TEXT: DLD1
  
  Gerald Red held evil and blasphemous battle games 
  for the public within the confines of his courtyard. 
  When the local officials came to put a stop to the 
  bloodshed, Red vanished, leaving behind a terrible 
  legacy of horror and death that surrounds his 
  courtyard to this very day.
  Can your characters conquer Red’s construct and 
  put the surrounding communities of Irllendom at 
  ease? The Courtyard of Gerald Red is a perilous 
  adventure for character levels 1-3.
  For use with the Labyrinth Lord™ rules or other 
  Basic RPG systems.
  ©2008 R. Lawrence Blake, all rights reserved. Classic Deep Level Dungeon 
  Adventures™ and Prime Requisite Games™ are trademarks of R. Lawrence Blake. 
  Labyrinth Lord™ ©2007 by Daniel Proctor. Labyrinth Lord™ and Goblinoid Games™ 
  are trademarks of Daniel Proctor. This trademark is used under the Labyrinth Lord™ 
  trademark License 1.0 available at www.goblinoidgames.com
  Visit www.primerequisitegames.blogspot.com for news on future game 
  releases as well as commentary on classic role-playing and retro-clone games.
  Electronic
  Book Edition
  
  The CourTyard of Gerald red
  by r. lawrence Blake
  Prime Requisite Games™ Adventure DLD1 For Character Levels 1-3
  
  
  The Courtyard of Gerald Red is part of the Classic Deep Level 
  Dungeon Adventures™ series from Prime Requisite Games™ 
  for use with the Labyrinth Lord™ rules or other BASIC RPG 
  game systems. Prime Requisite Games™ is dedicated to bring 
  you quality old-school RPG adventures.
  The Courtyard of Gerald red
  Written and illustrated by R. Lawrence Blake
  Layout and design by R. Lawrence Blake
  Dedicated to my wife Else.
  Special thanks to Daniel Proctor for returning us to classic RPGs.
  The Courtyard of Gerald Red is ©2008 R. Lawrence Blake, all 
  rights reserved. This book is protected under the copyright 
  laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork herein is prohibited 
  without the express written permission of R. Lawrence Blake. 
  Classic Deep Level Dungeon Adventures™ and Prime Requisite 
  Games™ are trademarks of R. Lawrence Blake.
  Labyrinth Lord™ ©2007 by Daniel Proctor. Labyrinth Lord™ 
  and Goblinoid Games™ are trademarks of Daniel Proctor. This 
  trademark is used under the Labyrinth Lord™ trademark License 
  1.0 available at www.goblinoidgames.com.
  www.primerequisitegames.blogspot.com
  electronic Book edition
  Second release • october 2008
  
  
  The Courtyard of Gerald Red
  INTRODUCTION
  Ten years ago, Gerald Red constructed a courtyard 
  40 miles southeast of Irllendom to put on spectacular 
  public shows of magic and battle. Red was once a 
  popular traveling puppeteer throughout the northern 
  Known Lands. He was revered as a strange man, 
  possibly close to madness, but such behavior was 
  thought to have only enhanced the atmosphere and 
  spectacle of his public shows.
  During his travels, under mysterious circumstances, 
  Red came into a great deal of wealth. He settled in 
  Irllendom, and three years before construction of the 
  courtyard, Red spent his days obsessing about magic 
  that dealt in protection and defense. It is rumored that 
  during this time he acquired a set of valuable rings 
  containing high magics. It is also said that during this 
  time is when his madness started to take hold of him.
  His obsession with magic was a mystery until he finally 
  opened his courtyard games to the public. The games 
  consisted of reenacted gladiator battles and magician 
  trickery. It became an open secret that Red used his 
  acquired magic for the games, protecting the fighters 
  and giving them additional strength.
  For two years, the shows became ever more popular 
  with the surrounding communities, and people traveled 
  from all over the northeast to attend. However, Red’s 
  insanity starting to seep into his games and spectacles. 
