TEXT: This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast. 
  ADP-9-07 
   
   
   
   
   
   
  The Temple’s Tribute 
  An adventure for our Home Greyhawk Campaign  
  Set in the Amedio Jungle 
  By Kameron M. Franklin 
   
  The old painting is hideous, the sort of gift somebody might give to a person they didn’t like. But the 
  map behind the picture could tell a different story, as long as you can work out where the treasure is. 
  A two round adventure set in the Amedio Jungle for characters levels 2-7 (APL 4) 
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 2 
  Introduction 
  This introduction is provided so that PCs 
  gain the map indicated on page 15 of the 
  module. The adventure can begin in any large 
  city – however Hardby works best in this case. 
  It is not every day that you are asked to 
  the reading of a will. But in this case, you 
  have been asked to attend the reading of the 
  will of somebody you never knew. 
  The room is filled with people that you 
  have never seen before, and the wealth of 
  Slainar 
  Glim, 
  a 
  wealthy 
  ex-adventurer. 
  Massone the scribe pauses after allocating 
  all the valuable items of Slainar’s will. 
  “We come to the final clause of Slainar 
  Glim’s will. It is also the strangest clause. 
  The clause involves this painting.” Massone 
  pauses to life a hideous picture of a fluffy 
  pink unicorn up onto the table. “Slainar’s last 
  will and testament says that he leaves this 
  painting to <<PC’s names>>, each of them to 
  have an equal share. He says his divinations 
  show that this treasure won’t be wasted on 
  you. I hope he’s right...” 
  The 
  PCs 
  have 
  just, 
  in 
  unusual 
  circumstances, inherited a very ugly painting. 
  And they have no clues. They should have the 
  good sense to search the painting. A DC 20 
  Search check reveals a false back on the 
  painting. Between the backing and the painting 
  is a map, and a note – the note says that this 
  island is five miles off the coast of the Amedio 
  Jungle, and gives precise directions on how to 
  reach it. 
  The symbols at the top and bottom of the 
  map are not a language, but can be read with a 
  DC 20 Decipher Script check. The symbols read 
  – “This is the last resting place of (missing) who 
  faithfully served and left her treasure here.” 
  The PCs should then seek to hire a boat to 
  take them to the island and find the treasure. 
  Move to the Player Beginning on pg 5. 
  Lasheeva 
  The adventure villains are worshippers of 
  Lasheeva. Lasheeva is not a Greyhawk deity. It 
  is suggested that, for the purpose of this 
  adventure, Lasheeva can be a powerful cleric 
  who worshipped Nerull, and Nerull is the one the 
  grants 
  Lasheeva’s 
  clerics 
  their 
  power. 
  Lasheeva’s unholy symbol is very similar to 
  Nerull’s but has a Falchion instead of a Scythe. 
  A DC 25 Knowledge (religion) check is required 
  to recognize the unholy symbol as a variant of 
  Nerull’s and to confirm that this represents a 
  servitor power.  
  Character Death 
  It is important to note the special rules on 
  page 4 of the adventure covering character 
  death. There are ramifications for PCs if they die 
  on the island and are not raised. 
  Area 1: The Village 
  Run the adventure as written, using the 
  following notes: 
  • 
  1-1 Shark Zombie (as written). 
  • 
  1-2 Longhouses. The text of the adventure 
  states 
  there 
  is 
  a 
  50% 
  chance 
  of 
  encountering 1d2 zombies. Retain the 50% 
  chance, but confirm the number of zombies 
  as 2. If 2 zombies are encountered here, 
  reduce the number of zombies in encounter 
  1-3 by 2. 
  • 
  1-3 Village Gate. If 2 zombies were 
  encountered in encounter 1-2, reduce the 
  number of zombies here to 4. 
   
