TEXT: Kidnapped!
  By Martin Teasdale
  A Basic Fantasy Role-Playing Game Adventure
  Release 2
  Copyright © 2015 Martin Teasdale
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Introduction
  This adventure module is for use with the Basic Fantasy Role-Playing Game rules, and is intended for 
  four to eight beginning player characters.  If you don't have the Basic Fantasy RPG core rules, please 
  visit www.basicfantasy.org and download a free copy.
  Background
  This module is meant to be an alternative way to 
  start a campaign, replacing the common “you 
  all meet up in a tavern” cliché. It is done by 
  having  each  members  of  the  party  being 
  knocked unconscious and captured by bandits. 
  The adventurers wake up in a cell, with a vague 
  recollection  of  what  happened  before,  and 
  must  find  a  way  to  flee  from  their  captors' 
  hideout.
  GM's Notes
  Does the party was captured to be sold as slaves 
  or mistaken for a rich and experienced group of 
  adventurers? Are those bandits part of a larger 
  organization or they're working alone? Is there a 
  bounty on the head of Ragnar the half-orc, the 
  leader  of the band? Those details have been 
  deliberately left out for the GM to decide.
  This  module  can  be  played  as  a  standalone 
  adventure or be included in a campaign. In the 
  latter  case,  the hideout can  be located near 
  any city, to the GM's choice. Finally, the module 
  could also be modified with a bit for work to be 
  used as a rescue mission or a bounty hunting 
  adventure.
  The party will probably try to use anything they 
  can  find  as  a  weapon  when  starting  up  the 
  adventure.  Unless  the  GM  decides  otherwise, 
  rocks,  bricks,  kitchen  knives  and  other  small 
  improvised  weapons  inflict  1d3  points  of 
  damage, with a 10/20/30 range. A bottle can be 
  thrown with a 10/30/50 range for 1d4 points of 
  damage.  Anything bigger should be treated as 
  a club.
  The Hideout Key
  The Hideout have been dug at the base of a 
  cliff. The ceilings are low and the floor is merely 
  beaten ground. The walls are made from bricks 
  and rocks of different sizes. The place is dirty and 
  most  of  the  construction  seems  pretty  much 
  botched.
  1. PRISON:
  You wake up and your head hurts badly. You 
  open your eyes, but there isn't any light in the 
  room.  The  air  smells  musty  and  the  beaten 
  earth floor is cold.
  The party is kept on the west cell, and the east 
  cell is empty. Alternatively, the GM may wants to 
  place an hire-able NPC there, if there is less than 
  four playing characters. In any ways, as the party 
  will probably wants to flee from their cell, there's 
  a few possibilities for them to do so :
  1. 
  The mortar  holding the bricks from  the 
  north wall is starting to crumble. Any character 
  looking for secret doors (1 on a d6, 1-2 on a d6 if 
  the character have darkvision or found a way to 
  light the room) will discover this. Pushing on the 
  wall could make the wall collapse (1 on a d6, 
  adjusted by the strength score).
  2. 
  The lock of the cell is old and of poor 
  quality.  A  thief  using  improvised  tools  can 
  manage to open it, with -10% penalty on his roll.
  3. 
  The  cell  bars  are  pretty  distant,  an 
  halfling (or similar size) player could slip between 
  them by a successful dexterity roll.
  1
  
  Kidnapped!
  Release 2
  4. 
  After around an hour, the warden (see 
  room #5) will come to the prison, bringing a meal 
  to  the  party.  If  they  appear  to  be  still 
  unconscious, he will enter the cell, but otherwise 
  won't. If the party fled, the warden will alert the 
  bandits from room #7, #8 and #10. The three 
  leaders won't be informed, the rest of the bandits 
  wanting to avoid their anger.
  The chest is locked and contains items that the 
  adventurers possessed before their kidnapping, 
  but were of no use to the bandits. The exact 
  content  is  up  to  the  GM,  but  will  probably 
  include  a  holy  symbol  and  the  magic-user 
  spellbook (if there is one playing the adventure).
  2. SECRET PASSAGE:
  Everything here is dusty: it looks like this passage 
  have been sealed off a while ago. After a few 
  seconds, you hear a soft hissing sound further 
  down the alley.
  The  noise  is  made  by  the  three  giant 
  cockroaches that live in this secret passage.
  3 Giant Cockroaches: AC 15, HD 1*, #At 1 Bite, 
  Dam 1d4, Mv 50', Sv F1 (C10 vs Poison), Ml 6, XP 
  37
  HP
  3
  ☐☐☐
  6
   
  ☐☐☐☐☐ ☐
  4
  ☐☐☐☐
  (For more a complete description of the giant 
  cockroach,  please check out The Basic Fantasy 
  Field
   
