Maps and Graphics are included at the end of the modules text.
Dadim�s Adventures- CAVERN KEEP

3rd Edition module

FORWARD- Upon hearing of a magical item of GREAT value and power one would wonder WHY NOT?  Well, there are many reasons, as you know not to go traipsing into caves HOWEVER, this may be well worth the effort.  This is a low level adventure but would require at least 4 players to get through it.  There are some areas that WIL requires some quick thinking and EVERY room may have some special thing for you to investigate.   DM�s, use caution when running ANY of Vadims adventures.  DEATH is NOT far around the corner when searching the lands for magic and wealth.  Enjoy, I hope you like this, my latest SHORT adventure.

1.     Cavern entrance, very smooth cut rock is in this cavern.  Obviously man made.  The floor is mostly soft dirt with a fine large tapestry hanging on the back wall.   (Now within this cave is something VERY special, DM�s pay attention)  There is a miniature dragon HIDING in here.  The color is black and looks like a VERY tiny black dragon.  These fantastic creatures are freaks of even this nature.  The stats on this dragon may be found on VADIMS REALMS at http://www.hhs.net/mohawk/vadim/ listed under special.  DO NOT make this little bugger an easy thing to kill.  Matter of fact with the teleportation ability of the dragon  I would venture to say that killing it is NEAR impossible.  HOWEVER, with the right BRIBE, cohesion or a good wallop with the FLAT end of a sword someone might be able to subdue this little creature.  JUST to spot this guy would be a -10 on what ever the spot roll is.  SO, if a character is looking actively for something, roll for spot, YOU deduct 10 and see if they can achieve the sight of it.  The dragons by nature will RUN or hide instead of attack, they are vicious however in an attack and because of the size and abilities could EASILLY kill a first level character.  THE REAL TREASURE HERE is to capture this tiny thing.  Standing 2� tall and 5� long you can see how small they are.  Here are the stats on the dragon;

BACKGROUND- In the travels of Vadim over the many years of campaigning he stumbled across a
Magical area that had indigenous life that was so very strange and unique he was tempted to strongly
to bring some of these strange and beautiful creatures back to his world.  One of which was what he
called "CUTE" dragons.  While their powers could easily kill a new adventurer.  The were no threat to
him.  He befriended many and offered coffers of such treasure and wealth that some could not deny his
offers.  One thing led to another and these tiny creatures began to multiply.  While they are RARE at
best there are some that ventured off on there own.  If you should happen among them here is a bit
about them that might prove useful to the CUTE dragons.

Colors:  White (lawful), Silver (good), Black (evil) and Purple (chaotic)
Armor Class: -9
Damage: 1-2/1-2 claws 1-4 bite + breath weapons
Hit points- 8
Magic resistance 85% NOT ADJUSTABLE
Alignments: see Colors
Size: small or tiny 2" tall and 5" long

Description: Miniature dragons are very powerful for their size.  They will only act as a familiar to a
character that has attained the 25th level or higher.  This familiar ability is restricted to magic users
or illusionists.  They do NOT convey any abilities other than senses, and this is limited to a one mile
radius of the possessor.  All miniature dragons employ a FIRE breath weapon and, can breath two
times per round.  With no daily limit.  the breath weapon does 8 points of damage, save for half
damage. Because of their ability to move so swiftly they may attack (by air) using claw/claw/bite/and
breath in a single round.  On the ground they may only use three attacks.  Breath or bite are the third
attack. They attack as 8 hit die monsters.  They also employ spells as would a 12th level magic user.
they have ALL 1st through 2nd level magic user and illusionists spells.  They may use the following
spells at well (teleport, no error), wall of force (only large enough to completely encase themselves),
Duo dimension, plane travel, heal (themselves 3 times per day). These dragons are immune to all
dragon breath attacks and also immune to cold, fire, and electrical attacks.  They speak all dragon
tongue and in addition speak the following; common, elven, dwarven, halfling, orcish, and gnome.
They speak aloud but may communicate with their possessor in a form of telepathy.

Needless to say this is NOT a creature that is seen or even heard of other than some sort of myth.  If
you decide to use this animal in your campaign do NOT make them an easy catch or kill.  There is no
census on them but Vadim estimates that there are only 100 total dragons alive today.  The break out
is unknown.  He has 2 of each color and they are well taken care of.      A small pile of treasure lays bEHINd the tapestry.  The tapestry is HEAVY and if not MOVED will not reveal the opening behind it.  The treasure is as follows;  240 gp, obsidian cut gem worth 10 gp (fine cut) cure light wounds scroll, 1 dagger of fine make and in a fine sheath.  It is magical and has intelligence.  (int-17 EGO- 15 Lawful neutral it can detect secret doors at will, cast confusion (DC-14 for 2d6 rounds), and is has a special purpose power  TO SLAY DEVINE SPELL CASTERS!  Now if this is not going to be a hard item to handle I don�t know what  will be.  Should be fun to deal with though. It is worth 17,500 gp.  Experience for this room is as follows  Treasure 1,000- Slaying the dragon MINUS 5,000  YES killing this one is STUPID not only dumb.  And alive subdued is worth 5,000 expts.  The tapestry is worth 2,000 g.p and is a VERY fine but VERY heavy item.  It has a picture of 5 ogres being torn to shreds by a TINY black dragon�

2. There is a fighter standing ready from the noise made by the party.  He wears chain mail AC-19 18-hpts he uses a long sword and does 1d8 +2 damage.   He WILL attempt to talk the party into leaving and leaving EVERYTHING they have found behind.  He wants to know why they have intruded on his masters HOME!  He carries 100 gp and a scroll called VADIMS BUBBLES OF IMPRISIONMENT.  This also is a special item found on the web site.  There is an attachment with the spell included.  There is a secret door in this area.
 
