Dungeon Delver - DD1 - Sword Against Thievery

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Dungeon Module DD1

Sword against Thievery


by Bill Silvey
AN INTRODUCTORY ADVENTURE FOR FIRST LEVEL FIGHTER CHARACTERS

This module has been created with the specific intent of introducing a new player to the ADVANCED
DUNGEONS AND DRAGONS rule system. It is designed specifically for a single character and Dungeon Master,
however, if the Dungeon Master so wishes it may be expanded upon to provide a challenge for an entire party.
The module is intended to stand on it's own, or may be incorporated into an existing campaign. It was
originally created to help an associate of the author's to learn how to play ADVANCED DUNGEONS AND
DRAGONS.

If you find this module intriguing, look for future releases available at THE DELVER'S DUNGEON
http://home.cfl.rr.com/delversdungeon

ADVANCED DUNGEONS AND DRAGONS, ADVANCED D & D, and AD&D are trademarks owned by Wizards of the
Coast, Inc. Used without permission. Please don't sue me.

#0001
Dungeon Module DD1
Sword Against Thievery
by Bill Silvey
AN INTRODUCTORY ADVENTURE FOR FIRST LEVEL FIGHTER CHARACTERS

This module has been created with the specific intent of introducing a new player to the ADVANCED
DUNGEONS AND DRAGONS rule system. It is designed specifically for a single character and Dungeon Master,
however, if the Dungeon Master so wishes it may be expanded upon to provide a challenge for an entire
party. The module is intended to stand on it's own, or may be incorporated into an existing campaign. It was
originally created to help an associate of the author's to learn how to play ADVANCED DUNGEONS AND
DRAGONS.

If you find this module intriguing, look for future releases available at THE DELVER'S DUNGEON
http://home.cfl.rr.com/delversdungeon

ADVANCED DUNGEONS AND DRAGONS, ADVANCED D & D, and AD&D are trademarks owned by Wizards of
the Coast, Inc. Used without permission. Please don't sue me.

#0001
and cashiered out. With it you purchased arms and armor
superior to that of the Lord's militia issue and have set forth to
seek your own destiny. So it has brought you here, to the Inn
of the Bronze Orb, in the township of Amers. There you sit in
Advanced Dungeons & Dragons(tm) the smoky tavern hall, considering your options as they lay
before you. Almost on cue, a tall, gaunt man in a blue robe
Introductory Module #DD1 approaches your table..."

SWORD AGAINST THEIVERY The man is an apprentice of the local Magic User's guild and
has been sent to seek out a likely candidate for a small task
NOTES FOR THE DUNGEON MASTER: This module has been the Guild wishes to accomplish. He will introduce himself to
designed to assist new players (and hopefully new Dungeon the character as one Deemil Treviss, Apprentice
Masters as well) become acquainted with 1st Edition Prestidigitator to the Guild of Starry Insight. He will ask if he
ADVANCED DUNGEONS AND DRAGONS(tm) rules for combat may sit - regardless of the player's acquiescence, he will
and role-play. The module is designed for ease-of-play, and pitch his offer. For twenty silver, the Apprentice would like
while the encounters herein are best suited for a single player, the player to accompany him to the Magic User's Guildhall,
an enterprising Dungeon Master can expand upon the the large tower at the edge of town. Deemil is utterly
adventure to include more classes and (obviously) more sincere - he betrays no suspicious attitude at all. In fact, he
players as well. For the solo Dungeon Master and player- will offer the player the silver first (he was instructed not to do
character, the adventure itself is fairly "easy", in that the this but has forgotten!) and wait for the response...
encounters should prove neither too difficult nor too easy for a
clever player to cope with. That said, it must be emphasized If the player agrees, go to section one. Deemil has no
that if this module is to be used as a tool for teaching a new bargaining power; the 20 silver is all he was given to entice a
player, it is imperative that the Dungeon Master let the cards likely candidate to the Guild Tower. If the player(s) refuse,
fall where they may - death can come swiftly for the unwary in he will simply shrug and move throughout the hall, asking
a world inhabited by orcs, goblins, evil wizards and worse! others...

