A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees.  Here and there it is washed out, in other places a mire.
  Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. But even considering this, going is slow, and it takes over an hour to reach the place on horseback, or two to trudge along on foot. Considerable hacking and clearing is necessary to make the way passable, so double the time required for the first trip. After two miles, as the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.
  A side path, banked high to cross over the wetland to either side, just north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy,
creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.

1. POOL - 6 Giant Frogs

2. ROTTING DRAWBRIDGE - When the moathouse was taken, part of the drawbridge was battered through, and men crossed on planks to gain access to the inner gates. The chains of the drawbridge were broken, and it fell; it has remained thus since. It is strong enough to bear a man, but any mount crossing over may break through and injure a leg.

3. BROKEN GATES - The door is hanging open on one great hinge, the other is splintered and holed but still in position, wedged and shored closed from the inside.  A careful examination of the ground here reveals boot prints in the ground, heading for the building steps at area 5.

4. TOWER - The upper portion of the tower has collapsed, and the interior is dark. - Huge Spider

5. LITTERED STEPS - This staircase leads to the house portion of the fortress. A careful examination of these steps reveals that some traffic (human, animal, and perhaps otherwise) comes this way. The doors at the head of the stairs are broken—one flat on the floor, the other sundered.

6. GREAT HALL - This was once a great audience chamber, as shown by the tattered banners and tapestries on the walls, destroyed furniture, and heaps of rotting cloth thrown into corners. Once richly appointed, it has been thoroughly searched, sacked, and despoiled. Leaves and dirt cover the floor, and cobwebs hang from walls and the ceiling above. Looking up, you see that pieces of beams and chunks of stone poke through, indicating that the upper stories of the place are totally destroyed and likely to be impassable to anything larger than a rat.

7. BRIGANDS - Holed up in this 'Black Chamber, ' the quarters of the former Lord of the castle, are eight brigands and their leader. The heavy door has been repaired by these outlaws, and it is usually barred and bolted as well. They are not aware of the secret door nor the stairway down.  The chamber is floored in black flag stones, and has ebon-colored wall hangings (now burnt and tattered) in addition to the jumbled wreckage noted. The brigands pitch bedrolls in odd corners, and the remains of fires can be noted in the northern fireplace.

8. STAIRWAY UP - After a few steps the risers are covered with dust, crushed stone, broken wood, and burned heaps of cloth. At the landing halfway up they are completely choked with rubble, and it is impossible to clear the loose stone and huge wall section to allow passage. The entire upper floor is collapsed and ruined.

9. LITTERED ROOM - This room was once a conference chamber, but is now empty. Its dirt and wreckage show no signs of any recent occupant, though a couple of small rats are seen scurrying away. There is nothing of any value within except a very fine broadsword wedged behind a splintered wall case, the contents of which are long gone.

10. EMPTY BEDCHAMBER - Once the quarters of a castle troop leader or some other petty official, this place is now a total wreck. The bed is chopped to pieces, and the furniture is smashed or missing.

11. SALON - This room was once very opulent, obviously a place of many expensive furnishings. The remaining bits and tatters still appear rich (though none are of value). If the party investigates the room, scores of bats flutter angrily around. In the confusion, any light source will probably (75% chance) be dropped and extinguished. Any one striking at the bats after the lights go out may (50% chance) hit the nearest party member instead, inflicting double normal damage if a hit is scored against the victim's rear Armor Class.

12. CORNER ROOM - After one of their number was slain here a few weeks ago, the brigands gave this room and the entry corridor a wide berth. A huge adder, over 12 feet long, dwells here. It crawled up the rubble spilled into the moat, and found a nice safe lair where it could hole up after hunting.

13. STOREROOM AND STAIRWAY - Some rustling and squeaking will betray the presence of a hungry horde of giant rats.

14. TROPHY ROOM - Only a few mangy pelts, stuffed heads, and shattered antlers indicate the former status of the chamber. All worthwhile items are looted. Considerable time may be spent searching the litter herein, but nothing of value will be found.

15. DOMICILE - This place was the domicile of the major domo of the castle, but is now stripped of everything save broken and ruined furnishings.

16. KITCHEN - The remains of moldering foodstuffs and kitchen work tables are visible. A wooden cask near the fireplace on the north wall looks inviting...A giant tick attacks Thud.

17. BARRACKS - In this partially collapsed chamber, the remains of cots and plain wooden chests indicate that this was once a barracks room for castle guards — undoubtedly the human sort. (If the overhead rubble is forcibly moved, it may fall further (50% chance), inflicting 1-6 points of damage to each victim in the place. Check for each round of disturbance.)  Giant Lizard.