  Guide
   available
   
  for
   
  free
   
  on 
  www.basicfantasy.org.)
  3. STORAGE ROOM:
  Large half-empty shelves are covering the four 
  walls.  Those  contains  flour,  beans  and  other 
  types of dried food. Two large oak barrels have 
  been put in the center of the room and a large 
  cabinet occupy the northwest corner.
  The  party  can  take some food there  for  their 
  escape. In the cabinet, the players may take a 
  few waterskins, kitchen knives and similar stuff. 
  The secret passage to room #2 is hidden by the 
  large cabinet, which need to be moved to enter 
  the  room.  Two  Characters  having  a  total 
  Strength of 25 or more can do this easily.
  4. KITCHEN:
  Cooking pots, plates and utensils are scattered 
  everywhere on three wooden tables. A small 
  fireplace is located near the east wall. A man is 
  currently  trimming  a huge mutton leg for the 
  next meal.
  A  few  utensils  could  be  used  as  improvised 
  weapon. The cook will try to alert the guards in 
  room #5 after a round of combat or two.
  The Cook: AC 11, HD ½, #At 1 dagger, Dam 1d4, 
  Mv 40', Sv NM, Ml 7, XP 10
  Equipment: Dagger, 4 cp.
  HP
  3
  ☐☐☐
  5. MAIN HALL:
  A long 15 feet table occupy the center of the 
  room,  with a  dozen  of  chairs around  it.  The 
  table is covered by plates with food leftovers, 
  playing cards and empty bottles. Between the 
  two  doors  on  the  east,  you  can  see  an 
  immense wooden cabinet, recovered with a 
  old flaky green paint-job.
  At any times, around five guards in total (from 
  rooms #7 and #8) can be found there, plus the 
  warden.  They  generally  play  cards  or  discuss 
  while drinking. The warden is a huge man with 
  greasy hairs that limps badly. His face is covered 
  by smallpox scars. His responsibility in the hideout 
  is to make sure that the prisoners don't escape or 
  die from starving. He's the only one to have the 
  keys to the two cells and to the chest of room 
  #1.
  The cabinet contains a hooded lantern, 8 flasks 
  of oil, 36 torches and a Tinderbox, flint and steel.
  2
  
  Kidnapped!
  Release 2
  The Warden: AC 13, F2, #At 1 longsword, Dam 
  1d8, Mv 10', Sv F2, Ml 9, XP 75
  Equipment: Leather armor, Longsword, Set of 
  three keys, 41 cp.
  HP
  9
   
  ☐☐☐☐☐ ☐☐☐☐
  6. TRASH ROOM:
  There is a horrible stench coming out of this 
  room. Piles and piles of trashes are scattered 
  everywhere on the ground.
  Any character that want to search trough the 
  debris for one turn have a 60% chance of finding 
  one of these items (roll on a d8). Each of these 
  can  only  be  found  once,  re-roll  any  identical 
  results.
  1.
  Sling
  2.
  Warhammer
  3.
  1d20 cp
  4.
  1d20 sp
  5.
  1d20 gp
  6.
  Silver earring (worth 35 gp)
  7.
  Small metal mirror
  8.
  Party gets attacked by a spitting 
  cobra (surprise the party on 1-4  
  on a d6)
  Spitting Cobra: AC 13, HD 1*, #At 1 bite or 1 spit, 
  Dam 1d4 + poison or blindness, Mv 30', Sv F1, Ml 
  7, XP 37
  HP
  4
  ☐☐☐☐
  7. BEDROOM:
  This bedroom consists of piles of hay covered 
  by blankets.
  Five bandits live in this room. Usually, two of them 
  will be here, the other three being in the main 
  hall (room#5)
  5 Bandits: AC 14, F1, #At 1 shortsword or dagger, 
  Dam 1d6 or 1d4, Mv 30', Sv F1, Ml 8, XP 25
  Equipment: Leather armor, Shield, Shortsword, 
  Dagger, 1d10 sp.
  HP
  6
   
  ☐☐☐☐☐ ☐
  4
  ☐☐☐☐
  3
  ☐☐☐
  6
   
  ☐☐☐☐☐ ☐
  3
  ☐☐☐
  8. BEDROOM:
  Two bunk beds, one of each side of the room, 
  occupy this small bedroom.
  This is the bedroom of four bandits. Two can be 
  generally found here while the others are in room 
  #5.
  4 Bandits: AC 15, F1, #At 1 spear or dagger, Dam 
  1d8 or 1d4, Mv 20', Sv F1, Ml 8, XP 25
  Equipment: Chain Mail, Spear, Dagger, 1d6 gp.
  HP
  8
   
