TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.         The Flooded Temple 
  1 
  The Flooded Temple 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hidden in flooded ravines lies an ancient temple on the bordering the realm of death. Kobolds seek the place 
  to die, but our adventurers are racing to the temple to retrieve an ancient artefact before the Cult of the 
  Dragon arrives. A treasure hunt in flooded palace guarded by Death’s messenger. 
   
  An OSR-style low-level adventure for daring adventurers using the greatest roleplaying system of our age.  
   
  by M. Greis 
   
   
   
   
  Design by M. Greis. Images and maps by M. Greis. Rights reserved. Hinterlandet  
  
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  2 
  Introduction 
   
  The Flooded Temple is a fantasy adventure 
  originally designed for the OSR-clone Hinterlandet 
  (The Hinterlands) and easily adapted to your 
  favorite version of the greatest roleplaying game 
  ever. The adventure is designed for one or two 
  sessions of 3-6 hours for a low-level party. 
   
  The adventure is written somewhat system agnostic 
  containing  
   
  Magic items are described at the end of the 
  adventure. Except for new monsters and items 
  relevant information for monsters and treasures can 
  be found in your favorite rulebooks. 
  Background 
  From the mountains runs a river cold and ancient. It 
  has dug its own way through rock and hill creating 
  deep gorges, where water flows freely and travelers 
  are challenged in their journeys. The sides of the 
  gorge are steep rock surfaces, and the river runs like 
  a vein forcing explorers to row upstream and rarely 
  finding any banks to make camp. 
   
  Yet in another age people dedicated to a forgotten 
  god travelled upstream and founded a temple. In a 
  quiet offshoot ending in a cul-de-sac they dug a 
  temple into the rock. Here they hid a powerful 
  artefact, that can summon armies, the enchanted 
  horn Skraldr. 
   
  For the people of the Empire the temple is unknown, 
  but kobolds ousted from their tribes go there to die 
  for in the temple a warden of the Realm of Death 
  resides. Most of other creatures stay away. 
   
  Recently the evil Cult of the Dragon has resurfaced, 
  and they have set out to gather instruments of 
  power and death to bolster their armies before 
  marching against the lands of mankind. They are 
  seeking their way to the temple to find the treasure. 
  Note: You can replace the Cult of the Dragon with an 
  organization of villains suited to your campaign, or 
  you can introduce a new enemy to your campaign by 
  having the players confront the cult for the very first 
  time. 
  What is Hinterlandet? 
  The adventure was originally designed for use at Danish RPG-
  conventions such as Fastaval, Viking-Con and Con2 as part of 
  a living campaign called Hinterlandet (“The Hinterlands”), and 
  it has been rewritten for use here. The adventures always 
  begin at The Lonely Fortress – which can be placed anywhere 
  with a sparse population, wide swaths of wilderness, and 
  ancient ruins. 
   
  This adventure is not a balanced adventure. The encounters 
  are not set up, so each can be beaten in a straight fight. 
  Instead the players will have to find another way round them 
  – trickery, stealth, negotiation, bribery – and if this is not a 
  playstyle, your players are familiar with, you might want to 
  warn them. 
  Treasure as Experience Points 
  If you’re using treasure as the main source of Experience 
  Points, you will notice that the adventure is poor in the 
  amount of treasures. Hinterlandet is sparse with rewards, 
  and it will usually take several adventures to gather a major 
  treasure – for how Hinterlandet handles XP see next section – 
  however, sidebars has been added to the text with 
  suggestions for additional treasure to reach an amount more 
  in style with gold-based XP-adventuring. 
  Exploration Experience Points 
  If you want to play the adventure Hinterlandet-style, you 
  might want to introduce the following house-rule: 
  • No experience for killing monsters 
  • Experience points are gained for exploring rooms. For each 
  room explored the characters receive 100 XP once they 
  leave the dungeon. 
  • Each trap encountered earns XP and double if the trap is 
  activated. 
  The XP-model is designed to lure the players to deep into 
  dungeons and focus on exploring the dungeon rather than 
  just killing everything that moves. In the same vein the 
  players will discover, that most monsters will not attack on 
  sight, and parlaying will solve challenges. 
  Hooks 
  The flooded temple lies in a river gorge at the end of 
  an offshoot. The adventurers may randomly stumble 
  upon the area while sailing the along the river 
  exploring the area and investigating any offshoots. 
  This may not be likely, so here are a few suggestions 
  to involve the PCs. 
   
  On behalf of the commander: The adventurers 
  have been summoned to the offices of Commander 
  Lucinius, steward of the unconquered wilderness 
  
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  3 
  and protector of the Empire’s border. He has an 
  important mission for the adventurers: Recently a 
  spy for the Cult of the Dragon was captured and 
  interrogated. The spy revealed that the Cult had 
  discovered an ancient relic hidden in a temple 
  accessible only by a river running at the bottom of a 
  deep gorge. The Cult is planning to send an expedition 
  to retrieve the relic, and it is imperative that the PCs 
  intervene and find the treasure first. The temple lies 
  four days away by boat sailing upstream to the gorge. 
  The PCs will be suitably rewarded for bringing the 
  relic back, and as a minimum they must hinder the 
  cult in retrieving the relic. 
  • Instead of Commander Lucinius a paladin’s 
  headmaster or a cleric’s superior issues the 
  mission. 
   
  Sitting at an inn minding their own business: As 
  they sit their favorite watering hole or the one that 
  would serve them, they notice a couple of guards 
  from the fortress sitting at the next table over. The 
  guards are talking about a spy, that recently was 
  captured. The spy was revealed to be member of the 
  Cult of the Dragon, and the spy revealed the 
  whereabouts of a great treasure. One guard tells the 
  others, that he overheard the commander planning 
  to send an expedition of the mountains to retrieve it. 
  The guards then change the subject, and begins to 
  talk about the weather, the food and the latest 
  shipment of wine from the nearest trading post.  
  • If the PCs wants further information, they will 
  need to chat with the guards, or they may seek out 
  the commander and volunteer their services. 
  • The guards can furnish more information for the 
  PCs, enough for the party to plan their own 
  expedition. 
   