  The battles became more dangerous, and the magic 
  shows more incredible.  Instead of reenactments of 
  fierce battles, the shows became murderous gladiator 
  games, and magic shows became blasphemous 
  tinkering with undead, having them battle one another 
  for the eventually dwindling crowd’s amusement.
  One evening, events went horribly awry when Red 
  brought two charmed ogres into the courtyard battle 
  games. When the spell was suddenly broken, the ogres 
  flew into a rage, killing many of the game participants 
  as well as many spectators.
  Soldiers from Irllendom were sent to shut down the 
  courtyard games and arrest Gerald Red for his part 
  in the tragedy. When they arrived, they found the 
  leftover carnage as well as the two ogres, now dead. 
  However, Gerald Red was nowhere to be found. For 
  many years now, the courtyard has stood dormant, 
  only to be taken over by the surrounding elements 
  and various horrific monsters.
  Neighboring villages to Irllendom have complained to 
  officials about the courtyard. Originally, Gerald Red’s 
  courtyard was a good source for tourism and trade in 
  the area. Between losing the trade from local travelers 
  and the dread and fear of what the courtyard has 
  become, the surrounding communities of Irllendom 
  have decided to hire a group of mercenaries to clean 
  it out. Once word has returned to the city officials of 
  your success, your party will receive a total of ,500 
  gps as well as any treasure taken from the courtyard.
  NOTES FOR THE GM
  During the tragedy, Red had slain the ogres by his own 
  hand. Knowing that the public have become hostile 
  to the recently violent change in his courtyard games, 
  he figured that the incident with the ogres would be 
  the final straw for the authorities of Irllendom. Some of 
  the surviving occupants were calling for Red’s blood, 
  but before the mob or the authorities could get to him, 
  Red escaped to his hidden labyrinth underneath the 
  courtyard.
  For two years, he lived underground, rarely venturing 
  above ground. Alone in the caverns, he was no match 
  for a tribe of 15 troglodytes that discovered his caves 
  through an entrance from an underground tunnel led 
  from a fresh water river. The creatures killed Red and 
  set the labyrinth up as their lair.
  Every two to six months, the troglodytes ascend to 
  the upper level to clear out / kill and eat any intruders 
  within the courtyard construct. Such activity leaves 
  behind the dreadful stench the troglodytes sweat 
  during battle. Although it has been over a full three 
  months since the troglodytes have been in the upper 
  level, anyone going through the construct will still smell 
  a faint, but disgusting, odor.
  Sometimes, their “cleaning sessions” would result 
  in a death for the troglodytes, and over the years, 
  their number has been reduced to seven (or more, 
  depending on the GM’s discretion due to party 
  strength).
  
  4
  TRAVELING TO THE COURTYARD
  While it is the surrounding communities that are hiring 
  the characters, the officials of Irllendom have also 
  agreed to help with the quest, offering traveling horses 
  and any basic equipment that the party may need. 
  They also make payment on the character’s reward, 
  so they will travel back to Irllendom to collect.
  The travel to the courtyard will be relatively uneventful 
  if the PCs take heed of the warnings they received 
  before leaving the city: stick to the grasslands to 
  the southeast and do not venture into the forest to 
  the south. The forest has a path that would save the 
  party four or five hours of travel, but the chance of a 
  wandering encounter increases.
  If the party decides to follow the path into the forest, 
  roll on the Wandering Monster Table 1 two times during 
  their journey. If the party sustains damage from a 
  wandering monster, it is best that they try to travel back 
  into town to recover because the forest at night yields 
  some dangerous possibilities. For each overnight stay 
  in the forest, roll for wandering monsters two times.
  The trip to the courtyard via the grasslands offers less 
  activity, rolling only once on the Wandering Monsters 
  Table 2 during the day or overnight.
