Map Key to my very first adventure!

dreaded_beast

First Post
This is the map key to the very first adventure I am making. The adventuring party consists of 1 PC Monk and 1 NPC Cleric to provide healing. I am not sure if I made the key correctly or if I should add more information. Any suggestions would helpful. Some of the DCs may be too easy, but I want the PC to feel like they are succeeding at what they attempt.

Here is the link to my thread with the Plot and Background.
http://www.enworld.org/forums/showthread.php?t=76782

KEY

1) RUIN ENTRANCE
“The mouth of a cave leads into darkness. Rubble lies on either side of the cave mouth. A lone wolf is guarding the entrance. It appears to be tied to a post.”

The wolf is hungry and will let anyone pass who feeds it. If it is not fed, it will attack anyone that heads towards the entrance.

Wolf (1) HP 13

The Entrance leads to the Guard Room. PCs need a light source to see in dungeon unless room description says otherwise.

2) GUARD ROOM (60 ft long, 20 ft wide, 20 ft high)
“This room appears to be a long hallway. Rubble and loose rocks litter the floor. The end of the room is in shadows.”

A Large Skeleton guards the door and is hidden by the shadows. The Large Skeleton attacks when PCs enter 20 feet into room.

Spot DC 10 – See Large Skeleton
Simple Wooden Door (Locked) – Hardness 5, HP 10, Break 13
Large Skeleton (1) HP 13 CR 1

3) LOBBY (40 ft long, 40 ft wide, 20 ft high)
“This area is nearly clear of rubble and debris. A small lamp sitting on a wooden table in the center of the room provides some light.”

The piece of paper is actually a map of the area, showing the dwarven ruin, monastery, shrine, and wizard’s tower. The wizard’s tower and dwarven ruins are circled. There are 3 more doors. The door in the east wall is unlocked.

Spot DC 12 – See Doors
Simple Wooden Door (3) (Locked 2) – Hardness 5, HP 10, Break 13

4) SUMMONING ROOM (20 ft long, 20 ft wide, 20 ft high)
“This is a relatively small room, almost completely free of rubble or dirt. A reddish glow comes from a magical circle drawn in silver dust on the floor. A creature is within the circle.”

If the circle is disturbed in any way, the Mane gets free.

Mane (1) HP 4

5) ZOMBIE ROOM (20 ft long, 20 ft wide, 20 ft high)
“Most of this room is filled with rubble. There appear to be some shapes clearing debris and rubble.”

Zombies (2) HP 16, 16

The zombies attack when PCs enter room.

6) FAMILIAR AREA (40 ft long, 40 ft wide, 20 ft high)
“Another large chamber. The room appears to be empty except for lamp on an iron stand in the center of the room.”

A bat is hiding in the ceilings, a familiar for the Sorcerer. When the PCs enter, the bat tells the Sorcerer and attempts to follow the PCs. There are 3 more doors. The door in the west wall is unlocked. Opening that door reveals 2 zombies clearing more rubble, who attack when the door is opened.

Spot DC 15 – See Bat
Spot DC 12 – See Doors
Simple Wooden Door (3) (Locked 2) – Hardness 5, HP 10, Break 13
Zombies (2) HP 16, 16

7) SORCERER BEDROOM (20 ft long, 20 ft wide, 20 ft high)
“This appears to be a bed chamber. There is a crude bed in the corner with a small stand next to it with an unlit lamp. In one corner of the room appears to be a perch.”

Search DC 15 – Find loose stone revealing a bag containing 100 GP.

8) LARGE CAVERN (60 ft long, 60 ft wide, 60 ft high)
A locked door blocks the entrance to this cavern. There is a chasm in the middle of the cavern with a stone bridge 5 ft wide. The chasm is 7 feet wide and 20 feet deep. The door to the north is unlocked. The apprentice wizard is here in a cage, sleeping. The cage is rusted steel and locked. The sorcerer has the key along with keys to all the rooms except the Cleric’s.

Jump DC 7 – Cross Chasm
If the PCs fail by 5 or less, they can make a Reflex DC 15 to grab the other side. The chasm is 20 ft deep.

The Sorcerer is here questioning the wizard. When he hears about the intruders, he is forced to use 2 Sleep spells on the wizard, since the wizard made his save for the first one. He will try to use 2 Sleep spells on the PCs. If that fails, he will use his Ray of Frost. If the PCs fall asleep, they will be put in the cage and kept prisoner until the return of the Evil Cleric. If things go bad, he will not engage in melee, he will flee to the Sacrifice Room. He will then use the spell Disguise Self and pretend he is an escaped prisoner. He will try to escape at first chance.

Sorcerer 3, Human, Chaotic Evil, HP 15, AC 13, Init +6, Speed 30 ft, F +2 R +3 W +4
Ring of Protection +1, Scroll of Mage Armor, 2 Potions of Cure Light
0 Level (6/day) – Ray of Frost, 1st Level (5/day, 3 left) – Sleep, Disguise Self

9) SACRIFICE ROOM (40 ft long, 40 ft wide, 40 ft high)
“This room is barren except for a slap of stone in the center of the room. It appears to be stained with blood. A banner with the symbol of a dark god is over the altar. There are cave-ins to the north and east and a door to the west.”

10) CLERIC BEDROOM (20 ft long, 20 ft wide, 20 ft high)
Simple Wooden Door – Hardness 5, HP 10, Break 13
“This room contains a sturdy bed. A small banner with the symbol of a dark god hangs over the bed. Opposite the bed is a table with an unlit lamp, a book and small chest.”

In the chest are 6 onyx gems worth 50 GP each, used to create undead. There is also a masterwork dagger, engraved with the head of Orcus, used to make sacrifices.

The book contains a portrait of Orcus and reads:
“The mightiest of the mighty. The rotting lord. Demon and deity alike. He deserves to be feared and only fools would oppose him. Luckily most fools are quite tasty. Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds.”
 

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