The Temple of Hypnos
A dungeon adventure for 3* level characters
written by Olle Skogren
laytesting and proofreading by Ulysses N, Shaben
Notes for conversion to other systems:
1 stone in ACKS = 6 items = 101bs = 1,000 coins for encumbrance.
AC: 0= Unarmored, 2= Leather, 4 = Chain, 6 = Plate
Morale: -2 = civilian, -1 = light infantry of goblin, O= heavy infantry or
+1 = light cavalry or woglodyte, +2 = heavy cavalry or ogre.
Magic items are worth their gp in xp only if sold unused by the players
Location
On the shore of a great lake, in a verdant valley surrounded
by steep cliffs, lies the Temple of Hypnos. On a sunny day
the brass eyes over the main gate will flash and be visible
from across the lake. A hooded ferryman in a narrow boat
ferry visitors to the sandy beach near the Temple, Only 6
people with little equipment can be ferried at once, the trip
taking 3 tums each way. The other way in is by the Road to
Sleep which goes through a narrow pass into the valley.
The situation
The temple of Hypnos has long offered the weary deep and
forgetful sleep. In the last season the sleepseekers no longer
return, The local magnates fear taking part of the traditional
‘opium gift the cult sends in exchange for their tithe,
suspecting Chaotic corruption. The magnates still send the
tithe in fear of a vengeful Hypnos striking them with
insomnia. This is known to all within the 6 mile hexes
adjacent to the temple and a rumor to people within 24 miles
of the temple.
Rumors
1, The cult has abandoned Hypnos in favor of his
brother, Thanatos (F).
2. The temple of Hypnos lies in a forested valley, now
guarded by masked brutes (T).
3. The wholesome opium gifted by the temple of
Hypnos has turned into a horrible addicting poison
that kills those who take too much (T/F, it was
always so).
4, The roof of the temple of Hypnos is open to let the
sun touch a sacred garden (T, but covered by smoked
glass),
5. The temple of Hypnos offers a right and a left hand
path to sleep. The right hand path is silence, darkness
and cool baths. The left hand path is intoxicating
smoke and mind clobbering enchantment (T)
6. The temple of Hypnos hosts a bed so opulent, so
soft, that the God himself sleeps there (F).
The true situation
The night hag Beltz Zaharra corrupted the cult by entering
the cult statue and posing as an avatar of Hypnos. She
harvests the souls of evil sleepers and has turned the rest into
soulless sleepwalking slaves. The cultists who did not follow
her were put in torpor. A warband of bugbears act as her
enforcers. They are true believers that Hypnos has tumed to
Chaos. The hag acts leech-like, she will extract as many
souls and as much wealth as she can and then flee back to
Hades with her bounty.
Hooks
Dabus the cloud giant crouches in the wilderness and
addresses the party in a whisper like a wheezing gale. He
has descended from his mountain looking to steal the
gigantic silk tunic from one of the cultic statues of
Hypnos (#10). He is too big and cautious to raid the
temple himself but will pay 25,000gp for the garment
unharmed. The money is in the form of gold nuggets and
hidden in a cache in the mountains.
(AL: N, ITD: 12 (61 hp), AC: 5, Damage: 6d6, Move:
120'(40'), Morale: +2, XP:1,200)
Irene the Iridescent gazed into far dimensions of
beaked and shrieking horrors which now populate her
nightmares. She is unable to get a full night's sleep to
refresh her spells. She offer the party one year of service
as an alchemist or war mage (but not adventurer) to
accompany her to the temple, preferibly peacefully, to
aquire a foolproof method of sleep. Irene covers her
haunted look under several layers of glittering face paint
and hides her reserved personality in a flamboyant
peacock feather dress. Her spell signature is a dark
scintillating rainbow
Mage 7" level, hp: 19, AC: 2, Move: 120'(40'), Morale: 0
STR 12, INT 18, WIS 13, DEX 16, CON 9, CHA9
Proficiencies: Alchemy 3, Battle Magic, Collegiate
wizardry, Knowledge (Astrology), Mystic aura
Repertoire (all spell slots spent):
1" Buming Hands, Detect Magic, Hold Portal, Magic
Missile, Read Languages, Ventriloquism
2" Continual Light, Detect Invisibility, ESP, Levitate,
Mirror Image
3" Dispel Magic, Hold Person, Infravision, Lightning
Bolt, Water Breathing
4" Confusion, Minor Globe of Invulnerability, Remove
Curse, Wall of Tee
Glaucus the Greater is gathering 100 men to sack the
temple in the next month, They are camped six miles
from the temple, Their spirits are high. The party is
invited to join, but is the loot going to be worth it split
100 ways? Glaucus is a large and gregarious man of
grand plans and haphazard followthrough. The result: the
destruction of the priests, bugbears, valuable statues, the
night hag fleeing with the treasure (see #18), the raiders
driven back by the shadows
Fighter 5* level, hp: 22, AC: 8, Move: 60'(20'), Morale:
+4, archaic figure-eight shield 1, plate, spear, sword, 2
healing potions in wine bottles.
STR 17, INT 8, WIS: 10, DEX 8, CON 9, CHA 13
Proficiencies: Command, Endurance, Fighting style:
Shield, Gambling
65 Light infantry (HD: 1-1, AC: 3, Damage: 146,
Move: 120'(40'), Morale: -1) Leather, shield, short
sword, 3 javelins.
35 Heavy infantry (HD; |-], AC: 6, Damage: Id6,
Move: 60'(20'), Morale: 0) Lamellar, shield, spear, short
sword.Monsters
Read the roster! The monsters in this adventure appear and
behave in special ways critical to running it properly.
Sleepseekers (normal men and women)
Appearance: Unarmed and dressed in the sturdy robes of
pilgrims. Those encountered in the temple have oily black
hair from from beng anointed in #4. They have various
reasons for seeking the temple.
1. Insomnia (crazy eyed)
Madness (crazy eyed)
Pain (quiet suffering)
Regret (loud suffering)
Misguided hedonism (disappointed)
Curiosity (nervous, in too deep)
AvaYN
Alignment: Varies
Movement: 120' (40°)
Armor Class: 0
Hit Dice: %
Attack: I fist (1d2)
Save: FO
Morale: -2
XP: 5
Tactics: Sleepseekers flee combat.