3. A room with a chest (trapped with a poison needle DC-20 for trap DC-25 for LOCK) There is a table and two chairs.  Fine writing material is on the desk along with pens and ink.  The paper is parchment for writing scrolls.  A small bookshelf with several books on magical properties of plants and alchemy.  The chest contains 6 scrolls, 100 electrum pieces, and 1 wand of shocking grasp Pg 206 dm manual.  The scrolls contain the following spells; 1) burning hands 2) tensors floating disk 3) identify 4) feather fall 5) stinking cloud and monster summoning 2 6) flaming sphere.  Was created by 12th level Magic User.
Scrolls expt�s 100 each
Parchment and ink 100
Books 7 of them worth 100 gp each
And if the trap is found 200 expts to the finder.

4. Smooth wall cavern with a pool of clear water.  A blue gem VERY large in the pool.  Blue sapphire worth 1,000 gp gaurded by a water elemental AC-19 33 hpts damage 1d8 +4 8 ft tall.  The water is 20 ft deep and there is a current running through it.  Must roll a DC-12 for each round to fight the current. (page 84 MM)
Experience pts monster 1,350

5. A statue very finely carved.

6. This room looks plain with a fine carpet and board game on a table in the rear of the room.  The pieces are strange looking animals ranging in size from small to large.  The order of the figures is the key to room #16 in how they should step on the plate�s t.  If incorrect all 10 statues in rooms 14 and 15 will animate and attack.  All are AC-15 11 hpts 1d6 damage.  See room 16 for further instructions on the floor.  The order of size of the pieces are noted below and indicate the order in which the plates should be stepped on.  ANY incorrect order sets off the trap.  See the chart below.
7645321

7. A large room large table covered in maps there are 2 daggers of fine make on the table worth500gp each. Bookshelves loaded with books on history, magic, fighting techniques all books are fine make and worth 10gp each there are 59 books total.  1 book has each 1st level Magic user spells written in it.  1 Book FIGHTERS LEARNING takes 1 month to read and study and will increase the fighters level by ONE!  There are 2 empty spell books that have 100 pages each. 
Expts books 2,000

8. This room has a desk and two books on the shelves the desk has three drawers and all are locked.  No key no traps. The middle drawer has fine parchments and writing pens.  2 drawers on the left hand side locked, 1st drawer ha s stack of parchment very fine worth 500 gp�s the bottom drawer contains gloves (of dexterity +4) 16,000gp  (There is one piece of parchment that has writing in invisible ink, �ARTFULL FLIGHT� which is the command word for the carpet of flying in room number 10.

9. Hallway has a fine tapestry hanging on the wall picture of Dragon (resembles the tiny dragon in room number 1.

10. Fine carpet and a desk the desk has a tiny figurine of a tiny dragon on it.  Made of silver.  The carpet is a carpet of flying 3� X 5� capacity of 300 lbs weighs 5 lbs  18,000 gp.  Command word is �ARTFULL FLIGHT�.  One parchment from room #8 has written in invisible ink the command word.  The figurine is worth 200 gp

11. A small room with 2 bookshelves behind one bookshelf is a secrete door

12. .This room contains a chest at the end of the room.  There are 2 5� x 5� squares that are trapped.  The 1st trap shoot poison tip darts 12 of them save vs. poison or paralysis.  The darts if hit, do 1d4 pts of damage each.  And need a 10 to hit ANYTHING that trips the trap.  The second trap sets off poison gas save ver. poison, will cause DEATH in 5 rounds if not healed or cured.  Chest contains 2 daggers, 1 sword, 1 shield, 6 scrolls 900gp 100 electrum pieces, 25 gems worth 100 gp each.  Dagger is a +3 dagger 18,000 gp, dagger #2 is a +2 dagger worth 8,000 gp, Long sword +3 worth 18,000gp and a +1 shield worth 2,000gp Potions of glibness 500 gp each.  The scrolls are cure poison and cure disease.  3 each.  (Takes a cleric to read them)

13. Open cavern a cold room with a stream running through it.  On a wall near the entrance is a rack of swords of FINE make and some are magical.  On the other side of the stream is an anvil, hammer and what appears to be raised area of lava or liquid hot stone.  The guardians of this room are water elemental in the stream AC -19 35 hpts damage slam 1d8 +4 special attacks are drench and vortex on PG 84 of the Monster manual.  The other guardian is a MAGMIN in the lava pit.  AC -14 11 hpts attacks burning touch 1d8 fire and combustion pg 130 MM Treasure near lava pool is 83 gp, 4 gems rubies x 500 gps each and 3 gems emeralds x 600 gp each.  The sword rack has 7 swords on it 3- short swords 2 are +2, 2 long swords, 1 bastard sword, 1 2 handed sword and while they are all mundane they are VERY finely made and will fetch a high price if sold.  DM determine price accordingly.
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