This section of the adventure is based on The Sunken Temple of Arn, a submission to the One Page Dungeon Contest by Strange Stones. Everything you need to use this version of the adventure can be found here, but I recommend checking out the original and some of the other nifty stuff available for free download over there.
(1 square = 10′ x 10′)
TEMPLE ROSTER
DENIZEN | LOCATION |
---|---|
2d4 Monstrous Crabs | Area 1 |
2 Sahuagin Elite + 8 Sahuagin + Dire Shark | Area 2 |
2 Kopoacinth | Area 7 |
Fluorescent Kraken | Area 8 |
Sahuagin Shaman + 4 Sahuagin Elite + Dire Shark | Area 11 |
2 Sahuagin Elite | Area 16 (spread fire in the hall) |
2 Sahuagin Elite + 4 Dire Sharks | Area 18 |
Sahuagin Chieftain + 3 Sahuagin Elite + Dire Shark | Area 19 |
(italicized denizens generally do not leave their area but might be fetched as reinforcements; see Adversary Rosters)
TEMPLE KEY
Although originally a subterranean structure of great beauty, the entirety of the Temple has become completely submerged and is now occupied by a tribe of sahuagin.
KRIS WARRIOR STATUES: Throughout the temple there are a number of kris warrior statues. If these are examined with a detect magic spell they register as having a faint magical aura. A successful Spellcraft (DC 18) check will indicate that they were once animated (as guardians of the temple), but the spells are ancient and no longer operating.
AREA 1 – GARDEN: Overgrown with seaweed. A verdigrised copper gnomon sits on a marble base. The gnomon alone is worth a small fortune (2,000 gp). The complete piece is worth four times as much.
AREA 2 – PLAZA: At the bottom of the stairs, statues of two warriors stare down — one bearing a kris in his left hand, the other unarmed.
AREA 3 – FEASTING HALL: A dozen humanoid corpses, decayed and bloated, float freely throughout this room. Statues of the unarmed, kris-bearing warriors dominate the room. This is a feasting hall — sahuagin simply pass through this area and feed upon the bloated corpses they collect.
AREA 4 – ANTECHAMBER: This room is stripped bare. Profane graffiti is carved into the walls (predating the deluge and sahuagin occupation). A fresco depicting the holy void remains intact.
AREA 5 – PLAZA OF WISDOM: This area features two giant statues of unarmed warriors in strange poses.
Search (DC 15): To find the trapdoor leading to a rusted ladder of iron that descends into the lower tunnels.
AREA 6 – ANTECHAMBER: As per area 4.
AREA 7 – PLAZA OF REPOSE: This area features two giant statues depicting cloaked humans armed with krises, preparing to strike unseen enemies. Perched upon their shoulders are two winged gargoyles (which are, in fact, kapoacinth).
Search (DC 15): To discover a ceramic box concealed beneath the eastern statue containing a variety of silver jewelry (worth 500 gp).
AREA 8 – FLUORESCENT KRAKEN: The room glows with a soft, coruscating light that emanates from a lesser kraken which lives beneath the iron grate of the floor.
False Door (Search DC 16, Disable Device DC 25): If opened, the door springs outwards with great force. Reflex DC 25 or 2d6 damage.
Secret Door (Search DC 20): The sahuagin are unaware of this door.
AREA 9 – ROOM OF SECRETS: The walls of this room are painted red.
Search (DC 20): There’s a secret compartment that contains 4 vials of oil of taggit and a cursed -2 kris.
AREA 10 – HIDDEN LIBRARY: This room contains the long-ruined remains of many scrolls and books. A scything blade trap was once set off here and now hangs limps from the ceiling, stirring slightly in the current. The skeletal remains of its 6 headless victims lie on the floor.
Skeletons: If disturbed, they will animate and attack.
Bronze Tablet #1: Among the water-ruined paper, there is a bronze tablet (see below).
AREA 11 – SHAMAN’S CHAMBERS: Ornate stonework furniture, covered with mosses and lichens, dominates the perimeter of this room, surrounding an altar of sea embers (bright blue coals which burn even in water).
AREA 12 – KITCHEN: This was once a kitchen for the temple. Rusted, worthless cutlery and rare, valuable bone china can be found in the cupboards.