  ☐☐☐☐☐ ☐☐☐
  2
  ☐☐
  5
  ☐☐☐☐☐
  4
  ☐☐☐☐
  9. LARGE CAVE:
  During the day, this cave will be full of sleeping 
  bats. If the party awake them by entering the 
  room,  they  will  “attack” the  party,  which  will 
  make a lot of noise, alerting remaining guards 
  from rooms #8 and #17.
  47 Bats: AC 14, HD 1pt, #At 1 confusion, Dam 
  N/A, Mv 30' Fly 40', Sv NM, Ml 6, XP 10
  HP 47
   
   
   
   
   
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
   
   
   
   
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
  10. BEDROOM:
  This is the chamber of the three bandits charged 
  of  the  outdoor  watch.  There  is  one  of  them 
  sleeping there at any given time, the other pair 
  being on duty at the watchtower (area #17).
  3
  
  Kidnapped!
  Release 2
  3 Bandits: AC 13, F1, #At 1 handaxe or light 
  crossbow, Dam 1d6 or 1d8, Mv 30', Sv F1, Ml 8, XP 
  25
  Equipment: Leather Armor, Handaxe, Light 
  Crossbow, 20 Light Quarrels, 1d8 sp.
  HP
  5
  ☐☐☐☐☐
  5
  ☐☐☐☐☐
  3
  ☐☐☐
  11. STABLES:
  These  stables  are  surprisingly  clean.  Three 
  horses, two mules and a donkey are kept In 
  three different wooden boxes.
  These  animals  have  been  stolen  in  a  nearby 
  town by the bandits. A cabinet in the northeast 
  corner  contains  four  riding  saddles,  two  pack 
  saddles and an old rusty horseshoe.
  12. LEADERS' MEETING ROOM:
  A small round table with three chairs around 
  are located in the middle of the room. A red 
  carpet is covering the floor almost entirely.
  This is the meeting room of Ragnar, chief of the 
  hideout, and his two accomplices, Ansfrid and 
  Tilmund.
  Ragnar is a tall and bald half-orc. He's disfigured 
  and blind in one eye, after a fight with elves. Still 
  looking for vengeance, Ragnar will try to target 
  any elf in the party. Furthermore, he will succeed 
  any Morale test as long as one of his opponent is 
  an elf, fighting to death if needed.
  Ansfrid, a thin man with black hair and a goatee, 
  wears a red velvet robe. If he finds the combat 
  turning against him, he will cast a darkness spell 
  and try to flee. In this situation, Tilmund, a short 
  red-headed  man  wearing  a  black  cloak,  will 
  probably try to escape too.
  The three are  generally in this room during the 
  day,  sometimes  planning  their  next larceny  or 
  kidnapping. Most of the time though, they're just 
  playing dice games and drinking wine.
  At  night, they will all be sleeping in their own 
  chambers. Anyone entering the room at night 
  will trigger a Magic Mouth spell on the opposite 
  wall by Ansfrid. The mouth will appear and yell 
  “Intruders”  six  times.  The  leaders  will enter  the 
  room  1d6  rounds  after  that,  armed.  Roll 
  individually for each one.
  Ragnar: AC 14, Half-orc F3, #At 1 greataxe +1/+2 
  vs Elves, Dam 1d10+3, Mv 20', Sv F3, Ml 9, XP 175, 
  S17 (+2), I 12, W 9, D 7 (-1), Co 11, Ch 5 (-2)
  Equipment: Chain mail, Greataxe +1/+2 vs Elves, 
  86 gp.
  HP 16
   
   
   
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
  Ansfrid: AC 11, M2, #At 1 dagger or spell, Dam 
  1d4-1 or by spell, Mv 40', Sv M2, Ml 9, XP 100, S6 (-
  1), I 15 (+1), W 14 (+1), D 10, Co 10, Ch 11
  Spells: Darkness, Magic Missile.
  Equipment: Silver dagger, Scroll of Polymorph 
  Self, 23 gp.
  HP
  5
   
  ☐☐☐☐☐
  Tilmund: AC 16, T3, #At 1 shortsword or shortbow, 
  Dam 1d6, Mv 40', Sv T3, Ml 9, XP 145, S10, I 13 
  (+1), W 9, D 16 (+2), Co 14 (+1), Ch 7 (-1)
  Equipment: Leather Armor +1, Shortsword, 
  Shortbow, 20 arrows, Thieves' tools, 66 gp.
  HP 11
   
   
  ☐☐☐☐☐ ☐☐☐☐☐ ☐
  13. RAGNAR'S CHAMBER:
  This room contains only a dirty bed and a small 
  wooden crate. On the surface,  a humanoid 
  skull pierced on the top serves as a candlestick.
  There is nothing of interest here.
  14. ANSFRID'S CHAMBER:
  A small bed occupy the north wall, on the east 
  wall is a dark wood desk. On the desk is a thick 
  leather covered book.
  The desk contains a drawer ink, an ink-pen, and 
  a  few  sheets  of  paper.  The  tome  is  Ansfrid's 
  spellbook, containing the following spells:  Light*, 
  Magic Missile, Magic Mouth, Read Languages, 
  Mirror Image.
  4
  
