjon.    
    
  17-19. DONJON CELLS   
  Within these cells there is little more than a heap of straw 
  upon which recalcitrant bugbears are sleeping.  
    
  The bugbears (AC 5, MV 9", HD 3+1, HP 11, 18, 19, #AT 1, D 2-
  8) will not assist party members if they are freed; rather, they 
  will attack in an attempt to win back the favor of their 
  fellows above.  They have no treasure.  
    
  20. PRISONER OF THE BUGBEARS  
    
  A human sits slumped in this cell, manacled to the wall. 
    
  The human, Trindle Arkenbagh (F7, HP 26, AC 9, S:18/21, I:9, 
  W:11, C:14, D:12, Ch:10, AL:LN) is an adventurer and fortune-
  seeker who snuck into the Howling Hills with a group of 
  hirelings some months ago to try to plunder rumored lost 
  tombs for the treasure and artifacts therein.  His band was 
  gradually whittled away until only Trindle and two hirelings 
  remained.  His fellows deserted him and he was captured a 
  week ago by the bugbears and is being held until such time 
  as the humanoids decide to eat him.  He will fight for his 
  rescuers, but he has no equipment of his own.    
     
  21. TREASURE ROOM 
    
  This room is dark and oddly shaped.  Aside from a few 
  splinters of wood, the only item here is a large iron strongbox 
  in the middle of the floor.  
    
  The door to this room is fire-hardened, iron-banded wood 
  with a complex lock securing it.  The hinges are of a design 
  that conceals them within the structure of the door itself, 
  and the door may be opened either direction once the lock 
  is sprung.  
    
  The treasure of the bugbear chieftain is within the box.  The 
  strongbox itself is trapped in four ingenious ways.  Firstly, if the 
  box itself is moved from where it sits (on a pressure plate) a 
  10”x10” stone will fall from the ceiling and instantly kill 
  whoever is directly in front of the box.  There is a hole in the 
  middle of the stone which will prevent the strongbox from 
  being crushed.  The box’s lid is trapped with a scything 
  blade trap which will strike for 3-8 points of damage (1d6+2).  
  The lock itself is trapped with a vial of fear gas.  A successful 
  save versus poison negates the effect (the gas will in a single 
  round billow out to fill the entire chamber, and will not 
  dissipate for one hour (six turns).  Finally, a magic mouth spell 
  has been cast upon the inside of the lid, and if anyone but 
  the bugbear chief opens the chest the mouth will begin to 
  scream (in bugbear) “ALARM!”  The voice will only carry as 
  far as the Ogre guardpost; while they do not know what the 
  voice is saying they have been ordered to rush to the 
  treasure room as soon as it sounds.  
    
  Within the coffer are the following items:  
    
  2880 e.p.  
  333 g.p.  
   
  
  8 gems with a total value of  1650 g.p.  
  Four gold and platinum jewel encrusted bracelets with a 
  total value of 13,400 g.p.  
  A suit of human-sized leather armor +1  
  A map of the region of the Howling Hills, indicating another 
  fortress further up the pass, and a crude drawing of a skull 
  and crossbones on the other side of an indicated chasm.  
    
  There is a false bottom within the chest, and underneath 
  that are two potions of extra-healing packed in sawdust to 
  prevent breakage.  Only careful inspection will reveal the 
  presence of a false bottom.    
  5
    
  22.  STINKING PIT   
  The air in this room is foul and stale.  The reek permeates 
  everything.  Aside from heaps of trash there is nothing of 
  interest in this room.  
    
  This room is the garbage dump for the entire bugbear clan, 
  and is only reachable from the two shafts above or through 
  the natural caves nearby.  In the middle of the room, half 
  submerged in garbage and filth, is an otyugh (AC 3, HD 8, 
  HP 51, #AT 3, D 1-8(x2), 2-5, SA: Disease, SD: Never surprised).  
  It is a voracious eater and will attack anything that wanders 
  near it.  No sounds of combat will bring the bugbears to this 
  level at all.  
    
