d20 Devil's Workshop Sidetrek Adventure Weekly 10 - The Mogur and the Monkey.pdf

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S I D E T R E K A D V E N T U R E W E E K L Y # 1 0
THE MOGUR AND THE MONKEY
WRITTEN BY TIM HITCHCOCK WITH GREG OPPEDISANO
Still trapped on the strange dinosaur infested world
of the mysterious Troodons, our heroes find them-
selves on the edge of a majestic mountain range.
Having survived the depredations of a dinosaur
eating spider, and the onslaught of stampeding
dinosaurs, the PCs arrive at the base of the eastern
peaks, where a small village of primitives worship
a massive termite spire. Our heroes must still locate
the a lost Key of Troodon in order to go home – but
first them must survive the Mogur and the Monkey.
Welcome to Sidetrek Adventure Weekly -- all
the heart-pounding, adrenaline-pumping action
your players can handle! Each Sidetrek Adventure
Weekly episode throws characters into an action-
packed encounter designed to electrify your game.
Drop any Sidetrek Adventure Weekly directly into
your adventure as a stand-alone combat. Or, if
you dare, link all 12 into one pulse-racing, white-
knuckle sidetrek adventure series. Jump aboard
Sidetrek Adventure Weekly tonight!
LPJ9661
ADVENTURE
LEVEL:
LOW
NPC
INTERACTION:
LOW
THREATS &
TRAPS:
HIGH
MAGIC
REWARDS:
LOW
ADVENTURE
LOCATION:
WILDERNESS
PLAYERS
NEEDED:
4 TO 6
REQUIRES THE USE OF THE DUNGEONS & DRAGONS PLAYER'S HANDBOOK, THIRD EDITION, PUBLISHED BY WIZARDS OF THE COAST, INC. THIS PRODUCT UTILIZES UPDATED MATERIAL FROM THE V.3.5 REVISION.
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SIDETREK ADVENTURE WEEKLY RATING SYSTEM
These following icons have been development to make it easier for GMs and players to understand what type
of adventure they will be playing in, what perils that might exist; as they may be either physical, mental or even
political dangers; and the rewards that await them during and at the completion of this adventure. Each icon is
broken down by color and text information which determine the intensity of the adventure.
This Adventure Level is for expert level game-
play and adventureing normally reserved for
character from 16th level or higher.
ADVENTURE
LEVEL:
EXTREME
THREATS &
TRAPS:
MEDIUM
The Threats & Traps at this level are danger-
ous and may cause a loss of up to 25% of the
party members.
MAGIC
REWARDS:
MEDIUM
The Magic Rewards at this level are com-
mon and PCs will have reasonable chances to
acquire and use magic and magical items.
This NPC Interaction means the PCs will
have to deal with an tremendous amount of
non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
EXTREME
ADVENTURE
LEVEL:
LOW
This Adventure Level is for beginner game-
play and adventureing normally reserved for
character from 1st to 5th level.
THREATS &
TRAPS:
EXTREME
The Threats & Traps at this level are the most
lethal available and can easely result in a TPK
( Total Party Kill ).
NPC
INTERACTION:
LOW
This NPC Interaction means the PCs will
have very little non-combat interaction in
this adventure.
The Magic Rewards at this level are the high-
est magic and magical items available with
several chances for PCs to acquire and use
them.
MAGIC
REWARDS:
EXTREME
THREATS &
TRAPS:
LOW
The Threats & Traps at this level are intimi-
dating and may cause a loss of up to 10% of
the party members.
ADVENTURE
LEVEL:
HIGH
This Adventure Level is for advanced game-
play and adventureing normally reserved for
character from 11th to 15th level.
MAGIC
REWARDS:
LOW
The Magic Rewards at this level are few and
far between. Rarely will PCs see or use a
magic or magical items.
This NPC Interaction means the PCs will
have to deal with an above average amount
of non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
HIGH
ADVENTURE
LOCATION:
DUNGEON
This Adventure Location will take place in
an underground location such as a dungeon
or cavern.
