I saw th maps you did for B2 and that sort of thing really interests me.
Feel free to edit, change, correct anything you want, add/subtract treassure and so on.
C. ORC LAIR (C1 to C12). This area has seen a lot of use; the floors are dusty, tore up by a continuous treading of clawed feet and boots. Humanoid footprints are thick in the dirt, coming and going.
C1. The thick wooden door to this lair is not locked, but it is heavy and poorly maintained. It will creak and pop loudly if opened too fast; oil on the ancient rusty hinges will reduce said noise. An inspection of the earth floor in the entrance area will reveal three squares (10' x 10') which can be mistaken for pit traps: the earth is soft and gives, as if placed over a canvas covering. There are pits underneath (3' deep), full of giant rats. Shoving a pole or such into any of said areas will cause said occupants to burst out in squealing horde.
Encounter: Twelve giant rats (four per pit) (AC 7, HD 1/2, hp 4, 1, 3, 4, 3, 3, 3, 2, 2, 4, 3, 1, #Att 1, Dam 1d3, MV 120’ (40’) Swim 60' (20'), SV F1, ML 8).
C3. JAIL GUARD. A bloated and old bugbear rests on a crude wooden stool in this room (the three orcs currently in room C4 will come to its aide if loud noise occurs or if it is attacked and it can jerk the door open). There are several more chairs, a table, and four cots in the room (three cots are about man-sized and one is large, for the bugbear). The bugbear has a ring of keys on its belt (one for each of the cell doors, and three which are old and useless) and wields a heavy mace; the handle is hollow and if the end cap is unscrewed a gem worth 100 g.p. can be found inside. It also has a pouch with 3d6 g.p., 4d6 s.p., and 5d6 c.p.
Encounter: 1 Bugbear (AC 5, HD 3+1, hp 10, #Att 1, Dam 2d4, MV 90’ (30’), SV F3, ML 9).
C4. JAIL ROOM. Three orcs are here pestering the prisoners. They will rush to help the bugbear in room C3 if alerted.
Encounter: 3 Orcs (AC 6, HD 1, hp 4, 2, 2, #Att 1, Dam 1d6, MV 120’ (40’), SV F1, ML 8).
C5. PRSON CELL. The entrance to this cell has been revamped recently; a row of thin but very strong and new iron bars close it off; a well made door with a built-in lock is in the center. A badly beaten dwarf is sitting hunched in the northwest corner. Three humans (also beaten) are grouped together closer to the entrance. These are all normal members of their species and hence not much help to the party.
Encounter: 3 normal men (AC 9, HD 1, hp 4, 2, 2 (5, 4, 3 if healed), #Att 1, Dam unarmed or 1d6, MV 120’ (40’), SV F1, ML 7)
C6. PRISON CELL. This prison is quiet ancient; the entrance is blocked off by a wall of old, rusted iron bars with a gate in the center for a door. A padlock is chained to the bars to keep them from opening. Inside are three gnolls: two are sick and near dead, having been beaten by the orcs, and the other alert with an insane gleam in its eyes.
Encounter: 1 gnoll (AC 5, HD 2, hp 3 (7 if healed), #Att 1, Dam 2d4 or weapon +1, MV 90’ (30’), SV F2, ML 8).
C7. GUARD DOGS. Two emaciated and rabid wolves are lashed by 10' lengths of rope to poles in front of this door. They have been so badly mistreated by the orcs that they are only likely to bark and bite if someone approaches them closely. Feeding them will calm them and if released they will flee.
Encounter: 2 wolves (AC 7, HD 2+2, hp 10, 6, #Att 1, Dam 1d6, MV 180’ (60’), SV F1, ML 8).
C8. EMPTY. This chamber is not occupied; crude furniture has been stacked against the west wall for storage. The spoils from a raid on the outside is stacked north of the furniture: three large sacks full of something and five wooden boxes (not locked, but tied shut by rope).
C9. GUARDS. Two orcs with spears, shields and leather armor stand guard in this room, quiet bored. Each has 1d6 s.p.