Special: | in 6 sleepseekers will have 1d6 class levels. See
the last pages for pre-rolled characters of ~5* level
Zombies (Sleepwalkers)
Appearance: Shambling men and women in white robes
carrying sickles, swords and baskets of harvested herbs.
They often speak in short incoherent sentences, seeing
things which aren't there. They do not react to other beings
except when commanded by the highest level spelleaster
carrying a eypress wand.
Behavior: If unsupervised they go about mundane task
related to upkeep of the temple or wander slowly and
aimlessly feeling their way around the world.
Tactics: As dictated by the controlling spellcaster which is
usually "Destroy the blasphemers!" or "Put them to sleep:
with your blades!"
Alignment: Varies
‘Movement: 60" (20')
Armor Class: 1
Hit Dice: 2*
Attack: | implement or weapon (1d8)
Save: Fl
Morale: N/A
XP: 29
Special abilities: Immune to sleep, charm and hold spells
though not poison. Acts last in the initative order. Barely
undead — their hearts still beat.
Night hag (Beltz Zaharra, False Avatar of Hypnos)
Appearance: A horrific demon hag with skin the color of
nightshade and eyes glowing red like fading embers. She
will avoid showing her true appearance spending most of
her time invisible and ethereal, or polymorphed into the
shape of a man or gorgon. As a man she appears youthful
with curly brown hair but with nowhere the majesty or
beauty of a God. As a gorgon she appears as a huge red
eyed bull covered in scales of cast iron,
Behavior: Polymorphed into man-shape she moves
ethereally between different statues returning to solid
inside them to peer out of their eyes and speak to her
followers. Her goal is to have her followers put people to
sleep so that they can be enslaved, or if their hearts are
evil, harvest their souls and turn them into larva.
Tactics: Content to observe non-hostile strangers. If they
act suspiciously or steal she will alert the bugbears on the
wandering monster table who appear and apprehend
them in 1d4 tums. If they are fighting her followers she
will follow them from statue to statue and menace them
with magic-missiles and rays of enfeeblement when
they are locked in combat or retreating. Her followers
have +2 to morale seeing their God support them in
battle. When her offensive spells are spent she will leave
the statue, polymorph into a gorgon (unable to use the
petrifying breath) and charge, then turn ethereal again to
move away to again tum solid and charge. When she's,
lost half of her hit points she will turn ethereal, gather the
larva in room #18 and return to Hades in wealth, the
envy of all her sisters.
Alignment: Chaotic
Movement: 90° (30°) / 120(40') (gorgon or man form)
Armor Class: 0/7 (gorgon form or inside statue)
Hit Dice: 8*** (48 hit points)
Attack: 1 claw (2d6) / 1 gore (gorgon form, 246 - double
on a charge)
Save: F8.
Magic resistance: 65%
Morale: 0
XP: 1,600
Special abilities: Magic missile 3/day (248 damage),
Ray of enfeeblement 3/day (-3 to hit and damage for 1
turn unless Save versus Spells), Become ethereal (at-
will), Know alignment (at-will, Polymorph self (at-
will). Though she could gate in a Demon or Devil her
greed does not permit it as they would demand larva as
payment,
Immune to sleep, charm, fear, fire, cold, weapons which
are not of iron, silver or +3 enchantment or better (would
be immune to a wooden club+2 but not an iron dagger).
Attacking the eye socket of a statue she inhabits is
against Armor Class 7 but maximum damage is always
dealt.Bugbears (Brutes of Hypnos)
Appearance: They appear as large men, their shaggy hides
and goblinoid faces hidden in robes of midnight blue and
beaten copper masks in the image of Hypnos. Their voices
are droning and monotone due to the way the mouths of the
masks are shaped.
Behavior: They carry spare white robes fit for humans and
insist that anyone dressed as a warrior leave their gear
behind and get in the proper attire before visiting the temple.
Refusal is met with swift violence. If they gain surprise on
an armed group they will hur! bolas first and ask questions
after they've subdued their opponents.
Tactics: They will start by hurling bolas to entangle and
follow up by clobbering with their morning stars. As long as
they have equal or greater numbers they will do non-lethal
attacks with -4 to hit, Subdued victims will be bound and
brought to the temple, those who come willingly are
escorted (room #4). Bolas: -2 to hit, range as darts, victim
Saves versus Paralysis or is held unable to move, attack or
cast spells, Victims may attempt escape each round with a
Save versus Paralysis or an Open doors check. Held victims
are +2 to hit and are vulnerable to backstabs and brawling
attacks automatically hit.
Alignment: Chaotic
Movement: 90° (30’)
Armor Class: 4
Hit Dice: 3+1
Attack: 1 morningstar (I1d10+1) or 1 bolas (wrestling) or 1
brawl (1d2+1)
Save: F3
Morale: +2
XP: 65
Special ability: Bugbears are naturally stealthy, opponents
suffer -1 to surprise rolls.
Satyrs (Pipers of Hypnos)
Appearance: Nude half-men with horses’ ears, tails and
hooves clad in wreaths of poppies or lavender.
Behavior: They live in the woods surrounding the temple
but are not concemed with its defense. They will attempt to
put to sleep anyone they encounter — those who fall under
the spell of their pipes they will say have been claimed by
Hypnos and insist carrying them inside the temple (room
#4), They will violently defend their prize as well as steal a
couple of valuable looking items from each sleeper.
Tactics: Unless the humans willingly frolic with them the
pipe player will hide in foliage while the others lure or feign
a retreat and attempt to draw them within 60! of the hiding
place to surprise them with music, Against surprised or
unready humans the pipe player simply skips into the middle
of them.
Alignment: Neutral
Movement: 180! (60)
Armor Class: 4**
Hit Dice: 5
Attack: I kick (248)
Save: F5
Magic resistance: 50%
Morale: 0
XP: 500
Special abilities: | satyr per band carries pan pipes
whose florid music puts anyone within 60'to sleep unless
a Saving throw versus Spells is made (anyone making the
save is immune to that set of pipes). The magic is a
property of the melody, not the pipes.
