Showing posts with label Dungeon23. Show all posts
Showing posts with label Dungeon23. Show all posts

Wednesday, February 8, 2023

[ToM] Sky Theater

Large room dominated by three vertical windows. The floor is slanted very slightly upwards towards the outside wall, causing all casually standing or sitting to be looking upwards towards the sky- the horizon just barely not visible depending on how close to the window you are.

This was the Sky Theater, intended for their guests. The Mozz had their own way of doing their dances, a key element to the male element of their society, but for guests? It was made theatrical. Actors and dancers would fly in through the windows, disappearing into the sky to change into costume, and reappear again. The Sky itself was the backdrop of the performances; and plays would adjourn before continuing when the sky matched the action; the next time it rains, the scene of betrayal. The next sunrise- a hopeful journey begins. Thin lips, only about a foot across, jut out from the windows just out of sight for actors to rest and await their cue.

Stone blocks, which act as seats for the elderly watching the plays as well as stone tables for the people who have come to explore this place, sit about midway between the larger openings and the windows. On one block is a masquerade mask, made to fit a bird's beaked face, and a long red and black cloak faded with time, but still whole. If anyone claps, whistles, or speaks the line "But thankfully, they aren't here yet."- the mask and cloak will rise to take on its role as the threatening antagonist of this act.

Masked Stranger (2+2 HD, +2 To-Hit, +3 AC, Shadow Dagger at 1d4+1, Spells)
Morale- 9

Appears as a cloak and mask floating in the air. There is a tiny hint of a shadowy cloud beneath, animating it as a body. If killed, the mask will fall to the floor dramatically, cracked down the middle, with the cloak suddenly catching the wind and blowing out the window to places unknown.

Tuesday, February 7, 2023

[ToM] The Gallery

An ancient treasure room; shown to all guests of the Mozz. Only a short walk away from the living and sleeping chambers on this floor, it has no doors or locks. The room is designed with as much privacy, blind corners, and poor sightlines as possible- and has no place for guards to sit or stand. This was done on purpose- as any guests of the Mozz were given absolute trust and leeway to inspect some of the most valuable treasures of the Mozz at any time; if they were invited to stay in the Great Temple itself; then the even think they would be steal from their hosts would be an insult.

All of the treasures there are now gone.

If you hide in this room while being pursued or after escaping an opponent; you can get the jump on them and surprise them on a 5 in 6 chance.

Monday, February 6, 2023

[ToM] Guest Kitchen

The guests of the Mozz who were invited to stay at the temple were not merely peasants or hunter-gatherers, even of the lower races. Typically the great ones- the royals, the archmages, and those accustomed to luxury. The Mozz, never to be shown up, always tried to one-up them with showmanship.

The Guest Kitchen is an impressively large room once deemed to cook meals for hundreds of guests. Because of the differences in diets and cultures, those who came to the Temple and lived in the "Guest City" were expected to make their own food here- though the Mozz graciously would supply the ingredients or means.

Within this room are two large marble slabs, opposite each other. The slabs are engraved with a golden runic circle over the top. By placing ones hands on them and gently running your fingers along the circle, clockwise or counter-clockwise, you can generate heat or cold based on the rune. It requires no magical skill or spells to do this, but these slabs have not been calibrated for countless years, meaning that they are unpredictable.

If you touch a slab, it will emit a random amount of its elemental table. 50% chance to touch the Hot slab or the Cold slab at random until you know what each one does. Each slab can only be activated once per turn.

Hot Slab (Roll 1d6)

  1.  No effect
  2. Gentle warmth emits from the circle
  3. Candle-sized flame appears in the center of the circle. Open flame could be used to light a torch, generate some light to read by, etc.
  4. Pillar of intense heat appears in the rune circle; though its cool just outside of the engraving. Anything placed in the circle is cooked at a decent speed- in about a turn.
  5. Fire spews out from the rune circle uncontrollably. Someone has to run in to touch the circle to turn it off! As spell Burning Hands or 1d4 damage randomly fired to someone else standing in the room every round.
  6. The circle explodes with a hellish amount of heat and energy- though no flame is visible- it becomes hot enough to melt skin and fat and char bones to blackness. Deals 5d6 damage to the activator and 2d6 for anyone else in the room, unless they're touching the Cold Slab.