Even at the death of the player character, there is nothing 1. The MAGIC USER'S GUILD TOWER
to forbid the discovery of their recently expired body by a
munificent, high-level Cleric capable of wresting them from This stone edifice is quite new, and consequently easily
the clutches of death - for a price. noticed. It comprises all the elements of the "classic" magic-
user's tower: Tall, large windows dotting it's surface, crowned
It is suggested before the start of the adventure that the with a battlement-girded parapet above. Within the tower
player and the Dungeon Master have a "buying" session itself, a few young apprentice magic users practice their
wherein the character can purchase provision for trade.
adventuring.
1d4 apprentice Magic-Users are usually "in class", with the
START: The city of Amers within the kingdom of Furyondy sits rest either meditating, resting, or tending to the day-to-day
nestled within a small valley. It is, like many prosperous functions of the school. In the event of an unwanted
towns, at the crossroad of two trade-routes. While a not intrusion, all will seize stout wooden staves save one who will
inconsiderable amount of wealth passes through here, the raise the alarm with the council (see below). All fight as 0-
town is well-defended enough by mages and fighting men level humans, with 1-4 hit points each, AC:9, doing 1-6 points
as well as faithful clerics and clever thieves to turn all but the of damage with their staves. None have any spell ability to
most scurrilous and well-armed bandits. It is typical of small note. Additionally, they do not possess anything of value on
cities of it's ilk; it sports a well-to-do merchant's district, a less their persons. Within their sleeping quarters, a few
well-to-do "red lamp" district, and an assortment of local unremarkable items may be found - blank spell books, a few
guildhalls as well as a barracks for the local gendarme and copper coins, See the NPC Supplement at the end of the
militia. The city is largely unremarkable, supports a module for full information on the apprentice Magic-Users.
population of a few hundred (including nearby farmers and
their families) and save for the 50' tower marking the 2. The COUNCIL CHAMBERS
location of the local magic-user's guild which recently
established itself, has little in the way of interesting scenery. The council chamber area is a circular room located on the
But sometimes, even the most mundane of boroughs can top floor of the tower. The room itself is a combination
produce the most remarkable of adventures... library, study, and administrative office. When you enter, the
apprentice who met you at the tavern indicates an empty
Read the following section aloud: seat at a table. Three cowled individuals are already
seated, and although you cannot hear their words. When
"You have journeyed far and away from your home. you approach the table, one of them removes the hood of
eschewing the mundane life, you have taken up sword and her cloak and bids you sit down. She speaks:
shield as the tools of your trade. Your above-average
abilities and fortitude earned you a place alongside a “We of the Grey Tower Council welcome you, swordsman,
baron, seeking to put down an uprising of Kobolds within his and bid you listen to our offer of employment. Our guild and
northern landholdings. You have earned your rank as a it’s humble environs are new, but already we have attracted
Veteran, and your reward, but the Lord had no need for a the attention of both the curious and those truly interested in
large standing army, and with no hard feelings you were learning thaumaturgy. Unfortunately, our notoriety has
given a small share of the wergild from the Kobold's treasury brought with it an unwanted consequence. A month ago, a
new student, one Zubgug Trezem joined our endeavors here upon amount.
and began to learn the arts and trades of our craft. We
assumed that, despite his sometimes brash and curt 3. THE HUNT
behavior, he was truly interested in the finer points of
magical studies. This proved not to be the case! Upon Read the following section aloud:
achieving the rank of Prestidigitator within our order, he
attacked an instructor, catching them off guard, and The ride to the countryside is uneventful. The undergrowth
slipped away from the tower, taking with him a book of a has grown thicker in this direction, and it is almost impossible
little value to us, as well as a few coins which we later to lead your horse further. Just when you begin to suspect
discovered were missing. Initially we thought he had that you may have to turn back, you break in to a relatively
become angry at a student or instructor, but our clearer area. Three scurrilous looking individuals sit around a
investigations proved that this was not the case. It was only fire, obviously arguing over a pouch of some kind being held
yesterday that we discovered that he was not what he by the largest of them.
presented himself as at all! No, indeed, this would-be
burglar and assassin was no young human, but in fact a half- The three in question are half-orc fighters and brothers of
caste orc! Worse still, rumors tell of a band of thieves on the Zubgug. They put him up to the original plan to enter the
outskirts of the city, in a nearby woods and that a mage is Magic User’s guild and steal a spell-book, or at least learn
amongst them. The perfidy of this would-be thief and the some magic himself so as to become a greater threat to
appearance of this band of thugs cannot be a passers by and those wandering in the woods. They all wear
coincidence! tough leather jerkins and carry short swords. Due to their
Of course, since we cannot permit the theft of our property – arguing (which was muffled by the heavy undergrowth) they
this would set a bad precedent, you see – we would will be Surprised by the appearance of the character(s),
appreciate it if you would seek out this miscreant and return during which time the character(s) may act first.
to us the property which he has misappropriated. For ample
compensation, of course. Naturally we would prefer to deal Half-Orc fighters:
with this matter ourselves; unfortunately, the education of
our students takes precedence over this matter.” #1: AC8, HD 1+1. HP 3, #AT 1, D 1-6 AL: LE
#2: AC8, HD 1+1, HP 4, #AT 1, D 1-6, AL: LE
At this point, there will be some haggling and bargaining; #3: AC8, HD 1+2, HP 6, #AT 1, D 1-6, AL: LE
the Magic User’s guild will offer up to one hundred gold, plus
any restorative magic needed to heal any damage that The third is the “leader”, somewhat stronger and larger than
might happen to the character(s) while they hunt the villain the other two. The item they argue over is a purse filched
down. Additionally, they will offer the use of a Potion of from an unwary merchant in town, and it contains four small
Healing (with a single draught) and loan of a Ring of gems worth approximately 500gp. If the two “subordinates”
Protection +1. While they might be coerced in to offering are slain, the leader will grab the bag and leap into the
equivalent amounts of gold (See the Dungeon Master’s nearby woods (see encounter area #4, below); if the
Guide for full pricing), they will go no further. If the player(s) “leader” is slain, one of the “subordinates” will flee in a
become belligerent regarding the monies involved, they will random direction; the other will flee to area #4.
be asked to leave immediately.
If all three are slain in short order, a careful search of the
For the full abilities of the three Magic Users, see the NPC area must be conducted to locate the entrance to area #4.
Supplement section at the end of the module.
During the course of combat, if the player wishes to imbibe
the Potion of Healing given him by the Magic Users, he or
she may do so; however, this counts as a full action
(removing the potion from a belt-pouch and uncorking it,
and drinking it). During this time the character may not
parry or otherwise dodge blows. If any of the half-orc
bandits roll a 20 on their to-hit roll, it indicates that the bottle
was knocked out of the character’s grasp before they could
imbibe!

