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rockdeworld
2012-09-22, 01:25 PM
I threw this adventure together when a friend couldn't DM, and the players liked it. I figured I'd put it online here, in case anyone was looking for ideas. Please excuse me if this isn't the right board for this.

Intro

A slew of houses bear evidence of a destructive raid. The broken wood of doors is strewn on the ground, window frames are broken in, and one of the buildings is burnt. The area is deserted. In the quiet, you can hear a child sobbing, and it turns out to be a boy hiding in a barrel. He tells you that a day ago, his village was attacked by a gang led by an evil religious man whose hideout lies deep in a cave in the mountains. The gang attacked the village and stole both valuables and people, both the living and the dead. The boy doesn't know what the priest wants, but he begs you to rescue his family and friends. It's up to you to find the cave and perform a rescue mission.

A heavily-travelled path through the forest makes it easy to follow the bandits' tracks. (Track DC 7)

You come to a (underground cave/hole in a cliff face), dark within.

Map of the cave
......8....
..2 5 9....
1 3 6 10 13
..4 7 11...
......12...

Each room is 15'x15'x10' unless otherwise noted.
Only rooms 1, 3, 6, 10, and 13 have lights (torches on the walls).
Each hallway between rooms is lengthx5'x5'

Rooms
1: Drow warrior, blue bandana (named Elvinid)
3 separate doors at the back open to hallways that lead to rooms 2, 3 and 4

2: Darkmantle
2 separate doors at the back open to hallways that lead to rooms 5 and 7

3: 4 Kobolds, blue bandanas (named Lob, Kob, Dob, and Tob), playing cards around a table
2 separate doors at the back open to hallways that lead to rooms 6 and 7

4: 15'x5'x10' hallway, fullisade of darts, location trigger (middle of the hall), Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20;
treasure chest: 5000cp
2 separate doors at the back open to hallways that lead to rooms 5 and 6

5: Treasure Chest (50g, 500s) + Pseudodragon laying on top of the chest.
2 separate doors at the back open to hallways that lead to rooms 8 and 9

6: Duergar, blue bandana (named Henrik)
2 separate doors at the back open to hallways that lead to rooms 9 and 11

7: 15'x5'x10' hallway, Razor-Wire across Hallway, location trigger (middle of the hall); Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15
treasure chest: 150gp
2 separate doors at the back open to hallways that lead to rooms 11 and 12

8: Goblin (named Box)
A door on the side opens to a hallway leading to room 10

9: 8x tiny spiders

10: Boss, see below
A door at the back opens to a hallway leading to room 13

11: 15'x5'x10' hallway, treasure chest with Swinging Block Trap, touch trigger; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20
treasure chest: 5000gp blue-white diamond

12: 2x cats
A door on the side opens to a hallway leading to room 10

13: The townsfolk, trapped in a large cage (Open Lock DC 20)

Boss
Serrick, a Ghast, who cages the townsfolk in the back to store for feeding on.

Jericho, a LE Cleric
HP 8
AC 18 (Splint mail +6 Heavy Steel Shield +2)
Saves: +2/+0/+5
Heavy Mace +0 (1d8, x2)
Items: 10gp, blue bandana
Spells:
* Sanctuary
* Cure Light Wounds
* Bane
* 3x Guidance (orisons)
* Death Domain: Jericho may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, roll 1d6. If the total at least equals the creature’s current hit points, it dies (no save).
* Destruction Domain: Jericho gains the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a +1 bonus on damage rolls (if he hits). He must declare the smite before making the attack. This ability is usable once per day.