Cold Slab (Roll 1d6)

  1. No effect
  2. Stone feels oddly cool to the touch.
  3. Crisp cool wind emanates from the slab to the rest of the room. Heals 1 HP.
  4. Flash freezes any liquid inside the circle. Water skin or potion vial; frozen solid. If your hand is inside, deals 1d4 damage and a minor case of Frostbite.
  5. Strong cooling effect within the circle that chills and preserves any food item. Every turn it expands by 1 room and gets colder until the slab is touched again or it reaches the entire city- in which case it will start to fade away in an hour or two. This cold isn't strong enough to cause any effects it just feels weird and you'll shiver unless you have a coat.
  6. Circle releases freezing cold winds which lazily float across the room. Anything they touch is instantly frozen, and if touched again or fallen they explode into ice shards which deal 1d6 damage to anyone nearby. You can save to try and move past the clouds OR stand still away from them, but then you can't dodge the ice shards.

If the slabs of stone and marble are removed from the temple their magic remains active. Because they seem to draw power from the elemental planes themselves and are an essentially limitless magic item; they could be sold to a wizard or nobleman for a very high price. Essentially 30k gp at least per slab. Both slabs are very heavy and will activate multiple times if you try to carry them without very special precautions.

Also; in one corner of this room there is a crudely drawn arrow that points to the Bath Chambers.

Sunday, February 5, 2023

[ToM] Crossroad-Room

Four way intersection built in a small chamber. Stonework is symmetrical along the diagonal axis, giving a sense of unreality. Somebody has scratched a big arrow in the floor that points along to the guest kitchen.

Saturday, February 4, 2023

[ToM] Summer Room

This room was kept hot. The walls are painted to appear as a luscious outdoor grassland- green and plenty- a start contrast to the actual savanna that now exists outside of the temple. The ceiling is also painted bright yellow and blue- the color of sky and sun. The paint on the ceiling glows softly and radiates heat; giving this room an unnatural comfort to desert-dwelling peoples and animals. In the many centuries the paint has faded and chipped, leading to a comfortable though still above-average temperature compared to the rest of the temple.

If you break off bits and mortar of the ceiling here you can carry it around as a heat source. If anyone in the party is a skilled alchemist; a thinner could peel the paint off and potentially let you paint it on something else; making even the thinnest garments or walls winter-proof.

There's no treasure in this room, but it would be great to take a nap in.

Friday, February 3, 2023

[ToM] Winter Room

This room's floor is coated in a thick layer of snow and sleet. The walls are thicker and the doors heavy, with metal bands. It was designed to once house the guests of the Mozz who were from the arctic regions of the world; or who were more comfortable in a place as cold as the grave.

It's also been a very long time, and since the previous ice-age of the world, this room is very out of tune for the winters of today. Whenever you enter this room, roll a 1d6 to see how cold it is. For each point above 3, take a point of temporary Maximum HP damage until you can warm up.

In one corner of the room, a sheet of permafrost covers the corpse of a few would-be explorers, clutching something shiny in their hands. It would take either a powerful fire spell or several hours with ice-picks to break it open. Inside is a sack of golden marbles worth about 400 gp.

Thursday, February 2, 2023

[ToM] Flower Hallway

An inviting long hallway, once filled to the brim with flowers from far away lands. Huge carvings along both walls stretch in the manner of avian wings; a pedestal in each feather in which the flowers would fill. The hall is carpeted in the same material that hangs in the grand entrance; being filthy and ancient and yet still uncut or worn from time.

This hallway was once used to welcome the most honored guests of all; leading to the best accommodations. It is also suspiciously flat, which is unusual for the temple's interior; floors were never a priority in its construction. There are thin stone rafters above which once held Mozz' children to sprinkle flowers or sacred oils on the heads of those who came. If a skilled climber and a grapple hook went up there; you could easily ambush someone pursuing you as this hallway has only one entrance and exit, though it is quite wide and spacious.