  Enemies of the Cult: As part of their previous 
  adventure, the PCs caught an enemy or stole the 
  plans of the enemy, when raiding the headquarters, 
  and they now discover from studying the documents 
  or interrogating the enemy, that they are planning 
  an expedition to retrieve a powerful relic. 
  The Lonely Fortress 
  The Lonely Fortress is the remnants of a glorified but failed 
  project that attempted to bring an unruly province under 
  control of the local lords. Now a small garrison maintains the 
  fortress 
  It is a five-day journey through a wilderness of rolling hills 
  and open forests with scarce game and few travelers to The 
  Lonely Fortress. The land just waits for farmers to arrive and 
  settle the land but for now it lies empty. 
  Around the walls of the fortress a small camp has arisen 
  catering to the needs of adventures seeking adventure 
  buying treasures from successful adventurers and selling 
  needed equipment and supplies at overprices. 
  The commander of the fortress is the retired general 
  Lucinius. As to why he has chosen a position at the fortress 
  far from local courts is a bit of a mystery, but he protects the 
  region exceedingly well given his meager resources often 
  using the daring and lust for fame among adventurers to limit 
  the incursions of bandits and evil monsters. 
  The camp outside the walls of the lonely fortress can function 
  as a base for adventurers seeking to explore the wilderness. 
  The Journey 
  From the nearest ferry site the adventurers can 
  either rent or buy boats or hire a river captain to sail 
  them in to the wilderness.  
  Any captain can tell them it is four days sailing 
  upstream to reach the gorges and sail along the 
  rivers. Those regions are poorly explored, as they 
  are home to several tribes of hostile goblinoids. Here 
  one can encounter goblins, bugbears, kobolds and 
  trolls.  
  Captain Boldarius and his crew will willingly sail 
  the PCs up along the river near the gorge on a small 
  ship for reasonably fee. From there they can sail the 
  remainder up along the gorge in canoes or small 
  rowing boats. 
   
  For four days, the journey is along the river. The 
  passage is slow as it is upstream, but sailing out on 
  the river keeps the travelers safe from hostile 
  humanoids travelling the land.  
  From here the lands rise on both sides of the river, 
  and the forests and meadows disappears. The 
  adventurers are entering a series of deep river 
  gorges with steep rock walls easily 60-90 feet tall.  
   
  The gorges are deep canals cut by rivers through 
  millennia as deep veins in the bedrock. This is a 
  desolate and empty landscape. Few plants grow on 
  the rockwalls and fewer animals lives here. Rarely 
  the goblinoid tribes pass through here, and the PCs 
  are traversing empty lands in their canoes. 
  After a day’s sailing and being forced to overnight in 
  their boats the PCs reach the side stream a few hours 
  before noon. At the end is the temple. 
  
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  4 
  The Temple 
  The dungeon in this adventure is an ancient temple. 
  It has been dug in the rock walls of the gorge. The 
  temple has three levels, where the lowest lies just 
  below the surface level of the waters in the cul-de-
  sac. The waters have breached a part of the wall and 
  flooded the lowest level with about two feet of 
  water. 
  From the outside travelers arriving by boat see the 
  façade of the temple, which is carved out the rock 
  wall, and it is flanked by two stone towers likewise 
  carved of the side of the gorge. None of them reach 
  above the rock walls, and they are rarely spotted by 
  travelers traveling on the top of the gorge. 
   
  The adventure assumes that the characters arrive by 
  boat, so they get the majestic view of the façade, as 
  they sail into basin in front the temple. Alternatively, 
  they might have chosen to scale the steep rock walls 
  and traveled on top of the gorge. From here they can 
  see the façade and the two towers, and they may 
  discover the opening in the ground above the 
  temple. The temple also has a backdoor, which the 
  PCs are not assumed to find before entering the 
  ruins. 
   
  The temple has a few residents. The main residents 
  are diseased kobolds ousted from their tribes 
  seeking death in the temple awaiting Death’s 
  Messenger, a giant spider to come eat them. A few 
  animals and humanoids visit the place from time to 
  time. During the adventure, The Cult of the Dragon 
  will arrive by boat and enter the temple. 
  The Plague Kobolds of the Temple 
  A vicious plague exists among the kobolds, that 
  slowly kills them, but rarely spreads to other 
  species. Victims of the plague are ousted from their 
  tribes, and they find solace in the ancient temple, 
  where they await Death’s Messenger to pick them up 
  and bring them to lands of the dead. 
  The commonly rust red fur and scales of the 
  diseased kobolds grows grey and black buboes grow 
  on their bodies slowly covering them and weakening 
  them. They snouts begin to hang, and their lively 
  black eyes grow dull. The suffering kobolds are a sad 
  sight, and their lives at temple is a simple struggle to 
  survive until Death’s Messenger carries them away. 
  Until then they paddle around in the flooded temple 
  on simple skiffs fishing and setting up nets. 
  The Kobold Plague: Coming into contact with the 
  buboes and especially the pus and fluidum of the 
  buboes can cause the disease to spread to other 
  species. Adventurers trying to treat the disease or a 
  kobold’s wounds risk contagion as does adventurer’s 
  killing them and rifling through the belongings of a 
  freshly killed kobold. 
  • Characters exposed to a sick kobold or characters 
  delivering a killing blow must succeed a Saving 
  Throw against disease or contract The Kobold 
  Plague. 
  • The victim will after 1d4+3 hours begin to exhibit 
  small pustules in armpits, groin and the like 
  places. They itch, and within six hours, they begin 
  to grow into black buboes. The next 1d3 days the 
  buboes spread, and for 1d3 days the victim grows 
  weaker (-4 to STR, DEX and CON), and then dies.  
  Right now, as always, are several kobolds in the 
  temple. Some are too sick and too close to death to 
  be of any danger to the PCs, and others will defend 
  themselves, but mostly wants to be left alone, so 
  they can fish, hunt and take care of their dying 
  fellows. 
  The Kalushkari Bugbears 
  Local bugbear tribes believe the temple to be a 
  sacred place lying closely on the borders to the 
  realm of death, and the temple is used for the 
  Kalushkari ritual, where young bugbears must stay 
  several nights in the temple in order to enter the 
  ranks of the adults. The bugbears performing the 
  Kalushkari wear body paint with their faces painted 
  as white skulls with red eyes and bloody mouths.  
  The bugbears have little equipment as survival is 
  part of the ritual. 
  Right now, the bugbears are young adults about to 
  enter the ranks of the adults, and they consider the 
  temple a part of a sacred testing ground, and thus 
  they assume others are here for the same reasons, 
  and they are not initially hostile to the adventurers. 
  If not attacked on sight, they will parlay with the PCs. 
  The Orphite Lizardmen 
  A small band of lizardmen have been drawn to 
  temple by its sacred power, and they intend to turn 
  the place into a sacred place to their venomous 
  green god and its nightmarish visions. The Orphites 
  are a secretive cult, who never speaks the name of 
  their god, and it has members among many different 
  races. The lizardmen accepts initiates from other 
  races. 
  Right now, they want to clear the temple of the 
  bugbears and the kobolds, and they will offer the PCs 
  rewards for doing it for them. 
  
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  5 
  The Cult of the Dragon 
  The cult of the Dragon is on a treasure hunt to the 
  temple. They have sent a boat with warriors and 
  priests – and the boat will arrive at an inopportune 
  moment, when the adventurers are about halfway 
  through the temple. 
  The cult members wear red robes and red painted 
  armor decorated with images of flames. Their 
  favored weapon is black iron axes shaped like 
  dragon claws. Helmets are shaped as dragons, and 
  the priests wear masks shaped as a dragon’s head. 
  Cult Warriors have stats as Berserkers and Fighting 
  Men, and the Priests have stats as Clerics (lv2). 
  The cult force is superior in numbers compared to 
  the PCs and present a challenge, that cannot be 
  defeated in open combat.  
   