Encounter: 2 Orcs (AC 6, HD 1, hp 5, 1, #Att 1, Dam 1d6, MV 120’ (40’), SV F1, ML 8).
Treasure: 2-12 (2d6) s.p.
C10. STORE ROOM. Six orcs are guarding several piles of boxes, bags, and barrels, - loot from raids.
Each has 1d6 s.p. The one with the most hit points has 10 g.p. in a simple pouch hidden under its belt. Looking through the loot will uncover three bottles of fine wine worth 10 g.p. and a locked wooden box with 20 p.p., 200 g.p. and 300 s.p. in it. If the lock is forced open the box itself would fetch 5 or 10 g.p. but if kept intact it is worth 50 g.p. The rest of the loot would require three or so cart loads to haul it off and would fetch perhaps 100 g.p. total. There is a bucket of cheap ale with three wooden mugs nearby and each orc has a hunk of meat and bread.
Encounter: 6 Orcs (AC 6, HD 1, hp 7, 5, 4, 4, 3, 2, #Att 1, Dam 1d6, MV 120’ (40’), SV F1, ML 8).
Treasure: 6d6 s.p., 20 p.p., 210 g.p., 300 s.p., 100 g.p. in goods
C11. COMMON ROOM. Eleven orcs are quartered in this room; they have rags blankets for bedding, old pillows to sit on, and several wooden stools and buckets. A total of 9d6 s.p. can be collected from them (not all of them have money).
Encounter: 11 Orcs (AC 6, HD 1, hp 8, 6, 5, 4, 4, 4, 3, 2, 2, 2, 1, #Att 1, Dam 1d6, MV 120’ (40’), SV F1, ML 8).
Treasure: 9d6 s.p.
C12. CHIEF'S ROOM. The chief is here with his favorite cronies and bodyguard. The chief uses a long divan with red satin covering as a throne and there are three decent chairs taken from some merchant shipping them. The chief wears a suit of chain mail stained back, has a shield, and carries a sword; the cronies have battle axes; the other orcs have spears. Hidden under the divan is a locked wooden box; the chief has a key that seems to fit it, but the lock in front is a trap and anyone inserting a key or trying to pick it will be shocked for 1d6 hit points damage (save versus wands for half; the save intended to represent the difficulty not nature of the attack); this can happen only once before the trap has to be recharged by a 3rd level magic-user. It is opened safely by reaching behind and underneath to press a knob that releases the lid. Inside are three potion-like bottles (one contains a healing potion, one contains high quality and very flammable whiskey valued at 30 to 50 g.p.; the other contains a green liquid that will cause nausea for 1d6 rounds if drunk (save versus poison to avoid this) - it is some useless and esoteric chemical). A bag contains 500 g.p. and 300 s.p.. A hidden compartment in the front side (which can only be found and accessed by opening it) holds three gems: 1 worth 50 g.p. and 2 worth 25 g.p. each.
Encounter: 1 Orc Chief (AC 4, HD 4, hp 15, #Att 1, Dam 1d8+2, MV 90’ (30’), SV F4, ML 8)
2 Orc bodyguards (cronies) (AC 7, HD 2, hp 8, 7, #Att 1, Dam 1d8+1, MV 120’ (40’), SV F2, ML 8)
3 Orcs (AC 6, HD 1, hp 5, 4, 4, #Att 1, Dam 1d6, MV 120’ (40’), SV F1, ML 8).
Treasure: healing potion, whiskey 30 - 50 g.p. depending on buyer, 500 g.p., 300 s.p., 50 g.p. gem, 2 x 25 g.p. gems, potion of healing
C13. STORAGE. More bags, boxes, and barrels are stacked here (about 75 g.p. worth of goods in total; 2 cart loads). Two wolves are tied to stakes to protect it.
Encounter: 2 wolves (AC 7, HD 2+2, hp 6, 3, #Att 1, Dam 1d6, MV 180’ (60’), SV F1, ML 8).