Wednesday, February 1, 2023

[ToM] The Grand Entrance

This massive, bowl-shaped entrance hall is designed to both welcome as well as impose the power and strength of the People of Mozz. It is dominated by the Skydoor, a massive hole in the floor that opens to the earth beneath the tower's base. It is wide and large enough that sunlight pours in from the ground's reflected light, given this room an eerie glow. Naturally, at this height, falling back down through the Skydoor means certain death.

Chest high stone basins once flowed with clean water, collected from the rain, and splashed majestically down the Skydoor. Now fetid mushrooms grow there, cringing away from the light below. Huge filthy standards displaying the symbol of the Mozz' warrior caste still hang- made of a material nigh impossible to cut- if you could somehow work it into shape, it would easily make something as soft of and pliable as a cotton robe but tough as chainmail. (Magic cloth armor at AC 14)

The Entrance Hall also has several large rows of stone seats arranged around the hole. This place was very significant to the Mozz- as the special hatchlings raised in the temple would make their first attempted flight here. This death-defying feat was not as dangerous as it seemed- as the ground would be covered in very soft and fine dust during these flights- it was purely for the crowd to see the Peacock Emperor's chicks soaring back up through the Skydoor for the very first time.

Around the seating arrangements and banded support structures for this large inner chamber- scrapping marks and trash can be seen that is much more modern then from the temple's ancient times. Many adventuring groups have taken a rest here after the exhausting climb up into the temple; besides the hole is a long coil of rope left here by another adventurer. Above it are scratches in the stone-

If I take this, I will return it
On my honor.

Tuesday, January 31, 2023

The Land around the Great Temple of Mozz


Locations
[1]
Base of the Temple
[2]
Enchanted Plots
[3]
Exposed Trenches
[4]
Quiet Estuary
[5]
Jungle
[6]
Migration Stone
[7]
Lovely Slots
[8]
The Lump
[9]
Overlook Mesa
[10]
Drytalon Canyon
[11]
Perching Stone
[12]
Desert
[13]
Gnoll Camp
[14]
Vulture Block
[15]
The Peaks
[16]
Tricksome Spire
[17]
Shadowy Recess
[18]
Avalanche Pass
[19]
Camp Remnants
[20] Savannah
[21]
Eggeater's Shrine

Wandering Encounters - Roll 1d6
[1] Giant Spiked Lizards (1 HD, +2 AC, +1 To-Hit, 1d4 Bite, 1d2 Eyebleed)
Morale- 6
Numbers- 1d6+1

Desert creatures- hungry for their next meal. Covered in thorns but not too dangerous. When threatened (if they take damage and survive) they shoot blood from their eyes- the blood stings like nettles. However after they shoot the eye-blood they become blind and can't see for the rest of the fight.

[2] Bird-Eating Snake (1 HD, +1 AC, +3 To-Hit, 1d4 Bite, Necrotic Venom)
Morale- 6
Numbers- Just one

Drab desert snake, blends in well. Sans rattle. If it bites you, save or take 1d6 damage per turn for the next hour. Its bite causes the flesh around it to rot away. This is a purely defensive tool; as the snake only eats birds. It hates the color green.

[3] Drytongue Camel (3 HD, +1 AC, 1d4 Hoof, Dryspit, Undead)
Morale- N/A
Numbers- 1d6

Shambling undead creatures from the deep desert. Desiccated corpses of camels; these creaky abominations move with surprising speed. Unless you are mounted, you cannot outrun them. They are Undead, and can be Turned.

While their sandy hoof-falls are not especially dangerous on their own, the camels spit is its most dangerous weapon. Each time one spits on someone, make a save. On a failed save, that person is suddenly extremely thirsty and must drink any liquid nearby (like a potion) or pass out from dehydration. If there is no adequate supply of water nearby, they will die in one hour. Camels can only spit once every three rounds.

If you brought horses along with you that died in the desert, this camel encounter will be joined by them. They have the same stats, but they can't spit.

[4] Giant Termites (2+2 HD, +2 AC, 1d6 Bite, Xylophagy, Blind)
Morale- 11
Numbers- 1d6 + 1 per round

Huge bugs that crawl around. There's never just one. If you "finish" this encounter, you didn't kill them all, they just got busy doing something else. The Termites are blind and won't be able to follow you if you just walk away quietly; as long as you aren't carrying anything too smelly.