4. THE HIDEOUT.

This is the small warren used by the half-orcs to stage their


raids on the nearby forest road. Close enough to the city to
ensure unwary travelers, but far enough away to avoid the
city guard, they have tunneled out a few caves, narrow and
cramped, but high enough that all but the tallest might
If the player agrees, a map showing the small wooded area stand in them. The doorway is concealed with brush and
where it is suspected Zubgug is hiding out, the Ring of undergrowth which is easily moved aside.
Protection, and the Potion of Healing will be provided to the
player. The agreed-upon amount of gold will be paid at the If an orc survived the battle, they will be encountered in
end of the adventure. If for any reason the character needs area #5, below. It is important that remaining hit points are
to purchase equipment, a small advance can be kept track of!
negotiated, but not totaling more than 20% of the agreed-
5. COMMON ROOM/GUARDROOM
EPILOGUE
The cramped passage twists a few times as it descends into If the character has managed to vanquish the half-orcs and
the earth, but eventually widens out into a somewhat well- put paid to their nefarious schemes and has returned the
excavated area. This large room (15’ x 15’) is part natural spell book to the Magic User’s guild, all concerned parties
cave, and part construct. In the room lies much of the will be grateful. The Magic User’s guild will of course ask for
bandit’s loot: A few bolts of silk (20gp each, 4 bolts total), a the ring back, but all other items taken from the bandits are
small cask of wine, sacks of wheat, and a barrel full of the character’s to do with what they wish! The Magic User’s
javelins. guild will pass word along to the town’s constables that a
bandit threat has been neutralized by the character(s), and
A battered table sits in the middle of the room with four for six months any small infractions (carousing, public
chairs around it. Torches hang from the walls, two of them intoxication and the like) will be “overlooked” by the
are lit. In the corner, a strongbox sits, closed and locked. gendarme.
Across the room, there is a crude wooden door… Alternately, if the player refuses to turn the book over, or
simply does not return to the town, within 1d6 days the
If any surviving orcs are here, when the player(s) enter they Magic User’s guild will dispatch a full party of adventurers to
will immediately kick the table over and begin to hurl javelins seek out the missing spell book; upon finding the ruins of the
(1-4 damage each) at any who enter the room from the bandit’s encampment, they will rest at nothing to locate the
passageway. There are ten javelins in the barrel, but the book – and any who betrayed the Guild!
half-orcs are not proficient at their use and thus will be at a –
2 to-hit with them. A half-orc encountered here will fight to APPENDIX A: NPC SECTION.
the death.
Although the students of the Magic User’s guild are
6. ZUBGUG’S STUDY unremarkable, they can defend themselves if necessary;
since the theft of the spell book, the Magic Users themselves
This small (5’ x 10’) room across from the main hall is the last have asked the local militia for some advice on the handy
area accessible in the warren. If there has been a melee in use of a quarterstaff. Thus, each of the ten students fights as
area #5, Zubgug will be ready and waiting, and will follows in combat:
immediately cast Magic Missile at the first person who enters.
His only spell expended, he will then attack with his staff. AC9, HD 1-1, HP 2, 3, 3, 1, 4, 5, 1, 1, 2, 3, #AT 1, D1-6, AL :
Varies, most Lawful in nature.
Otherwise, he will be caught unaware, so general die-rolls
for Surprise and Initiative will be made. The students will use coordinated tactics – most of them
holding off attackers while one goes for the assistance of the
Zubgug: Council.