Satyrs have keen senses and +1 to surprise rolls. They
can blend into foliage on a 3+ on 1420.
Shadows
Appearance: Raging black-ethereal souls desperately
clawing at life-force.
Behavior: They will skulk in the shadows and attack
whoever looks the most like they did in life (50/50
man/woman and always human) focusing only on this
person. If they meet a group of zombies there is a 50%
chance they actually find their own body and touching
the two beings merge to form a regular human with
vague memories of their ordeal.
Tactics: If their victim falls they keep clawing at the
corpse till they cannot recognize it then wail and tear
their incorporeal hair.
Alignment: Chaotic
Movement: 90° (30)
Armor Class: 2
Hit Dice: 2+2**
Attack: 1 claw (1d4, drain 1 strength)
Save: F2
Morale: +4
XP: 59
Special abilities: Shadow are very hard to spot, their
opponents suffer -3 to surprise rolls. Immune to sleep,
charm and hold spells and non-magic weapons, Their
attacks drain | strength for 8 turns. Victims who fall
below 3 strength collapse unable to move. At 0 strength
they die and their soul is ripped from their body forming
anew shadow. Shadows are undead creatures,1* and 2" level mages (Acolytes of Hypnos
Appearance: Mages in midnight blue nightcaps, comfortable
robes and slippers with the faintest of stars embroided in
white silk, They carry sturdy cypress wands (as clubs) and
silver tipped darts, Their spell signature is the chirping of
crickets, distant stars appearing and the sharp smell of
burning herbs.
Behavior: The cultists who do the bidding of the Night hag
are either fools, evil or go along out of cowardice. They will
avoid armed strangers unless supported by bugbears or
zombies. Unarmed strangers they will help to #4.
Tactics: Cast Shield in cover (if 2™ level) then Sleep.
Alignment: Neutral
Movement: 120' (40')
‘Armor Class: 0
Hit Dice: 1** or 2** (1d4 hit points per die)
Attack: 1 club (1d4) or 1 silver dart (1d4)
Save: MI or M2
Morale: 0
XP: 16 or 38,
Spells: 1* level: Sleep or Sleep and Shield
3‘and 4" level mages (Priests of Hypnos)
Appearance: White robes with hems embroided with red
poppies (3 level) or lavender (4" level). They walk with
unsteady gait, eyes half closed and speak in a droning
monotone with undertones of chanting. They carry sturdy
cypress wands (as clubs) and silver tipped darts. Their spell
signature is the chirping of crickets, distant stars appearing
and the sharp smell of burning herbs.
Behavior: They are under the effect of theit own,
Somnambulism spell but otherwise act as the Acolytes of
Hypnos. This means they are immune to sleep, hold and
charm spells but are always surprised during the first round
of combat.
Tactics: Cast Shield out of view then Sleep (if 3" level) or
Web (if 4* level).
Alignment: Neutral
Movement: 60 (20')
Armor Class: 0
Hit Dice: 3** or 4** (1d4 hit points per die)
Attack: 1 club (144) or 1 silver dart (1d4)
Save: M3 or M4
Morale: 0
XP: 80 or 190
Spells: 1" level: Sleep, Shield 2™ level: Sommambulism
(cast), Web (if 4* level)
The Region
The 6 mile hex in which the Temple is located is sparsely
settled because of the rocky soil and lack of trees. The
local herdsmen see the brewing conflict and will avoid
contact with outsiders and will demand that their
neutrality be respected. The Ferryman lives in a reed hut
by the shore, He is working off a debt to the Temple. He
takes | sp per passenger in his narrow boat. Glaucus’
encampment lies on top of a hill, his banner displayed
proudly (white figure-eight shield and spear on a red
field). The Road to Sleep is a dirt trail rather than a
proper road. At least weekly Sleepseekers walk it
towards the Temple though no longer back.
Temple Grounds
The valley fits in a 1% mile hex. Bach sub-hex takes 1
tum to traverse. Well kept fruit trees and plentiful wild
grasses and bushes restriet visibility to 40 yards.
Birdsong and the buzzing of bees mingle with the distant
sounds of woodcutting and languid piping. The sounds
may be followed to their source. Below is the key to the
map and on the next page a table for wandering
monsters,
1. Shallow sandy beach where the ferry lands.
2. Field of opium poppies and edible herbs worked by
2d6 zombies overseen by acolyte of Hypnos (2 level).
They clear weeds and carefully score the seedpods to
collect the milk.
3. 2d4 zombies felling trees and chopping firewood with
janky motions overseen by acolyte of Hypnos (1* level).
4, 2 zombies swollen with bee stings collecting honey
from an apiary overseen by acolyte of Hypnos (1* level),
5. 30' doric column overgrown with vines. A satyr stands
at the top piping a languid tune that carries far. If
attacked he summons 244 satyrs with a warning tune,
they arrive in 2d4 rounds.
6. Small abandoned cart, a cartwright, wagoner or
goblinslayer can see it's of bugbear make (harness fit for
a tall humanoid, well oiled axle and leather bound tires to
dampen noise).
7. The Temple of HypnosWandering monsters
Temple Grounds
2 in 6 chance every 3 tums (encounter distance: 5d8),
1. S bugbears and bugbear champion (HD: 5 (25 hp), AC:
5, Damage: 1d10+2, Move: 90'(30'), Morale: 0) in silver
mask (10gp) patrolling in wide skirmish line and dead
silence.
2, 4d6 zombies lead by 3 acolytes of Hypnos (1, 1 2"
level) acting as taskmasters. They carry a harvest of opiun
herbs, honey and firewood (honey collectors swollen from
bee stings) and the appropriate sharp implements for the
task, In battle acolytes use trees as cover.
3. 2d6 sleepseekers looking for the temple.
4, 2d4 satyrs dancing with a slumbering sleepseeker in
mock waltz or taking turns headbutting an apple tree for
sport and snacks.
5. inseet swarm (HD: 4, AC: 2, Damage: 2, Fly: 60'(20'),
Morale: +3) of aggressive honey bees looking for a new
place to nest.