Termites eat wood. On a hit, the termite has a 1 in 2 chance of consuming a wooden haft or handle of whatever weapon you're holding, or taking two rounds to fully munch down a wooden shield. If you don't have a wooden weapon, ignore this. Throwing down a sheaf of arrows is a good way to get them to leave you alone.

[5] Spanshadow (1 HD, +6 AC, Ethereal, Spells)
Morale- 10
Number- 1d3

This creature appears as the shadow of a great bird flying overhead, but if you look up- you'll see nothing in the sky. It is only a shadow on the ground, and a thing of powerful dark magic.

The shadow passes by quickly, as though it is in flight. You can only harm the shadow with a magic weapon, and only by striking its shadow as it flies by with great speed. In addition, the shadow casts spells- curses or hexes, but it can only strike those whose shadow passes over it. For this reason; ignore any spell effects that target an area of effect or hit more then one person. The shadows will keep casting spells and harass anyone until you defeat them or rest under something shady for 1d4 turns.

[6] Gnoll Patrol (2 HD, 1d6+1 Cruel Weapons, Pack Tactics, Superstition)
Morale- 8
Number- 2d6 Patrol OR 2d8+1 Shaman

Uh oh. Gnolls are strong and brutal, and get a bonus to damage. Gnolls aren't especially smart, but like to use basic flanking tactics- one attacks the front, while another circles to the rear to go in for the stealthy kill. Gnolls of this group are superstitious; the first time you cast a spell on them, they'll all be stunned for one round. Once the initial shock of this has worn off- they'll be back to normal.

There is also a 1 in 4 chance the Gnolls will be escorting their shaman to some place of magical importance or an especially interesting piece of carrion. Witchfinger is a 2+2 HD Gnoll Shaman that casts all sorts of nasty spells; but his favorite is his Whirlwind.

Monday, January 30, 2023

[ToM] Gnoll Camp

The Gnolls have set up a camp high above a desert ridge. This gives them a view over all of this part of the valley; everything from the desert to the savannah and as far to the perching stone. They are gnolls and make their living on both robbing as well as eating travelers. These gnolls are a lot more lean and well prepared then gnolls most people in the civilized places are used to- most of the people that end up in this valley are tougher then the normal stock- given they probably crossed through a desert to get here.

There are about eighty gnolls that live at this camp. Twenty are noncombatants (children, elder males). Of the rest, about half will be out hunting or patrolling at any given time, but they are notably less active in the day and more will be at camp (they are mostly nocturnal). The camp is visible from a good distance from both the fires, the smell of cooking flesh, and the tents made of skinned humanoids. You can roll a reaction check if you approach with your weapons sheathed, but it will probably end badly. Their only useful things to trade are information, gnome leather, or a four man guard that will follow you into the temple and help you fight monsters (the four gnolls they'll give you are the dumbest and smallest runts). Witchfinger will absolutely give you the gnolls as permanent henchment if you bring him the head of the leader of the Orcs, who disappeared into the temple just a few weeks ago.

The Gnolls are ruled by a shaman, who is a superstitious magic user skilled in necromancy and basic elemental magicks. His name is Witchfinger (most Gnolls name themselves after the most interesting thing they've eaten) He knows healing spells; but only uses them sparingly even on his most loyal warriors- those who succumb to their wounds are too weak to survive in his tribe and are of better use dead.

Witchfinger (3+3 HD) has also stolen some magical power from a nearby site- the Overlook Mesa. This place has connection to the harsh desert wind- and is the source of power for his Whirlwind spell. If you desecrate this site, Witchfinger will lose this spell permanently, and will likely seek out the one who did it to extract terrible vengeance upon them.

Whirlwind
This spell create a whipping wind about twice as big as a man. It goes as the caster directs it- they must channel and chant to move the wind about as it goes. Anyone struck by the wind will find their skin ripped by sand and harsh hot gusts, dealing 1d4 damage, and they must save or be knocked to the ground. Anyone laying flat on the ground is immune to this spell's damaging effect, but they cannot get back up if they failed their save until the wind passes over them or someone comes to help them. The whirlwind can be parked directly on someone if Witchfinger really doesn't like them. The wind moves as fast as a man can run and can go as far as the caster can see- but will break apart if moved through rocky terrain or vegetation- as it will break up the mini-storm.

