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Roberto Romao

Adventure Module:
Thieves in the Dark
Index
O nce upon a time,
there was kingdom called Entera.
It was a prosperous peaceful kingdom
Before your Adventure

Adventure
1

Intruduction 3
until one night, when everything changed. Jeansburg - Mayor’s Office 4
Jeansburg - Tailor Shop 5
A group of assassins invaded the royal castle Beggining - Wooden Door 6
and slaughtered the entire royal family...
The nobles of the kingdom then started to Inside the Hideout
Entrace 7
fight against each other for the crown. Ramp 8
Mess Hall 9
This was 6 years ago... and now war, famine, plague Crew Quarters 10
Hallway 11
and shadows purge Entera... Treasure Chamber 12
Deposit/Latrines 13
Interrogation Area/Cage 14
Leader’s Chamber 15
Jail 16

Be carefull traveler... this land is cursed... Clues 17

Secrets and Bonus 18

Thieves Hideout - Map 19 /20


This map is also available on a separated file

Credits 21
Before your adventure

This Adventure only includes the Dungeon; so when you For solo players, an extra set of imagination is required, as
leave the Dungeon with the Prisioner, you will win the you will need to guide yourself.
game. You can play solo or with friends.
For groups, one player can be the Game Master, but this is
Entera system uses only 6-sided die, referred to as d6. not required, as the party can do as the solo player version
and just guide themselves through the game.
A copy of this Dungeon’s map is included on the zip files.
The Rule Set, Adventure Module and Dungeon Map are
To play, you will need: separated for convenience.
• Any number of d6s
• Paper As you defeat Enemies or knock them out, mark (in a paper
• Pen/Pencil or copy of the map) which Enemy was it and where he was,
• Imagination so the game can follow a logical and easy flow.

Any of these can be substituted by digital apps/programs. To find about your objective, find the Clues spread on the
map. Some Secrets are hidden as well, but these are not
necessary to win the game.

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Introduction Jeansburg - Mayor’s Office

You arrive at Jeansburg. This little town has been forgotten As you sit, a very tall woman, in her mid 40’s, comes, sits by
for years, since the neverending war draw the attention of your side and starts to talk “Ok, mercenary. Let me be clear
the local Nobles to the battlefield. This allowed a terrible here... I’m desperate...”
gang of Thieves to operate in the area, using the rifts and
woods to move to nearby towns and villages. “Those nasty Thieves have been terrorizing this town for
years, and the local Nobles are too busy to send soldiers
It is no secret to the locals where is the Thieves Hideout. to help us. They kidnaped my father.. and will kill him by
Inside an ancient sanctuary below the rifts that surround tomorrow if I don’t pay the ransom. The Town doesn’t
Jeansburg is where lies the Hideout of the terrible gang of have all 10,000 gold coins they are asking for. Besides,
Thieves that terrorize the region and kidnap innocents. everybody in this Town is too scared to join a rescue
mission.
You look again to the letter on your hands.
I need you to go down there and rescue him! 500 coins is
“Calling out for all mercenaries at Jeansburg! all I have, and I will gladly pay everything to have my father
back...
The city needs you!
Please bring him to me alive.”
Any able arm can talk to the
Mayor for more information! You agree to help and ask for directions and clues about the
Thieves. “The owner of the local Tailor Shop can help you!
Reward: 500 gold coins” She can make an outfit for you, so you can blend in with
the Thieves; and for free!”
“That’s a small fortune” you think, as you move to a
building that looks like a Townhall. You knock the door You leave the Town Hall and make your way to the Tailor
and show the letter to a deputy, who takes you to the Shop.
Mayor’s office.

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Jeansburg - Tailor Shop Beginning - Wooden Door

Before your adventure, the Mayor suggested you to talk to As the night falls, you leave the town. You walk through the
the Tailor, so she can make you a Thief outfit, to make the woods, heading to the northern rift below the town.
infiltration easier.
After some time, you see a weird entrance between some
On the Tailor Shop, while the Tailor is sewing your outfit trees and bushes. While hiding behind a bush, you see 2
and giving you the directions to the Thieves Hideout, she Thieves guarding a wooden door. The wall behind them
asks you for a favor, “Please, if you happen to find a very Fat looks very old, but solid.
guy inside the Thieves Hideout, I beg of you: please bring
him with you! It’s my younger brother... he’s an idiot who The 2 Thieves look very bored and are staring at nothing.
was convinced to join the Thieves; but he’s a coward and You hear the roaring stomach of one of them.
was too scared to refuse. (Secret Information 1 requires a 5 or 6 on Persuade.)

Please, I’m begging you! I will pay 100 gold coins if you
bring him alive!” (This quest is optional.) You see nothing more.