6. 143 black widows furtively spinning webs between the
trees. Surprise means a random adventurer is caught in a
web (as per the spell).
Temple
1 in 6 chance every 2 tums.
The temple use the following wandering monster table:
1. S bugbears and bugbear prophet Maluk Krak (HD: 5+1,
AC: 6 (29 hp), Damage: 1d10+3, Move: 90'(30'), Morale.
0) in his golden mask (100gp) heading to or from their
duties.
2. 146 zombies on errand carrying decanters of wine, honey
or sickles with both hands.
3. Beltz Zaharra manifests in the nearest statue to surveil
her followers and visitors.
4, 2d6 sleepseckers guided by 1
level)
5. Lpriest of Hypnos (3" level) directs a procession of 6
zombies from the rear.
6. 2 acolytes of Hypnos (1", 2" level) refilling oil lamps.
7, 2d satyrs telling each other bawdy jokes. One carries a
set of pipes.
8. Roll twice, two groups encountered.
9, 1d8 shadows raging (if bed at #2 moved, otherwise
reroll)
10. 1d8 shadows raging (if bed at #17 moved, otherwise
reroll).
acolyte of Hypnos (2
Temple (room #14 to #17)
1 in 6 chance every 2 tums.
1d8 shadows prowling
Ambiance & Special details
Light, sound & smell
Unless otherwise noted the temple is pitch black and
quiet. The walls absorb sound so that all but the loudest
do not travel past closed doors. All rooms have a strong
flowery and oily smell barely masking human and
bugbear sweat,
Doors & ceilings
Unless otherwise noted doors are 8' tall and open easily.
The ceiling is flat; 30" tall in the rooms and 20" in the
corridors. Secret doors are marked in red on the map,
Sensory information is ithaliticized and bolded. Magic is
ithaliticized, Monsters are bolded and underlined, Other
important features are bolded.
Drowziness points
Certain interactions in the temple add drowziness points
to characters. If points exceed either Wisdom or
Constitution the character is drowzy and suffer -2 to
surprise, saving throws and attack rolls. When new
points are added and the total surpass both Wisdom and
Constitution (not the sum) they must Save vs. Death
(remember the penalty) or lie down to sleep. If they
succeed they are somnolent and suffer -4 to surprise,
saving throws and attack rolls. 1 point of drowziness is
removed whenever a character takes damage or sleeps.
for 1 hour (or 4 hour if they have the Wakefulness
proficiency), Undisturbed sleepers will sleep till they are
at 0 points. A drowzy character is sacred to Hypnos and
has +2 to reaction rolls with his followers. A very drowzy
character has +4 to reaction rolls with his followers.
Gorgonic beds
Lavish blackwood beds, worn but well cared for, with a
Medusa's face carved into the headboard. The face is
painted in garish green and brown and is under the spells
Protection from Evil and Permanency. Two have been
used to seal off the shadows in the right-hand path of the
temple. If one of these beds are removed or dispelled the
shadows will start to wander the entire temple causing
mayhem. They are eventually driven back by the night
hag and either the beds or other barriers put in place after
24 hours. Halve the number of zombies and shadows
encountered for the next month. A handful of people
manage to escape the temple after their zombie and
shadow parts reunite. They will spread confused rumors
about their ordeal which 1 month later results in the
magnates gathering an army and sacking the temple,
killing everyone and everything inside and burning
everything else except obvious treasure (the night hag
escapes),Colonnade
50' tall Doric columns hold up a massive roof of black-gray
shale slabs. The frieze is crowded with painted carvings of
humans and monsters in repose. The parting triglyphs are
carved into poppies and painted red. #12 is covered in panes
of smoked glass instead of shale slabs but this is not visible
from the ground.
#1 Entryway
20' tall double doors of blackwood, Can be barred from the
ide. A pair of brass ovals formed as sleepy eyes hang over
the doors. One is crooked creating an unhinged impression,
#2 Reclining statue
‘The room is dominated by a statue of Hypnos reclining on a
stone bed. He stretches almost wall to wall and directs a
knowing smile to the entryway. It is made of white marble
and lit by a dozen simple oil lamps placed on the bed.
‘Hypnos' tunic and hair is gilded and his poppy garland made
of thin transluscent red marble creating magnificient,
shadows and reflections. His eyes are hollow as is the rest of
the statue.
Inept harp plinking from #3. Path to #14 blocked by stack
of tables, amphorae a standing gorgonic bed. It is under a
permanent Protection from Evil spell. If the bed is moved
add shadows to the wandering monster table. Removing the
blockage takes | turn, Climbing the blockage risk
overturning an unstable table (Save vs. Paralysis) 1 fall,
damage and a loud crash.
Cultic use: Priests presents visitors to Hypnos and have them
pick the right or left hand path "Sorry, the right hand path is
closed for maintenance."
Monster:
10% chance Beltz Zaharra inhabits the statue.
Treasure:
2,550gp of leaf gold, scraping off takes 1 turn per 10gp.
4,500gp red marble garland, requires chisel and great care
(pick-pockets or appropriate craft) to separate from the head
without damage. Damaged garland worth 450gp.
Complete statue is 27,000gp and requires days of
dismantling to remove from the room, 1080 stone.
Lavish blackwood bed apparent value 100gp, 30 stone. The
bed is under a permanent Protection from Evil spell.
Secret door:
Thin stone over wooden door, handle disguised as stone.
#3 Music lesson
A domineering satyr is teaching an increasingly
frustrated bugbear the harp. The bugbear will quickly
pull down his mask at the approach of people. If left
undisturbed the bugbear will break the harp over the
satyr's head (1d6+1 damage) and they fight till one is
knocked senseless (50% hp). In a fight vs. adventurers,
the bugbear will likewise use the harp as a weapon, once,
then his stool (1d4+1 damage).
The walls here are smoothed to allow sound to
propagate,
Treasure:
Delicate harp S0gp, 1 stone
Secret door (thin stone over wooden door, handle
disguised as stone)
A: Small workshop for maintaining musical instruments
A.wom workbench and shelves of pipe and string
instruments. A magnificient harp shines with new polish,
the slightest breeze seems to pluck at the strings.