  WANDERING MONSTERS
  TABLE 1:  Roll d8
  1.   Hobgoblins (AL: C, MV: 90’ (0’), AC: 6, HD: 1+1, 
  HP: 6, 5, 5, ATT: 1, DMG: 1-8, SAVE: F1, ML: 8, XP: 15)
  2.  4 Goblins (AL: C, MV: 60’ (0’), AC: 6, HD: 1-1, HP: 5, 
  4, 4, , ATT: 1, DMG: 1-6, SAVE: 0, ML: 7, XP: 5)
  3.   Giant Killer Bees (AL: N, MV: 150’ (50’), AC: 7, HD: 
  1-4 hp, HP: , , ATT: 1, DMG: 1-, SAVE: F1, ML: 9, XP: 6)
  4.  Spitting Cobra (AL: N, MV: 0’ (90’), AC: 6, HD: 1, 
  HP: 6, ATT: 1, DMG: 1-, poison, SAVE: F1, ML: 7, XP: 1)
  5.   Giant Shrews (AL: N, MV: 180’ (60’), AC: 4, HD: 1, 
  HP: 6, 4, ATT: , DMG: 1-6, 1-6, SAVE: F1, ML: 10, XP: 10)
  6.  5 Kobolds (AL: C, MV: 60’ (0’), AC: 7, HD: 1-4 hp, 
  HP: 4, , , , , ATT: 1, DMG: 1-4, SAVE: 0, ML: 6, XP: 5)
  7.  4 Orcs (AL: C, MV: 10’ (40’), AC: 6, HD: 1, HP: 7, 7, 
  5, , ATT: 1, DMG: 1-6, SAVE: F1, ML: 8, XP: 10)
  8.   Giant Toads (AL: N, MV: 90’ (0’), AC: 7, HD: +, 
  HP: 8, 7, ATT: 1, DMG: 1-4 +1, SAVE: F1, ML: 6, XP: 5)
  TABLE 2:  Roll d4
  1.  No encounter
  2.  6 Patrol Guards from Irllendom (AL: L, MV: 10’ 
  (40’), AC: 5, HD: 1, HP: 7 each, ATT: 1, DMG: 1-6 
  (swords, bows), SAVE: F1, ML: 8, XP: 10)
  3.   Kobolds (AL: C, MV: 60’ (0’), AC: 7, HD: 1-4 hp, 
  HP: 4, , , ATT: 1, DMG: 1-4, SAVE: 0, ML: 6, XP: 5)
  4.   Hobgoblins (AL: C, MV: 90’ (0’), AC: 6, HD: 1+1, 
  HP: 6, 5, ATT: 1, DMG: 1-8, SAVE: F1, ML: 8, XP: 15)
  THE COURTYARD
  The GM will have two sets of maps for the courtyard 
  and its lower level. One set will be for the players (Maps 
  1b and 2b), provided if they find them in areas 6 and 
  10.
  Monsters and treasure within this adventure can be 
  adjusted to fit the strength of the party.
  UPPER LEVEL
  Arriving at the courtyard, the characters notice that 
  while the building is not in ruins by any means, it does 
  look old and weathered. The surrounding plant-life 
  is unkept with large tangled weeds carpeting the 
  landscape and vines growing up the side of the walls.
  Anyone coming within 0’ of the courtyard building 
  will notice the faint odor of the troglodytes (although it 
  is doubtful that any character will know the source of 
  the smell). The scent hangs lightly in the air throughout 
  the upper level, always noticeable.
  1.  The front of the construct runs roughly 5’ tall and 
  150’ wide. A set of stairs 40’ wide ascend up 5’, leading 
  to five pillars - each 6’ in diameter. On either side of the 
  stairs are 5’ x 8’ open windows protected and closed 
  off by sets of heavy bars. Behind the pillars is an open 
  portcullis. As the characters approach, two wolves 
  emerge from behind the pillars and attack (AL: N, MV: 
  180’ (60’), AC: 7, HD: +, HP: 10, 7, ATT: 1, DMG: 1d6, 
  SAVE: F1, ML: 8, XP: 35). The barking and fighting will alert 
  the orcs in area , who will hide around the northwest 
  corner of their room, just in case the characters peer 
  inside the barred windows.
