13.
Open Ground, if the party make it this far they Day One A Knave INTRODUCTION
You could be a shopworker, student, engineer, care
will be met by Dellin’s gang.
Adventure worker or administrator, none of this matters, today
when you wake you are a knave.
09. To the west of this space are the shattered remains The premise is that the PCs have been teleported via
of two statues and behind that is a thick wooden door. a spell going wrong from Earth as we know it to a
shard version of it called Admah, the year 7B.3037.
10. What remains of this temple are partly Dellin and a few of his gang (The Copper Lizards)
standing walls and piles of rubble. were supposed to be teleported (others outside
waiting), he is the only one that is here, the others
have traded with the PCs. They have been sent to
07. A medium sized cave, find an artifact. He has a loadstone which points to
bedrolls litter the floor. One of the chest in room 12.
the bedrolls has something MONSTERS
sleeping. Kobolds: lots He reluctantly teams with the PCs to get out and find
Goblins: few the artifact.
Ogres : Avoid
06. This cave is scattered with
Dellin leads the way and will die in the first trap, PCs
dirty looking bedrolls.
then have to make their way out and meet his gang.
01. You waken in an eerily green lit
cavern. Water covers the western side 11. The stairs descend down to one of the
and appears to exit to the NE. A man few remaining solid rooms, this vault has
stands over you with a sword pointing one occupant who snaps the lid of the
at your throat. *Dellen has a sack with chest down and looks at you.
a few items. Caves have a mineral,
emits a green glow. This cave is being
used as a store room. 12. Secret room, dark duty, full of webs,
well hidden. The load stone points directly
03. A tunnel split a
02. A blade trap, at the chest. Artifact magically sealed.
extensive rock formation to 04. In this huge cavern a procession of
triggered by weight the NE in this cave. To the
stands at about creatures pull carts and barrows 08. You find yourself in a small cold dark
NW a wicked green looking emptying their contents into a large pit
human head height, room made or large stone blocks. A few
humanoid looks bored as it in the centre. As you watch one of the
imagine guillotine crates and barrels line two of the walls.
paces about. Door requires larger creatures grabs hold of
on its side. DEX save Kobold finger, otherwise
or die. something smaller, snapping its neck 05. Another blade trap, leading to a secret
screaming trap triggered. and throws it into the pit. door.