Treasure (A).
Instrument maintainence kit 25gp.
4 simple lyres 25gp each.
12 pipes Sgp each
Magnificient masterwork harp 200gp, | stone.
#4 Annointing room
Ceiling only 10" high. Bronze squid with leather sack
body hangs from the ceiling. Black stains on the floor.
Pulling its two longer tentacles it squirts fragrant black
oil (olive, soot and herbs - adds 1 drowziness). If emptied
completely the oil will cover the entire floor of the room.
Cultic use: The priests chant mystically while marking
those who walk the left hand path with the oil. It is hard
to wash out of the hair.
#5 Oil preparation
4 zombies prepare the oil used in #4. They cut herbs,
feed the fire and scrape soot off a massive cauldron of
simmering oil. If attacked one stumbles and overturns
the cauldron scalding everyone in the room for 2d6
damage (Save vs. Breath to avoid, the zombies get no
save). 25% chance the acolytes in #!7 hear any
commotion.
Treasure:
5 amphorae of perfect olive oil each 20gp, 6 stone.
Ina locked cupboard: 1 jar of spices 5Sgp, 1 stone. Two
oil of etherealness (2.x 2,000gp) in clear empty seeming
bottles with silver stoppers. One oil of slipperiness
(500gp) in a smooth brown bottle labeled "Wrestler’s
friend”,#6 Dancing circle
Decades of circling dances have worn a ring into the stone
floor. Inept harp plinking is heard from #3.
Cultic use: The priests bring out instruments from the secret
room #3 and play a rythmic but maddening tune while
urging a ring dance, The music adds 1 drowziness and the
dance |
#7 Acolytes! abode
4 acolytes (1, 1", 1", 2" level) on divans nibble honey
ikes and gossip while 2 zombies pour wine and fan them
it by oil lamps hanging from wall hooks.
Monsters: In a fight the acolytes command the zombies to
cover their retreat to #10 where they get enough bugbears
and zombies to outnumber the adventurers 3:1 and attempt
to flank them by going through #8 and if they are gone
guard #1,
Cultic use: Acolytes get their non-sacred rest here.
#8 Hazy hall
Polished marble floor cause each footfall to echo. Flickering
oil lamps flanking the hall fill it with dim light and a slight
haze from infused opium. Occasional snoring echoes from
#9, Each turn spent here adds 1 drowziness. A horizontal 1"
tall wall slit covered by an iron grate wrought as vines allow
a full view of #9.
Cultic use: Slow advance through the hall (2 turns)
presenting the view to #9 as a divine image of sacred sleep.
#9 Torpid thaumaturge
Ypnako, burly high priest of Hypnos sleeps on his
stomach in a gorgonic bed. As long as the opium infused oil
lamps in #8 burn he will not wake. Every hour spent in this
rooms adds 1 drowziness. Twice daily a pair of acolytes feed
him honey water and clean his waste.
‘The door is barred from the other side.
Treasure:
Gorgonic bed apparent value 100gp, 30 stone. The bed is
under a permanent Protection from Evil spell.
Ypnako
S® level mage, 17 drowziness points
STR: 15, INT 13, WIS 9, DEX 13, CON 17, CHA9
AL: N, Move: 120' (40°), AC: 1, HD: 5** (20hp), Attack: 1
fist (1d2+1) 8+, Save: MS, Morale: 0, XP: 500. Spells: All
forgotten. Personality of a lazy lion. Knows the location of
his spellbook (#18). Wants to reclaim his temple.
#10 The orgy
Dimly lit haze and languid music. Frescoes depicting
dark hills and caves. A looming statue of Hypnos (20') in
polished black granite pours milky water from en endless
cup into a canal that snakes its way across the room and
exits through an iron grate. The foam of the milky water
mix with the haze of many lamps, Each hour spent in this
room adds | drowziness.
A: Ssatyrs with heads and horns inked black eroon
deeply for 6 sleepseekers nodding on silken pillows.
Listening adds 1 drowziness per hour. One satyr c
set of pipes in a sling.
B: priest of Hypnos (4" level) on tall stool directs 12
zombies with cypress wand. Antelope horn wand of
magic missiles hangs from a wrist strap of priest.
Zombies circle the room playing drums, rattles and
occasionally a pair breaks off to carry a sleeper to #12.
Their robes drip from wading through the canal.
C: 4 sleepseekers kneel by the 2' deep milky canal
drinking with cupped hands. Each gulp adds 1 point of
drowziness. One slumps into the canal asleep and a
zombie is directed to fish her out.
D: 4 bughears and Lbugbear champion (HD: 5 (25
hp), AC: 5, Damage: 1d10+2, Move: 90'(30"), Morale:
0) sprawl on long couches smoking comically tiny opium
pipes through their masks. The champion furtively lifts
his silver mask for drags on the pipe. 3 sleepseekers lic
snoring stacked at the end of a couch. Smoking opium
adds 1 drowziness per turn, Stacks of worn spellbooks
form the legs of an improvised table.
E: 4 acolytes of Hypnos (1*, 1", 2*4, 2" level)
persuading a drowzy sleepseeker to stay just a little
longer. One carries a scroll of hold person in his belt.
ies a
Cultic use: Visitors urged to partake in the sacraments til
sleep claims them.
Monsters: Monsters are always surprised due to their
drugged state. They will bar egress to the point of
dunking someone in the canal. 10% chance Beltz.
Zaharra inhabits the statue.
Treasure:
Hypnos statue clad in gigantic yellow silk tunic of
impeccable cut and subtle embroidery making it shine
like gold 12,000gp 2 stone. Pick-pockets or appropriate
craft to remove carefully, otherwise it is rent and worth
only 665gp. Endless cup is mechanical fountain.
A; Sleepseeker snug in black velvet cloak 100gp. Golden
ankle rings 2 x 200gp.
B: Antelope hom inlaid with pulsing blood vessels is a
wand of magic missiles (17 charges, 8,500gp) hangs from
wrist strap from limp left arm of priest. Zombie carries,
copper rattle filled with gems apparent value 25gp, true
value 2,500gp.
