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R1: Human Sacrifice

jn2-r1 • jn2-r1 • JN2: Monkey Isle
Cannibals from the cult of Pain from Skull village have captured some of the villagers from Yondara to use in ritual sacrifices to appease their evil deity. This adventure does not contain any gruesome gore – the GM must add it if they need it. How the player characters learn of this is up to the GM. A frantic native of Yondara may come to them, pleading for help. This temple is set against low sea-side cliffs that are 60 feet high. At the entrance to the temple, the cliff wraps around and rises another 40 feet. The temple is carved from soft stone. Unless noted, there is no lighting beyond the natural light around the entrance or other openings. The floors are coated with dust and grime.
CHILDREN • 18
1. Entrance room
The entrance is fairly clear of trees; patches of grass are scattered over the sparsely-watered rocky ground. The two statues shown on the map are very ancient, about 6 feet tall and 1 foot around, worn badly by hundreds of years of wind and rain. They are dedications to the ancient guardian of a religion that has long since disappeared. The entrance-way is 40 feet wide and 20 feet high. It leads down a long stairway into the inner sanctum (a drop of 50 feet). Sixteen spear-and-shield carrying men in bright red paint stand guard here. They will fight to the death to keep out intruders. Each has 10 gp in coins worn as jewelry (160 in total). 16 Human Fighters: AC 12, HD 1, #At 1 spear, Dam 1d6, Mv 40', Sv F1, ML 12, XP 25 ea. HP
2. Inner Chambers room
The ceiling is 30 feet high and well-supported by arched beams. Two sets of statues flank the last set of steps. These are images of old gods: one has a sword and spear, another scales of justice, the third a sickle and sheaf of grain, and the last a scalpel and censor. There is nothing special about them. The floor is covered by dust. Footprints make trails across the floor; most lead to the northeast door ("c") but some do lead to the southeast door ("d"). This was the general service area; it would have been setup as needed for special purposes. A few old, rotten benches have been pushed into a small pile to the southwest corner. Several old, rusted tripods (which once held great fires to help with illumination) are mixed in. (a). The floor here is cracked and decayed. Anyone walking across it has a chance of falling through. Underneath is a featureless muck pit, about 6 feet deep. Getting out can be annoying, but it is not a trap. (b). A heavy stone slab about 10 feet tall has been placed against this wall. It is carved with a relief displaying religious tales. Most are common themes seen almost anywhere, even if the actors are different. (c). and (d). Each set of doors is 20 feet high and 18' wide, and made of thick wood with iron banding for strength. The south pair is shut but the north pair is partially open. Anyone listening at the north set can hear what seems to be distant surf, over which rolls a louder sound: drums and ceremonial chanting. (e). Normally concealed
3. Trap room
Some 10 feet down from the secret door is a well-hidden loose stone: it is near the bottom on the east wall. Pressing it sets a safety that prevents the trap to the south from firing. Near the top of the wall is another stone; pressing it releases the safety. Anyone with a weight greater than 50 pounds stepping on the marked square at the corner triggers the trap. Spears propelled by strong fiber ropes shoot out from the south wall. They attack as a 3 HD monster and do 1d6points of damage. They are spaced out high and low every three feet or so.
4. Maintenance Room room
The secret door that allows access to this corridor opens at a push from either side; it is not easily seen. This corridor allows access to the spears and machinery that form the trap at #3 above.
5. Armory And Storage room
Intended for times of strife. Only some random garbage has been left by looters.
6. Apartments room
Apartments for guests. These are mostly barren; if anything they contain trash. Standing in the hallway are six savage-looking men and four ugly women dressed in bright red paint, with spears and shields at hand. They attack intruders on sight and fight to the death. Each is wearing 10 gp in coins as jewelry. 10 Human Fighters: AC 12, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 12, XP 25 ea. HP The door to room #8 is jammed shut by a wooden pole propped up against it (it opens outward). Inside are five bewildered and downtrodden people (three women and two children) from Yondara. They are lashed up tight with vines. If rescued, they tell their rescuers in desperate voices that two older members of the tribe who had been captured with them were taken away to be sacrificed elsewhere in the temple.
7. Apartments room
Apartments for guests. These are mostly barren; if anything they contain trash. Standing in the hallway are six savage-looking men and four ugly women dressed in bright red paint, with spears and shields at hand. They attack intruders on sight and fight to the death. Each is wearing 10 gp in coins as jewelry. 10 Human Fighters: AC 12, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 12, XP 25 ea. HP The door to room #8 is jammed shut by a wooden pole propped up against it (it opens outward). Inside are five bewildered and downtrodden people (three women and two children) from Yondara. They are lashed up tight with vines. If rescued, they tell their rescuers in desperate voices that two older members of the tribe who had been captured with them were taken away to be sacrificed elsewhere in the temple.
8. Apartments room
Apartments for guests. These are mostly barren; if anything they contain trash. Standing in the hallway are six savage-looking men and four ugly women dressed in bright red paint, with spears and shields at hand. They attack intruders on sight and fight to the death. Each is wearing 10 gp in coins as jewelry. 10 Human Fighters: AC 12, HD 1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 12, XP 25 ea. HP The door to room #8 is jammed shut by a wooden pole propped up against it (it opens outward). Inside are five bewildered and downtrodden people (three women and two children) from Yondara. They are lashed up tight with vines. If rescued, they tell their rescuers in desperate voices that two older members of the tribe who had been captured with them were taken away to be sacrificed elsewhere in the temple.
