Thursday, 17 December 2020

ADVENTURE... What Lurks Within.

 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.

 

AD&D Map What Lurks Within



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 

 

 




No comments:

Post a Comment