THREATS &
TRAPS:
HIGH
The Threats & Traps at this level are very
dangerous and may cause a loss of up to
50% of the party members.
ADVENTURE
LOCATION:
EVENT
This Adventure Location will take place
based on particular occurrence or incident
inclucing a raid, assassination or trial.
MAGIC
REWARDS:
HIGH
The Magic Rewards at this level are very
common and PCs will get several chances to
acquire and use magic and magical items.
ADVENTURE
LOCATION:
JOURNEY
This Adventure Location will take place
during the events of traveling from location
to another.
ADVENTURE
LEVEL:
MEDIUM
This Adventure Level is for experienced
gameplay and adventureing normally reserved
for character from 6th to 10th level.
ADVENTURE
LOCATION:
URBAN
This Adventure Location will take place in a
civilized based population center or location
as a city, village or town.
This NPC Interaction means the PCs will
have to deal with an average amount of
non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
MEDIUM
ADVENTURE
LOCATION:
WILDERNESS
This Adventure Location will take place in
an uncivilized based location as a forest,
desert or jungle.
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SIDETREK ADVENTURE WEEKLY: THE MOGUR AND THE MONKEY
PC must retrieve an object from a difficult
location. The adventure assumes the object
is part of the key that operates the Troodonic
Gates, however the object could just as
easily be a map, a magic item, a rare flower
or spell component.
Encounter Background
The primitives of the NurChug tribe have
lived in caves dug into the cliffs of the eastern
peaks for several generations. Following
the wisdom of their tribal priest, the great
mogur, the NurChug act as guardians of the
unholy place, a strange and massive termite
mound that stands alone upon a precipice
overlooking miles of jungle. The incredu-
lous mound towers over 150 feet, and its
termite spittle crust is laced with shards
of crushed bone bleached white from the
glaring Neolithic sun. The Mound is far less
incredulous than the primitives imagine.
Beneath the crust, is a lone watchtower,
centuries old built by time travelers from
another era.
NOTES:
Uses for the Encounter: As a solo stand
alone challenge, use the adventure as a way
for PCs to win the favoritism of a powerful
lord or similar patron. In such a scenario,
PCs need to complete the task and recover
the object in order to win the adversary’s
support or aid in a more important conflict.
Encounter Synopsis: PCs must enter the
mysterious termite mound and retrieve the
stolen section of the gate key. The lower
portion of the tower is overgrown with
carnivorous plants with intoxicating nectar
that has attracted swarms of foot-long dire
termites. These have destroyed all of the
woodwork within the tower making for
a difficult climb to the upper chambers
occupied by the tower’s simian guardian.
After defeating the guardian, the PCs must
exit through the windows, 120 feet off the
ground, and scale the last remaining thirty
feet of the mound to its apex where they can
recover the missing key part from the nest of
an arrowhawk. Once the PCs get the second
part, the primitives attempt to repay the
favor by sending the strange outsiders back
to the spirit world, a task that involves the
forceful removal of their mortal flesh.
When the NurChug first encountered time-
travelers, they believed they were a powerful
daemons and fearful of their wraith offered
him their aid. As part of their pact, they
gave the tribal shaman, the great mogur, an
old troodon gate key, for generations the
mogur’s have passed this artifact down from
mogur to mogur. Each in turn guards it for
the day that more daemons return. Recently,
the key attracted the attention of the Keeper
of the Tower- a great simian fiend bound
by ancient summoners to protect the gates
from those who would violate them. Having
long outlived his summoners, the fiend
reasoned that reclaiming the key might help
escape his bonded duties. Climbing down
from his haunt the raging creature attacked
the Mogur, breaking the key in the process.
Then he seized the broken part of the key
before the primitives could drive him off.
The daemon has hidden the key atop the
spire in the nest of an arrowhawk known as
the great spirit of the air. Fortunately, the air
spirit is more intelligent and reasonable than
his fiendish ally.
START THE S.A.W.
