D&D Basic Game 2004 Edition Adventure [Archive] - Wizards Community

Post/Author/DateTimePost
Mark_Aged

09-26-07, 02:27 PM
This is an adventure I made a long time ago, when I had only the basic game, and no core rulebooks. It's really messed up, the gp it gives is way to much, so if you want to use it, you'll have to fix it. It uses the maps and figures from the 2004 Basic Game Set (as well as rules, but you can throw it in any 3.5 game). If you have it, you'll understand some things, such as the room numbers. I made this a long time ago, and just fixed it up recently, and my memory of the Basic Game isn't that great, so if you want to use it, go ahead, but if you find something that isn't right, like I said, you'll just have to fix it yourself. By the way, the adventure is called "The Kings Stuff".


Read the PCs this as soon as you start:


"You wake up in the middle of the night, hearing rain and screams. You look a your fellow adventures. They're awake as well. You run outside just in time to see a gang of Orc thieves run off in to the night. The city guards pour out of the castle, but much to late. They then begin telling everyone to go back where they were. One of the guards come up to the adventures and tell them to go back in to the tavern. 'Nothing to see here, go on, get some sleep.' The next morning, you investigate around and in the city. Searching a nearby forest, you find muddy Orc prints in the dirt. Because of the rain you are able to follow the foot prints to a trapdoor. Opening it, you see muddy footprints all over the floor. You decide to pay a visit to the castle, making note of the location. You find that the monsters have indeed robbed the castle. You enter the throne room to ask the king about it. You ask how the Orcs got in, and more so how they managed to rob a castle full of guards. You find that it was the time of themouth were the guards have a drinking contest. The king says that after the attack, he figured he better start wearing his equipment all the time again. 'I was quite the fighter back in my day.' He says. 'I then opened my personal safe containing the items, only to find it empty! They were such rare, priceless objects, made just for me when I was young by a powerful wizard. My Gloves of Holy Fire. Oh! My Boots of Gravity. My poor, Helm of the Passed, My Amulet of Heaven's Frost, My Magic Warhammer (glowing), Magic Half Plate and Magic Heavy Shield...' At this point he starts crying. He stop after a bit. 'I'm offering a reword of 7000 gp, and a special gift of choice from a list, as a personal thank you from me. BUT! If I find you using them, I'll fine you 500 gp each, and no reword. AND if you find them and don't return them, you'll all be sentenced to death! But lets hope it doesn't come to that, Mmkay?' After all this is done, it is night time. You then set off at once in the direction the monsters escaped."

Room 14: "A flurry of bats flaps through the door you just came though, their screeching barely audible as they careen past your heads. The room from which they came seems barren at first glance."

Nothing here.

North door: Locked, Listen: Nothing

Room 15: Don't read anything

Two sqares up from the door the PC came from are two secret doors that open up in to a secret room.

East door: Non-openable
West door: Free, Listen, DC 10: "You hear low, raspy breathing, but nothing else."
Secret room: "It appears to be some sort of a study. There is a rotting course here. Every thing in the room is rotting, or has rotted. There is a pile of rags in the corner."
If the PCs look though the rags, tell them they find bags and bags of silver, a total of 10,000 sp (1,000 gp).

Room 10: If the PCs made any noise getting in, place a Troglodyte on the space with the most blood facing the PCs, and read this to the players:

"The heavy wooden door with a small boarded up window opens onto a room littered with bones and encrusted with blood stains. There is four large iron rings embedded into the solid stone floor, a chain is secured to one of the rings. The other end of the chain disappears out of sight into the shadows. You freeze when you hear a growl. You stop looking at the chain and look up to see a Troglodyte facing you, with hatred on it's face"

Otherwise place a Troglodyte on the space with the most blood, facing away from the PCs, and read this:

"The heavy wooden door with a small boarded up window opens onto a room littered with bones and encrusted with blood stains. There is four large iron rings embedded into the solid stone floor, a chain is secured to one of the rings. The other end of the chain disappears out of sight into the shadows. A Troglodyte is here and has it's back to you."

At the start of every PC's turn, roll a Listen check for the Troglodyte, and a Move Silently check at the start of whatever player's turn it is. If the Troglodyte wins, he faces the players. If the player wins, then he may carry out his turn with the Troglodyte being unaware of the players (flatfooted). On the Troglodytes turn, he just rolls a Listen check, against all the players Move Silently check. If you walk in front of the Troglodyte, attack the Troglodyte, make a load noise, etc., it knows your there. When he doesn't know your there, his don't apply the Troglodytes Dex to his AC. If the PCs kill it, the PCs find a rusty, worthless (but still useable) key.

Door to Room 12: Free
Door to Room 11: Free
West Door: Locked, Listen, DC 2: "You hear load growls, footsteps, snorts and other animal sounds on the other side of the door."

Room 12: "This room is small, empty, and smells a little weird. You wonder what you might smell if you take a big whiff."

If the PCs take a big whiff, tell them they smell a Wumpus.

Nothing here.

North door: Non-openable
West door: Free

Room 11: "As so as you enter this room, you fell an evil radiating from the runes carved in to the stone floor."

If a PC come within 5 feet of the runes, place a Skeleton Warrior on the runes. Only one Skeleton Warrior can be there at a time.

Room 16: "Upon entering this room, you hear growling and weapons being drawn. You feel like you should go back, but it's to late now."

Place 4 Kobolds and 2 Orcs anywhere in this room. One Koblod has a small wooden box with two key holes in it. One Orc has a gold key with a gem in the top of it.

Door to Room 17: Trapped, Fiery Trap, Locked
South door: Non-openable

Room 17: "Above the door is a diagram that shows a stick man holding two sticks and a box, standing next too a bigger box. The next panel shows him putting the small box in the big box, then putting the sticks in the small box (that's now in the big box). The last one shows the big box opening. Underneath that is says, 'Bang, bang, heh'."