Sunday, January 29, 2023

[ToM] Drytalon Canyon

Dusty desert canyons- offering the first shelter towards The Great Temple from the inhospitable flats. The canyon is very old indeed, with deep raised sides near impossible to climb. Beyond the red colored stone; the walls have a curious feature. There are white scratches and marks all over the canyon's interior walls, as high as a man can jump and some farther up- all scratched with deep grooves which have only barely faded with time. This was once the canyon where Mozz' warriors sharpened their talons and practiced their art of war.

There is a small and perilous hiking path up to the Overlook Mesa. It takes two hours to reach it from the floor of the dry canyon.

The Canyon is also home to a rare type of creature; a large dusty beetle. Its back is the exact color of the canyon walls, and most have grown a peculiar marking on the back in the shape of an off-white scratchmark, just as the ones on the walls of the canyon, meaning you can walk into a swarm of them as they sit on the walls without knowing until they strike.

If you explore the Canyons, there is a 1 in 8 chance you enter a side area with walls covered in them; you will enter combat surprised. They eat flesh.

Drytalon Beetles (1+1 HD, +3 AC, 1d4 Mandible, Horrid Buzzing)
Numbers- 2d10
Morale- N/A

The Beetles are hard bodied and possess limited flight. They swarm on the nearest living thing and attempt to rip them apart, having no regard for their own life or safety. However, if you manage to get out of the canyon, they won't follow you and will return to clinging to a wall for camouflage.

In addition, the Beetles produce an awful buzzing noise whenever they are in combat from their wings. While this sound is being made there is an X in 20 chance of any spell cast failing from the incantation being drowned out by the horrid buzzing; where as X is the number of Beetles remaining.

Saturday, January 28, 2023

[ToM] Tricksome Spire

Large and steep spike of stone jutting from the sandy Earth. Just away from The Peaks, which was once the housing district of the People of Mozz, this large spire may have once held a massive mansion for a great and powerful ruler, or perhaps a community center for many small winged souls.

Now, the spire stands bare. But the top of the spire hints at great treasure- a great bird's nest. The interesting about the spire is what happens to those when it is traveled around. The spire's tip appears unreachable from the ground, but if one were to circle around to find a way up, they would find a great change overcoming the spire.

If you walk around the Spire clockwise, the peak seems to get higher up, and a perilous, short path appears along the sides, but the nest bigger and more interesting place to visit.

If you walk around the Spire anticlockwise, the peak seems to get lower, and a safer, longer path appears along the sides, but the nest looks smaller and less impressive.

These effects seem real, but are local. Nobody in the far distance ever sees the spire getting bigger or shorter, it just looks the same. But if you stand at the base of the spire and someone else walks around it in circles, you can notice the changes too. It is not merely illusion.

Rotating around the spire takes a good bit of time on foot- going around on horseback or through some other faster way of traveling doesn't speed up the changes- it takes 1 Turn of circling the Spire either way. The X on the chart below is the number of rotations.

X

Clockwise

Anticlockwise

1

Steep path. Takes two turns to get to the top if anyone has -1 Con modifier or worse. Top has an eagle's nest- eggs are worth one ration.

Placid Path. Take two turns to reach the top.

Top has an eagle's nest- eggs are worth one ration.

2

Very Steep path. Give everyone 1 nonlethal damage from the exertion. Finch nest has 1d8 silver coins nicked from the landscape.

Gentle ramp. Takes three turns to reach the top.

There's an owl's nest with a few rat bones.

3

Perilous Path. Make an easy save- if you fail, another person must save to catch you else you fall to your death. Nest is for a pack of buzzards (1 HD, 1d4 beaks, low morale). The Buzzards have collected a bunch of golden bones worth 2d20 gp.

Barely inclined. Takes four turns to reach the top. Nest is abandoned.

4

Suicidal Path. Nobody can access without climbing gear or Dexterity +1. Thieves get a bonus. If you fail a save on the way, you just fall to your death. At the top is the nest of a Roc and a Roc's egg. If you break the Egg and drink its juice- 1d6 Max HP permanently.

