Extreme Adventures: The Lost Temple
Happy New Year everybody! We’re back after a December hiatus for more Extreme Adventures!
Scenario
The party must descend into the Lost Temple to recover the Golden Idol, an artifact of great power.
Set-up
The Temple is a continuous run broken up by a number of different scenes that must be cleared by the players progressing through them. Over the course of the adventure, the party will come under attack from a slew of deadly traps and monsters that call the Lost Temple home.
Rough Descent
As the mighty stone doors of the Temple swing open, the party enters a broad hallway. Almost immediately, the stairs flatten into a slick ramp, sending the party hurtling into the darkness.
All members of the party will have to clear three challenge actions in order to safely traverse the slide.
The first challenge is a spray of poisoned darts that assault the party from all sides. Each member will have to either dodge or deflect the darts with a roll of 13. A number of Challenge actions can be used here, but Athletic is the most likely candidate to pass through this scene unharmed. On a failed roll, the darts inflict 43 agility damage, and will deal 1/3 the total damage dealt again to the character for each additional turn during this section.
The second challenge is spotting and avoiding or shield themselves from jets of giant flame that are sprayed from the walls. Each member will have to get around them with a roll of 14. A number of Challenge actions can be used here, but Mystic Arts is the most likely candidate to pass through this scene unharmed. On a failed roll, the rock formations inflict 60 spirit damage.
The final challenge is at the end of the slide, which ends in a huge drop. Each member will have to pass a roll of 15 to catch themselves and avoid falling. A number of Challenge actions can be used here, but Athletic is the most likely candidate to pass through this scene unharmed. On a failed roll, the fall inflicts 70 strength damage.
Hall of the King
The party emerges from the drop in an enormous hallway, 5 spaces wide and 20 spaces long. They will need to get to the end of the hallway in order to progress through the temple. At every 5th space, or, for parties of 5 or 6 members, at every 4th space, two Stone Guardians rest. When the party attempts to walk past them, they will come to life and attack. The Guardians can either be destroyed or run past, depending on the party’s wishes. Guardians will roll initiative when they come to life, either when someone walks past them or they are attacked. Guardians will get a normal defense roll if they are attacked while still stationary. Guardians will alternate type with each row, starting with Warrior Guardians and moving to Archer Guardians, and then back to Warrior Guardians.
Skills:
Permanent Skills: Balanced Fighter, Tough, Iron Defense
Techniques:
Effect: 45 strength damage, move target 5 spaces
Limit: Must move target further away from you, cannot be used again for 1 turn
Cost: 5 ST
Effect: 48 agility damage, range 8
Limit: May only be used 3 times per scene
Cost: 5 ST
Skills:
Permanent Skills: Physical Attacker, Energy Attacker
Techniques:
Effect: 48 agility damage, range 12
Limit: May only be used 3 times per scene
Cost: 5 ST
Effect: 48 mind damage, targets everyone within a line of 9
Cost: 8 ST
The Golden Idol and the Boulder
After passing through the hallway, the party will find itself in the hall of the idol. The idol is placed upon a huge pedestal, but the idol’s presence also contains a trap. When the idol is removed, an enormous boulder will dislodge and hurtle toward the party. Even worse, it will awaken the Obsidian Gargoyles, a flock of Guardian creatures that will follow the party.
The party will need to clear 3 obstacles to avoid the boulder. Failing to clear any obstacle will result in the character being swept up by the bolder and taking 60 strength damage (the character will automatically “pass” the rest of the obstacles and clear through to the next scene).
The first obstacle is the rough ground as the team runs from the boulder. This will need to be passed by each member with either an Observation or Athletic roll of 13, although other Challenge actions may be used if desired and if they make sense.
The second obstacle is a large coordinated beam attack from the Obsidian Gargoyles, which will sweep across the party, who will have to defend against it. The attack is Aura-based made on a roll of 8 which can be substituted against as normal. Party members who fail the roll will take an additional 71 damage, in addition to the 60 damage from the boulder.
The final obstacle is making it onto the final platform, which requires an Athletic roll of 14, although other Challenge actions may be used if desired and if they make sense.
The Final Guardians
As the party reaches the top of the platform, the flight of Gargoyles swarms around them to attack. There is one Gargoyle for every two party members.
Skills:
Permanent Skills: Energy Attacker, Sprinter, Iron Defense, Resistant
Techniques:
Effect: 71 spirit damage, targets everyone within a line of 10
Limit: Cannot be used again for 1 turn
Cost: 7 ST
Effect: 61 spirit damage, range 8, blast radius 1
Limit: Requires 1 Valor to use
Cost: 5 ST
Effect: 71 spirit damage, move and attack all targets you move through, ignores Zone of Control
Limit: Requires 1 Valor to use, cannot be used again for 1 turn
Cost: 5 ST
Effect: Spirit Weaken, bestows Energy Vulnerability lv. 1 (-4 Resistance) and Slow lv. 1 (-1 speed), Blast Radius 1
Limit: Cannot be used again for 1 turn
Cost: 4 ST
I really like the idea of this adventure.
How about giving the players a possibility to disable some traps instead of avoiding the damage after they triggered?
Sorry for the delay, I missed this one! We do have some more methodical dungeon delves planned for later, but the feel we wanted to go for with this particular Adventure was a callback to the old Indiana Jones movies where it’s not so much that he’s disarming all of the traps as he is trying to escape being flattened by them. We will definitely revisit this concept with adventures that are focused more around carefully avoiding traps than reacting to them.