  The arrival of the cult and its movement through the 
  temple replaces the usual wandering monster table. 
  The few residents in the temple will not be found 
  wandering much, instead halfway through the 
  adventure the cult will arrive and start exploring the 
  temple and setting up camp. The adventurers will be 
  forced to deal the cult either hiding and moving 
  around in secret or by having a running battle with 
  them, until either part retreats with or without the 
  treasure of the temple. 
   
  The activities of the cult are likely the following, but it 
  is necessarily dependent on the actions of the players, 
  and the game master will have to improvise the cult’s 
  responses. 
  The Cult Arrives: If the PCs are in the basin 
  chambers, they will see the cult arriving in its ship. 
  The cult will moor their ship, posts guards and enter 
  the temple. If they see the PCs boats, they will post 
  extra guards. 
  The Cult in the Great Hall: If the PCs are in the 
  vicinity of area #2, they will hear the cultists 
  marching through the flooded areas until they arrive 
  in the great hall. Here the priests will loudly order 
  their warriors around and establish a base (likely at 
  area #2d). 
  The Cult Explores the Temple: The priests order 
  small groups of 3-5 warriors to explore the different 
  areas of the temple. If they have not yet discovered 
  the cult the PCs will most likely encounter a group of 
  warriors. 
  The Cult sounds an Alarm: If a group is attacked, it 
  will attempt to sound an alarm and one warrior will 
  try to flee. If the PCs are efficient they may 
  successfully kill a group before it sounds an alarm, 
  but unless they hide the bodies a later patrol will 
  find them or a patrol will somewhat later be missing. 
  The Cult Parlays: The 
  cult’s errand is the 
  treasure, not the ruin, and 
  they will ignore the 
  residents as long as they 
  are allowed to explore the 
  area. The kobolds’ disease 
  will keep the cultists at bay 
  and the superior numbers 
  will keep the bugbears and 
  lizardmen at bay. Shrewd 
  PCs might even pretend to 
  be residents to be ignored. 
  The Cult finds the 
  Treasure: If the adventurers have not found the 
  treasure, and if the cultists are left alone they will 
  inspect the great hall closer and discover the face in 
  the floor. Using iron rods and many men the cult will 
  force open the left eye, and then insert a crystal, that 
  they brought (instead of finding the right one at area 
  #9). A rumble is heard and the enchanted horn rises 
  out of the floor. Once the horn is recovered echoes of 
  victory cries and salutations is heard through the 
  temple, and shortly after the cult will begin to march 
  out of the temple. This will be the last chance for the 
  PCs to interfere and get the horn.  
  Using your own villains  
  The Cult of the Dragon was a recurring foe in the 
  Hinterlandet Living Campaign, but it is also a ‘placeholder’ for 
  recurring villains in your own campaign. If you have an 
  archenemy, whether an individual or an organization, you 
  can replace the Dragon Cult with it. 
   
   
  
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  6 
  Level 1 – At the Surface 
  The temple is carved from brown rock, and walls are 
  constructed from heavy sandstones cut with great 
  precision. Many walls have remnants of illustrations 
  but weathered and cracked beyond repair they make 
  no sense any longer. Once they were mystical tales 
  tied to the worship of the temple’s deity. 
   
  Some area like the central hall (area #2) and the 
  tower rooms have natural lightning from openings 
  to the outside. The rest of the area is in the dark. 
   
  The flooded floors are covered with cold water 
  about 2 feet deep. The water is generally pure and 
  safe to drink, and fish lives in it. The flooded areas 
  are covered by a thin layer of mud, that swirl up 
  when disturbed and temporarily obscures sight 
  under water. The water enters the temple through 
  the crack (area #3) and leaves via the tower in the 
  back of the temple (area #10). A constant current 
  can be felt by anyone looking for it. 
   
  The deep water makes it cumbersome and noisy to 
  move around. It is not possible to charge or perform 
  other speed-related maneuvers in the water. 
  Seen from the outside 
  The path to the temple is along a natural gorge 
  carved by waters, and the passage ends in a small 
  basin. All around are steep rock walls, that are very 
  difficult to climb. Here somebody decided to build a 
  temple. At the bottom of the gorge – or eastern end 
  of the basin – is constructed a façade with a platform 
  raised 8 inches above the surface of the water. The 
  façade is only 15 feet tall and does not reveal that 
  there more floors of the temple inside. 
   
  To the left of the entrance is a large cleft, where part 
  of the rock wall seems to have cracked (area #3). 
  This part is old, but not as old as the original 
  building. 
   
  In the north and south sides of the basin are 
  constructed two large towers. They run from 
  somewhere under the surface of the water and all 
  the way to the top of the rock wall. The towers are 
  made of huge stones, and it is an incredible feat 
  having constructed these in this inaccessible area. 
  For each floor is a large window, that easily can be 
  entered. The lowest is 1½ foot above the surface. 
   
  There is a strange calm in the basin. The air stands 
  still, and even though the sun burns hot the water 
  keeps the area cool and pleasant. The sun’s rays only 
  hit the bottom for a few hours a day. The waters are 
  30 feet deep and ends in jagged rocks. 
  #1 The Basin 
  Your travels down the gorge has been quiet. On both sides 
  steep rock walls tower above you, and let only a few rays of 
  the sun down. Even though you cannot see anyone on top of 
  the gorge, you cannot help wondering if you are being 
  observed.  
   
  Ahead of you the gorge widens and forms a kind of basin, and 
  in front of you is an entrance, that seem like the entrance to 
  a temple. The entrance is flanked by two large statues 
  standing on a platform in front of the opening. The two 
  statues depict stately people in long robes. Their heads are 
  not human but are instead slender canine heads with upright 
  ears – they remind you of dogs, but no species you have seen 
  before. The platform is about 8 inches above the surface of 
  the water. Next to the temple façade to the left is a large 
  cleft in the rock wall, about 6 feet tall, that reaches down into 
  the water. 
   
  In the northern and southern sides are two towers build with 
  huge stones. They are built along the rock wall and reaches 
  from below the water all the up to the top of the gorge. Each 
  has three windows. The lowest is perhaps 1½ feet above the 
  water and is about 5 feet tall.  
   
  Beneath you are the clear waters. Some 10-15 feet down you 
  can the sharp and jagged rocks, but the bottom disappears in 
  the dark. Among the rocks are small schools of fish. 
  From here the adventurers can enter from several 
  directions. Via the entrance in the façade, via the 
  crack (area #3) or one of the windows in the towers. 
  They can easily anchor their boat at the platform, 
  and there is only a weak current in the area, not 
  enough to drift off with a vessel. 
  The statues are carved from the same stone as 
  everything else. Behind them are small stacks of 
  branches and sticks (left to dry as firewood by the 
  kobolds). 
   