AREA 13 – BATHS: This room served as the baths for the temple. A hot spring still feeds the baths, making the water in this room noticeably warmer.
AREA 14 – LATRINE: This room was once the latrine for the temple.
Search (DC 12): A cache of 75 triangular gold coins can be found at the bottom of the latrine trough.
AREA 15 – ROOM OF GHOSTS: A blasted altar stands in the middle of the room.
Shadows: The ghosts of two Arn assassins (treat as shadows) linger here. Each of the shadows has a glowing sigil (the Sorcerous Brand of Arn) glowing brightly on their arms.
AREA 16 – THE WELL: Heavy black fluid rests within the well, not mingling with the water. This fluid burns like oil even when submerged.
Vat: A vat stands near the entrance with liquid taken from the well. The sahuagin can tip it over to fill the hallway beyond and light it on fire.
AREA 17 – MECHANICAL ROOM: Levers, dials, wheels, and gears take up much of this room. They are rusted and verdigrised; their function lost to the tides of time.
AREA 18 – SHARK PEN: Rusted remains of torture implements litter this room. There is an outlet to the open sea through a long, narrow tunnel.
AREA 19 – TELEPORTALS: This chamber contains red teleportal (to Lab 1) and a blue teleportal (to Lab 4). Both are one-way.
AREA 20 / AREA 21 – THE OATHS OF ARN: The secret doors leading to these chambers require DC 25 Search checks to find. In Area 20, the Oath of Arn is inscribed upon the wall. A small altar contains a blue key.
In area 21, the False Oath of Arn is inscribed upon the wall. A small altar contains a blue key which will inflict 2d6 Constitution damage (Fortitude save, DC 20, half damage) when used.
BRONZE TABLET #1
TRACK THE BLOOD
Necromancy
Level: Rgr 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Blood from the target
Target: One living creature
Duration: 1 min/Level
Saving Throw: None
Spell Resistance: NoBy tasting the blood of the caster’s chosen target, he creates a connection with that person or creature, enabling a way of tracking it through all kinds of terrain. For some young wizards (level 1-3) this can be a rather tough experience, and they have to make a Fortitude save (DC 15) or lose the blood connection. The blood must still be liquiscent for this spell to work.
There is no defined range of this spell, but when the duration ends the connection is broken and new blood must be procured to cast the spell anew. The blood can come from an animal as well as a person, and even if that creature lies dead somewhere, this spell will lead the caster to it.
Arcane Focus: The blood from the target.
MONSTROUS CRABS
MONSTROUS CRAB (CR 2) – Medium Vermin (Aquatic)
DETECTION – darkvision 60 ft., Spot +4; Init +1; Languages —
DEFENSES – AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; hp 19 (3d8+6)
ACTIONS – Spd 30 ft., swim 20 ft.; Melee 2 claws +4 (1d4+2; Ranged +3; Base Atk +2; Grapple +3; Atk Options constrict 1d4+2, improved grab
SQ darkvision 60 ft., water dependency, vermin traits
STR 14, DEX 12, CON 14, INT –, WIS 10, CHA 2
FORT +5, REF +2, WILL +1
FEATS: —
SKILLS: Spot +4*, Swim +10Constrict (Ex): On successful grapple check (including grapple check to establish grapple), 1d4+2 damage.
Improved Grab (Ex): On hit with claw attack, grapple as free action without provoking attack of opportunity. On success, establishes hold and can immediately constrict.
Water Dependency (Ex): Survive outside of water for 1 hour per point of Constitution (then refer to drowning rules).
*Skills: +4 racial bonus to Spot checks. +8 racial bonus to Swim checks to perform special action or avoid hazard. Can always take 10 on Swim checks. Can perform run action while swimming.
LESSER KRAKEN
LESSER KRAKEN (CR 6): 60 (8d8+24), AC 19, tentacles +11/+11 (2d6+4), Save +9, Ability DC 16
Str 24, Dex 10, Con 19, Int 18, Wis 17, Cha 17
Skills: Concentration +13, Diplomacy +12, Hide +9, Intimidate +12, Knowledge (geography) +13, Knowledge (nature) +13, Listen +12, Search +12, Sense Motive +12, Spot +12, Survival +12, Swim +16, Use Magic Device +13
Constrict: On a successful grapple check (including grapple check to establish grapple), deal 2d6 damage.