  1a.  There are 10’ wide hallways leading both east and 
  west. Directly north of the open portcullis is another 
  half-opened portcullis leading into the courtyard. 
  Each hallway leads to one door and a small set of 
  steps which allow entrance to the courtyard seating 
  (described in ). Anyone attempting to enter into 
  
  5
  the courtyard has a 65% chance of hitting a tripwire, 
  dropping the half-opened portcullis. The character 
  must make a Dexterity check at - or suffer d6 hit 
  points of damage.
  2.  The courtyard, once a clean and grand place 
  for war games and magical spectacles, is now a 
  rotted area, overgrown with weeds and thickets. The 
  courtyard extends 90’ by 100’ and is without a rooftop, 
  exposed to the open sky. To the north is a large 
  awning that extends about 0’ over the northern part 
  of the courtyard. It has numerous seats on top for the 
  courtyard audience. While the courtyard is open, the 
  awning seats have a roof 15’ above them. Under the 
  awning on the north wall is a set of double doors.
  In the center of the courtyard are two animated 
  skeletons 
  battling 
  one 
  another 
  with 
  rusted 
  broadswords. They slash and guard against one 
  another, but never actually “kill” each other. Either 
  one could easily be taken down by a character 
  (they will not attack the party). If one is taken out, 
  the other immediately begins bowing to the empty 
  stands in victory. It does this repeatedly, continuing 
  to do so until destroyed or one of the skeletons from 
  the Second Level (area 14) arrives and begins with it a 
  new battle.
  Close inspection of the courtyard grounds will turn up 
  a Ring of Protection +1 and a silver holy symbol worth 
  5 gps. The ring is gold with an “R” insignia on its side, 
  just under the gemstone (see area 6 for details on the 
  other “R” rings). The gemstone is a light blue color.
  The characters who enter the seating area from 1a will 
  find empty seats with nothing of value (except for the 
  surreal skeletal battle below).
  2a.  Weapon racks line the east and west walls of this 
  room. The eastern racks are empty - ransacked years 
  ago - while the west wall has all the weapons in place: 
  1 shortsword, 1 longsword, 1 mace,  spears, and 
  1 trident. All along the western half of the north wall 
  and all over the west wall (including the weapons) is 
  a strange yellowish growth (Yellow Mold: AL: N, MV: 0, 
  AC: always hit, HD: , HP: 11, ATT: spores, DMG: 1d6, 
  special, SAVE: F2, ML: n/a, XP: 29). Using fire to destroy 
  the mold will have a 0% chance of rendering the 
  weapons useless.
  3. There is a door to the north and a barred open 
  window to the south wall which looks out to the front 
  area. Three orcs (AL: C, MV: 10’ (40’), AC: 6, HD: 1, HP: 
  7, 6, 6,  ATT: 1, DMG: 1d6 or weapon, SAVE: F1, ML: 8, XP: 
  10) who were alerted by their guard wolves will attempt 
  to surprise the characters. Each carry shortswords. One 
  orc also carries a short bow with 1 arrows. Together 
  they have a total of 75 gps and one carries a jewel in 
  its pocket worth 100 gps.
  4. This appears to have once been a dining area. 
  Broken chairs and bits of what was once a table are 
  scattered about. Nothing of value is in here.
  5.  This is a kitchen area with plenty of empty shelving 
  and an old iron oven which sits in the northwest corner. 
  An exhaust pipe, rusted with holes, leads from the oven 
  to the ceiling. Within the pipe, 4 Stirges (AL: N, MV: 180’ 
  (60’), AC: 7, HD: 1, HP: 7, 5, 5, , ATT: 1, DMG: 1-, SAVE: 
  F, ML: 9, XP: 1) have built a nest. If the characters 
  examine the oven, they will attack. Within the nest are 
   gems ( worth 100 gps each and one worth 50 gps).
  Other objects in this room are empty seasoning cans 
  and obvious weather damage from the leaky ceiling 
  around the exhaust pipe.