  Kidnapped!
  Release 2
  The spell book is trapped by a poison dart. When 
  opened, the dart will come from a small hole on 
  the front. The dart rolls to hit as a 3rd level fighter. 
  If hit, a character takes 1 point of damage and 
  must succeed a saving throw versus poison, or 
  die.
  15. TILMUND'S CHAMBER:
  This poor looking bedroom contains only a bed 
  covered with wool blanket.
  An amethyst worth 500 gp and 7 pp are sewn 
  into the mattress.
  16. SECRET TREASURE ROOM:
  A wood panel covered with mortar and stones 
  hides this secret room. The wall can be bashed 
  down  by rolling 1 on a d10,  modified by the 
  strength score. It may also be hacked down with 
  an axe easily, but noisily.
  The  only  thing  in  the  room  is  a  locked  chest 
  containing the following: 312 gp, 851 sp, 113 cp, 
  pearl necklace (worth 150 gp), gold ring (worth 
  400 gp), opal (worth 40 gp) and a Potion of Fire 
  Resistance.
  17. WATCHTOWER:
  The  watchtower  is around  15  feet  high.  The 
  lower part is built from stone while the platform 
  on top is made from wood. The roof is painted 
  green  and  you  see  two  bandits  up  there, 
  guarding the surroundings.
  The two bandits are from room #10 and will shoot 
  on sight with their crossbows. After their first shot, 
  they will leave the tower and enter the hideout 
  to alert the other bandits.
  If the party flee from the cave (room #9), they 
  will try to reach the stables (room #11), getting 
  horses to follow the party.
  5
  
  Kidnapped!
  Release 2
  The Hideout Map
  6
  
  Kidnapped!
  Release 2
  Open Game License
  Designation of Open Game Content:  The entire text of Taming the Flames 
  (except  the  Open  Game  License,  as  explained  below)  is  Open  Game 
  Content, released under the Open Game License, Version 1.0a (reproduced 
  below) as described in Section 1(d) of the License.  Artwork incorporated in 
  this document is not Open Game Content, and remains the property of the 
  copyright holder.
  Designation of Product Identity:  Product identity is not Open Game Content. 
  The following is designated as product identity pursuant to OGL v1.0a(1)(e) 
  and (7): (A) product and product line names, including Basic Fantasy Role-
  Playing Game; (B) all artwork, logos, symbols, graphic designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual representations, including the “eye” logo, which is the personal 
  trademark  of  Chris  Gonnerman  for  his  various  products;  (C)  logos  and 
  trademarks,  including  any  trademark  or  registered  trademark  clearly 
  identified as product identity by the owner of the product identity, and which 
  specifically excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  The terms of the Open Game License Version 1.0a are as follows: 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright  
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, 
  but  specifically  excludes  Product  Identity.  (e)  "Product  Identity"  means 
  product and product line names, logos and identifying marks including trade 
  dress;  artifacts;  creatures  characters;  stories,  storylines,  plots,  thematic 
  elements,  dialogue,  incidents,  language,  artwork,  symbols,  designs, 
  depictions,  likenesses,  formats,  poses,  concepts,  themes  and  graphic, 
  photographic  and  other  visual  or  audio  representations;  names  and 
  descriptions  of  characters,  spells,  enchantments,  personalities,  teams, 
  personas,  likenesses  and  special  abilities;  places,  locations,  environments, 
  creatures,  equipment,  magical  or  supernatural  abilities  or  effects,  logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) "Trademark" means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", "Used" or "Using" means to 
  use,  Distribute,  copy,  edit, format, modify,  translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original  creation  and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7.  Use  of  Product  Identity:  You  agree  not  to  Use  any  Product  Identity, 
  including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with  any Trademark  or  Registered  Trademark  in  conjunction  with  a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware  of  the  breach.  All  sublicenses  shall  survive the  termination  of  this 
  License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision  shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James  Wyatt,  based  on  original  material  by  E.  Gary  Gygax  and  Dave 
  Arneson. 
  Castles & Crusades:  Players Handbook, Copyright 2004, Troll Lord Games; 
  Authors Davis Chenault and Mac Golden.
  Castles  &  Crusades:  Monsters  Product  Support,  Copyright  2005,  Troll Lord 
  Games.
  Basic Fantasy Role-Playing Game Copyright © 2006-2014 Chris Gonnerman.
  Kidnapped! Copyright © 2015 Martin Teasdale.
  END OF LICENSE
  Additional Credits:
  Proofing: Ariane Petitclerc, James Lemon
  7
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Adventures & Settings/Kidnapped! [r2] (BasicF).pdf