This is an adventure that although it is intended for AD&D 2nd Edition, it is easily convertible for any system. It is VERY basic, it was written to help introduce young players to AD&D and to table-top roleplaying and intended for a small party of first level players. It's a very simple dungeon crawl with a couple of traps and some very simple and easy to kill monsters. Feel free to download it and use it as you see fit and we hope you enjoy it!
The brave adventurers find themselves at the entrance to an
old temple that local legend tells is haunted and that no one who ventures near
it ever returns. The forest surrounding the hill where the cave opens up is
dark and silent, no animals have been seen on the approach and no birds can be
heard in the trees.
The hill can be seen rising up out of the forest and becomes
clearer as the trees thin closer to the hill. It’s a barren and rocky outcrop
that rises a hundred feet or more above the tree tops and can be seen for many
miles around.
As you approach the sheer face of the hill you see a dark
opening in the rock face, it is a natural cave entrance, but you can only see
in a few feet before it becomes too dark. The floor is dry but covered in bones
and the smell coming from inside is foul. A short but twisting passageway ends
in a solid oak door.
1.
The door is unlocked and well maintained door.
Behind it there is a short corridor leading into a square room. The room is
unlit and about twenty feet square. In the torchlight you can see an entrance
leading out midway on the western wall. There is a short passage ending in
another door.
2.
Trap… Players to take intelligence test, if
failed by both whoever walks down first steps on a pressure plate and the
person immediately behind them must save against dexterity or take 1D4 damage
as a sharp metal rod is thrust into their legs at hip height from a small hole
in the wall.
3.
There is light coming from underneath the door. The
door into this room is not locked but will need forcing. Strength test, there
is room for more than one person to push at the door. If they decide to listen
quietly they can hear sounds of movement coming from the room behind the door. The room itself is large, and slightly “L”
shaped there two exits, one in the south wall and one in the west wall. Inside
the room there are three Goblins, with associated treasure. There is nothing
else of interest, just furs on the floor, scraps of their food and belongings.
4.
Short corridor opens up into another twenty foot
roughly square room. It’s dark in hear
and messy. There are broken boxes and chests scattered all around. If the party
search it, they will find a small wooden box, that feels heavy. It is buried under
piles of rubbish so is easily missed, an intelligence test is needed to spot
it. Hidden inside are a few coins, D20 CP, D12 GP and D4 PP. There is a
passageway that leads out to the south. The foul smell gets stronger closer to
the door that is the exit. The door is hidden behind piles of rubbish that look
as though they have been put there deliberately. The door is locked and very
strong. There is a keyhole and nothing the party can do will open it. It
resists lock picking and any magic used to try to unlock it.
5.
This is a long corridor that heads south from
room 3, it is dark and damp, water is dripping from the ceiling and the floor
underfoot is wet and slick. About thirty feet down the passageway the party can
either turn to the east or carry on heading south.
6.
The passageway south is dark, and damp. There
are alcoves off either side of the passageway every ten feet, but there is a
passageway leading off to the east after forty feet down the passageway, it is
opposite another alcove.
7.
Alcove has a small statue in it, it is trapped,
if moved it releases a cloud of gas that inflicts d6 poison damage unless they
can save against it. Underneath the statue is hidden a small bronze key.
8.
Room, twenty feet wide and about thirty feet
long. There are plinths every few feet down each side of the room. The room has
nothing is empty except for bones and scraps of cloth and leather etc. There
are three Carrion crawlers are hidden in the shadows behind the statues in the
furthest corners of the room and they will attack when approached.
9.
A short corridor leads east, there is a faint
light coming from the room ahead.
10.
A rectangular room twenty by forty feet. There
is an opening in the south wall. The room is lit by a few torches on the walls,
it is very smoky and the air is bad in here. If the party is quiet on entering
they are able to take the lone goblin in here by surprise. If the goblin is
disturbed he runs off down the stairs out of the room to the south.
11.
A small circular room that is reached by going down
a flight of stairs. It is also lit by torches but it is small and contains
three goblins. The room itself has a small alter and a small and grotesque
statue on it to the Goblin deity. It is roughly made out of bronze. If searched
the alter has a secret panel behind it and inside is a small chest which can be
unlocked with the small key found in room 7. Inside the chest is a much larger
and older iron key and a small handful of coins and gems. D20+10 CP. D12+4 GP.
D6+1 PP. D4 worth D20 GP.
12.
The passageway winds its way a long to room 13.
It is dark and no sounds can be heard coming from further along.
13.
A dark and large room, nearly thirty feet
square. There is evidence the goblins use this room as their main dwelling.
There are furs on the ground, chests with food and barrels of oil and goblin
ale. There is a passage out leading south from the south wall. There is nothing
of any value in this room.
14.
The room is reached by a long passage. On turning
the corner to the room, the party will see a door with light coming from
underneath it. Inside is the chief of the small goblin tribe that uses this old
temple as it’s base. He is much bigger and tougher than the other goblins and
keeps the spoils of their raids in this room.
THAC0 17 AC 4 HP 8 Damage D6+1
Treasure in the room is D100 +10 CP. D20+20 GP . D20 PP
D6 Gems worth D20 GP each.
A +1 Dagger and a +1 Longbow are also stashed in the room.
Two healing positions that restore D10 HP
There are sleeping furs and food in the room but little else when
searched thoroughly.
15.
When the party finds the key and manages to open
the door, it is pitch black inside and the smell is hideous. The room is
circular, about twenty feet across and is strewn with bones and rags. A search
finds D6 CP. D6 GP and old rusty weapons of no value. There is an doorway to
the south.
16.
A long passageway leads to a cross where the party
can go South, east or west. Very dark.
17.
Dead end, a hidden section in the wall has nothing
inside it. Intelligence test to find it.
18.
Passage ends in a door to room 20.
19.
Large room, covered in bones and rubbish. There
is nothing in this room of value. Secret door to room 21. There is a passageway
that leads off to room 20.
20.
Square room, appears empty but has a rust
monster lurking inside.
21.
A natural passageway leads to this natural
cavern, inside we find why the room that led here was kept locked by the
goblins, inside the cavern is the source of the foul smell. There are many
bones littering the floor and the smell is really strong. The goblins would capture
people from outside and bring them here to feed to the Ghoul that dwells here
and has done for many centuries, it is the reason the abandoned temple has such
a dark history and reputation.
Old Git Rich 2020