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Single Session Adventures
#3
The Lost Temple
______________________
| ≈≈≈≈≈≈≈ 8 __ |_______
| |______ | / _| 3 D__▄D 4 |
| _ | | | | $_ _ _| |___|
| | | 17 | |…| | | |D|
| | | | |6| | |_| |_ ____________
| | | $|| | | | | /░░░░░░░░░░░░\
| |_______/ 7 \| |\ |__/ ░••░░•░░•░ \
|$16 || $5$α|2 __D ░░░░░░1░░░░░ ˜˜˜
| | \ / |/ | \ ░••░░•░░•░ /˜˜˜
| | | | |_ _| \░░░░░░░░░░░░/
| | ____ |…| | |
| | | | |6| _|D|_ _________
| | | 14 | | | | | | _ 11|
| | | __| | \__| 9 |_| 10 | |__|
| | |▓| \_______________▓▓| __ _
| |_|▓|_____________________|▓|_| ▓D|
|≈≈ D D
15 ← ←|¤|←13←|¤|← ←
Key
▄ - Desk α – Cathedra … - Portcullis  - Spider
D – Door • - Column $ - Secret Door/Compartment
≈ - Water ▓ - Rubble ← - Subterranean River
░ - Webs ◊ - Statue ¤ - Well/Latrine

A few notes: Can't use the code tags for the map because underline tags won't work within; webdings aren't a font option, so you can't see the cool spiders; none of the monsters are statted; I can now attach odt files!

At one time, the temple was the center of all religious activity, but geological instability necessitated evacuation. In the intervening years, monsters have taken up residence and made it their own. Rocks and stones litter the floors of the temple. Running or rolling a 1 in combat requires a Resist A2 to prevent turning an ankle or wrenching a knee, failure causing a cumulative -1 penalty to all combat and spell rolls until Cured (TN 2).
After each encounter (up to you to determine what is an encounter) roll a d12.
1-6: Nothing happens; 7-9: Tremors upset some swarming monsters; 10-11: Tremors dislodge loosened ceiling stones, Resist A4/d3; 12: Earthquake, Resist A20/d1+2/3
Aspect Turns: A roll on the appropriate Aspect indicates progress made in a single Turn. When the sum of the rolls meets or exceeds the total necessary, the task is complete. Rolls can be combined between characters in many situations, like digging.
The entrance to the beach-front, mountainside Temple has collapsed, but a path is still navigable with little difficulty.
1) Grand Hall – The long hall has become the residence of some Giant Spiders. Contrary to popular belief, spiderwebs are not flammable. When the party gets to the 3rd columns, the spiders attack. The webs create a -1 penalty to attack for the party. In the SW corner are a couple dessicated kobold corpses. Search (A2) on the north wall finds a Dagger +1.
2) Cathedra The More You Know: A cathedra is a throne for Cardinals – Two kobold forces a are fighting each other, each side distinguished by the different armor worn; the north group wearing tortoise shells and the south group wearing lizard skin. When the party enters, the kobolds stop, look at the party for moment, the run for the doors at either side, slamming them shut. In the center of the west wall on a raised dais is a stone cathedra on which the residing Elder hear petitions. Behind the seat are spy holes (A3 to find) through which the advisors would communicate. A5 to find/open the door.
3) Antechamber – The door has been barricaded (W5 to open). What furniture had been left has been broken down and is now being used as cover for the kobolds who will throw spears at the party (4 per kobold, a fifth is kept for mêlée). After throwing their spears, they will retreat through the door to the east, closing it behind them. If the party follows, the other half of the tribe who had been waiting around the corner toward (8) will attack the party from behind, trapping the party in the hallway between the two groups. If the party doesn't follow, the retreating kobolds will attack when they head toward (8). Secret Door: A5 to find and open.
4) Office – Somehow, a secretarial desk still sits outside the room in very good condition. The office itself is in a shambles. The kobolds have been using it as their sleeping quarters for many generations. The seismic activity has created several bolt-holes that the kobolds will use as a final retreat after half their forces on this side are killed. The crannies are too small for anyone other than a Gnome to crawl through.
5) Whisper Hall – Explained in Room 2. The secret doors are not secret on this side.
6) Portcullis – W12 to lift. No more than three can attempt at the same time. Additional attempts can be made at a cumulative -1 penalty for each character. 10' inside the hall is the mechanism to raise/lower the portcullis.
7) Statue – A statue facing west on a pedestal is the reason for the fighting in Room 2. Neither side can get to the statue, which the kobolds believe to be holy, and each blames the other for the obstruction. The details of the statues have been destroyed by falling debris, but an outstretched hand that looks like it should hold something like a torch or sword is evident. Placing a sword or torch in the hand does nothing. It requires the scepter from 16.
8) Flooded Hall – Piranha in a dungeon? Why not. Searching the water turns up a Mace +1 (A4)
9) Outer Antechamber – As Room 3, but the kobolds retreat to Room 10.
10) Inner Antechamber – Here the kobolds will retreat to Room 11 to escape. The rubble in the SE corner will take 80 Warrior Turns to clear a passage, half with proper equipment.
11) Bedchamber – As Room 4, but no desk outside.
12) Supply Closet? – It takes 80 Warrior Turns to clear the debris enough to find the door to the closet. (Half with proper tools.) Inside the closet are the remains of old brooms, buckets, mops, etc. A thorough search (A4) turns up a small chest with some coin (a month's living expenses).
13) Water Closets – Each closet has a deep hole in the floor. One was used as a privy, the other as a well. I think you can guess which was which. Anyone climbing down will likely be swept away by the strong current (Resist W12). It takes 40 Turns for the river to deposit the body on the other side of the mountain. (Don't ask why the river flows away from the ocean.) Every number of Turns equal to the character's effective Warrior Rank, he must roll a Resist W6 or lose 1 Rank in Warrior. The character dies when Warrior hits 0, otherwise he survives but is unconscious.
14) Bwahaha – Some kind of nasty trap, like Howlers, or the rubble leaves some room to crawl over, but it takes 20 Adventure Turns to do so, and the room is filled with delay action zombies that dig up out of the dirt every Turn so a Repel Undead spell doesn't affect those still in the ground.
15) Time Waster – Water has flooded the hall two feet deep, otherwise nothing significant
16) Mural – A carved mural depicts children receiving gifts from a one-horned giant (something from a nursery rhyme). A search (A4) reveals a secret compartment containing some coin and a scepter. When this scepter is placed in the statue's hand, it (the statue) rotates once.
17) Room of Weal – Two Giant Lizards have taken up residence here (adjust as needed). Another carved mural of the one-horned giant is on the east wall. With the scepter in the statue's hand, a secret compartment is revealed containing the Scepter of Fortunate Weal.


Attached Files
.odt   The Lost Temple.odt (Size: 64.97 KB / Downloads: 903)
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Messages In This Thread
Single Session Adventures - by Oedipussy Rex - 03-21-2014, 03:51 AM
RE: Single Session Adventures - by Oedipussy Rex - 03-21-2014, 08:02 AM
RE: Single Session Adventures - by Oedipussy Rex - 03-29-2014, 04:33 PM
RE: Single Session Adventures - by Kersus - 02-13-2015, 08:37 AM
RE: Single Session Adventures - by Oedipussy Rex - 02-13-2015, 09:37 AM
RE: Single Session Adventures - by Oedipussy Rex - 01-18-2018, 05:30 PM
RE: Single Session Adventures - by Oedipussy Rex - 02-01-2018, 08:12 PM

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