  6. This is a storage room with various empty canisters 
  and wine barrels. On a successful secret doors check, 
  the characters will find a loose panel of wood that 
  slides out from under one of the wine barrels, exposing 
  an alcove in the floor. Within the alcove are three large 
  steel boxes.
  The first box contains a set of fine silverware for 24 
  settings worth 5 gps.
  The second box has a needle trap. Anyone stuck must 
  save vs. poison or suffer -8 hp of damage and be 
  weakened for  days (50% movement and no physical 
  activity). In the box are a set of rings, and except for 
  one, each has an “R” insignia engraved into its side, 
  just under the gem setting. There are slots for 8 rings, but 
  only 5 are within. Each ring has a different appearance 
  - thick, thin, silver, gold, etc. Three of the rings are 
  normal, but two are magical (each non-magical ring 
  is worth 150 gps). One is a Ring of Protection +2 and 
  the other is a Ring of Weakness. NOTE: This cursed ring 
  is the only one without an “R” insignia.
  The characters might try to find out the significance 
  of the insignias, however they are just vanity marks 
  for Gerald Red. The Ring of Weakness was purposely 
  kept in the box as a piece of interest to those invading 
  his treasure. He figured that the only ring without an 
  insignia would trap a greedy thief into putting it on.
  If a character puts on the cursed ring, they must use a 
  remove curse spell to take it off. If the characters do 
  not have the spell, the cursed character must travel 
  back to Irllendom and find a cleric who could perform 
  the ritual.
  The third box is locked. The key to it is in a desk drawer 
  in area 10. Inside the box contains a map (incomplete) 
  of the lower labyrinth level (give a copy of Map 2b to 
  the players). This map does not show areas 1,14,17,18, 
  and 19. The “X” in the water indicates the tunnel that 
  leads to areas 18 and 19.
  
  6
  7.  This is an empty room. If the orcs in area  were 
  not killed, the creatures will wait for the characters to 
  enter this area. Once the characters are in the room, 
  the orc with the short bow will begin shooting at the 
  characters from outside the open barred window to 
  the south. The other orcs will wait by the western door, 
  attempting a surprise attack on fleeing characters.
  If the orcs are not dealt with, they will retreat for the 
  time being only to return later when the characters 
  venture into the Second Level (see area 11).
  8.  Old rotted chairs are scattered around this room. 
  There is nothing of value.
  9.  The door to this room is blocked shut by a bed from 
  the inside. A successful break doors check will knock 
  it open. 5 Kobolds inhabit this area (AL: C, MV: 60’ 
  (0’), AC: 7, HD: 1-4hp, HP: 4, 4, , , , ATT: 1, DMG: 
  1-4 or weapon -1, SAVE: 0, ML: 6, XP: 5). They locked 
  themselves in this room when the orcs and wolves 
  came. The kobolds will attack with daggers. They have 
  a total of  cps.
  They are extremely hungry and will take food over 
  a fight. However (for those characters who speak 
  kobold), they know nothing of the courtyard’s layout 
  (or even the secret door on the east wall), and will 
  quickly grow impatient of any questioning.
  10.   This room was a study. The sparse shelves on the 
  wall contain a number of old books. The books range 
  in topics such as battlefield tactics, war gaming, 
  weaponry, business, and books about magical 
  protection and resurrection. One book is a spell book 
  containing 2 first level spells Light and Shield and  
  second level spells ESP and Phantasmal Force.
  Along the east wall is a desk with three drawers. The 
  bottom drawer is locked. Inside the drawer is a key to 
  the locked steel box in area 6, a key to the locked 
  coffins in area 14, and a map of the entire upper level, 
  including secret door locations (hand out Map 1b to 
  the players). One of the secret doors is a trap door on 
  the floor near the south wall. This leads to Second Level 
  underground labyrinth.
  SECOND LEVEL
  11.  When the characters open the secret door to the 
  second level, the faint putrid smell that permeates 
  the upper level becomes even more pungent within 
  the dark stairway. The stairs descend 40’ into pitch 
  darkness. Torches or other lighting devices must be 
  utilized for sight.
