This must have been one of the later dungeons of my high school campaign given the monsters and loot present. I was a bit overloading the loot, a Vorpal blade and the Eye of Vecna in the same dungeon, sheesh.
Key:
1. Entrance stairway
2. Three headed hell hound, 2 dice per head, 9 hits per head. three collars 2 worth 1000 GP, 1 worth 3000 GP. North door burnt down.
3. 8 zombies, 4 hits each
4. Spectre 29 hits. In the north chest: A scroll with Wall of Fire, Wall of Ice, Wall of Stone, Wall of Iron, Shield, Dimension Door. The south chest is trapped with poison darts. It contains 4000 gold, 3 x 2000 GP jewelry, and a Jeweled Dagger +1. +2 vs Kobolds and Goblins worth 2500 GP.
5. Evil Temple: 2 shamans, Evil Curate, 4 acolytes. Treasure: 2000 GP, 3000 SP, 6 x 500GP gems, 6 x 1500 GP rings.
If touched, the small statues animate. The secret panel behind the statue of the class II demon is trapped with poison needles set in the edge. Behind the panel is a sword +1, +2 vs. Magic Users and Enchanted Monsters and a Potion of Flying.
6. Seven ghouls and the statue of a warrior. If touched, the statue will animate. Statue is holding a Vorpal Blade I9 E2 Good, Detect Metal, Double See Invisible, and the Sceptre of Neutrality. Statue is 10 dice 48 hits, AC 0 and moves 1/2 speed. It has 2 x 8000 GP rubies for eyes.
7. empty room
8. 2 ogress, 22, 29 hits, chestr contains 3000 gold, 3000 silver, 2 x 100 gems, 500 gem. Trapdoor opens 1-2, slide down to second level.
9. 12 goblins, 5 gold, 80 silver each
10. crypts - poor condition - have been robbed
11. tombs - poor condition - have been robbed
12. vaults
a - robbed and emptied
b - tgwo ghouls among refuse, 1000 SP each
c - robbed
d - Vampire, 9 dice, 8000 gold, 1200 platinum, 12000 silver, Flaming sword - Evil I8 E12 Detect Magic, Telekinesis, Poltion of Heroism - poisoned, Eye of Vecna
13. Fountain of Elcandor
Guarded by a Guardian Naga
3 sips to good characters, 1 to neutral
1: 3I
2: 2II
3: III
4: IV
5: V
6: I,II,III,IV,V
(I assume I meant roll a D6 roll per sip, but WTF is the Roman Numeral result, might have to read old rules supplements or other notes to figure it out).
14. Grey ooze on floor around door
15. Burial crypt of the High Archdruid Knoarssos II, an 11th level Druid Lich, 45 Hits
Shield +3, scimitar +4, +3 Neutral I12 E12 Purpose - Slay Clerics
Treasure: 1 x 60,000 GP jeweled sarcophagus, 6x4000 goblets, Druid Staff - Speak with Animals, Cure Light Wounds, Cure Disease, Call Lightning, Conjure Fire Elemental (3 charges), Animal Summoning, Wall of Fire, Conjure Earth Elemental (5 charges), Reincarnation(5) (3 charges) 150 charges - Final Strike Capacity
16. Elevator Room +/- 2 levels 6 orcs 6,8,6,5,5,4 hits
17. Trapdoor down to second level
18. 9 Giant rats
19. 3 Bugbears, 700, 700, 900 GP 16, 23, 14 hits
20. Basilisk 28 hits, 8 x 50, 6x100, 2x500, 1x2000, 1x5000 gems
Good Flaming Shortsword I7 E3 See Invisible, Ring of Invisibility, Potion of Animal Control, Scroll: Bless, Blade Barrier, Map #4 (Later annotations say the basilisk is dead and add statues of a rust monster and the PC Miho, I'd guess the rust monster was either a wandering monster charmed by PCs or wandered into the fight.)
21. Burrower Beetle colony, 9 beetles, on a 1-2 each turn 1-3 beetles may be met, each melee round 1-3 more with a 1 on the die, each has eaten 2-3 gems. 1x5000, 3x1000, 3x500, the rest worth 10, 50 or 100.
The colored patches are clean up crew blobs fed by the beetles.
Green - green slime
orange-red - Ochre Jelly
gray with flecks Gray ooze
Black - Black pudding
Yellow - Yellow mold
outlines indicate they are on the ceiling or walls
22. Balrog 53 hits 12 dice
Magic bow, Portable hole, Rod of Lordly Might, Crystal Ball, Figurine of Wonderous Power: Onyx Dog, Horn of Change, Mirror of Opposition, 12000 gold, 3x 10,000 GP jeweled swords, Plate Armor +1 that reflects spells 50% of the time. (pretty boring little room and lack of set up drama for a balrog, all those clean up crew outside were probably there to dissuade approach)
Wandering Monsters
1. Goblins roll 1D6 for number: 1: 3, 2: 5, 3:6, 4:8, 5:10, 6:20
4 hits each, 3 GP and 5SP each
2. Zombies as above 1:2, 2:3, 3:4, 4:6, 5:8, 6:10
There are 10 of them in all.
3. Ghouls 1:2, 2:3, 3:4, 4:6, 5:8, 6:10, 10 in all, wearing bearskins, one has a potion of ESP, two have no treasure, the rest have mixed stuff to a value of 100 - 600 GP each
4. Rust Monsters 1,2,3 : 1 4,5,6: 2
15, 25 hits
5 Werewolves 1: 1 2,3: 2 4,5: 3 6: 4
1 21 hits, 1500 SP, 3000 CP
2 19 hits, 1x100 and 1x500 gem
3 14 hits no treasure
4 20 hits, 1200 GP ring
5 Rats 1-12
6 Bats 1-12
8-10 Man-type ( I guess adventurers to be rolled up)