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This Lost Level has been designed to be placed in any section of the Grande Temple of Jing. It is left to the GM to decide exactly where he or she wishes to connect the Jing Block in Room 1 with another part of the temple, as well as how the group comes to find it and open it. Game Masters are encouraged to find a neat corner tucked away somewhere in the Grande Temple and treat the group to this short side adventure. Ideally suited for 1st or 2nd level characters, this scenario includes notes for scaling the adventure for higher level characters.Adventure Hook
Lost Level 1: Hunting Grounds of the Xashen |
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Room 1: A Magical MysteryThe Jing Block rises to reveal a damp room covered with a thick carpet of green-brown fungus. The walls are likewise coated, and fur-covered tendrils of strange fungi hang from the roof. A patch of tall mushroom caps near the Jing block seem to be vibrating slightly. These are shriekers (see Monster Manual page 93), and the moment they sense light or vibration they begin to emit their piercing wail. This alerts the level's main predator, an eternally hungry Xashen that feeds on the Smoke Rats that infest the entire area. Resting in room 4, the Xashen will begin to prepare its cunning defenses the moment it is alerted (see room 4 for details). Once the players hack the shriekers (or otherwise silence them) they can enter the room and pass through it unharmed. They will however, trigger two magic mouths that are set to speak their messages whenever an adventurer or group of adventurers passes this way for the first time. The voices resemble those of a male and female Winnow in their teens, giving them a distinctly child-like resonance. When the group first enters the main area of the room, the male voice speaks it's cryptic message: Liar! Liar! Though there are no obvious clues to help listeners understand the meaning of this short poem, anyone that hears it can make a Wisdom check DC 12 to determine that it seems to be a warning of some kind. Should the group pass near the arch leading to room 2, the female magic mouth is triggered, seeming to respond to the first. Don't you fear Within this exchange are all the clues needed for this mini-level, as well as a warning about the dangers awaiting the unwary in room 4. The "Liar" and "Fooler" is the Xashen hunter who casts illusions such as the false torches the Winnow voice warns about when it says "Beware False Fire." The "Bait" is the false Jing statue. Though the Winnow is distressed that the Xashen has recently eaten something or someone, the female voice seems calm. She has discovered the real Jing statue behind the secret door of room 6. If nothing else, her clue should urge the group to search for the secret door once they have slain the Xashen and discovered the truth about it's illusions. GM Note: The Winnows that left these messages left other clues throughout the Grande Temple! Look for them in future products and installments of the Grande Temple of Jing! Combat: Shriekers (4), hp 18, 16, 12, 11. Room 2: Fungus RoomThis square room is filled with many sizes, shapes, and colors of fungus. The floor here is like that of the rest of this level, covered in a thick layer of spongy fungus. Smoke rats have built nests under this layer of mold, and hide there from the ravenous Xashen. Each nest contains [1d6] Giant Smoke Rats (see ABC 1) which will turn to smoke and rise above the mold carpet to attack anything that intrudes into their room. This excludes the Xashen which sends them fleeing in terror, turning to smoke to disappear into one of their nests in the fungal floor. A powerful foe may likewise send them scampering in terror, especially one wielding magic. Room 3: Fungus RoomThis room is completely covered with the same furry fungus that covers the floor of this entire level. The greenish mold hides the archway leading to room 6, effectively making it a Secret Door (Search DC 20). Each nest here contains [1d4] Giant Smoke Rats (see ABC 1). Anyone looking through the west archway will see the lights and illusion of a Jing statue in room 4 as created by the Xashen hunter waiting there. Room 4: Xashen TrapIn the center of the room a Jing statue points roughly southeast. It is clean and no fungus sticks to it. Two heatless torches light this unusual scene. This is an illusion practiced for years by the Xashen hunter that stalks this level. The hunter has been to room 6 and studied the statue there, it's primitive mind recognizing it as a thing of