Okay, folks, this is the last of my Work-in-Progress entries. I should have the final version ready in a few weeks. As usual, it will be a free download. It will be released using either the GFDL or a non-commercial use CC license (but I'll give explicit permission for at-cost commercial printing). I use Pages, Word, & LibreOffice for editing and such, but my layout skills are by no means professional. I can't afford InDesign and Scribus is too much of a learning curve. If anyone has pointers, PM me on the G+.
7. The Caverns Below
Outside the house, 2 doors in the ground open on a short staircase that leads to a 10ft x 10ft root cellar filled with potatoes, beets, and other root vegetables. One wall of the cellar is collapsed; two shovels and a pick lay nearby. 2ft in front of the fallen wall is a 3ft-wide hole in the floor. A length of stout rope dangles from a wooden ceiling support down into the hole. A cool breeze issues from the hole, bringing with it an acrid odor.
Climbing down the rope leads PCs to into the caverns. This hole is the only exit from the cave.
Caverns Wandering Encounters (1d6)
01. Green Slime: AC 9 (10), HD 2, AT special, XP 3/60; Special: Turns metal or organic material into green slime
02. Ochre Jelly: AC 8 (11), HD 6, AT 1 acid-laden strike, D 3d4), XP 400; Special: Lightning divides creature
03. Zombified Goblin: AC 8 (11), HD 2, #AT 1 (sword or strike), D 1d8, XP 30; Special: Immune to sleep and charm
04. Zombified Goblin (as above)
05. Crazy Grue (see Area 7D)
06. Shaggy (see Area 7F)