   
   
  
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  7 
  #2a The Temple Hall – lowest floor 
  The hall opening in front of you is several floors high, and 
  from an opening high above you, sunlight shines in. The walls 
  are sand colored and smooth, and light reflected from the 
  surface of the water dances on them. Above, you notice 
  several balconies, and further up the walls are replaced with 
  large red pillars.  
  The air is cool, and a gentle breeze moving through the hall 
  makes the water stir gently. Here and there you see small 
  schools of fish dart about with sudden moves, and below 
  them you notice the is made of colored tiles placed in 
  complex patterns. 
  In the eastern end of the room is a dais hidden under 
  the water, where once an altar was. The floor is 
  covered by colored tiles, that seem to create a 
  pattern of some sort – when viewed from high above 
  the image becomes evident (see below). 
  #2b The Temple Hall – middle floor 
  Note: This area is accessed by the balconies. 
  You have entered a large hall. From above streams sunlight 
  into the hall, and it is reflected by the waters beneath. The 
  walls are smooth and sand colored. Across the hall you can 
  see other balconies. 
  On the floor above you notice that the walls on three sides 
  are replaced with thick red pillars. 
  Studying the floor from above makes it clear, that 
  the tiles form a large image. Trying to make sense of 
  the image might require a difficult wisdom check. 
  #2c The Temple Hall – top floor 
  Note: This area is accessed by stepping in between 
  the large pillars. There is no railing. There is a single 
  balcony on the northern wall. 
  As you step in between the red pillars you are looking down 
  into a large hall, whose flooded floor is two stories down. 
  There is no railing to stop you from falling, if you take one 
  step two far. 
  From an opening in the ceiling streams in sunlight, and deep 
  down it is reflected by the water. Halfway down the smooth 
  walls you notice some balconies.  
  Studying the floor from here easily reveals the face 
  created by the tiles on the water covered floor. Even 
  if not looking for it, there is 20% chance of 
  accidentally observing the image. 
  #2d The Temple Hall 
  Note: This is the southern end of the hall on the top 
  floor. 
  The area is lit from the northern end where light from the 
  ceiling is filtered through large red pillars. A pattern of long 
  shadows and light partially illuminates the wall. The 
  whitewashed wall contains a large painting of a burning sun 
  whose flame tongues are shaped as snakes, and the sun has a 
  face with angry eyes and a twisted mouth. Beneath the sun 
  people are bowing, kneeling and suffering from the heat. 
  The eyes and the mouth of the sun has indentions 
  from where something has been removed. Probably 
  it was jewels. 
  The Hall in general 
  The Temple Hall is a huge area. It is open all the way 
  through the temple, and in the ceiling, is a circular 
  opening 20 feet in diameter, that lights the hall 
  during the day.  
  The tiled floor is flooded and in the eastern part is a 
  dais – also hidden under water – where once an altar 
  stood. The balconies have low stone railing about 18 
  inches high.  On the top floor the walls are replaced 
  by huge red pillars several feet in diameter.  
  • Climbing: The walls are smooth and very difficult 
  to scale without equipment. Using rope, it is easy. 
  • Falling: For each floor fallen the victim takes 2d6 
  damage. 
  • Combat: An attack that succeeds with 4+ can be 
  used to push the opponent over the edge instead 
  of dealing damage. PCs get a chance rolling 
  dexterity to grab hold of the ledge to avoid the fall. 
  Encounters in the Temple Hall 
  A pair of kobolds fishing. They sit in their skiff all 
  quiet and observing the water with the fishing 
  spears. 
  Lizard men emerges from the water. They were out 
  hunting and arrived under the surface. They are 
  bringing food home. 
  There is a strange sound from the above of large 
  claws moving across the smooth surfaces. A gigantic 
  spider scuttles out of sight. 
  
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  8 
  For a brief moment, there is the sensation of being 
  observed. Then it disappears (as the stealthy 
  bugbears return to their camp after having observed 
  the PCs from a balcony). 
  The Hidden Treasure 
  The tiles form the images of a huge face on the floor 
  of the temple. The face is surrounded by snakes, that 
  radiates from the face. The left eye is closed, as if it is 
  winking, while the right glares angrily, and the 
  mouth is twisted in anger. 
  • 
  Noon: At noon, the sun’s rays falls directly 
  on the face, and the powerful rays reveals 
  that the tiles in the right eye are translucent. 
  Looking through them reveals a small 
  compartment containing a large horn. 
  Looking at the left, closed eye indicates that 
  there is a small compartment under the 
  eyelid. 
  • 
  Using the Red Crystal: if the players have 
  the red crystal (area #9) then the eyelid of 
  the left eye magically opens and reveals a 
  small slot for the crystal. Once placed in the 
  slot, the eye rotates round revealing the 
  golden backside of the eyeball. Then a ‘click’ 
  is heard from the right eye, and the whole 
  face begins rotating, while a large tile rises 
  above the floor with the enchanted horn 
  “Skraldr”. 
  #3 The Crack 
  There is a crack in the rock wall. It seems as if something with 
  a huge strength forced the rock wall to split forming a cleft. It 
  reaches some 6 feet up and a few into the water. A slow but 
  steady stream flows into the darkness beyond. At the cleft 
  flows three wine bottles. 
  In the darkness beyond are the hallways of the 
  temple. It is an unknown force that tore the rock 
  apart. The cleft is small and difficult to step through 
  wearing heavy metal armor or full gear (it will 
  produce a lot of noise squeezing through). 
  The three bottles 
  were lost by an 
  adventurer and 
  brought by the 
  currents to 
  opening. They 
  contain mediocre 
  red wine. 
  #4 Northern Chamber – Isles of Junk 
  A foul stench hangs in the air. It assaults your nostrils, as you 
  enter the small chamber. There is only the entrance from 
  which you came, and like the rest of the place the room is 
  flooded, but in here the surface is covered with isles of 
  floating trash trapped by the currents in here. The stench 
  comes from the floating rot. 
  Trash – leaves, branches, small dead animals and 
  other filth – is being led by the stream into the 
  temple and with the currents into this room, where 
  it accumulates into floating heaps of trash. Right 
  now, are five heaps circling each other. The heaps 
  are home to vermin and pests. Roll on the table if a 
  heap is examined. 
  1d6 
  Event 
  1 
  Swarm of Vermin. Saving Throw vs Poison 
  from multiple small bites. If failed, the hand 
  is swollen and red causing -4 
  penalty/disadvantage to activities using 
  the hand for 1 hour. 
  2 
  Hoard of Cluster-Beetles. The cluster-
  beetles emerge suddenly and runs up the 
  arm and under armor and clothing. They 
  cause itching and scratching all over the 
  body, until all items and clothing is 
  cleansed. Until then DM can once pr. hour 
  choose an attack roll, skill check or ability 
  test to have -4/disadvantage due to painful 
  bites and scratching. 
  3 
  Bones of a small animal. The skeleton 
  collapses into a pile of bones as it is 
  disturbed and a swarm of vermin 
  disappears deeper into the trash pile. 
  4 
  Chopped off hand. The hand holds a Scroll 
  with three 1st level wizard spells (Shield, 
  Sleep, Magic Missile) – if this result is 
  reached a second time, then event #3 
  happens instead. 
  5 
  A Wooden Statue. The statue depicts a 
  local harvest god. It can be sold to clerics of 
  the cult for 10 gold or donated to the cult 
  for a curing of diseases. If rolled a second 
  time, event #2 happens instead. 
  6 
  A dirty bottle. It is a Potion of Healing in a 
  dirty glass bottle. If rolled a second time, 
  event #1 happens instead. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         The Flooded Temple 
  9 
  #5 Northern Chamber – Kobold Fishing 
  Grounds 
  From a window in the southern wall seeps a bit of light in. 
  Paddling around on a hollowed log are three creatures barely 
  three feet high. They are caught up in arranging ropes and 
  line, that disappears into the water. 
  Three Plague Kobolds are in the room. They are 
  setting up and repairing their fishing nets. The room 
  is an important fishing area for the kobolds, and they 
  consider the room their rightful territory. Intruders 
  should stay out. 
  Combat: The nets under the water makes movement 
  difficult. If an attack rolls fails by 4, the attacker falls 
  prone. If failed by more than 8, the attacker is also 
  trapped in the nets and cannot attacked until freed 
  (treat as a regular net).  
  #6 Northwest Room – More Fishing 
  The room is dark and cool. The sound of the water reflects on 
  the walls throwing small echoes. The walls are painted with 
  garish illustrations of fish, sea monsters and giant spiders 
  crawling along webs. 
  The kobolds use this room for fishing, they have also 
  decorated the room. Hidden under the water are 
  more fishing nets hindering passage. Otherwise treat 
  as area #5. 
  #7 Northeast Room – The Rock Morays 
  The air is cool and moist, the waters are dark. The surface 
  reflects the light from your torches, but you can still sense 
  the movements of small schools of fish. In one corner floats 
  something, that looks like a backpack. 
  Floating on the water is a decomposing backpack 
  with six soaked torches and a Potion of Roaring 
  Strength. Water flows through the temple, and on to 
  area #10 bringing plenty of prey through this area. A 
  group of Rock Morays (4 rock morays) have laired 
  in here for this reason. They are hiding until prey 
  approaches. 
   