Door to Room 4: Locked, Trapped, Arrow, Trapped, Poison Arrow.

Room 4: Place a Wolf Skeleton left of the statue, and read this: "As you open the door, and find a circle below your feet glow. In front of you is a dead wolf, it's skeleton old, dry and falling apart. Oh, wait, it's not dead, rather it's undead."

The circle here does the following:
To Good: Can't melee attack or range inside the circle
To Evil: Takes d4 damage at the start of your turn
To Neutral (If your NG/NE or LN/CN, or just NN (True Neutral) take this effect): Can't leave the circle

There a is a hole in the statues shield, if the PCs take the gem out of the key and put it here, the circle does nothing.

Right door: Free
Left door: Trapped, Bomb, Stuck, Listen, DC 10: "You hear a small squeaking sound. Oh, and also a load ticking sound." The bomb takes one round to explode. Anything within 5 feet of the door takes d12+3 damage.

Room 3: Place a rat below the chest, and read this: "As you stubble in to the room, ringing in your ears, you hear growling. A Dire Rat stands in front of a chest, almost as if guarding it. Oh, and it attacks"

Mirror: Read this if they walk up to it: "Just a normal mirror. Good, it doesn't look like there is going to be any demons coming out of here any time soon."
Cage: Read this if they walk up to it: "It appears to be an empty bird cage." Make a automatic Spot check, DC 10 everytime they come near it. If they win it, they find 150 gp at the bottom.
Bookshelves: "The bookshelves are full of books, but you can't seem to read them... They aren't written in any symbols or language you know of." The book are in English, just backwards. If the PCs try to read them anyway, make a Spot check, DC 15, tell them its written backwards. If the PCs use Read Magic, tell them they still can't read it. If they walk up to the mirror well holding one of the books, make a Spot check, DC 10, tell the they can read it if they look at it in the mirror. 500 XP if they read the books.
Table: "The table is filled with all kinds of powder, flasks, oils, poisons, and other stuff. The book on the table has instructions on how to make 'exploding stuff'." If they start to try to make some 'exploding stuff', Roll a d20: 0-9: They mess it up and it explodes, dealing d8 damage to everything within 5 feet. 10-15: It starts to fizz and explode, reflex save, DC 10, they throw it at the wall, dealing no damage to anything. If they fail, they throw it away to late, dealing d6 damage to just them. 16+: They seceded, and make 'Exploding Flask'. If opened, d8 damage to everything within 5 feet. If thrown, can be thrown up to 50 feet (10 squares), -3 on the attack roll for every 10 feet (2 squares), deals d10 in whatever it hits. Base attack bonus, plus add your ranged bonus. A DC 15 Reflex save halves this damage. Party gets 100 XP the first time they make an Exploding Flask. If they try to drink something, tell them it smells to much like poison to drink.
Chest: "This chest has a hole in the top of it." If the PCs take the box they have, put it in the chest, put the two keys in, the chest opens. Read this to the players:

"In this chest are the kings items! Also are also some old, musty, moldy rags."

200 XP if they open the chest. Also, if the PCs take a look though the rags, tell them: "Looking though the rags, you find an old banknote! It is old and worn out a bit however. The amounts of money its worth is 10,000,000... the currency is worn out. But the serial number is still there, if you give it to a bank, you're sure they'd be able to find you how much it's worth. Anyway, happy of your good fortune, you hold it up in to the air. At that monument, a breeze blows it out of your hand. It floats under the south door."

Don't tell the players this, but it is an old currency that's only worth 1,000,000 to one gp. They can get their 10 gp if they go to any bank in any town.

The kings items are:

Gloves of Holy Fire: +d4 damage to all damage rolls
Boots of Gravity: No speed decrease for heavy armor
Helm of the Passed: If HP is equal to, or less then 10% of maximum, take no damage from undead monsters
Amulet of Heaven's Frost: If a evil Monster/PC tries to put this on, he takes d10+2 cold damage, but still puts it on. If a evil Monster/PC attack the wearer of this, they take d3+1 cold damage
Magic Warhammer (glowing): A normal Glowing Magic Warhammer
Magic Half Plate: A normal Magic Half Plate
Magic Heavy Shield: A normal Magic Heavy Shield

The PCs can wear any of these, but if they go to town wearing them, they are asked to remove them and give them to the king. If they do, each PC loses 500 gp. If they don't give them, they all die. If they give them to the king, read this:

"You come to the king, keeling as you hold the items up to him. 'Oh, thank you!' He says. 'Here is your reword, an you may pick on of the following to have from this list.' He hands you a paper listing: Wand (Fireball, 50), Boots of Elvenkind and Clock of Elvenkind or Any Magic Weapon, Shield or Armor."

Ask the PC what they want. After they pick:

"You tell the king what you want, and he tells something to a guard. The guard leaves for awhile, then comes back and hands it to the king, who then hands it to you. 'Have fun with it!' He says."

South door: Free, Listen, DC 10: "You hear heavy breathing and low mumbling noises, as well as the occasional dripping then sizzling."

Room 9: Place the black dragon on the left side of the shrine and read this: "Opening the door, you see 2 evil looking statues. Between them is an evil alter. The dragon you fought earlier is standing in front of the evil shrine. He appears to be praying. His head suddenly whips up, hearing you. He turns around to face you, letting out a mighty roar. Under his feet is the banknote." If the PCs get the dragon down to 30 HP: "The dragon is injured, and angry. He flees though the left door, smashing it apart, causing a cave in."

Left door: Non-openable
Right door: Non-openable
Coffins: Nothing special about them, but they do take two movement points to walk though.