AC9, HD 1, HP 2, #AT 1, D 1-6 (plus Magic Use), AL : LE COUNCIL MEMBERS:

On a small table next to the pallet Zubgug slept on is a spell Lylan Treffa, Speker for the Council
book embossed with the emblem of the Magic User’s guild.
Around Zubgug’s neck is a chain on which is the key to the CLASS:MAGIC-USER
strongbox in area #5. Within the box is: RACE:HUMAN
SEX:FEMALE
A silver dagger worth 50 g.p. LEVEL:7
HIT POINTS:16
A small bag containing four gems totaling 219 g.p. in value ALIGNMENT:NEUTRAL GOOD

A scrap of parchment on which is a crudely drawn map of STR [ 11 ] TO HIT:+0 DAMAGE:+0


the surrounding countryside, indicating the main road and INT [ 16 ] SPELLS:65% MIN:7 MAX:11
caravan passages in the common tongue. WIS [ 13 ] MAGICAL ATTACK ADJ:+0
DEX [ 08 ] REACT/ATTACK:+0 DEFENSE:+0
A vial containing a Potion of Speed CON [ 10 ] HITS:+0 SYS:70% RES:75%
CHA [ 13 ] REACTION ADJ:+5%
A vial containing a Potion of Delusion
HEIGHT:5'11" MOVEMENT BASE:12"(12")
WEIGHT:130LB CARRYING CAPACITY:500GP
THACO:19 ARMOR CLASS:10(10)

SPELLS:
MAGIC-USER SPELLS: 4 3 2 1

SPELLBOOK:

LEVEL 1:BURNING HANDS, CHARM PERSON, MAGIC MISSILE,


MENDING, READ MAGIC, SHIELD, SLEEP, SPIDER CLIMB,
TENSER'S FLOATING DISK, UNSEEN SERVANT
MOUTH, STRENGTH, WEB,
LEVEL 2:AUDIBLE GLAMER, DETECT INVISIBILITY, FOOLS GOLD, WIZARD LOCK
MIRROR IMAGE,
PYROTECHNICS, RAY OF ENFEEBLEMENT, ROPE TRICK, SCARE, LEVEL 3:FLY, PROTECTION FROM EVIL 10' RADIUS,
WEB, WIZARD LOCK PROTECTION FROM NORMAL MISSILES

LEVEL 3:CLAIRVOYANCE, DISPEL MAGIC, FEIGN DEATH, SAVING THROWS:


FIREBALL, GUST OF WIND, PARALYZE, POISON OR DEATH MAGIC:13
LEOMUND'S TINY HUT, PROTECTION FROM EVIL 10' RADIUS, PETRIFY OR POLYMORPH:11
PROTECTION FROM NORMAL ROD, STAFF OR WAND:9
MISSILES, SLOW BREATH WEAPON:13
SPELL:10
LEVEL 4:CHARM MONSTER, FIRE SHIELD, ICE STORM, PROFICIENT WEAPONS:DAGGER
MASSMORPH, POLYMORPH OTHER, WEAPON IN HAND:DAGGER (1-4)
WALL OF FIRE ARMOR WORN: ROBE

LEVEL 5:CLOUDKILL, TELEPORT Alain, the Sage:

LEVEL 6:PROJECT IMAGE


CLASS:MAGIC-USER
SAVING THROWS: RACE:HUMAN
PARALYZE, POISON OR DEATH MAGIC:13 SEX:MALE
PETRIFY OR POLYMORPH:11 LEVEL:8
ROD, STAFF OR WAND:9 HIT POINTS:22
BREATH WEAPON:13 ALIGNMENT:LAWFUL GOOD
SPELL:10 SEC. SKILL:NONE