   
   
  #8 South Room – The Tentacle Beast 
  From a window in the northern wall seeps in a bit light, that 
  reflects of the flooded floor. The waters ripples uneasily, and 
  there is a strange acidic smell in the air. 
  Hidden under the surface is a mass of reddish 
  tentacles with blue tips. The tentacles originate in a 
  gelatinous red bladder or lump about 2 feet in 
  diameter, that can be stretched to swallow a grown 
  adult. From the bladder runs several fine, red strings 
  that stretches into the neighboring areas (area #9) 
  and the corridor to the 
  East. This is the Tentacle 
  Monster, which lies 
  hidden in the dark of the 
  water, while the PCs are 
  exploring waiting for prey 
  to be in its midst, before 
  its tentacles rises from the 
  water all around its 
  victim(s). It will attempt 
  to swallow a victim.  
   
  Tentacle Monster: The monster is divided into 
  three parts: tentacles (attached to the body), The 
  bladder (the body) and the brain (in area #9; 
  connected to the body with the fine red threads). 
  • 
  The Tentacles are rubbery and they attempt 
  to grab their target. A grabbed target is 
  immobilized and brought to the body. 
  • 
  Destroying a Tentacle does not kill the 
  monster. 
  • 
  The Body can stretch to swallow an 
  immobile target. A swallowed target is being 
  crushed each round and suffer acid damage 
  as well. The flexible body partially 
  immobilizes its swallowed target (only 
  small weapons can be used). 
  • 
  Attacks on the Body, when it is has 
  swallowed a victim, splits the damage 
  between the Body and the victim. Salt 
  damages the Body and forces it to release its 
  victim. 
  • 
  The Brain is a defenseless mindless nerve-
  system hidden out of sight (and not easy to 
  see it being a part of the whole monster). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         The Flooded Temple 
  10 
  #9 Southwest – The Face on the Wall 
  The room is round, the floor is flooded, and at the opposite 
  wall hangs a large metal disc, perhaps five feet in diameter 
  depicting a leering face showing you its tongue. The eyes 
  glares at you almost popping out of the face. 
  • 
  If the Tentacle Beast is slain:  
  From the mouth hangs a strange reddish gelly covered by 
  sticky yellow slime. From the mass hangs several fine red 
  threads disappearing into the water. 
  • 
  If the Tentacle Beast is alive:  
  On the lips and the tongue is attached a pulsating red mass of 
  gelly covered with yellow slime. From the mass hangs fine 
  red threads, and they heave back and forth. 
  The fine red threads are the nerve system of the 
  beast, that keep the beasts brain, stomach and 
  tentacles combined.  
  The Metal Disc 
  The disc is mounted on the wall, and it contains 
  mechanisms that can be activated. The right one will 
  release a valuable crystal, and the wrong ones a trap. 
  Three parts can be pushed in and out again. Once a 
  trap has been activated the ‘buttons’ resets. 
  The Tongue is pushed in: A loud ‘click’ is heard. 
  • If left eye is already pushed in: A ray of burning oil 
  shoots out of the mouth (Target must succeed a 
  Saving Throw or target burns for 2d6 damage in 
  1d4 rounds or until doused – luckily the room is 
  flooded). 
  • If both eyes are already pushed in: A ray of acid 
  shoots out of the tongue (Target must succeed a 
  Saving Throw or target suffers 2d10 acid damage 
  for 1d3 rounds (if wearing armor the armor takes 
  damage first, losing one point of defense for each 3 
  points of damage); the acid can be washed off). 
  The Right Eye is pushed in: The eyeball rotates and a 
  friendly eye appears. 
  • If both the left eye and the tongue is already 
  pushed in: A poison dart shoots out of the right eye 
  (Target must succeed a Saving Throw or suffer 
  5d8 poison damage, half if the saving throw is 
  successful). 
  The Left Eye is pushed in: A loud ‘click’ is heard. 
  • If both the right eye and the tongue is already 
  pushed in: The eyeball rotates, and it reveals a 
  hollow that contains a red crystal (500 gold) with 
  a magical aura. In the distance can be heard a deep 
  rumble (see area #2). 
  #10a Eastern Tower – 1st floor 
  The flooded floor is lighted from three windows – one to the 
  east, one to the north and one to the south. Outside of the 
  windows can be seen a lake, whose shore is next to the wall. 
  In the corner is a spiral staircase leading up, but also leading 
  down under the water. 
  The room is empty. 
  #10b Eastern Tower – 2nd floor 
  Light from a window in each wall illuminates the room. 
  Through them can be seen a large lake and beyond it a fertile 
  landscape. A brisk breeze keeps the room cool and the air 
  fresh. In the corner is a spiral stair running up and down. 
  The room is empty. 
  #10c Eastern Tower – 3rd floor 
  The center of the room is filled with a huge pile of branches, 
  yellowed leaves and pieces of cloth. It is a large nest, and in it 
  are three large eggs, they are brown and black, and among 
  them glint gold, silver and other metals. From three windows 
  comes a fresh breeze, and outside can vast stretches of 
  forests and meadows. 
  The nest has been built by a Gryphon, and in the 
  nest, are three eggs. The gryphon will soon return 
  from its hunt, and its arrival can be heard, as its 
  claws scrapes against the stone floors and outside 
  walls. 
  Between the eggs lies 30 silver and 12 gold pieces. It 
  takes 1d4 minutes to gather them all, and for each 
  minute passed, there is 30% risk the Gryphon 
  arrives. Any loud noises or activity automatically 
  summons the gryphon. 
   
