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temple of the slumbering orchid

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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
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