Spiral stairs. The ground has morphed into stairs. At the top, a fake nest made of grass. There is a sign; “Display purposes only.”

Friday, January 27, 2023

[ToM] Desert

It's a desert. Sand, cracked earth, sad grasses and hot sun. There's not much alive or decent in this place. The desert is one of the most straightforward ways to get to the temple; it just requires a very long trek through an inhospitable hellscape.

The desert is so dry and desolate that you must keep track of water and heat- things that the rest of the valley is still safe from- despite how arid it is. The desert is just that formidable. If you travel across this desert without camels or a way to conjure or create water, you will suffer the consequences. Traveling through the desert is its own minigame.

Travelling Thru the Desert
It takes three days to move through the desert if you have a guide (someone who has been to the temple before OR the member of a desert-dwelling race who can help). Otherwise, it takes five days total.

Each "Day" you can travel during the Daytime (in the heat) or the Night (in the cold). Each travel action counts as a "Day", but in universe your actual number of days travelling through the desert depends on how long you rest or if you chain them together (you could travel by day THEN by night without stopping, which would count as two "Days" traveled though only one day has passed- but naturally that would cause some serious exhaustion or other consequences!)

For each travel action, you suffer the consequences written in the square for that number of days travelled. These always ascend and are kept over the whole trip. So for example, if you travel by night the first day, then by day the second, and then day again the third, then you would have suffered the consequences in the first night box, then the first day box, then the second day box, in that order. If you have a large barrel of water (large enough for a man to bathe in), you can ignore the consequences of the first "By Day" result.

X

By Day

By Night

1

All of your horses die.

No effect.

2

Take 1d6 Con Damage

Random Encounter.

3

Save vs Death.

Everyone takes 1d2 Dex Damage from cold.

4

Permanent HP Max Reduction by 1d6 Points. Save vs Death.

Random Encounter. If you stop to rest after;

roll another Random Encounter.

5

All of your camels die. Save vs Death.

All your horses die. Scorpions seek your warmth- save or take 2d6 damage.

In addition; this large flat area of land is where the Gnolls of the Gnoll Camp watch most closely for prey- and especially love caravans or adventurers weak and thirst-weary from a long trek through the sandy desert as their newest victims. If you travel the desert by day or under a bright moon, the Gnolls will see you coming and try to ambush you out on the plain beneath their camp. You can always flee back the way you came if you see their tents made of human skin- but then you'd have to trek back through the desert the exact same way back.

Thursday, January 26, 2023

[ToM] Lovely Slots

This large raised mound of earthen stone is carved with very deep grooves, almost as if by hand. The carves in the stone are very narrow, shallow canyons giving the impression of an open-air cave system. The canyons are thin enough to only let one or two men walk abreast and only about the height of a two story house, but they still provide excellent cover from the wind and rain. They're also basically impossible to climb both from within and outside, making them safe from attack if someone even knew you were there. The canyons themselves are strangely unknown to the creatures and beings of this land, making them an ideal hiding and resting place; do not really random encounters or wandering monsters while within the slots.

The slots are nicely situated. They are only about three hours away from the base of the temple itself traveling over the dunes and thru the enchanted fields, only about an hour from the migration stone, and about three hours from the strange lump in the desert.

Within the mess of canyons is one that narrows very tight and then terminates in a small enclosed area with only one entrance and exit. It's difficult to find- but if one camps at the slots during a full moon they will see a shaft of moonlight come directly straight out of the opening- leading the way to a secret place. Still appearing fresh and new is a large worked circle of clay-stone within this small cul-de-sac in the canyons. This is a ritual site for the People of Mozz- an adjoining holy place to the temple associated with the moon and secrecy. The Lovely Slots are the location of the Moon Circle.

Wednesday, January 25, 2023

[ToM] Vulture Block

Heavy block of stone towers over the dry landscape. Only shadowed by the Peaks uphill nearby- the vulture block is constantly swarmed and inhabited by an army of vultures. The vultures will flee if you get close- they are only here for the free meals.