After leaving the Tailor Shop you head to the local stores
to equip yourself and to buy suplies. After that you dress
yourself as a Thief and now all you have to do is wait for the
night to come.
Environment Enemies
All Players Armors are set to 2 (Leather Jacket with a Massive Stone wall with a 1. Thief Swordman
Hooded Cape). Wooden Door. trees, bushes (very bored)
and leaves. 2. Thief Swordman
(hungry)

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1 - Entrance 2 - Ramp

As you enter, you see 5 Thieves guarding the entrance. 4 of The Ramp is empty; you can only see the same stone
them are sitting and bored trying to find some distraction walls with inscriptions in an unknown language (Secret
and 1 is guarding the door. The ambient is dark, besides Information 2 requires at least 1 Player to be part of The
all the torches around you. Some roots are coming from Conclave) and torches. You keep going down the spiral
the ceiling and walls, but they are all dead and dry. There Ramp.
are some marks and inscriptions on the wall, but they are
written in a unknown language.
(Secret Information 2 requires at least 1 Player to be part of As you aproach the end of the Ramp, you can hear people
The Conclave.) talking and walking.

The Thief guarding the door asks:


“Hi, there. Your are coming from...?”, looking at you
without any real interest.

Environment Enemies Environment Enemies


Stone walls, 5 boxes, 2 1. Thief Swordman Stone walls and torches. None
barrels, 6 torches on the (standing close to the
walls. There’s no sound. door)
2. Thief Swordman (sitting)
3. Thief Spearman (sitting)
4. Thief Spearman
(standing)
5. Thief Archer (sitting)
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3 - Mess Hall 4 - Crew Quarters

You enter a large room used as a Mess Hall by the Thieves. As you enter, you see 2 Thieves guarding the quarters.
They are all seated, except for 1 who is behind the bar, Spread through the quarters, you see only straw beds.
looking mad. (Clue 2 requires Persuade 3 or more)
(Clue 3 requires Persuade 5 or more)
The walls are made of stone, and one weird part of the wall
There are a lot of tables and chairs, and some barrels and looks made from another type of rock.
boxes. On one table, you can see an old Lute. Behind the
Barman, you see a Sign saying:
“No food outside the Mess Hall”.

You stop and start to analyze your surroundings;


nobody seems to care about you.

From the center, you can see 2 other entrances: one going
to what looks like the Crew Quarters, the other to a
Hallway.

Environment Enemies Environment Enemies


Stone walls, 6 tables, 10 1. Thief Swordman (sitting) Stone walls, torches and 10 1. Thief Spearman
chairs, 12 torches on all 2. Thief Swordman (sitting straw beds. (standing)
walls. The few people on the 3. Thief Spearman (sitting) 2. Thief Spearman
tables are talking. 4. Thief Archer (sitting) (standing)
5. Barman - Thief Sword
(behind the bar)

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5 - Hallway 6 - Treasure Chamber

As you enter the Hallway, you see 2 paths: one going to This is a Special Area, and can only be unlocked with a
a closed door, the other going to another large area. The silver key.
Hallway is slightly darker than the Mess Hall.

The closed door has a type of lock that you never saw before The Treasure Chamber is smaller than you imagine, small
,and doesn’t look like it can be picklocked. enough to fit only 2 people at once. It has a lot of chests,
some gold bars here and there, and a Staff (insert name).
There are 6 Thieves guarding the Hallway, but they are all
too bored to care about you right now.

Environment Enemies Environment Enemies


Stone walls, torches. 1. Thief Swordman Stone walls and torches. None
2. Thief Spearman
3. Thief Archer
(standing, left)
4. Thief Swordman
5. Thief Spearman
6. Thief Archer
(standing, right)
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7 - Deposit/Latrines 8 - Interrogation Area/Cage

The space is large and divided in 2 areas. The lower area has The space is large and divided in 2 areas. The upper area
a lot of boxes, chests and barrels; on the distance you can has some boxes here and there. You can see the uper
see 3 latrines on the upper area. The area smells weird, like interrogation area, where 3 Archers can see all the Deposit.
some herbs or incense was burned recently. From the ceiling, hangs a big iron cage over what looks like
a bottomless pit.
The 3 archers from the upper area can see you, but don’t
seem to care about you. Behind the Archers, you see 2 other Thieves: one very short
and angry, looking at the cage (Thieve`s Leader); the other,
beside him, a mage staring at the cage.
(Clue 1: roll a d6, if you get 4 or more, you will listen a
discussion between the 2 people closest to the iron cage.)

You can hear someone moving inside the iron cage, but you
can’t see if it is the prisioner you are looking for.
(Secret Information 4 requires the Iron Cage key with
Thieves’ Leader.)

Environment Enemies Environment Enemies


Stone walls, many many None Stone walls, 10 torches, 1. Thief Archer(standing )
boxes, barrels, chests and 3 barrels, 1 iron cage hanging 2. Thief Archer (standing )
latrines. from the ceiling. 3. Thief Archer (standing )
4. Thieves’ Leader
(standing)
5. Rogue Mage (standing)

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9 - Leader’s Chamber 10 - Jail

From the interrogation area, you see a door. On the small hallway leading to the jails you see 2 Thieves
The Leader’s Chamber is closed, and a very Fat Thief is guarding the passage. They look at you and ask,
guarding the door. (Clue 4, Check for Persuade/Bargain/ “Did you get lost? Only authorized personnel here, pal!”.
Intimidate.) (Check for Persuade/Bargain/Intimidate.)