With the sweltering jungles and hordes of
dinosaurs behind you, you stand at edge of
the eastern ridgeline. Small rocky paths lead
up the cliffs and above you spot a series
of caves near where you first spotted the
smoke. As you draw closer, you hear the
rising sounds of echoing drumming and
strange chants
USE THIS ENCOUNTER TONIGHT:
STAND ALONE TREK
Tonight’s Hook: The basic premise for The
Mogur and the Monkey is a gambit in which
Part 1: The NurChug
A primitive humanoid tribe inhabits the
caves. Calling themselves the NurChug,
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SIDETREK ADVENTURE WEEKLY: THE MOGUR AND THE MONKEY
they dress in layers of animal hides deco-
rated with bones, claws, teeth and feathers.
At all times, they keep several guards along
the ridgeline. As soon as they spot PCs the
primitives hoot and holler wildly. They
draw their shortspears, and jab crude sticks
beneath well-placed boulders, prepared to
roll them down on any who approach.
stomping and gesticulating furiously. Then
he stops, sullenly pointing over his shoulder
towards the mountains. Lowering his head
he peers eerily towards the PCs and through
clamped teeth spits the word UGMROG!
Suddenly his entire tribe falls to the ground
and cowers in fear.
NOTES:
The translator shakily interprets that a demon
named Ugmrog stole the other half of the
strange pyramid and took it into the unholy
place; a place of ancient curses where the
primitives refuse to go.
Amused by the PCs’ strange appearance,
they send a translator out to communicate
with them. The translator speaks only a
few words of broken common. They have
already met a humanoid of similar appear-
ance who prophesied of their coming; the
superstitious tribe remains wary of demonic
imposters and wants to be sure the PCs
are the prophesied ones before bring them
before the Great Mogur.
PRIMITIVES (10), CR 1/2
Type: any gender, human, Warrior 1; CN
Medium humanoid
Combat Stats: HD 1; hp 5; Init +0; Spd
20 ft. ( 30 ft. unarmored ); AC: 13 ( touch 10,
flat-footed 13 ); BAB +1; Grapple +4; Melee
+5 wooden greatclub 1d10+4 or Melee +4
shortspear 1d8+3; Ranged +1 shortspear
1d8+3; Saves Fort +3, Ref +0, Will -2
Allow PCs to use any number of opposed
Charisma-based checks to convince the
primitives they mean no harm. The primi-
tives only attack in defense or if brutally
provoked, otherwise they approach slowly,
surround the PCs and stair curiously, talking
about them to themselves in their strange
language. After a bit, the PCs are brought
before the mogur, a great old bear of a man
with wisps of silver hair spilling from his
thick brow, yellowed teeth, and milky eye.
Skills: Listen +1, Spot +1
Feat: Alertness, Weapon Focus ( greatclub )
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis
7, Cha 6
Possessions: Hide armor, wooden greatclub,
wooden shortspear
The mogur grunts and gestures wildly as one
of the primitives attempts to translate:
Hook: Using cautious surveillance, the
suspicious primitive pokes and sniffs you.
I see. Your coming was tlod. You come from
beyond. In the place that is not a place.
Where the other one came from. He told us
others would come.
THE MOGUR (1), CR 4
Type: any gender, human, Cleric 4; CN
Medium humanoid
The mogur holds out his hand and presents
the adventurers with a strange puzzle-like
shape of interlocking crystal cubes, part of a
Key of Troodon ( see episode 8 ). He makes a
grunting shriek and his eye widens and goes
bloodshot. Again, his translator struggles to
interpret:
Combat Stats: HD 4; hp 24; Init +0; Spd
20 ft. ( 30 ft. unarmored ); AC: 13 ( touch 10,
flat-footed 13 ); BAB +3; Grapple +3; Melee
+4 wooden staff 1d6+1; Saves Fort +4, Ref
+1, Will +5
SA: Turn Undead
Mogur says, strange one told him, when the
others come to give them this.