PROFICIENT WEAPONS:STAFF, DARTS STR [ 13 ] TO HIT:+0 DAMAGE:+0


WEAPON IN HAND:STAFF (1-6) INT [ 15 ] SPELLS:65% MIN:7 MAX:11
ARMOR WORN:ROBE WIS [ 15 ] MAGICAL ATTACK ADJ:+1
DEX [ 13 ] REACT/ATTACK:+0 DEFENSE:+0
CON [ 12 ] HITS:+0 SYS:80% RES:85%
Dylan, The Teacher: CHA [ 11 ] REACTION ADJ:+0%

CLASS:MAGIC-USER HEIGHT:6'7" MOVEMENT BASE:12"(12")


RACE:HALF-ELF WEIGHT:201LB CARRYING CAPACITY:600GP
SEX:MALE THACO:19 ARMOR CLASS:10(10)
LEVEL:6
HIT POINTS:14
ALIGNMENT:CHAOTIC GOOD SPELLS:
MAGIC-USER SPELLS: 4 3 3 2
STR [ 13 ] TO HIT:+0 DAMAGE:+0
INT [ 17 ] SPELLS:75% MIN:8 MAX:14 SPELLBOOK:
WIS [ 17 ] MAGICAL ATTACK ADJ:+3
DEX [ 07 ] REACT/ATTACK:+0 DEFENSE:+0 LEVEL 1:AFFECT NORMAL FIRES, BURNING HANDS, DANCING
CON [ 08 ] HITS:+0 SYS:60% RES:65% LIGHTS, FEATHER FALL, HOLD PORTAL, MAGIC MISSILE,
CHA [ 11 ] REACTION ADJ:+0% MENDING, READ MAGIC, SHOCKING GRASP, SLEEP, SPIDER
CLIMB, UNSEEN SERVANT
HEIGHT:5'6" MOVEMENT BASE:12"(12")
WEIGHT:117LB CARRYING CAPACITY:600GP LEVEL 2:DETECT EVIL, ESP, FOOLS GOLD, FORGET, KNOCK,
THACO:19 ARMOR CLASS:10(10) LEOMUND'S TRAP, LOCATE
OBJECT, MIRROR IMAGE, SCARE, STRENGTH
SPECIAL:
30% RESISTANCE TO SLEEP/CHARM SPELLS LEVEL 3:BLINK, CLAIRAUDIENCE, FEIGN DEATH, INFRAVISION,
INFRAVISION 60' PHANTASMAL FORCE,
DETECT SECRET DOORS ON A 2 IN 6 PROTECTION FROM EVIL 10' RADIUS, PROTECTION FROM
DETECT CONCEALED DOORS ON A 3 IN 6 NORMAL MISSILES, SUGGESTION,
WATER BREATHING
SPELLS:
LEVEL 4:FIRE CHARM, MASSMORPH, RARY'S MNEMONIC
LEVEL 1:CHARM PERSON, COMPREHEND LANGUAGES, ENHANCER
DANCING LIGHTS, ERASE, FEATHER
FALL, IDENTIFY, MAGIC MISSILE, PROTECTION FROM EVIL, LEVEL 6:INVISIBLE STALKER
READ MAGIC, SHIELD, WRITE
SAVING THROWS:
LEVEL 2:FOOLS GOLD, LEVITATE, LOCATE OBJECT, MAGIC PARALYZE, POISON OR DEATH MAGIC:13
PETRIFY OR POLYMORPH:11 the ADVANCED DUNGEONS & DRAGONS game, and since
ROD, STAFF OR WAND:9 that time it has undergone some refinement and changes,
BREATH WEAPON:13 modifications and general tweaking to make it enough of a
SPELL:10 challenge that players both new and experienced, as well
as Dungeon Masters both veteran and neophyte, could
PROFICIENT WEAPONS:DARTS, STAFF enjoy it. I hope you, the gamers, will have as much fun with
WEAPON IN HAND:STAFF (1-6) the adventure as I did creating and running it.
ARMOR WORN:ROBE
Credits:
All of the Magic Users have some offensive spells memorized; Design: William M. Silvey
it is left to the Dungeon Master as an exercise to select any
he or she feels appropriate if a player is so foolish as to Helpful Assistance: Richard R. Forney III
attack the Council!
Playtesters: William M. Silvey, Joey Romero.
AFTERWORD:

It was my distinct pleasure to take the opportunity to create


this adventure in the fall of 2002 to help introduce a player to

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