  If the orcs from  have not yet been killed, they wait 
  for the characters to reach around 0’ down before 
  throwing various items from the other rooms down 
  upon them (chairs, large broken pieces of desks and 
  furniture). These items will hit the last-in-line character 
  with a +2 modifier for 1d6 hp of damage. They will 
  continue to throw items for two rounds after the first 
  attack - until the characters can reach the bottom of 
  the steps. With any successful hit, each party member 
  must make a Dexterity check or fall down (and taking 
  down anyone in front of them) the remaining steps for 
  1d6 hps of damage.
  The orcs will not follow the party into the second level, 
  deciding to take their leave of the courtyard in case 
  the characters attract the attention of something 
  really nasty within the depths of the labyrinth.
  12.  Along the southwest wall is a small hand-dug 
  alcove about 6” in diameter. Within the alcove is a Ring 
  of Water Walking. This ring has an “R” insignia on it. The 
  alcove was used more for easy access to whatever 
  was placed in there rather than a good hiding place. 
  Red used this ring as a way to access his treasure in 
  cavern 18.
  The movement and light source will stir a small Green 
  Slime (AL: N, MV: ’ (1’), AC: n/a, HD: , HP: 9, ATT: 1, 
  DMG: special, SAVE: F1, ML: 1, XP: 9) from the cavern 
  ceiling. It will drop on a random character.
  13.  As characters progress toward this cavern, the 
  fungi and vegetation begins to thicken along the floor 
  and walls. Once the characters enter, their presence 
  will set off 5 Shriekers (AL: N, MV: 9’ (’), AC: 7, HD: 
  , HP: 19, 17, 7, ATT: special, DMG: special, SAVE: F1, 
  ML: 1, XP: 50). The noise will attract 4 Subterranean 
  Locusts (described in area 15) searching for food.
  
  7
  14.   The entrance to this cave is blocked by fallen 
  rock. The rock is loose and easy to remove, allowing 
  characters to clear the passage in  turns. Once the 
  characters enter, 8 Skeletons (AL: C, MV: 60’ (0’), AC: 
  7, HD: 1, HP: 6 each, ATT: 1, DMG: 1-6, SAVE: F1, ML: 1, 
  XP: 10) will animate. As six of the skeletons attack the 
  party, two will run past the party to do “battle” with the 
  two others in the courtyard (or if they were destroyed, 
  they will battle each other).
  The skeletons guard two large coffins. Next to the 
  coffins are an array of items used against undead 
  (particularly vampires): a silver dagger +1, a string of 
  garlic, 4 wooden stakes and a hammer, two vials of 
  holy water, and various holy symbols. Each coffin has 
  two large iron locks, fastening them shut. The key from 
  area 10 or a successful Open Locks check can be 
  used to open the locks.
  In the coffins are not undead, but rather two fallen 
  gladiators from a past courtyard game. Red tinkered 
  with the possibility of undead gladiator games, but was 
  not successful in any type of resurrection with these 
  two. The superstitious Red placed them in the coffins 
  with offerings -- each with a fine silk scarf worth 100 
  gps, and small gold coffers filled with dirt from where 
  they fell in the courtyard. The coffers are worth 00 gps 
  each.
  15.  The vegetation begins to become sparse within 
  the cavern. Unusual rock formations of stalagmites and 
  stalactites decorate cave, causing unsettling flickering 
  shadows across the walls. If the 4 Subterranean Locusts 
  (AL: N, MV: 60’ (0’) or Fly 180’ (60’), AC: 4, HD: , HP: 14, 
  10, 9, 9, ATT: 1(bite/slam/spit), DMG: 1d/1d4/special, 
  SAVE: F, ML: 5, XP: 9) were not lured to the shrieker 
  cave, then the light and movement will frighten them, 
  causing them to slam into the party as they try to 
  escape toward area 1. Nothing else is in here.