C: Sleepseeker has amethyst snake pendant on silver
chain 600gp. Golden clamshell drinking bow! 100gp.
D: A fieshly defleshed human skull holding raw opiumchunk (20gp) in broken skull cavity and paring knife
between teeth, 3 jeweled rings on hand of sleepseeker
250gp each. Silver mask of bugbear champion 10gp. 30
spelibooks in worn leather covers (1* level: Shield, Sleep 2"
level: Somnambulism, Web) propping up a table top.
E: Scroll of hold person (1,500gp) in belt of priest, wine
stains and prayers for the victim penned in the margin.
Secret door:
Cave fresco is black drape hiding normal door.
#11 Milky river
Amilky 2! deep canal runs from #10 to #12 passing through
two iron grates. A simple plank spans it. Drinking from the
canal adds 1 drowziness per gulp.
By the door to #9 are sponges and washbins. It is barred
from this side "Disturb not the sleeper" carved into the
wooden bar.
#12 The garden of awakening
Sun or starlight stream through the smoked glass ceiling
‘onto waist high herbs and crooked trees. Ivy on the walls
reach for the ceiling. Wet grass and shirping crickets. A
stone laid path.
Amilky stream enters through an iron grate and waters a
variety of white berries, flowers, seedpods and apples who
invite you with their sweet smells. Each bite or gulp adds 1
drowziness point,
The cells E to I are blocked by thin bars of black iron.
A: Grizzly bear (HD: 5, AC: 3, Damage: 1d4/1d4/1d8
(hug for 2d8 on 2 claw hits), Move: 120'(40'), Morale: +4)
hibernating on stone pedestal, 1,000 bells braided into fur,
sacred to Hypnos. Pain wakes it and cause holy frenzy.
Slaying it you are Cursed with insomnia.
B: 4 sleepseekers slumber hidden in the green and gloom.
‘One soon awakes to stumble back to #10. The others do the
same if woken.
C:7' bronze statue of Hypnos, nude and biting into a golden
apple.
D: White silk hammock rocked by hidden giant black
widow (HD: 3**, AC: 3, Damage: 2d6 + poison deadly in 1
turn, Move: 60'(20'), Morale: 0) in tree. Rocking hammock
adds 1 drowziness per round. Spider eats sleeping victim.
E: Broken barrels and crates.
F: 10 acolytes (1 level) and 3 priests of hypnos (3 level}
torpid and wrapped in tight linen then stacked like
cordwood. They are kept in torpor being fed a mix of honey
and milky water from #10. They have no spells memorized
but are hostile to Beltz Zaharra and her followers.
G: 17 simple caskets stuffed with herbs and dead bodies. 12
are strangled sleepseekers and 5 emaciated acolytes.
H: Neat piles of bones of a dozen bears.
Monsters: 10% chance Beltz Zaharra inhabits the statue.
The giant black widow is an interloper not allied to other
monsters. A woken grizzly bear will maul anyone but the
sleeping and pursue runners. A shattered ceiling is noted
by patrols after | hour. Ropes are not cut but the
bugbears from the wandering monster table instead lie in
ambush for up to 8 hours.
Cultic use: Zombies carry sleepers from #10 here to
awake, 2 in 6 chance per sleeper the priest and zombies
from #13 carry them off to #13.
Treasure:
A: Sacred bear gallbladder 800gp spell component.
B: Waking sleepseeker forgets satchel with a glowing
minty potion of extra-healing (2,000gp) in tall clear
bottle with white stopper.
C: Golden apple with core of lead 70gp.
D: White silk hammock 320gp.
#13 Corrupted bed
Menacing 7’ statue of Hypnos leans over gorgon-faced
headboard of a luxurious bed. The gorgon-face is
disfigured by hard claws and ooze evil magic. A priest of
hypnos (3 level) is robotically sharpening a copper
athame (dagger 1, 5000gp) while 4 zombies stand idle.
Monsters: The priest will order the zombies to cover his
retreat to #10 where he gets enough bugbears and
zombies to outnumber the adventurers 3:1 to reclaim the
room, If the adventurers are gone they form a new entry
on the wandering monster table.
Cultic use: Sacrifices grabbed (2 in 6 sleepers) from #12
are put in the bed. The priest prays: 10% chance per tum
Beltz Zaharra manifests in the statue. If the sacrifice is
evil the priest is told to leave after which Beltz Zaharra
manifests in her night hag form to strangle the victim and
extract their soul as a squirming 2' human faced larva.
Non-evil sacrifices have their soul pulled out by the
gorgon-faced headboard and the priest severs it from the
body with the athame. The body turns into a
somnambulist (zombie) and the stunned soul is carried
to #X beyond the bed where it turns into a shadow.
Room #14 to #18 use the following wandering monster
table:
1. 148 shadows prowling
#14 Sensory deprivation
The small rooms may be barred from the inside. They are
magically dark, silent and cool. No natural light or sound
penetrate or escape the rooms. 4 hours of rest in there
counts as a full night's sleep provided good bedding. The
middle room hides a devious shadow which will bar it
from the inside before attacking (suffering no penalties
from the magical darkness),
Cultic use: Original place for three of the gorgonic beds.#15 Murder in the library
Priest of Hypnos lies face down in his own blood and gore
having been tor to shreds by shadows about a week ago.
Darkwood shelves filled with scrolls. Unlit wax candles.
Comfortable recliners. Everything stained by a fine spray of
blood
Treasure:
Cypress wand (1gp, as club).
Gore drenched rug (10gp washed 1 stone).
Two fine recliners straw upholstery 25gp 2 stone cach.
Scrolls on theology, magic and herbalism worth 6,000gp 27
stone, 4 turns of search by literate characters reveal scroll of
sleep (500gp) purple ink on vellum around a cypress roll.
#16 Pool of shadows
Wall mosaics of waves and sailors sleeping on the sea floor
covered in sea stars and caressed by mermaids. Inhuman
shrieks of anguish heard from #17
still 5' deep pool of cool water.
1d12+6 shadows brood at the bottom of the pool at any
time. They cannot swim but move unhindered by the water.
