BenventoTheMadHorrorHouse
Jump to navigation
Jump to search
Benvento: The Mad Horror House
This adventure is based on an adventure I experienced at Camp Dunnabeck in 1980-1981. I am typing the adventure in from my hand-written, oft-scrawled upon notes. I am including my horrible drawing since it was part of the 'package'.
Introduction
This dungeon is for characters level 5th - 8th level and can have 2 - 10 people in it at one time.
#!wiki warning ''This was only run twice? with only 2 to 4 people..so 10 people (like I had 10 people to play D&D with in the 80's...'' '''This adventure was created using the 1st Edition Rules, and makes mention of tables/charts in those books.'''
The Town
1 - Tower
The defensive HP's are 80 & 60. Each tower has 3 levels, the ground floor door is at the back of the towers.<
> There are 12 men-at-arms AC: 5, 7, 10, 7, 6, 8 (x2). HP's: 5, 2, 1, 3, 5, 1 (x2). Roll d4 for the passphrase for the day. 1. Mage, 2. Warrior, 3. Hello, 4. Arrow. If the players do not answer the code the men-at-arms will start shooting arrows (short bow).<
> The Captain-In-Charge is a 2nd level Fighter AC: 3, HPs: 20. He has a +2 Sword from the wars.
2 - General Store
The General Store has 5 people in it most of the time. There is the Butcher: AC: 5, HPs: 5, AT:Cleaver(1d6), a Clerk: AC: 10, HPs: 6, AT:Dagger(1d4), 2 Helpers: AC:7, 10 HPs: 2, 3, AT:Dagger(1d4). The 5th person is usually a customer going through the merchandise.<
>The store has a variety of items (most common goods for sale in PHB.) The Butcher has 1d6 SPs in a purse, the clerk 2d6 CPs.
3 - Armory
The Armory is run by a Master Smith: AC: 2, HPs: 8 AT:Hammer(1d10). He is a 2nd level Fighter and has 2d6 GPs in his purse. He has 2 apprentices: AC: 9, 8, HPs: 4, 6, AT:Dagger(1d4). The Armory has three suits of armor, 1 chainmail, and 2 studded leather. 4 shields: 2 small, 2 large. There is 1 spear, and 1 dagger also for sale. There is a chest in the back room, trapped with an Poison Dart trap (Difficulty: -4 on roll) it is also locked. Inside the chest is a case with 5 +1 darts in it, and a bag containing a poisonous snake: AC: 6, HPs: 7, AT:Bite(1d4) Save vs. Poison (+1) for 1d10 damage. At the bottom of the bag is 40 gold.
4 - Bar
The bar has four people that operate it. A Bartender: AC: 7, HP: 10, AT:Long Sword(1d10) and 3 bar wenches: AC: 8, HPs: 7, 8, 6, AT:Dagger(1d4). The bartender has a ruby in his purse (30gp value). Bar prices are high for the food/drink. If pressed, the bartender will divulge the following: Benvento has two levels, no one has gone in and escaped it that he knows of except one person dragged himself out years ago horribly disfigured, missing an arm and half of his face. All that person mumbled before they died was "Beware the Golems".
5 - Trailway
The trailway is populated by various people, roll on the Standard City Encounter Table in the DMG.
6 - Marketplace
The marketplace has about ten to fifteen stalls/carts in it at any given time. Vendors will be selling various items of diminished value most advertised as 'from the depths of Benvento'. None of these claims are true of course. At night there is a 2 in 6 chance of running into a Sentry: AC: 5, HP: 12, AT:Broad Sword (1d12).
7 - Hotel
#!wiki note The concept of women selling themselves for pleasure was a bit of a shock to my temperament at the time. Needless to say, I was anxious to be 'up' on this trend I discovered...it was also in the original adventure I based this loosely on. So, yes, I plagiarized prostitution...
The hotel has gambling, prostitutes and rooms. The gambling part of the hotel has the games: Horse Slot Varient, Zowie Slot Variant and Blackjack. Refer to the DMG for these games and running them. The girls will offer massages to the players and will sleep with the players for 10gp each.
Okay I'm removing the part about the 3 different rooms of differing costs that will add 'to hit' bonuses for 1, 2, or 3 days.
The Hotel 'manager' is at the front desk: AC: 5, HPs: 7, AT:Short Sword(1d6) and has 2d6 SPs in his purse.
8 - Keep Out Sign
The Keep Out sign is written in Common Tongue. There is a door that is boarded up and needs a combined strength of 35 to open it. The door, as the other doors in the dungeon, requires a strength roll (DC: 15) to open.
|