  16.  This large cavern has a natural pool of water in 
  its center. The stronger putrid smell the characters first 
  noticed at the labyrinth steps grows far worse in here. 
  At the southern end of the pool (close to the “X” on the 
  player’s map) is a dead giant piranha (about 4 1/’ 
  long). It was torn open and killed by two troglodytes 
  who were attacked while swimming through the water 
  tunnel from area 19. The troglodytes (AL: C, MV: 10’ 
  (40’), AC: 5, HD: +, HP: 11, 10, ATT: , DMG: 1d4/
  1d4/1d4, SAVE: F, ML: 9, XP: 47) are the source of the 
  stench. They are blending into the southern cavern 
  wall with their chameleon-like ability, and will attack 
  characters with a surprise check roll of 1-4 on the 1d6.
  To get into the pond, characters must climb down 
  about 10’ of rock to reach the water - no ability check 
  needed. The water around the parameter is around 
  4’ deep, and 15’ deep at the center. The “X” on the 
  map is a large opening within the pool’s southwestern 
  wall, about 8’ in diameter. Venturing into the opening,  
  the cavern ceiling opens to 15’ high while the water 
  remains about 4’ deep within the tunnel (to area 18).
  17.  This is a storage area haphazardly filled with various 
  tools, trinkets, pieces of armor, weapons, and fabric. 
  This mess was a stockpile of whatever Red could get 
  his hands on, some that he would use for the courtyard 
  shows. If the characters begin shifting through the junk 
  pile, part of it seemingly comes to life and attacks! 
  This is a Wood Golem (AL: N, MV: 10’ (40’), AC: 7, HD: 
  +, HP: 1, ATT: 1, DMG: 1-8, SAVE: F1, ML: 1, XP: 5). 
  Most of the items in here are either worthless or rotted. 
  However, searching through with turn up a golden 
  goblet worth 100 gps, a shield +1, a war hammer +1, a 
  staff of healing, and a wand of lightning ( charges). 
  The wand of lightning was Red’s insurance against 
  the giant piranha in case he had trouble getting to 
  his treasure (area 18). He left them alone as valuable 
  guards, but had a plan to lure them into the 
  open pond in either area 16 or 19 and have 
  one of his hireling magic-users blast the water 
  for a full 6d6 hps of damage on the piranhas. 
  He would then promptly kill the magic-user to 
  keep his underground labyrinth and its treasure 
  a secret. His plan never came to pass, but one 
  the characters could utilize if it so occurs to 
  them.
  If the piranhas are in a different cavern when 
  the water is struck, they only take d6 hps of 
  damage.
  18.  The water tunnel continues for about 60’ 
  until it splits north and south. If the characters go 
  north (to area 19), the piranhas in the southern 
  cave will leave them alone. If the party returns 
  through the water tunnel back to area 16, 
  the deadly fish will follow them, attacking the 
  party once they reach the open pond.
  
  8
  If the party goes south, they will venture about 15’ 
  before reaching a large open cavern. The characters 
  will notice that the floor begins to slope immediately. 
  Another 10’ into the cave and the water goes from 
  4’ to 6’ deep. Another 10’ in and the cavern floor 
  completely drops, where the water sinks to 0’ deep.
  When the characters reach the 6’ mark, the 4 giant 
  piranhas will attack (AL: N, MV: 150’ (50’), AC: 6, HD: 
  +, HP: 16,1,1,1, ATT: 1, DMG: 1-8, SAVE: F, ML: 
  7, XP: 65). Roll randomly to see which characters are 
  attacked. It is possible for a character to have more 
  than one piranha attack him. The first round will be 
  an automatic surprise, gaining the fish a +2 to hit. On 
  any successful hit on the character, he must make a 
  Dexterity check with a +2 modifier or his footing will 
  be lost on the sloping floor and fall into the 20’ deep 
  water.