They do not notice adventurers outside the water but attack
swimmers and climb out of the pool to pursue. The shadows
are very hard to spot, only 1 chance in 6 even with bright
light,
Monsters: Reroll the number of shadows in this room if
more than 3 tums have passed since it was last visited.
Secret doors:
Seams hidden in mosaic. Press sea stars to open. Door to
#18 blocked from other side by heavy chest and need
bashing
Treasure:
Basket of 40 bath sponges Isp each. At bottom of basket
potion of sweet water in ivory flask with coral stopper,
#17 Room of shadows
1d12 shadows stalk this room at any time giving off
inhuman shrieks of anguish. A lavish blackwood bed with
permanent Protection from Evil spell on its gorgon-faced
headboard blocks the passage to #13. If the bed is moved
add shadows to the wandering monster table,
‘The doors to #21 are barred from the other side.
Monsters: Remember shadows might merge with zombies to
restore a person, see their monster entry. Reroll the number
of shadows in this room if more than 3 turns have passed
since it was last visited.
Treasure’
Gorgonic bed apparent value 100gp, 30 stone. The bed is
under a permanent Protection from Evil spell.
#18 Night hag's lair
The secret door to this room is blocked by a heavy chest
filled with treasure. 12 larva squirm and mutter in
bowls, pots and chests that crowd the room, Belt
Zaharra is here 50% of the time in her night hag form
giddily counting her larva and treasure
Monsters: Larva are 2' sickly yellow worms with
distorted human faces — they are the souls of evil humans
ritually slain by the night hag. They are dim creatures
that will lash out in their idiocy (HD: 1, AC: 2, Damage:
1d4+1, Move: 60'(20'), Morale: -1). If Beltz Zaharra is
brought below 50% hp in this room she will move
ethereally to open the secret doors between here and #10,
enter the statue in #10 and order her followers to attack
(order given after 3 rounds).
Treasure:
If Beltz Zaharra has fled, the larva, the tiger fur coat, the
9 vials and the bundle of sacred bear pelt is missing and
the punch bow is shattered.
ron reinforced and locked chest 2,500gp, delicate
porcelain and silver tableware with astrological motifs
300gp 15 stone. The key is in the pocket of the tiger fur
coat.
Lidded basket 7,000sp and 4 larva, one sucking on a
‘75gp zircon gemstone.
9 brown vials strung together and hung from a wall hook.
Odorless poison potion (2,000gp), minty potion of extra-
healing (2,000gp), bitter oil of speed (1,500gp), 6 musky
perfume (100gp each).
Too warm tiger fur coat 2,000gp 1 stone, 1 larva hidden
in sleeve.
Bundled sacred bear pelt S00gp 3 stone.
Chryselephantine idol of regal Hypnos 1,000gp.
Narrow three legged mahogany table (200gp 5 stone)
supporting a prodigious glass punchbowl (200gp 5 stone)
of filthy spirits and 2 drunk larva.
20 amphorae in a wooden stand painted with languid
rites 20gp 1 stone each, 5 hides larva, one hides 10
chunks of raw opium 20gp each.
Secret compartment (chipped floor tile, requires lever to
pry open): 8 veiny gazelle horn darts+1 in a vellum roll
Wine and egg stained spellbook of Ypnako in #9. Spell
formulae: I* level: Shield, Sleep, Unseen servant 2*
level: Levitate, Somnambulism, Web 3" level: Dispel
magic, Hold person.#19 Kitchen
Kitchen equipped to make honey cakes, mix wine and
butcher the sacred bear. Embers glow in the open oven. The
silhouette of zombie chef raiseing cleaver visible against the
embers. He misses a leg of lamb and cuts off his own hand
with a snap then slowly bleeds to death without a sound.
#20 Storage
Sacks and crates stacked precariously. Food, ink, cloth and
other supplies of low value needed to run a large temple,
Any wild movements cause everything to tumble down and
everyone in the room must Save vs. Paralysis or suffer 1
damage and be stuck under piles of supplies. Open doors
check to free oneself, failure and you're stuck. Can dig
someone else free in 1420 rounds.
#21 Sealed dormitory
Both double doors leading to this room are barred from the
inside, The one facing #10 is carved with profanities and
promises of severe beatings and insomnia, The inner doors
have been spiked shut from the inside.
A secular dormitory of the temple now the putrid site of a
massacre. Flies buzz and crawl over spilled guts. Eight
adventuring pilgrims took up a defensive position here and
arranged the 40 beds into a makeshift fortress. They were
slain by the night hag who passed in ethereally. She is
content to keep this section sealed as to not give anyone a
hint to her true nature.
Treasure:
Daggers, swords, bucklers, darts and other concealable
‘weapons in the hands of robed pilgrims who were torn to
pieces by the night hag in gorgon form. One of the dead has
a jade scarab of protection (9 charges, 28,000gp) under his
‘man sized elven chain mail (5,000gp). A boot of varied
tracks (goat, hill giant, horse, tiger, 8,000gp) is on the foot
of another. His other leg is tom off at the hip. A trail of
blood leads behind the pile of mattresses where leg and boot
landed.
Claiming the Temple
The Temple is ill suited as a stronghold having but one
proper entrance, Its value as a Temple is 91,500gp though if
dedicated to a god other than Hypnos his statues must be
removed or destroyed. In that case the trees and gardens of
the valley wither and die and nothing will grow there but
weeds and thorns. If his worship continues the 1% mile
valley has land value 9 and allows up to 15 families to work
it (or 23 Somnambulistic petitioner/workers doing the same
amount of work). Their excess production is 165gp worth of
raw opium per month which is traditionally used in ritual
and doled out to the local magnates who tithe the temple
1,250gp per month. Glaucus the Greater and his men will
raid the temple as planned unless paid off with 3,630gp or if
they are hired as a mercanary company for another raid.
Pre-generated adventurers
Use these as player characters, a rival adventuring party
or possibly sleepseekers or zombies reunited with their
shadow (in the latter cases equipped only with a white
somnambulist’s robe, sandals and a sickle), Randomize
or pick their alignments (1-2 Lawful, 3-5 Neutral, 6
Chaotic).