SQ: Spontaneous casting
Anyone casually inspecting the artifact
understands it to be a puzzle, obviously
missing pieces. In the PCs ask about the
missing pieces, the mogur thrashes wildly,
Skills: Concentration +2, Diplomacy +2,
Heal +2, Knowledge ( nature ) +4, Listen +3,
Spot +3,Spellcraft +5, Survival +1 ( +3 in
above ground natural environments )
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SIDETREK ADVENTURE WEEKLY: THE MOGUR AND THE MONKEY
Feats: Alertness, Skill Focus ( Spellcraft ),
Toughness
bright flowers with white petals streaked
with lavenders, orange, and crimson. The
gorgeous flowers drip with viscous glis-
tening nectar.
NOTES:
Abilities: Str 10, Dex 11, Con 10, Int 8, Wis
12, Cha 8
Dreamthorn ( Hazard ) ( CR 3 ): Traveling
through the thorny hedge is difficult. Treat
creatures attempting to move through over-
grown areas as if affected by an entangle
spell ( CL 5th ). Furthermore, the plant’s
nectar is toxic. Anyone consuming it must
make a DC 12 Fortitude save or be afflicted
with a euphoric sensation that deals 1 point
of Wisdom damage per round for 5 rounds.
Dreamthorn can be cut away at the rate of 1
ft per hp slashing damage dealt. Their thick
tangles can also be burnt back, but aren’t
particularly flammable. Any fire damage
clears 5ft per hp of fire damage dealt.
Any objects and individuals trapped in the
burning plant take appropriate fire damage.
Domains: Animal ( 1/day— speak with
animals ); Earth ( 2/day— turn or destroy
air creatures, Rebuke, command, or bolster
earth creatures )
Spells Prepared ( Cleric 5/4+1/2+1 ):
0 – Create water, guidance ( x2 ), purify food
and drink, resistance;
1st – Calm animalsD, endure elements,
magic weapon ( already cast on staff ), sanc-
tuary ( x2 );
2nd – Enthrall, soften earth and stone D ,
sound burst
Possessions: Wooden staff, hide armor,
wooden and stone holy symbol, spell compo-
nent pouch.
2. Carnivorous Termites!!! (EL 4)
As PCs approach the interior of the mound,
they hear the scraping claws of dozens
of insects. The interior of the mound is
crawling with termites, however, not all
attack. Many are simply drones that build
the mounds, move food, and perform other
tasks. These squish easily beneath boot
heels or the swatting mace. Still the warrior
termites are fierce and fearless. The tiny
carnivorous termites easily navigate the
dreamthorn patches and ravenously swarm
any living creatures they can find.
Hook: “Munga Munga!”
Part 2: The Unholy Spire
Standing at the edge of a high precipice,
standing like a giant termite hill, a towering
rocky spire pierces the sky.
The structure is an ancient tower now inhab-
ited by dire termites and crusted with their
rocky spittle.
Developments: As players approach, they
soon catch whiff of delectably scented
nectar that emanates from the antediluvian
plants growing in the base of the tower. Any
living creature approaching the tower must
make a DC 12 Will save against the alien
plant’s mind-altering effect. If they fail, they
immediately crawl into the nearest opening
and begin feasting on the plant’s nectar.
CARNIVOROUS TERMITE SWARM, CR 4
Type: carnivorous termite swarm; N
Diminutive vermin ( swarm )
Combat Stats: HD 9d8; hp 40; Init +4;
Spd 20 ft., Climb 20ft.; AC: 18 ( touch 18,
flat-footed 14 ); Reach 10ft./0ft.; BAB +6;
Grapple —; Melee swarm (2d6 plus 2d6
acid); Saves Fort +6, Ref +7, Will +3
1. Entering the Mound (EL 3)
The mound appears to be hollow. Several
small winding passages, like oversized
burrows wind into its dark depths. All are over
grown with thick thorny bushes with huge
SA: Caustic spittle, distraction
SQ: Darkvision 60 ft., immune to weapon
damage, swarm traits, tremorsense 30 ft.,
vermin traits
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