Jet: As full-round action, can jet at a speed of 200 feet. Movement while jetting does not provoke attacks of opportunity.
Improved Grab: On hit with tentacle attack, grapple as free action without provoking attack of opportunity. On success, establishes hold and can immediately constrict.
Ink Cloud: 40-foot spread once per minute as free action. Cloud provides total concealment.
SAHUAGIN ELITE
SAHAUGIN ELITE (CR 7): 75 hp (10d8+30), AC 20, talon or trident +14/+14 (2d8+3), Save +10, Ability DC 17
Str 16, Dex 15, Con 14, Int 14, Wis 13, Cha 11
Skills: Handle Animal +13, Hide +15, Perception +14, Profession (hunter) +14, Ride +15, Survival +14
Blindsense 30 ft.
Bloodfrenzy (Ex): 14 rounds, cannot end voluntarily. +2 to attacks, -2 AC, +2d6 damage.
Pounce and Rake (Ex): Full action. Move up to twice speed and then perform a full attack. Gains two additional attacks that each deal 2d6.
Speak with Sharks: Telepathically, 100 ft.
SAHUAGIN SHAMAN
SAHUAGIN SHAMAN (CR 7+2*): 75 hp (10d8+30), AC 20, talon or trident +14/+14 (2d8+3), Save +10, Ability DC 17
Str 16, Dex 15, Con 14, Int 14, Wis 16, Cha 11
Skills: Handle Animal +13, Hide +15, Perception +14, Profession (hunter) +14, Ride +15, Survival +14
Possessions: gold pearl (operates as pearl of power (2nd level) 4 times per day, but only with divine spells)
Blindsense 30 ft.
Bloodfrenzy (Ex): 14 rounds, cannot end voluntarily. +2 to attacks, -2 AC, +2d6 damage.
Pounce and Rake (Ex): Full action. Move up to twice speed and then perform a full attack. Gains two additional attacks that each deal 2d6.
Speak with Sharks: Telepathically, 100 ft.
*6th Level Cleric
Cleric Spells Prepared (CL 6)
3rd (DC 16)—magic circle against good, bestow curse, water breathing
2nd (DC 15)—desecrate, bull’s strength, resist energy, make whole
1st (DC 14)—obscuring mist, bless, entropic shield, shield of faith
0th (DC 13)—create water, detect magic, detect poison, guidance, light
Deity: Sea
Domains: Evil, Water
SAHUAGIN CHIEFTAIN
SAHUAGIN CHIEFTAIN (CR 7+2*): 220 hp (10d8+30), AC 20, talon or trident +14/+14/+14/+14 (2d8+3), Save +10, Ability DC 17
Str 16, Dex 15, Con 14, Int 14, Wis 16, Cha 11
Skills: Handle Animal +13, Hide +15, Perception +14, Profession (hunter) +14, Ride +15, Survival +14
Blindsense 30 ft.
Bloodfrenzy (Ex): 14 rounds, cannot end voluntarily. +2 to attacks, +2d6 damage.
Pounce and Rake (Ex): Full action. Move up to twice speed and then perform a full attack. Gains two additional attacks that each deal 2d6.
Speak with Sharks: Telepathically, 100 ft.
*Potentate (calculated into stat block, see Legends & Labyrinths)
Go to Part 3: The Laboratories
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I’m pretty sure that you didn’t intend the range on Track the Blood to be “Blood from the target”. I think it should be Personal, for the same reason Teleport is: the spell always affects only the caster and cannot be made to take effect at some other point.
Does it work across planar boundaries? Also, does it let you track the target’s path without any chance of error or does it locate the target?
Shouldn’t the kraken understand languages (even if it can’t speak them), given that it’s got Int 18?
In room 19 you have a red and blue portal, but in part 3 we learn that the coloured portals are locked and require the appropriately coloured keys. It might be worth detailing that in room 19 as well (or at least alluding to it).
I presume the party is supposed to use one of the blue keys in rooms 20/21 to go through the blue portal… is the red portal just there in case they somehow manage to get back here from the labs with a red key?
Also, does the cursed/trapped blue key in room 21 actually activate the blue portal, as well as having its negative effect?