  23.  CARRION CRAWLER LAIR   
  This is another dismal cavern.  Dry, shuffling sounds can be 
  heard in the rear of this room which slopes downward 
  towards the rear.  
    
  This small cavern contains four carrion crawlers (AC 3/7, MV 
  12”, HD 3+1, HP 14, 19, 20, 21, #AT 8, D Nil, SA Paralysis).  In 
  the far corner of the cave there is a limed over skeleton of a 
  long-dead elven adventurer.  All of his gear is rotted away, 
  save a spear +2.  It is an intelligent weapon with the 
  following attributes: AL: Lawful Good, Empathy, detect 
  invisible 10” radius, detect gems (kind & number) 5” radius, 
  IQ 13, Ego 4.  It is called Long Striker and will not permit itself 
  to be handled by any other than a Lawful Good character.  
  It has been trapped in this cave for so long it has forgotten 
  any details of other areas within the complex.  
   
  24. CAVERN OF THE VERMIN WAR  
   This large cavern is filled with screeches, chirps and hisses.  
  Even without light sources it is obvious that there is a great 
  amount of activity within the cave.  
    
  This huge cave is home to two battling groups of creatures, 
  22 giant rats (AC 7, MV 12”/6”, HD ½ , HP 4(x14), 3(x2), 2 (x6), 
  #AT 1, D1-3, SA: Disease) and a flock of stirges (AC 8, MV 
  3”/18”, HD 1+1, HP 9 (x4), 4(x4), 3(x3), 8(x4), 6(x2), #AT 1, D 1-
  3, SA: Drain blood for 1-4 per round until 12 hits drained) 
  vying for food.  A light source, or noise brought into the cave 
  will cause them to stop attacking each other and swarm 
  onto any intruders, as they are voracious.  A rotted leather 
  bag in one corner of the cavern contains 4 gems totaling 
  1200 g.p. value.  The bag is small and colored the same as 
  the floor and only a careful search will reveal its 
  whereabouts.    
    
  25. PIERCER RUN 
  Stalactites hang down from the high ceiling of this long 
  hallway  
   Eleven piercers (AC 3, MV 1”, HD 4, HP 22(x4), 24(x2), 20(x3), 
  16, 15 #AT 1, D 4-24, SA: 95% chance to surprise) hang from 
  the vaulting ceiling of this hallway.  Like the rats and stirges 
  they are voracious and will not hesitate to drop onto any 
  who walk under them.    
    
  26. CLIFF OPENING 
   A few bleached bones and bits of detritus are scattered in 
  this low opening.  It is well below the wall of the stockade 
  above.  A trickle of foul water runs down the cave entrance 
  and cliff walls.   
    
  Deep within the shadows of this area, a small patch of 
  yellow mold (AC 9, MV 0”, HD 0, #AT 1, D1-8, SA: Release 
  Spores) grows in a corner of the cavern entrance where light 
  never strikes it.    
    
  THIS CONCLUDES DUNGEON MODULE WGH3 INTO THE 
  HOWLING HILLS.  
    
  CREDITS: Designed and written by William Silvey  
    
  Cartography by: William Silvey  
    
  Playtested by:  Rebekah Lukomski, Frank Pulero, Patrick 
  Kremann, Stuart J. Busbee, John Burress, Chris Hess, Michael 
  Burress.  
    
    
    
   
   
   
  
   
   
   
  This item is only one of the many popular playing aids for ADVANCED DUNGEONS & DRAGONS® Fantasy Adventure Game 
  produced by THE DELVERS DUNGEON.  Other playing aids for the AD&D™ game system currently include: 
   
  Dungeon Module DD1 (Sword Against Thievery)  
  Dungeon Module DD2 (Stealing the Night Away)  
    
  Dungeon Module WGH2 (Temple of the Sun)  
    
  Dungeon Module WGH4 (Tombs of the Howling Hills)  
  Dungeon Module WGH5 (Lords of the Howling Hills) 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dungeon Delver/WGH3 - Into the Howling Hills.pdf