Temple of the Slumbering Orchid The Slumbering Orchid is blooming! For generations, a tight-knit niche of mouse botanists have been studying regarding this mysterious plant, the only one of its species. Though information recovered from ancient ruins reveals that it blooms only every 100 years; the importance of this plant, or why creatures of the past built a temple around it, remain mysteries. However, these mysteries might soon be solved. If the old manuscripts are acurate, the Slumbering Orchid is about to bloom again. Part 1: Central temple Adventure Hooks: Pick one: -An alchemist wiants to study the Orchid and will pay the party a hefty sum of money for a part of the specimen -A botanist wants the party to escort them to see the orchid bloom -A goup of botanists is concerned for a friend who went into the temple to wait for the blooming and hasn’t returned yet -A cartographer wants to hire the party as escorts to map out the interior of the temple. Map: 2 1 Entrance Illustration of 3 7 f 6 1 - Artificial waterfalls, slope with grates at the bottom to 3 e drain out the incoming water 2 - Trap: Floodgate positioned above the archway, leaking water from its cracks. d If the players step on the pressure plate in font of the archway, the floodgate will swing open, letting out a powerful water current that will knock all players who fail a DEX save down into the slope 3 - Round slab of ebony wood built into the floor of the chamber, decorated with a flower design. The center is a yellow gem. Four of its petals are painted on, the other four are carved into the wood, like something is supposed to fit in them. Once 4 crystal petals have been placed in the slab, it wil start growing roots that will form a bridge to towards the ledge at 6. 4 - Bridge built high above the floor of the chamber, connecting doors c and f. If the players knock down the coil of rope that’s attached to it (which probably can’t be seen from down on the floor) they can use it as a shortcut to climb up and down from it 5 - Deep, dark abyss. 6 - Small ledge on the other side of the abyss. Connected to open door which grants access to the Slumbering Orchid. 7 - Slumbering Orchid: Can be either a regular but magical plant, or a monstruous final plant boss using the stat block presented at the end. Up to GM discretion. 5 a 14 c 13 10 11 9 b a 4 b 12 8 c For the sake of clarity, both an isometric map (split into three parts) and a top-down map will be provided in this adventure Part 2: West wing 8 - Crumbling bridge: The stonework looks extremely worn down and unstable. Players must cross it one y one. Otherwise, it wll collapse. If it collapses, all players who are on top of it must succeed a DEX save or fall into the canal below. 9- Canal: It feeds both the waterfall and the floodgate in the first room of the temple. If players who fall into the canal are unable to swim and cli out, they’ll come out back in the first room (pontentially hurting themselves when they fall) 10 - Collapsed bridge: Players must get clever to cross over the gap if they take this way. 11 - Combat encounter: 2d3 Weinknochen. Chest in the center of the room contains a crystal petal, and assorted loot (roll in treasure table or generate loot by your preferred method. This dungeon is a great place to introduce the peels from my supplement Belladonna’s Botannicals, btw) 12 - Secret room: Hidden behind a tapestry woven from green vines. Contains the Grass blade sword, a key, and, optionally, assorted loot. 13 - Five luminous mushrooms arranged in a circle in the center of the room. Can either be “on” (emitting light) or “off ” (not emitting light). All mushrooms are off initially. Touching a mushroom causes it to switch its state (go from off to on or vice versa) and the state of the two adjacent mushrooms. When all 5 mushrooms are on, a trap door int he center of the circle will open, revealing a crystal petal and some assorted loot, and the door at 14 will unlock. 14 - Locked door. No keyhole, will unlock when the players solve the puzzle at 13. a - Connects to door a in the Central temple b - Connects to door b in the Central temple c - Connects to door c in the central temple. Needs key from 12 to open from this side. Can be opened from the otehr side with no key. Illustration of 13 Top-down Dungeon View Part 3: East wing f 7 e 18 d 6 18 17 14 15 16 5 13 10 12 19 b c 3 f 4 a 8 17 e d 19 15 9 15 - Trap: Wall covered in flowers, floor criss-crossed with roots. Players must walk carefully, if they step on the roots, the flowers will release pollen that forces any player who breathes it in to pass a WIL save or gain the "frightened" condition. 16 - Big flower in the middle of the room, containing a crystal petal and other assorted loot. If there's a noise, it will close into a bulb, making its contents inaccessible, and will oppen up again after a few seconds of silence. 17 - Trap: Vine that acts as tripwire. If triggered, will release a vine net onto players. DEX save to avoid getting trapped. 18 - A vine net hangs from the ceiling in the center of the room. It has a crystal petal and some loot inside it. 19 - Secret room, hidden behind a fake wall that opens like a door when a nearby vine is pulled. Contains the leaf armor, a key, and optionally some other loot. d - Connects to door d in the Central temple e - Connects to door e in the Central temple f - Connects to door f in the Central temple. From this side, requires the key from 19. Can be opened from the other side without a key. Creatures: Feel free to place these creatures wherever you want in the dungeon, to use them to create a random encounter table, or even to use them for unrelated stuff Weinknochen: Weinknochen are skeletons of mice or other small creatures, animated by living vines that attach to their bones and act like muscle tissue. 4 hp, STR 13, DEX 5, WIL 5, 1 Armor Attack: d8 punch Rettichmund: Rettichmünder look like a radish with legs, until they split their body to reveal their enormous mouths full of teeth. 5 hp, STR 10, DEX 6, WIL 4 Attack: d10 bite A dead rettichmund will count as 2d3 units of rations 11 2 1 Items: Acts as a normal heavy weapon, but can be folded, rolled like a scroll, or worn as a bracelet, belt, etc. Under these circumstances, it won't take up any inventory slots. For each day worn (assuming that the weather was clear and the player was outside in the sun for at least one watch), roll 1d6. On a 5-6, the photosynthesis from the armor provided the player with enough nourishment to not need rations that day. If you use my alchemy supplement (The Alchemist's Handbook), this is a special (and extremely limites) ingredient that has ALL potion effects. This means that combining it with any other ingredient will result in a potion with all of the other ingredient's effects Four of these are needed to activate the magical bridge in the central room Spinnenspross: Spinnensprossen are seeds that, due to an enchantment, sprouted their roots in the shape of four spider-like legs. 3 hp, STR 6, DEX 16, WIL 4, 1 Armor Attack: d6 whip Crital damage: Wrap their roots around their target to immobilize it Slumbering orchid: Once it blooms, some of its flowers look like eyes, and others like mouths. 18 hp, STR 16, DEX 1, WIL 10 Attack: d8 whip, d6 madness spores (damage WIL) Can’t move Drops 3d3 Slumbering orchid anther 16