TEXT: The Savage Caves
  Words By Vance Atkins 
  (leicestersramble.blogspot.com)
  Map by Dyson Logos 
  (dysonlogos.com)
  Compatible with Swords & Wizardry
  and other old-school rules-lite RPGs
  Swords & Wizardry, S&W, and Mythmere  Games  
  are trademarks of Matthew J. Finch,” 
  Leicester's Rambles and all products are not affiliated 
  with Matthew J. Finch, Mythmere Games™, or Frog God Games
  Backbone State Park, Iowa © goodfreephotos.com
  
  he Saurguard were a group of draconic warriors, tasked with scouting and holding the Wilderness 
  at bay. Their headquarters and group temple was referred to as The Haunt, a stout manor-house 
  underlain by a cave system where the warriors held their rites, meditated, and secreted away their most 
  treasured relics.  
  T
  However, rumors of treasonous dealings between the Saurguard and the Wilderness reached the Ring 
  Forts, and an uprising rose against the formerly incorruptible guards. It was never clear if the rumors 
  were based on truth or false leads, but tension in the realm was high with signs of motion within the 
  Wilderness, and the now-discredited Guard was killed or scattered, their manor burned and razed to the
  ground.
  The ruins of the Haunt have remained abandoned, visited by only a few curious or hardy souls. Final 
  condemnation or exoneration of the Saurguard has never been determined. Likewise, although the 
  manor ruins and underlying chapel were looted, several artifacts and relics of the Saurguard were never 
  found.
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  1) Cavern Entrance: The cavern is framed by two 
  dead oaks, sacred to the Saurguard.  Although they
  were not burned by the fire that destroyed the 
  manner-house, the trees died soon after the 
  razing, as if poisoned by the destruction of the 
  temple-residence.  
  2) Webbed Passageway: Thirty feet into the cavern
  is home to three giant black widow spiders (one 
  adult: HD 3; AC 6[13]; Atk bite (1d6+poison); Move 
  6 (In web 12); Save 14; AL N; CL/XP 4/120; Special: 
  Venom. + two adolescents: HD 2; AC 6[13]; Atk bite
  (1d6+poison, save as +2); Move 6 (In web 12); Save 
  16; AL N; CL/XP 3/600; Special: Venom.). Part of 
  the web is fresh, with evidence of recent burning. 
  Wrapped in the webs are several desiccated bat 
  corpses, and those of two doomed adventurers: an 
  elf (93 gp, two garnets (100 gp ea), scrolls of 
  levitate, phantasmal force), and a warrior (plate 
  mail, 200 gp). Buried among the detritus below the
  webs is a +1 mace. In the elf's belt pouch are 
  several scraps of paper, one of which has scrawled 
  “Say, 'prius dracones'.” 
  3) Outer Cavern: The cavern bisects and twists past
  the entrance. The floor is sandy, the air musty. Past 
  the cavern is a set of rough stone steps with a 
  lightning bolt cut into the lowest step. If individuals
  crossing the steps do not recite “prius dracones” 
  they will receive an electric shock (1d8 damage).
  4) Inner Cavern: Beyond the steps opens a second 
  cavern. A few remaining broken items are scattered
  here. Fragments of armor and broken weapons are 
  trampled into the sand. There is nothing of value 
  here, most everything has been well picked over.
  5) Antechamber: The cavern opens to the first of 
  several finished rooms - the entry into the chapel 
  complex of the Saurguard. False columns carved 
  from the bedrock line the walls.  Hanging between 
  the colums or broken and trampled on the floor are
  paintings recording the Guard's service to the 
  Kingdom in keeping the Wilderness at bay. Of note 
  is a painting recording the Guard joining with King 
  Samyn two generations ago, depicting the Guard 
  captain and king shaking hands.
  On the ceiling are three starving vampire bats 
  (HD1-1; AC 8[11]; Atk bite (2d6); Move 4 (Fly 18); 
  Save 16; AL N; CL/XP 3/60; Special: Sucks blood.), 
  survivors of the spiders' predations.  The bats are 
  desperate and will attack indescriminately.