Inside the Chamber, you see a desk, a straw bed, some wine On the Jail entrance, there are 2 more Thieves guarding the
jugs and a chest. On the wall, you see a hole large enough area. There are some large boxes on one corner and a Big
for one person to pass (Secret Information 3 requires at Jail on the other, where a prisioner sleeps.
least one player to go through the passage). Inside the chest, The 2 guards look at you, and one of them asks, “...Yes?”.
there’s a scroll in an unknown language and a bag of seeds.

Environment Enemies Environment Enemies


Stone walls, 1 table, 1 straw 1. Fat Thief Swordman Stone walls, 5 large boxes, 1. Thief Spearman (standing
bed, 3 torches on all walls. (outside) 10 torches, 1 Jail with a before entrance)
straw bed. 2. Thief Spearman (standing
before entrance)
3. Thief Archer (standing on
entrance)
4. Thief Archer (standing on
entrance)
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Clues Secrets and Bonus

Clue 1 Secret Info 1 Secret Info 2


The Thieves’ Leader and the Rogue Mage are trying
to interrogate a weird man inside an Iron Cage on the In 2 hours, the guard on the entrance The inscription on the walls talk about
interrogation area. will go for a break; only 1 will remain. this place. This Grotto was used to
train druids a long time ago, and 1
Clue 2 Secret Info 3 scroll with a special spell is hidden
There’s only 1 prisioner in the Jail area. The passage on the Leader’s Chamber somewhere. It can only be learned by
leads to the weird shaped stone wall members of The Conclave.
Clue 3 on the Crew Quarter’s. It can only be
The Barman has a personal problem with the Rogue Mage, opened from the Leader’s Chamber To learn this spell, The Conclave Player
and will use any opportunity to kill him. side. must go to the bottomless pit and
sacrifice 5 life points. If there’s more
Clue 4 Secret Info 4 than 1 member of The Conclave, all
The Fat Thief is the brother of the Tailor. He joined the The Prisioner is a member of The should sacrifice 5 life points. The spell
Thieves out of fear and doesn’t know how to leave the Conclave. He was being interrogated is:
group. about the weird inscriptions on the
walls, but didn’t tell the Thieves about Vine Whip - Requires one Aleash Seed.
them. He’s very wounded and can’t For the next 5 turns, gain Vines
fight. on both arms, that can be used as
weapons. Each Vine deals 1d6+2 of
Rescuing the Prisioner and his Staff Ranged Damage +1 Slash, or of
will reward you with 200 Coins. Melee Damage -1 Slash.
Roll a check for Wounds.

If the skill is used more than 1 time per


day, player will Bleed everytime the
spell is used.
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Outside

Thieves Hideout
Wooden Door
1x Thief Swordman (very bored)
1x Thief Swordman (hungry)

The ancient sanctuary is said to be built by Inside


1. Entrance
Druids, on a time before the Old Empire. 2x Thief Swordman
There’s only one way in or out: the front door. (1x standing close to the door, 1x sitting)
2x Thief Spearman (sitting)
1x Thief Archer (sitting)

2. Ramp
No one

3. Mess Hall
2x Thief Swordman (sitting)
1x Thief Spearman (sitting)
1x Thief Archer (sitting)
1x Barman (behind the counter)

4. Crew Quarters
10 2x Thief Spearman
(standing close to the door)

1 5. Hallway
2x Thief Swordman
9 (1x standing, left; 1x standing, right)
2 2x Thief Spearman
4 (1x standing, left; 1x standing, right)
2x Thief Archer
(1x standing, left; 1x standing, right)

6. Treasure Chamber
???

8 7. Deposit/Latrines
2x Thief Spearman
3 (standing close to entrance)

8. Interrogation Area/Cage
1x Thieves’ Leader
(standing close to the Cage)
1x Rogue Mage
(standing close to the Cage)
1x Prisioner (inside Cage)

9. Leader’s Chamber
5 1x Fat Thief Swordman
(standing outside door)
7
6 10. Jail
2x Thief Spearman
(standing before entrance)
2x Thief Archer (standing on entrance)
1x Prisioner (inside Jail)
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Credits

This game was designed by Roberto Romao

Proofreading: Bruna Braga


Testing: Roberto Romao, Bruna Braga
Art and Design: Roberto Romao
Model for the cover: Roberto Romao

Softwares used

Adobe Indesign
Adobe Photoshop
Adobe Illustrator
Adobe Lightroom
Blender

Entera and Adventure Modules were based on


the following games:

Ascension
Entera the Decay
A Shard of Mine
Path of Atlon
Battle for Entera
Magi: Venandi

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