   
   
   
  
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  11 
  #10d Eastern Tower – Submerged 
  floors 
  The backside of the rock section (in which the 
  temple has been build) has the ground lying several 
  floors below the temple. Beneath the floor level of 
  the tower are five more floors of the tower leading 
  down to the ground.  
  The lower parts of the tower have been flooded, and 
  decades of drained water from the river have 
  gathered enough to create a lake. The lowest five 
  floors are now beneath the surface of the lake. 
  When stepping into the tower, the lake can be seen 
  through the window, but it is not obvious, that there 
  is an opening in the floor leading down several 
  floors. The lower levels are completely submerged, 
  and they are murky filled with accumulated silt from 
  centuries of water running through the temple. 
  The lower sections are empty and uninhabited … 
  unless you want to water-based adventure. 
   
  The PCs can exit the temple through the backside, 
  but unless they transport a boat through the temple 
  and force it out a window, they will have to swim 
  across the lake. 
  Level 2 – Above the Surface 
  #11 Northern Basin Chamber – The 
  Kobolds’ Base 
  Note: The window is covered with a greasy piece of 
  cloth. 
  Note: The Eastern entrance is blocked:  
  The opening is blocked. The lower half by a large piece of 
  stone. The upper half with boards and planks. With primitive 
  writing is written warning signs and angry faces staring at 
  you. 
  The boards can be forced down with a simple 
  Strength test, but the stone block requires a hard 
  strength test. 
  The chamber:  
   
  In here are 6 dying plague kobolds. They are 
  hostile but weak, and they are awaiting death in the 
  shape of the spider. They want to be taken believing 
  the spider will deliver them to the worlds beyond. 
  #12 Northeast Room – Kalushkari 
  Bugbears 
  The walls are covered with paintings of black bones and 
  white skulls with bloody eyes and mouths. In the center is the 
  remains of a camp fire, and the air is heavy with smoke. 
  Along the walls lies bedrolls. From further in stares five large 
  goblinoids back at you. They are larger, hairier and more 
  powerfully build, than your average goblin, and their faces 
  are painted white as skulls with red eyes. 
  The walls have been painted. Here reside 5 
  bugbears. They are young adults, and they are here 
  as a ritual test (The Kalushkari), that will induct 
  them into the ranks of the adults (they already have 
  stats as adults): They are to sleep for five nights in 
  the temple. 
  The ritual test is an annual ceremony, and it has 
  been practiced for generations by the local bugbear 
  tribe. The rooms have been adapted by the bugbears. 
   
  It is a common belief among the bugbears, that the 
  temple must lie closer to The Realm of Death, since 
  diseased and dying kobolds gather here to be taken 
  by the spider, Death’s messenger. The bugbears 
  (Kras, Kvas, Brak, Grum and Snare) are young 
  warriors being tested equipped with the barest 
  minimum. They are interested in exchanging stories, 
  and it is their belief, that any traveler in the temple 
  must be offered food. They like to exchange ghost 
  stories by the fire at night. They have two nights left 
  in the temple. 
  #13 Southern Basin Chamber – Plague 
  Kobolds 
  A clammy stench of sweat and plague fills the gloomy room. 
  Light comes from a single window, and from innumerable 
  candles, many burned out, others stands with flickering 
  flames struggling to stay alight. On the floor in the center of 
  the room sits two kobolds, grey and pale with disease 
  covered in oozing buboes, and around them lie six more 
  kobolds, who hardly seem to be conscious, though 
  sometimes they move due to the pain from the buboes 
  covering them. All around them are painted stick figures, 
  silver coins, painted stones and glinting pieces of metal. On 
  the walls with wild lines are painted huge black spiders and 
  pale figures. 
  
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  12 
  In here are eight plague kobolds. Six are dying and 
  are incapacitated, the remaining two are very weak 
  and incapable of fighting. They are here awaiting 
  Death’s messenger.  
  Among several of the local goblinoid tribes is a 
  belief, that spiders are the messengers of Death, that 
  carries people to The Realm of the Dead. The 
  kobolds have therefore left their sick and dying here 
  hoping the spider (area #19) will pick them up and 
  carry them to the other world in a white cocoon of 
  spider web. Whether or not this is what happens, 
  when the spider carries off a dying kobold is not 
  known. 
  Treasure: Among the many gifts for the spider are 
  32 Silver and 4 gold coins. 
  Scene: Hungry Spider, Willing Prey 
  While the PCs are close but after they have visited the room, 
  they hear noise coming from outside of the window. If they 
  investigate they see a huge black spider, that comes crawling 
  in, and it moves slowly between the dying kobolds, and the 
  two weak ones offer themselves as prey. After a while the 
  spider bites one of the kobolds and carries it off.  
  If the PCs intervene the kobolds begs the them not to, and to 
  leave the spider alive. Meanwhile the spider attempts to flee. 
  #14 Southwestern Room – The Empty 
  Room 
  In intense stench of rot and offal assaults your nostrils in 
  here. Leftovers of boxes, barrels and crates fills the room as 
  does smeared stools, and a broken statue of a lion. The walls 
  of covered with savage depictions of a huge black spider. 
  The kobolds use this room for trash. They dump 
  refuse and trash here, and the place reeks of rotten 
  remains. Hidden between the thrashed boxes are 
  two alabaster statues (40 gold each) depicting a 
  dancing woman or goddess.  
  If the adventurers so far have had it easy, searching 
  the room may force them to do an average Saving 
  Throw against disease or pick up filth fever, yellow 
  fever or some other infectious disease. 
   
   
   
   
   
   
  #15 Southeastern Room – Lair of the 
  Lizard People 
  The air in here is a strange mixture of fish and wet plants, of 
  dry sand and smoldering herbs. In here are five scaly 
  humanoids with grey-green bodies, with long teethy snouts 
  and coal black eyes – they seem a mixture of lizard and 
  human – and they seem caught up in different activities: One 
  sits next to large pile of fresh fish, and the others are 
  preparing a pile of water plants. Back in the room is some 
  sort of wooden rack or partition about 7 feet tall and 3 wide. 
  It is green with foliage and leaves, and in its center, is a green 
  face. At its foot are clay jugs from which rises lazy streams of 
  smoke. 
  Five lizardmen maintains a temporary camp here. 
  Nearby but outside of the temple are two more 
  bands of lizardmen hunting. The lizardmen are 
  Orphite worshipers seeking new hunting grounds 
  for themselves and their sacred snakes. They have 
  entered the temple and set up a camp. The goal is to 
  drive out bugbears and kobolds, and they offer the 
  PCs 1sp for each kobold head, they bring them, and if 
  the bugbears are killed, they will reveal the 
  whereabouts of a hidden treasure. 
  • The Hidden Treasure: “Beneath the floor of the 
  great hall lies a mighty treasure, but only when 
  struck by sun light can you see it. Open the eye and 
  give it sight back, and you will be rewarded” (the 
  information came from an Orphite prophet). 
  • The Hidden Treasure (if the PCs force the 
  lizardmen to talk, they lie): “Hidden at the bottom 
  of the tower staring east under the tile depicting the 
  face of the God Mitanni is hidden a mask of gold.” 
  The wooden rack: It is surrounded by clay jugs 
  with smoldering herbs and incense to keep the air 
  clean (from the kobold plague) and as a sacrifice to 
  their god. The partition is covered with foliage and 
  green leaves that is maintained daily, and among 
  them hangs long necklaces of green stone and jade 
  and green ceramic snakes. In the center is a large 
  green jade mask – and hiding amongst all this are 
  three Poison Snakes, that will not attack lizardmen 
  or Orphite cult members, but anyone trying to 
  remove any of the offerings are in for a nasty 
  surprise. 
   