9. Office And Living Quarters room
This room was the main office for the head priest, and opens into his/her quarters. It is now empty of anything but some old, rotten straw mats.
10. Living Quarters room
These quarters provide various personal luxuries – or used to. It is now fairly disorganized. Simple wooden partitions broke it up; they could be moved around as desired, but most have collapsed. Pipes dot the ceiling; they are 1 foot in diameter and provide ventilation from the surface above.
11. Pig Sty room
Three common pigs are in this room, feet tied fast, ready to be slaughtered for a feast.
12. Locked Room room
The door to this room is strong, thick, and locked. Even if picked, it will still be stuck, swollen tightly into its frame; the hinges are also rusted and useless. It can be forced open, but will make a lot of loud noise. This was once a storage room for artifacts and vestments. Not much seems to be here except rubbish scattered about. In the southeast corner the rubbish is several feet thick. It covers a locked wooden chest. Disturbing the rubbish will send ordinary rats skittering about. They are nesting here in the garbage, and have a small hole chewed under one edge of the door. The chest contains a potion of healing and 3,000 sp.
13. Tracks At An Intersection room
The sound of the ceremony being held is loud. Characters will hear the rumble of drums and drone of loud chanting over the crash of waves on rocks. They will likely see some of the participants. Footprints in the dust on the floor form a trail that leads north; none go left down the hall to the west. The hallway to the west has collapsed in the two rough areas shown. Climbing and wiggling through them would be slow.
14. Ceremony Room room
A ceremonial sacrifice is being held here. On an altar against the east wall lie two people bound side by side, while a high priest in robes and wearing a horrific demon mask looms over them, a stone mace raised. A great horrific demon statue squats behind the altar, its brightly painted red tongue jutting out from its motionless mouth. A dozen warriors stand in the southern end of the room near the entrance. Three brutish looking men pound wildly on hide drums. The northwestern corner has crumbled and spilled into the ocean as shown, opening up to a pile of rubble on which waves break rhythmically. Unless the PCs stop the ceremony immediately, a giant octopus will appear within 1d6 rounds, slumping its way through the opening and headed for the people tied to the altar. Human Cleric: AC 14, HD 3, #At 1 mace, Dam 1d8, Mv 30', Sv C3, ML 8, XP 145 Spells: cure light wounds, protection from good 3 Human Fighters (on drums): AC 12, HD 2, #At 1 weapon, Dam 1d8 or by weapon +2 for Strength, Mv 40', Sv F2, ML 12, XP 75 ea. 12 Human Fighters: AC 12, HD 1, #At 1 weapon, Dam 1d8 or by weapon, Mv 40', Sv F1, ML 12, XP 25 ea. HP Giant Octopus: AC 19, HD 8, #At 8 tentacles, 1 bite, Dam 1d4 tentacles, 1d6 bite, Mv Swim 30', Sv F8, ML 7, XP 875 The Cleric's mace is actually made out of silver and only looks like stone. Once polished up, it is easily valued at 100 gp due to its beauty. The Cleric also wears large gems in his ear- lobes worth 250 gp each. Each drummer has a string of 20 pp on
15. Scenic Outlook room
The 6-foot high, 5-foot wide openings on each external wall look out over the crashing, rolling waves of the ocean.
16. Scenic Outlook room
Per #15 for the most part. The drone of wings comes from this room. A huge paper nest in the southeast corner is occupied by parasitic giant wasps (see the New Monsters in the back of this book). When first met, 1d4 will be attending the nest; the rest of the hive (there are a total of 8) come and go 1d3 at a time, always leaving one on guard. There is a brood of 6 larvae in the nest. The framework of the nest is a golden candle stand about 6 feet tall, weighing 50 pounds, and worth 1,000 gp to a collector (only 500 gp for the gold itself; 500 for collector's value). A dead native on the floor is wearing a necklace of 20 gold coins with a 500 gp gem in the center. 8 Giant Parasitic Wasps: AC 14, HD 3*, #At 1 sting, Dam 1d6 + paralysis + parasitic infestation, Mv 30' Fly 60', Sv F2, ML 9, XP 175 ea.
17. Scenic Outlook room
Per #15.
18. Library/Ceremony Room room
Intended for special ceremonies, this room features many tall wooden torch holders on tripods, old broken benches, and some rotten tables. Several old scrolls lie around on one table; they are old religious scrolls of minor value (50 gp each, 3 total). One details rumors of a powerful stone gate created by some ancient cyclops race: it is full of wild speculations about the location and nature of the gate. In the center of the west wall about 5 feet up is a hidden hatch about 2 feet square. Opening it releases a cloud of poisonous gas that engulfs a 10-foot diameter area (save vs. Poison or take 2d6 points of damage). Inside is a thick, time-worn tome written in an ancient language very close to Common. The title reads, "The Astral Tome of The Intellect: Diverse Magic to Improve One's Mind." Reading the book thoroughly (which takes 2 hours) results in it falling apart and releasing its magic, which permanently increases the reader's Intelligence score by 1 point. If a reader's score is already the maximum (usually 18) the tome has no effect. Attempting to copy it destroys it and results in the loss of all of its magic.
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