  Ensure 
  the 
  total 
  number 
  of zombies 
  encountered in area 1 does not exceed 6. 
  Area 2: The Jungle 
  Run the adventure as written, using the 
  following notes: 
  • 
  Wandering Monsters. The PCs should have 
  one encounter with wandering monsters in 
  the jungle. Standardise the number of 
  creatures they encounter: 
  o 
  1 enervated tyrannosaurus. 
  o 
  1 enervated dire tiger. 
  o 
  4 dire ape zombies. 
  o 
  4 deinonychus zombies. 
  • 
  2-1 River Bridge (as written). 
  Area 
  3: 
  The 
  Temple 
  of 
  Lasheeva 
  Run the adventure as written, using the 
  following notes: 
  • 
  3-1 Guard Towers (as written). 
  • 
  3-2 Temple Entrance (as written). 
  • 
  3-3 Lasheeva’s Arch (as written). 
  • 
  3-4 High Priest’s Chamber (as written). 
  • 
  3-5 Necromancer’s Chamber. The text of the 
  adventure states there is a 50% chance of 
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 3 
  encountering Annuum. Retain the 50% 
  chance, 
  but 
  ensure 
  if 
  Annuum 
  is 
  encountered 
  here, 
  he 
  must 
  not 
  be 
  encountered in 3-8. However, he must be in 
  either one place or the other, he cannot be 
  missing entirely. 
  • 
  3-6 Acolytes’ Chambers (as written). 
  • 
  3-7 Dining Hall (as written). 
  • 
  3-8 Necromantic Lab. The text of the 
  adventure states there is a 50% chance of 
  encountering Annuum. Retain the 50% 
  chance, 
  but 
  ensure 
  if 
  Annuum 
  is 
  encountered 
  here, 
  he 
  must 
  not 
  be 
  encountered in 3-5. However, he must be in 
  either one place or the other, he cannot be 
  missing entirely. 
  • 
  3-9 Treasure Vault (as written).  
  AR Rewards 
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR.  
  • 
  If a PC destroyed Lasheeva’s arch, they 
  receive the “Disfavoured of the Reaper” AR 
  entry. 
  • 
  If a PC died on the island and was restored 
  to life before the arch takes effect, they 
  receive the “Touched by Death” AR reward. 
  • 
  If a PC buys an amulet of bolstering they 
  receive the “Amulet of Bolstering” AR entry. 
  Experience Points 
  Each encounter should earn the PCs a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame.  
  Encounters grant 30xp per EL faced. 
  Adventures should always grant at least 60% of 
  its xp through combat. 
  Only include encounters that grant the PCs 
  experience. 
  Area 1­1: Shark Zombie Territory 
  For defeating the shark zombie. 
  APL4 
  120xp 
  Area 1­2: Longhouses 
  For defeating the human zombies (if any are 
  present). 
  APL4 
  30xp 
  Area 1­3: Village Gate 
  For defeating the human zombies. 
  APL4 
  180xp or 120xp if two zombies 
  were found in the Longhouses. 
  Wandering Monster 
  For defeating the wandering monster. 
  APL4 
  120xp 
  Area 2­1: River Bridge 
  For defeating the enervated elasmosaurus. 
  APL4 
  120xp 
  Area 3­1: Guard Towers 
  For defeating the human archer skeletons. 
  APL4 
  90xp 
  Area 3­2: Temple Entrance 
  For defeating the megaraptor skeleton 
  APL4 
  120xp 
  Area 3­3: Lasheeva’s Arch 
  For defeating Brucca and the human clerics. 
  APL7 
  210xp 
  Area 3­4: High Priest’s Chambers 
  For encountering or bypassing the glyph of 
  warding trap. 
  APL4 
  120xp 
  Area 3­5: Necromancer’s Chamber 
  For defeating Annuum the necromancer (if 
  he is here). 
  APL4 
  150xp 
  Area 3­6: Acolyte’s Chamber 
  For defeating the cleric. 
  APL4 
  60xp 
  Area 3­7: Dining Hall 
  For defeating the cleric. 
  APL4 
  60xp 
  Area 3­8: Necromancer’s Chamber 
  For defeating Annuum the necromancer (if 
  he is here). 
  APL4 
  150xp 
  Area 3­9: Treasure Vault 
  For encountering or bypassing the traps. 
  APL4 
  150xp 
  Total 
  XP 
  allowed 
  for 
  this 
  adventure 
  Below are the maximum XP that can be 
  awarded per TU spent.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 4 
  jail). Those TUs do NOT give the PC any extra 
  xp. 
  APL4 
  1,500xp 
  Treasure 
  At the end of every adventure, all the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold.  
  Add the cost of the loot found in each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp. 
  Any gold left beyond the maximum allowable 
  (aka “overcap”) can be used ONLY to obtain 
  NPC spellcasting. 
  Total 
  GP 
  allowed 
  for 
  this 
  adventure 
  Below are the maximum XP that can be 
  awarded per TU spent. A PC may spend an 
  extra TU to obtain 20% more by making a 
  successful Craft, Perform Profession or Sleight 
  of Hand, DC= 10+APL. 
  APL4 
  1,445gp 
  Special Rewards 
  List here any special favors or enmities the 
  PCs may have earned.  
  Do NOT give any favor that grant a 
  permanent bonus that mimics another class’s 
  abilities permanently (no free smite for life if you 
  are not a cleric or paladin). Any such favors 
  should have a limited number of uses (1, 3 or 5). 
  If not mentioned, assume you can use  once. 
  Disfavoured of the Reaper: The Reaper is 
  not 
  impressed 
  with 
  the 
  destruction 
  of 
  Lasheeva’s Arch. Undead will choose to target 
  you more than others you may be adventuring 
  with if there is the opportunity. This effect lasts 
  for 1 year from the date on the AR. 
  Touched by Death: You died on an island 
  infused with negative energy, but were restored 
  to life before the negative energy took hold. You 
  gain a one-time ability to cast the Veil of 
  Undeath spell as a spell-like ability. Cross this 
  entry off when used. 
  Amulet of Bolstering: This amulet grants 
  undead who wear it +4 turn resistance. A living 
  creature that wears an amulet of bolstering must 
  make a DC 16 Fort save or gain a negative 
  level. This negative level is removed when the 
  amulet is removed. (Moderate necromancy and 
  Faint Evocation (evil); CL 7th; Craft Wondrous 
  Item, desecrate, enervation; Price 4,000 gp.) 
  Item Access 
  APL 4 (all of APL 2 plus the following): 
  • 
  Amulet of bolstering (Adventure; See above; 
  4,000gp) 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 5 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 6 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 7 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 8 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 9 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 10 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 11 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 12 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 13 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 14 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 15 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 16 
   
  
  ADP-9-07 The Temple’s Tribute 
   
  Page 17 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP9-07 - The Temple’s Tribute (APL 4)/ADP9-07 - The Temple’s Tribute.pdf