  • Treasures in the rack: Four necklaces with jade 
  pieces (15 gold each) and several with green 
  
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  13 
  stones (no value), an Orphite Jademask (cursed) 
  and three bundles of Tajem-herbs. 
  The Orphite Cult: The lizardmen are all members of 
  the orphite cult, and they accept new initiates. 
  Anyone who shows interest are invited to join, and 
  the lizardmen will plan a ceremony that very night. 
  Combat: If combat breaks out the lizardmen will 
  grab the snakes in the rack and fling them at 
  opponents. 
  Treasure: Each lizardman wears an Orphite 
  Dream-Amulet, and among their tools is a sealed jar 
  with snake poison (once the seal is broken, the 
  poison lasts an hour; Weapons coated with poison 
  are poisonous for 5 minutes or until first successful 
  strike (or washed off accidentally in the flooded 
  rooms); Victims of the poison must succeed a Saving 
  Throw vs Poison or suffer 2d8 damage (half if 
  successful)).  
  Level 3 – Under the Roof 
  This floor is just under the rock’s roof. A three feet 
  thick layer of rock separates the floor from the open 
  sky. The ‘roof’ can be accessed through the hole over 
  The Temple Hall (area #2) or by climbing out a 
  window from one of the three towers. Alternatively, 
  the PCs may have chosen to scale the sheer rock wall 
  from their boat.  
  The ‘roof’ is almost barren as the rest of the area 
  covered with sparse thorny plants, bushes with 
  poison berries and withered trees. It is not obvious 
  that a temple exits beneath. 
  #16 Small Northern Chamber 
  A sickly reek in the air almost makes your stomachs turn as 
  you approach the room. Yellow splotches of dried, lumpy 
  liquid cover large parts of the floor, and in the center, lie the 
  rotting corpse of human. The body is stuck in an intense 
  cramp, and is covered with punctured black buboes. The 
  corpse wears a chain mail and clenches a wooden box. 
  The rotting corpse of an adventurer killed by the 
  plague lies here. Of value is the chain mail and the 
  wooden box containing 20gp and a Potion of 
  Invisibility (clear liquid in a glass bottle). 
  The chest further contains a necklace of large chain links of 
  gold and attached is a proud dog’s face (worth 400gp). 
  Examining the body or picking up the items risks 
  contagion. Investigator must succeed a Saving 
  Throw against the Disease or be infected. 
  #17 Basin Chamber – Kobold Camp 
  The air is heavy with the stench of kobold sweat and raw fish. 
  The floor is covered with dirty furs, and on the walls, hang 
  fishing nets to dry. A small flock of small creatures with dog-
  like snouts and rust red furs and scales – though it has a 
  greyish pallor – and black buboes on their arms and legs are 
  busy cleaning fish hooks, cleaning nets and cutting fish. 
  Nine plague kobolds reside in here. The room is 
  their main base, they sleep and rest here, when not 
  hunting or fishing. There is no treasure in here but 
  their fishing gear. The kobolds are used to a certain 
  immunity from other creatures’ due to their 
  diseased status. These kobolds are in the early 
  stages but no less contagious. The kobolds mainly 
  want to be left alone, 
  but news of the 
  world outside does 
  still interest them – 
  have anyone gone to 
  war, or has there 
  been any great 
  plunderings?  
  #18 Northwestern Chamber – The Alter 
  In the center of the room built from the skulls of animals and 
  humanoids and fused with red candle wax is an altar. On top 
  of it is a large black glasslike stone, and on top of it lie many 
  small polished bones. In a basket in front of the alter is a 
  collection of fish. On the walls are painted a huge red dragon 
  and several burning villages. 
  The altar and the room has been dedicated to The 
  Dragon, whom the kobolds worship. Even though 
  they have been expelled from their tribes, and they 
  await Death’s Messenger, they still bring sacrifices 
  (mainly fish) to The Dragon. 
  The small bones are used for divination (a kobold 
  has 70% chance of receiving a cryptic but true 
  answer when using them). The altar stone is 
  polished obsidian (worth 30gp but very heavy and 
  cumbersome). 
  The obsidian is worth 450gp. 
  #19 Basin Chamber – Lair of the Spider 
  
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  From wall to wall, from ceiling to floor are thick, sticky 
  threads and ropes of spider web. All over the room are huge 
  spider webs. Caught in the webs are white lumps or bunches 
  of something, that is completely covered with woven white 
  spider silk, some seems to be the size of a halfling or 
  thereabout. There are also large white knots about the size of 
  human’s head that seems, and they seem to contain large 
  grape-like milk white balls. 
  A Giant Spider and its spawn has its lair here. The 
  whole room is covered with thick, sticky webbing 
  white and wet. The webbing is fresh and moist and 
  burns poorly, but clings to everything it touches. 
  Everywhere are white lumps or pupae made of the 
  webbing – some contain the victims of the spider, 
  spun in webbing and slowly dissolved by spider 
  poison so the spider could keep the victim alive as 
  long as possible while sucking nutrients from it. Five 
  contains the remains of kobolds and a sixth contains 
  a paralyzed plague kobold still alive. The knots are 
  pupae containing large sticky masses of spider eggs 
  about to burst, and when disturbed a mass of 2 inch 
  long spiders will emerge from them. 
  • Spiderswarm – a single bite is harmless, but the 
  multitude of bites from the whole swarm becomes 
  a poisonous. The victim must succeed a Saving 
  Throw vs Poison or suffer 1d6 damage for 1d6 
  rounds. 
  • Treasue – one of the cocoons is a halfling, not a 
  kobold, and the halfling carries a pouch with 52sp, 
  a silver dagger, a Potion of Antidote and a Lucky 
  Coin. 
  The Giant Spider (pick a huge spider from your 
  favorite monster tome) is not present in the room, 
  when the PCs enter. It is outside hunting, but will 
  enter through the window, while the PCs are 
  investigating the place. 
  Combat: The room is covered in sticky webs, some 
  dangling from the ceiling. Any attack roll that fails by 
  4 or more traps the weapon in the web (Strength 
  Test (average) to pull weapon free). 
   
