Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: The hydra's keeper, a troll, dwells here on
orders from its master, the priest of the Fire
Temple. Upon hearing any noise from its
beast, it grabs its military fork and investigates.
Those with proper identification --
robes of the Fire Temple or the eight-pointed
amulet -- can pass, for the troll then shoves
the hydra aside and stops its heads from
attacking by quick use of the weapon. The
troll otherwise not only allows the beast to
attack, but aids it, attacking with the
weapon (which it can use long range, striking
opponents up to ten feet distant and
gaining a + 2 bonus to damage, due to
Strength). If enemies close on it, the troll
discards the weapon and attacks normally
(tooth and claw). The troll's only treasure is
a ring of fire resistance it wears.
Troll: AC 4, MV 12", HD 6 + 6, hp 42,
#AT 3, D 5-8/5-8/2-12, SA military fork (range 10', damage 3-10),
SD regenerates (3 hp per round starting 3 rounds after being damaged); XP 861
For the players: Boxes, crates, and barrels line the walls
of this 30 'x 20' chamber. Spilled contents
-- flour, grain, broken crockery,
and who knows what else -- are mixed
with old bones, broken furniture, splintered
wood, rags, and ordure up to a
depth of at least a foot. The whole area
stinks of troll.
For the DM: The containers hold nothing valuable, all
being spilled, rotted, or spoiled, save a
small cask holding two gallons of fuel oil
(worth about 16 gp per gallon) and a box
containing 20 fresh torches.