This is the dumping ground for the nearby Gnolls. Everything they kill and consume they bring their remains here in great heaps- keeping any annoying scavengers or cursed undead from intruding on their nearby camp. The piles of bones and carcasses rot to high heaven and have begun to pile up considerably; to the point that this place has become a nexus for dark magical energy. Digging through the pile, one can find gnawed bones of all kinds of animals as well as intelligent beings- humans, elves, dwarves, and even orc bones are among the trash.

This also acts as good hiding spot if you're approaching the gnoll camp. If you stay here at least one turn; you will become so saturated with the smell of death that you'll be able to sneak right up to the ugly dog-men. Any other creature will abhor your passing until you take a bath.

Also; if anyone in your party is a Necromancer, give them a free 500 xp if they spend a good long while examining the bones and states of death and decay here. This takes too long to be something you get if you just visit once; you have to either have driven off or made peace with the Gnolls, or somehow avoid them for several days. If you end up making peace with them or live at their camp; then you can study the remains from there easily.

Tuesday, January 24, 2023

[ToM] Jungle

Verdant jungle. Fed by the rain and water from the great temple; this is an oasis of life among a vast arid landscape, set in a depression in the earth. This jungle was once more temperate, and sacred to the People of Mozz as a place to gather material for their nests- sticks, straw, and strong vines to bind them together. The forest floor is a danger, but the canopy is like another world- a level above the violent earth.

The Jungle is vast- and hides secrets. If you come to the Jungle seeks the Eggeater's Shrine, you will not be able to find it. You can only roll a d20 and on a 20 you will find the shrine. However, each day you spend exploring the jungle, add +1 to your d20 chance to find the Shrine. If you read ancient lore from the Great Temple or are carrying Mozz eggs, add +1 to your chance. Once you have visited the Shrine at least once, you can find it again. The secret of the shrine is to pass between two great trees with vines strung together; this is a gateway that hides the Shrine by its magic.

In addition; the Jungle is unlike the rest of the land around the Great Temple. Use a jungle or tropical list for random encounters here.

Monday, January 23, 2023

[ToM] The Peaks

This place was once a great metropolis. For the Mozz, these peaks were where they build their nests; elevated off the hostile earth and within a short flight of the Great Temple's light overlooking them; this was where the Mozz who were not priests and favored of the gods could live.

These great spires poke up from the ground- sharp and steep. The only sign of the once-city are the deep grooves and notches embedded in the very stone of the spires- places where great nests and buildings were built, perilously suspended from the dusty ground beneath. Any valuable construction materials were scavenged long ago, and the wood rotted to nothing.

This place is haunted. Too many memories to pass on quietly, even from the race that spawned them. Dark energy inhabits this place; the despair and pain of the people of Mozz as they fell from grace- the seediness of the literal undercroft beneath their feet at the height of their glory- such things are not forgotten by places so easily. While the peaks act as good cover and are an elevated location to keep track of things in the valley- simply resting here is perilous.

If you camp the night here, you are assaulted by night terrors. Every character sleeping here gets either bad luck (rolls with disadvantage on their next saving throw) or takes 1 damage to their Wisdom score. Additionally, if you trek away from a fire at night in this location, you will be beset by Boogeymen.

Boogeymen (1 HD, 1d6 Cruel Weapons, Bug-Spit, Made-Of-Cloth, Playful Sadism)
Morale- 8
Numbers- 1d8+3

Boogeymen are creatures of the night- appearing from nightmares and negative emotions. They appear as bipedal beings made of decaying cloth. The boogeymen seem intelligent, but cannot speak, only capable of using some basic metal scraps, wooden spikes, and throwning rocks as weapons. Each Boogeyman is made up of thousands of squirming bugs inside of their bodies which animate them- and their intelligence is determined by the number of bugs inside them. As such, the leader of each Boogeyman group will be the smartest one animated by the most bugs- which to you will simply appear as the biggest and fattest one.

The Boogeymen leak bugs whenever they are hit. Spears and arrows do normal damage. Blunt weapons deal half damage, unless spiked or bladed. Slicing weapons like swords or glaives kill them in one hit, spilling their guts out and causing the swarming mass inside to seek cover under rocks and plants.

If a group of Boogeymen attack and grapple a character, they'll spit bugs onto them in close range. This will cause a small swarm of poisons spiders and centipedes to bite and sting them- causing 1d2 damage to a random stat.