   
   
  #20 Southwestern Chamber – 
  Forgotten Statues 
  Note: The door is hidden by a thick layer of webbing, 
  that needs to be cut through to gain access.  
  Walls and floors are covered with a thick layer of dusty 
  webbing. In the center of the room stands a small group of 
  figures, each heavily covered by the webs. 
   The spider has wholly covered the room with 
  webbing, but has long ceased using the place as its 
  nest. 
  The four figures are stone statues depicting dog 
  faced humanoids with grave and stately dog faces. 
  They lift their heads and palms toward the sky. 
  Treasure: Hidden underneath a statue is a hollow 
  containing a Flask of Frog’s Breath. 
  Four golden gemstones (75gp each) shaped almost like a sun 
  lie in the hollow as well. The gems fit into the statues’ hands. 
   
   
  
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  15 
  Magical Items 
  Bottle of Frog Breath 
  A small bottle of soft stone that gives the impression of 
  being moist.  
  The bottle contains the captured breath of a frog. 
  When the stopper is removed and the opening is 
  held next to an item the green breath emerging from 
  the bottle reveals whether or not an item is 
  poisonous, and the density of the green breath 
  reveals the lethality of the poison. 
  Once used the owner must capture the breath again 
  or the bottle loses its magical property. The user 
  must succeed an easy Dexterity test or the breath is 
  gone. 
  Tajem Herbs 
  A dark-green herb, that turns slightly grey when 
  dried. The leaves are slender, and they fold up when 
  dried. The herb is mostly used as incense by cults but 
  does have other properties. 
  When used in treating poison, they work as an 
  antidote grating a (renewed) saving throw with a +4 
  bonus. 
  The smoke from the herbs increases the chances for 
  divine spellcasters (clerics, druids, paladins etc.) of 
  receiving a prophetic vision from their deity. 
  Meditating for 1 hour in the smoke results in 30% 
  chance of receiving a useful vision of a solution to a 
  problem, the spellcaster was meditating on. 
  Orphite Jade Mask (Cursed) 
  The jade mask is shaped as human face with reptilian 
  traits. The mask fits whoever wears it, and it feels 
  heavy and warm, and just by holding it can a strange 
  and distant pulse be felt. 
  Wearing the mask enhances senses, and the wearer 
  can smell the surroundings much more easily than 
  normal. The wearer can track by scent, and any 
  tracking rolls, where scent is relevant receives a +8 
  bonus. Every night after having worn the mask, the 
  wearer dreams strange and intense dreams of 
  glistering green snakes in deep jungles slithering 
  around ancient statues. There is 10% chance that the 
  sleeper will mysteriously vanish during the night 
  leaving a pile of green snake scales. 
  The mask is cursed and the owner will not willingly 
  depart with the mask. The owner must each day 
  succeed in an easy Saving Throw against 
  enchantments or some time, during the day 
  unconsciously put on the mask. 
  Orhite Dream-Amulet 
  A simple leather string with a jade piece shaped as a 
  two-headed snake. The dream-amulet is a gift from 
  the god to its worshippers. 
  Wearing this at night fills the sleeper’s dreams with 
  images of green poisonous snakes living in deep 
  jungles crawling over ancient ruins of forgotten 
  temples during hot humid and night humid nights, 
  while the air is filled with the sound of thundering 
  drums. 
  The dream grants the dreamer a +4 
  bonus/advantage on interpreting omens from the 
  god, and the next day the dreamer has +4 bonus to 
  the first saving throw against poison. 
  Wearing the amulet increases the effects of healing, 
  if it is combined with the intake of snake poison: Any 
  healing is doubled in its effect, if the wearer 
  survivors the intake of the poison. 
  Potion of Roaring Strength 
  The potion comes in an iron flask with a depiction of a 
  roaring lion. The liquid is golden, sweet and strong, 
  and it gives of a musky smell. 
  This potion grants the imbiber +4 bonus to strength 
  tests, +2 to melee attack and damage rolls, and 
  doubles the changes of opening doors, lifting gates 
  etc. 
  While under the influence of the potion the imbiber 
  cannot whisper, and the imbiber must speak yell, 
  when speaking, otherwise the effects of the potion 
  disappears immediately. The player must speak 
  loudly, when speaking for his or her character, or the 
  effects of the potion ends. Otherwise the effects of 
  the potion lasts 2 hours. 
  Lucky Coin 
  An unseemingly gold coin worn with age. Its letters 
  and image is almost worn off, but what is left reminds 
  the owner of coin from their childhood.  
  The lucky coin grants its owner one reroll of a die 
  (used after the initial roll is failed, but before the DM 
  states the outcome), where after the player chooses 
  which of the two results to keep. Once used the coin 
  disappears along with the childhood memory of a 
  coin. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         The Flooded Temple 
  16 
  Skraldr – The Enchanted Horn 
  The horn is an impressive sight. It is the size of a 
  grown human, and it emanates great age and power. 
  The horn is cut from a huge unknown species and 
  hollowed out. It is said the horn is from an age when 
  great beasts roamed the lands, until a rain of fire 
  killed them. 
  It is decorated with silver patterns and the mouth 
  piece is made of silver. The patterns depict mounted 
  warriors in strange armors fighting beastmen. Two 
  silver bands contain handles allowing the horn to 
  hang from chains. 
  Skraldr is heavy and cumbersome to carry around, 
  and it requires at least two persons to carry around. 
  It is a unique magical item. 
  Using the horn: It requires stamina to blow the 
  horn. When using the horn, the blower must succeed 
  a Constitution check against difficulty 4. If successful 
  the horn can be heard 1 mile away, and for each 4 
  points rolled above 4 the horn can be heard 
  additional 1 mile away. If the check fails, the 
  hornblower suffers 1d6 damage. 
  The sound of the horn is enchanted and even though 
  it can be heard several miles away, the sound of the 
  horn is not damaging to anyone’s hearing. When 
  successfully used the hornblower can choose one of 
  the following effects: 
  Thunderclap: If the horn was turned toward the 
  sky, then the sky will open and rain will come. If the 
  sky was clear, clouds will gather and it will begin 
  drizzling. If the sky was cloudy a heavy rain will fall, 
  and if it was already raining then thunder and 
  lightning will break out. The effect can be used once 
  daily. 
  Fearsome Sound: If the horn was turned towards a 
  hostile army within a mile. The army will hear a 
  terrifying sound weakening its morale. The army 
  will fail its first charge or attack. The effect can be 
  used once daily. 
  Wallturner: If turned towards a wall or building 
  within 150 feet, the targeted section will suffer 
  structural damage, and there is 30% chance it will 
  fall. Each additional use of the horn will increase the 
  odds by 10%. The horn can be used once pr. hour. 
   
   
   
   
  
   
  1 
  2a 
  2b 
  2c 
  2d 
  10a 
  10b 
  10c 
  4 
  3 
  5 
  6 
  7 
  8 
  9 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
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  20 
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - The Flooded Temple.pdf