importance. Almost instinctively it began to cast illusions of the statue, which gave it great success hunting both Templers and Honored Guests. It's trick now perfected it has made this area it's exclusive hunting grounds, and this room it's favorite trap. Some time ago it cast continual flame twice in this room, lighting it to attract intelligent races and so that it's "bait" could be seen. When the Jing Block in room 1 opens, the Xashen immediately casts invisibility on itself, and climbs a mossy tendril to hang down from the roof, poised to strike. It then casts silent image, creating the illusionary statue of Jing and waits for prey to enter the room. Once somebody moves to look at the front of the illusionary statue, the Xashen attacks to kill. However, should more than one creature enter the room, the Xashen will attempt to divide and conquer by casting ventriloquism and projecting it's "voice" to a mushroom cap in room 3. Hissing menacingly, it hopes the group will turn and leave to examine the sound. If they do it attacks the last character as he or she leaves. Otherwise the illusion of the statue dissipates one round after the Xashen stops concentrating on it (per it's special quality Lingering Illusions, see ABC 2). At that point it will likely be forced to strike, or to hide and wait for a better opportunity. Combat: Xashen Hunter, hp 17. Spells: dancing lights (x4), silent image, ventriloquism (x2), continual flame, invisibility. Room 5: Smoke Rat RiftThis room is similar to other Fungus Rooms save one important feature. In the northwest corner of the room, the floor is cracked, creating a deep hole nearly 25 feet long. Puffs of smoke and steam continually rise from the hole, making this room and the entire level eternally damp. Somewhere down this hole the Smoke Rats live in a huge para-elemental warren. They have infested many parts of the Grande Temple of Jing, this room being just one place. There is little to be gained by entering the cramped rift, and it is unlikely the group can cover it through magical or other means. Should they find a way to do so, the GM should decide whether or not to award the group experience points for the deed. The nests here each contain [2d6] Giant Smoke Rats. Room 6: Hidden Jing ShrineBehind a moss covered archway (Search DC 20) lies a shrine to Jing. Once discovered it can be easily punctured or cut open with a weapon. The Xashen has several times pushed through this covering to enter the room beyond, but fungus usually grows to cover the entryway within a Jing Day. The Jing statue is typical and donations can be made to it as normal. The true reward for finding this room however, is a huge chest in the center of the north wall. The chest is covered completely with moss and it takes a skilled eye to determine what is under all the fuzz (Spot or Search DC 15). It takes at least 15 minutes to cut enough moss off the chest to attempt to open it. The chest has an internal lock (Open Lock DC 20) but is not trapped. When it is opened, two magical mouths are triggered with the same voices as in room 1. The female speaks first: Sorry dear The male continues We were first The chest contains 15796 copper pieces, a pair of giant-sized wool slippers, and a bag with 17 gold flecked rocks. The rocks weigh between 1 and 10 pounds each and if donated to a Jing statue have a value of [1d20] gold pieces each. The slippers have no value to Jing but might be traded to Ogres and Giants deeper within the Grande Temple. Scaling This AdventureIf the group is third level or higher, it is easy for the GM to quickly scale this adventure to suit them. For groups level three to four, double the amount of smoke rats and change them to 1 HD versions with 4hp each, and a Bite +5 for 1d6-4 damage. Increase the Xashen to 4 Hit Dice giving it 22 hit points, and a Bite +6 for 1d4+4 damage. It gains the spells color spray and an additional invisibility spell. For groups higher than fourth level, quadruple the amount of smoke rats. The Xashen has 6 Hit Dice, 33 hit points, and a Bite +8 for 1d8+4 damage. It gains the spells Mirror Image, Displacement, and Major Image. Instead of using ventriloquism to divide the group, the Xashen creates an illusionary copy of itself. While the group attacks this ruse, the Xashen attacks them. Though it's first attack breaks it's invisibility spell, it will still be under the effects of both displacement and mirror image, making it extremely difficult to hit. |
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Last Updated 6 Jan, 2002 Copyright © 2002 by Hammerdog Games. All rights reserved. |