  6) Chapel: This a rectangular room has two alcoves 
  built into the east wall.  The room was the main 
  chapel of the Guard, used for their particular 
  religious worship and rites. A defaced bas-relief of 
  the God-Dragon is mounted on the north wall 
  between two doors. A set of stairs climbs from the 
  southeast corner of the room to the location of the
  former manor-house. The stairs have been blocked 
  by debris. It is possible that investigators may find 
  the stairs during surface searches, requiring 1d6+6 
  turns to clear and excavate.
  Off the alcoves are three small 'cells' used for 
  periods of  meditation by members of the Guard 
  prior to promotions or other significant events.
  The southeast cell is empty but for ash and dust. 
  Secreted in the eastern cell are a few minor 
  treasures of the Guard: Six gold-plated drinking 
  horns (100 gp ea), and a heavy hematite decanter 
  (250 gp), formerly used for rituals.  
  Hidden in the northern alcove is a renegade 
  Dragonborn scout, Dogar Castesaad (3rd level 
  Fighter: 20 hp; AC3[16]; Atk: falchion (one-handed: 
  1d8+1/two-handed: 1d10+1); Move 12; Save 12; AL
  L; CL/XP 4/120; Special: “Brass” heritage – breathe 
  fire 1/day in a 5'x30' line for 2d6 dmg, save for 
  half). She was absent during the purge, and has 
  been guilt-ridden at her perceived dereliction of 
  duty.  Castesaad crept back to the chapel, 
  searching for the group's relics, but was not privy 
  to information on their secure location. She is 
  obsessed with locating the relics, clearing the 
  Guard's reputation, and adding the names of her 
  dead brothers and sisters in arms to the Roll of the 
  Dead (see 8, below). If she is discovered, there is a 
  40% chance that she will reflexively attack those 
  she perceives as desecrating the sacred space 
  (Alternatively, -2 reaction roll using 2d6). If she 
  takes damage equivalent to 3/4 of her hit points, 
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  she will surrender, pleading for her life and 
  personal mission of honor.
  7) Reliquary: The northwestern room held the 
  Guard's reliquary, with artifacts and relics of the 
  Guards history. The room has been looted and 
  nothing of value remains. Access to a secret room 
  (9, below) is via a pivoting panel of the stone wall.
  8) Priest's Chamber: The northeastern chamber is 
  the former residence of the Saurguard's priest, 
  Caerdhall Krixuuth. Some broken furniture and 
  vestments moulder here. A shelf at the northwest 
  corner of the room has a pair of miraculously 
  unbroken figurines, a Dragonborn and a human 
  royal. Inspection will find that they are affixed to 
  the shelf, and rotating them so that they appear to 
  be shaking hands will reveal the secret room (9, 
  below).
  9) Secret Room: Between Rooms 7 and 8 is a secret
  room, hiding the most sacred relics of the Guard. 
  Held in the room is a heavy book with mica pages 
  holding the history and rites of the Guard, in their 
  worship and honor of the sacred God-Dragons. 
  Wrapped in sheepskin is a platinum idol of the God
  Dragon (1000 gp). There is also a large scroll tube 
  of blackened wood.  Opening the tube will reveal a 
  heavy scroll of thinly hammered metal, the Guard's
  Roll of the Dead. Any non-Dragonborn bearing 
  these items will be cursed to receive a -3 to 
  reaction rolls from draconic creatures, and save at 
  -3 vs breath weapons.
  There is also a ledger recording the Saurguard's 
  forays into the Wilderness and communications 
  with factions beyond the borders. The documents 
  will be sufficient to clear the name of the 
  Saurguard; however, the current political narrative 
  relies on demonizing the Guard in the face of 
  incursions by the Wilderness. Bearing or revealing 
  the ledger could be hazardous to one's health... 
  Likewise, the presence of Dogar Castesaad, if she is 
  either captured alive or convinces the party of her 
  good will, may likewise put the group in quite a 
  pickle...
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  COPYRIGHT NOTICE
  ‘The Savage Caves', Copyright © Leicester’s Rambles, 2020, Author: Vance Atkins .
  All  art is presumed public domain, except: map is courtesy of Dyson Logos (dysonlogos.com)
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/Leicesters Rambles/The Savage Caves (S+W).pdf