  Any character who falls into the 0’ deep water who 
  is wearing metal armor will sink. Characters holding 
  more than one small/medium weapon must drop 
  other encumbering items or sink as well. It will take at 
  least  rounds to remove enough armor to swim. It will 
  take one full round to surface.
  The number of rounds characters can hold their breath 
  is up to 1/rd of their Constitution score, rounding 
  up. Afterward, they must make a Constitution check 
  each round they remain under water. The first check is 
  without any penalties. Each check after the first suffers 
  a - cumulative penalty. If a check fails, the character 
  either needs to breathe or drowns.
  If a character is attacked by a piranha while attempting 
  to either remove armor or swim to the surface, the 
  piranha will gain a + on its to hit rolls. This bonus ends 
  once the character has surfaced or if the character 
  stops trying to surface and defends himself.
  Characters wearing the Ring of Water Walking gain 
  an advantage over the piranha’s attacks. Only one 
  piranha can attack the character at a time and it 
  receives a -2 modifier to hit. Damage per successful hit 
  is cut to 1-4 hps.
  Gerald Red’s treasure is in a chest on the west side 
  of the cave, resting on a ledge about 4’ above the 
  water surface. Within is ,000 eps, ,000 gps, a potion 
  of healing, a potion of speed, a scroll of ward against 
  undead, and Bracers of Armor (AC 4).
  
  9
  19.  As the characters emerge from the water tunnel, 
  5 troglodytes (AL: C, MV: 10’ (40’), AC: 5, HD: , HP: 
  11, 10, ATT: , DMG: 1d4/1d4/1d4, SAVE: F, ML: 9, XP: 
  47) will throw stones down upon the party for 1d4 hp of 
  damage for each successful hit. This lasts two rounds 
  before the characters can climb out of the pond to 
  engage. If the party retreats back into the tunnel, the 
  troglodytes will leap into the water and give chase.
  This area is their main lair. Whenever they surface above 
  ground to clean the upper level of any intruders, they 
  bring the valuables to this cavern. The total of both 
  personal and looted treasure consists of 800 cps, 5,000 
  sps, ,500 gps, 00 pps, 5 gems worth 150 gps each, 
  boots of speed, potion of polymorph, potion of flying, 
  and a short bow +1.
  Near the secret door on the west side of the cavern 
  lies the remains of Gerald Red. He was killed, partially 
  devoured, and left on this very spot nearly 6 years ago. 
  A longsword +1 rests in its scabbard attached to his 
  belt, and on his bony finger is a Ring of Spell Turning 
  with an “R“ insignia.
  ENDING THE ADVENTURE
  When the characters return to Irllendom for their reward, 
  officials will dispatch 5 soldiers (1st Level Fighters) to the 
  courtyard to make sure all is well.
  If the characters offer the maps to the officials, they will 
  be most gracious of the find, and will boost the reward 
  an additional 00 gps. The soldiers will use these maps 
  during their inspection.
  Once the soldiers arrive and inspect the area, they 
  will send for carpenters to renovate the courtyard - a 
  beginning in reopening the games for the public (run 
  by the local government) as a monetary benefit to the 
  surrounding communities.
  Labyrinth Lord™ is copyright 2007, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth 
  Lord™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ 
  Trademark License 1.0, July 2007 available at www.goblinoidgames.com.
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  DESIGNATION OF OPEN GAME CONTENT
  All text in this document, with the exception of material specifically excluded in the declaration 
  of product identity, is open game content.
  OPEN GAME LICENSE Version 1.0a
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  it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 
  2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, 
  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Rot Grub from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Labyrinth Lord™ Copyright 2007, Daniel Proctor. Author Daniel Proctor. Classic Deep Level 
  Dungeon Adventures™ and Prime Requisite Games™ are all trademarks of R. Lawrence Blake. 
  The Courtyard of Gerald Red, Copyright 2008, R. Lawrence Blake. All Rights Reserved.
  END OF LICENSE
  
  10
  
  11
  
  Player’s Map
  
  Player’s Map
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - DLD1 The Courtyard of Gerald Red.pdf