You as DM can start the party off in the Lounge room where everyone checks in for a room. There is a plaque on the wall that has a riddle on it. The party begins their quest by reading the riddle.
Supplied: Riddles, Room Monster list, Maps of Stolen gem, Map of Caverns.
Not supplied: Experience points, Treasure, Monster stats. I feel that you as DM should be able to handle those on your own. Most DM's don't like the supplied treasures anyway.
Riddle of the Stolen Gem
Raspamuda is a gem you see,
You must find the Gem, it wont come to thee.
It is a gem of power, a gem of light,
Power so great it will give you might.
Somewhere here you will find the clue,
For the key to the door that will take you.
You must go up if you want to go down,
for the key that takes you to the gem underground.
right in sight but not easy to see,
find the Statue for the clue and the key.
You have the first riddle, and everyone has checked in to a room and the gent at the front desk tells you you have the run of the building you are the only customers today. Enjoy your search. And oh yes beware the traps.
There is a door that leads to the Sun Deck of the building. In the corner of the Sun Deck stands a lone statue of a Dwarf Thief. On the pedistal is the second riddle. The secret door in the corner of the 2nd floor will not reveal itself until the key is near it. Many of the rooms have traps set in various places. Have fun with this. Describe furniture and false doors, Fake Trap doors, make it something that from now on all members will be weary of an empty room.
Drumar's Statue
I am a statue, thats plain to see,
I have the clue, and likewise the key.
Right hand, left hand, nobody knows,
Up, down, from my head to my toes.
Look straight ahead not to the sky,
I would wink, but I have but one eye.
Note to DM The key along with riddle #3 is hidden in a secret compartment under the eye patch on the statue. It looks to be more of a crystal shard but once they near the secret passage in the building the shard will glow brightly and a magical lock will appear. Oh yes, this is a statue of a master thief, make it trapped and put a negative percentage chance to find the secret compartment with the shard.
To the Door
You've found the key, finished half your quest.
Go back inside to do the rest.
The door is up you already know,
Use the key to journey below.
North, South, East, West,
You could choose one but two is best.
When the direction is known, I will not mind,
for that is the direction of the door you must find.
The caverns
The secret door reveals a ladder leading down to the deep depts of the ground below.
The DM can at this point put the room monsters in each room he feels fit to put them in. I will give you the monster list.
Room Monser List
1 Drider*
100 Bats
15 Muckdwellers
2 Basidirond
1 Dreaded Eye Killer
4 Ettercaps
18 piercers
25 troglodites
10 Duergar(fighters)
5 Duergar(clerics)
10 Pech prisoners
1 Behir
12 Cave Moray
1 Brown Pudding
1 Gelatinous cube
3 Brown mold
*Driders room has thick webbing covering the floor. For the most part the room he is in has a large hole under the webing, 20% chance the weight of a body will fall through each round into a 30 foot pit filled with 100 small spiders.
The room with the gem must be dark, The only light that will shine is magical light but it will only show a 10' radius. Infared will not work here and there are 12 Shriekers in the room various sizes. The only way for them to find the gem is to call out its name then it will shine brightly temporarily blinding any who have infravision.
You have reached the end of the dungeon. You can now give your party the experience that they deserve and prepair them for their next adventure. Hope you enjoyed yourself.
This will take you Back.