Finally; the Boogeymen are creatures of nightmares and sadistic by nature- but aren't especially lethal. They much prefer tormenting people over actually killing them, which they seem to fail at doing with an almost childlike ineptitude. Whenever the Boogeyman could lethally strike a character, they just target someone else unless they're the only one left.

Sunday, January 22, 2023

[ToM] Avalanche Pass

Located between two large sand-banks, this pass of fine sand is the easiest and most obvious way to descend into the valley of the Great Temple. It's also a really useful open alleyway to get camels or a large convoy of supplies (or looted treasure) in or out of the valley as well, with good points for sentries to look out and see potential threats. It's strange that the gnolls active in this area don't use this as a base of operations- to your eyes at least. The gnolls don't use it because they know better.

When passing through the pass and there is more noise then a whisper (people talking, heavy metal armor, loud animals, etc.), there is a chance the pass will be covered in an avalanche of sand. The chance of this happening is a 1 in 10, which increases by +1 in 10 each time you pass thru without it collapsing. Once it collapses; over the next few months the sand will slowly be blown away until the pass can avalanche again- until then it is safe. Anyone buried in the avalanche is presumably dead; but digging here for a while you can recovery anything they were carrying, or in the case of beasts-of-burden, dig them back up for much needed rations.

Some say that the Gods of the Mozz created avalanches of snow and sand- any disaster made by disturbing the earth could not be made by passage on silent wings.

Friday, January 20, 2023

[ToM] Dim Barracks

Carved out of the soft earth, this burrow was once a living space for cultists. The ceiling is pocketed with gently glowing crystals- giving this room a comfortable atmosphere. Good half of the crystals have fallen out of the ceiling; shattering on the floor into dull bits- only the whole crystals glow bright enough.

These crystals can be pulled out by hand from the soft soil ceiling. They are worth 150 gp each, and there are 3d8 of them here. You can also strap a few of them together on a stick and make an endless, smokeless torch.

The room was divided by curtains for privacy. Round "beds" long since rotted to straw and sludge that curl high at the sides- looking much like birdnests for the Mozz cultists to lay their heads. Each nest is elevated on a stone box, some of which have fallen in, and the box once contained their belongings. It should go without saying these cultists did not much trust each other. Many ancient bird bones remain within these piles.

If you search the room thoroughly, you will encounter two traps.

The first trap is a silver hand-trap shaped like a bird's talon. If you stick your hand under the nestbox it snaps shut, disabling that hand and dealing 1d6 damage. It can't be removed by hand and requires a healer and 1d3 days to fully remove. While you adventure, the talon doesn't do any more damage to you- just makes you unable to use that hand for a bit.

The second trap is an Explosive Rune.

Thursday, January 19, 2023

[ToM] The Place for Wine

This dark place has a raised rectangular dais stretching across the center of the chamber. Along the walls are smashed and fallen apart bits of ancient woods and rotten cords from furniture from what was once fine furnishings. The entire floor is coated in a discoloration the color of a deep brown rust. This is also the entryway into the Eggeater's Shrine; coming in from a raised earth and stone ramp from the jungle above.

The People of Mozz made no use of intoxicants of any kind, except the priests in their special religious revelries. This place was created by some of the bird people who were deviant, twisted, feeding eggs to a snake-god and caring for both wealth and worldly pleasures- they made great use of them. Seed-wines were drank here, in the view of their snake God, in their intimate damnation.

If one were to scrap up the remains of ancient wine stains and burn or divine them in some way; they would see a vision of ancient revelry by feathered figures. Then, the vision will twist to show the sky without a moon, and the Moon Door within the Temple of Mozz staying open while thieves steal eggs from the temple to feed to their snake God. This is a clue to how to enter the Temple's upper floors.

At the far end of this chamber is where Eggeater lays his head. If he is still alive, he will be sleeping here- his body blocking the way to the Gem Chamber where his treasures are excavated from deep beneath the earth. You will not be able to slip past him without either having someone sneak down here while you feed the demigod his offerings; though they will be trapped by the snake's body when he returns if they remain in the chamber. You can also awake him by attacking him, naturally. While down here, Eggeater cannot constrict or tail-slap anybody, as its too cramped for his massive body.