Daimos
Fighter 5* level
XP: 20,000, HP: 31, AC: 10, Melee: 5+, Ranged: 7+,
Class damage bonus: +2
Assumed to be the scion of a red and wrathful God.
Class proficiencies: Berserkergang, Fighting style: Shield
General proficiencies: Intimidation, Riding
STR 16, INT 10, WIS 4, DEX 10, CON 13, CHA 18
Equipment: Battle axe, sooty plate armor+1, gorgon-
faced shield*1, dagger, red cape, riding boots, broad belt
heavy with opal studded golden disks worth 1,600gp.
Medium warhorse with war saddle and saddlebags and |
weeks iron ration (cheese, dried figs).
Backpack with wool blanket, waterskin of wine, mallet,
and 12 iron spikes, 50° rope, 18 torches, tinderbox.
Belt pouch holding a Potion of Giant Strength and Scroll
of Ward against Lycantropes, 96gp.
Total encumbrance: 8 stone.
Gyges
Thief 6" level
XP: 20,000, HP: 16, AC: 4, Melee: 7+, Ranged: 5+,
Backstab multiplier: x3, Open locks: 12+, Find &
remove traps: 13+, Pick pockets: 12+, Move silently:
12+, Climb walls: 4+, Hide in shadows: 14+, Hear noise:
9+, Read languages:
A near feral hunter who takes a light hearted approach
to life and death,
Class proficiency: Fighting style: Missiles, Sniping
General proficiencies: Mimicry, Survival
STR 13, INT 9, WIS 8, DEX 16, CON 9, CHA 10
Equipment: Sword+1, +2 vs. Lycanthropes, composite
bow, quiver of 20 arrows, hunting dagger, blackjack,
leather armor, waterskin, paper tiger mask, 50! rope,
thieves' tools, Ring of Invisibility set with a black gem,
low boots.
Light riding horse and saddle, saddlebags holding fresh
rabbit meat (2 days worth). Loyal scent dog (HD: 1+1,
AC: 2, Damage: Id4, Move: 130'(60"), Morale: 0).
Backpack with six large sacks, padded box fitting 6 vials,
Potion of Clairvoyance, Potion of Clairaudience, Potion
of Extra-healing, Philter of Love, silk pouch of 8 rough
gamets each worth 240gp
Total encumbrance: 4 5/6 stone.Heledhedhet
Elven Spellsword 4" level
XP: 20,000, HP: 19, AC: 6, Melee: 7+, Ranged: 9+
Class damage bonus: +2
Look and temperament of an alabaster statue.
Class proficiencies: Unflappable casting, Wakefulness
General proficiencies: Healing 3
STR 15, INT 16, WIS 10, DEX 8, CON 7, CHA 9
Spell signature: Frosted glass just about to crack under
pressure.
Spell slots and repertoi
1" level: 2 castings: Burning hands, Choking grip,
Sharpness, Silent Step.
2" level: 2 castings: Detect evil, ESP, Invisibility, Mirror
image.
Equipment: Plate armor, heavy helmet with tall white plume,
shield, winged spear+1, +3 versus demi-humans, 2
handaxes, sandals.
Medium warhorse with war saddle and saddlebags holding 1
weeks iron rations and 90gp.
Three pouches slung over shoulder holding:
Scroll of Ward against Elementals, Scroll of Floating disc,
Scroll of Ventriloquism, bs Birthwort, 21bs Woundwart,
3ibs Comfrey.
Total encumbrance: 9 5/6 stone.
Meishu
Assassin 5* level
XP: 20,000, HP: 29, AC: 5, Melee: 4+, Ranged: 6+, Class
damage bonus: +2, Backstab multiplier: x3, Move silently:
13+ (5+), Hide in shadows: 13+, Climb walls 4+.
A would be warrior monk with a pitch black soul.
Class proficiency: Fighting style: Two-handed, Skulking,
General proficiencies: Disguise, Theology.
STR 18, INT 11, WIS 10, DEX 13, CON 15, CHA 10
Equipment: Naginata (polearm), black leather armor+2
blessings embroided on the inside, darts (20), 3 doses of
rockfish poison in folded paper (Save versus Poison+! or
suffer 4d6 damage in 1 round), elven boots, warrior monk's
robes.
Light riding horse with saddle and saddlebags holding 1
week of iron rations, wool blanket.
Backpack holding Potion of Fire Breath, Potion of
Levitation, Scroll of Ward against Undead, lantern and flask
of oil, tinderbox, pouch of 182gp.
Total encumbrance: 4 stone.
Polwen Polesharp
Cleric 5" level
XP: 20,000, HP: 21, AC: 7, Melee: 7+, Ranged: 8+
White haired witch-hunter who insists on calling his
vocation The Craft
Class proficiencies: Martial training (swords & daggers),
Sensing power
General proficiencies: Alchemy 2, Tracking
STR 13, INT 13, WIS 9, DEX 9, CON 10, CHA II
Spell signature: Alchemical glyphs dancing in the air and
the sound of bells, tiny or immense depending on spell.
Spell slots and repertoire:
I" level: 2 castings: standard clerical list.
2" level: 2 castings: standard clerical list.
Equipment: Sword, plate, shield, dagger't 1, sling, bag of
20 silver bullets, wooden stake & mallet, Ibs garlic, lbs
wolfsbane, 6 torches, tinderbox, 2 flasks of military oil,
Medium riding horse with saddle and saddlebags hold 1
week of iron rations and secret compartment with
1,805gp.
Backpack with secret pocket for potions at the top:
Potion of Infravision, Potion of Levitation, Potion of
Levitation, Scroll of Detect Evil, Scroll of Ward against
Undead, Potion of Giant Strength.
Total encumbrance: 9 4/6 stone.
Koris the Quiet
Mage 5" level
XP: 20,000, HP: 16, AC: -1, Melee: 8+, Ranged: 10+
A nearly featureless man with penetrating eyes that seem
to see and know all.
Class proficiency: Quiet casting,
General proficiencies: Collegiate wizardry 2, Lip
reading.
STR 13, INT 18, WIS 16, DEX 8, CON 9, CHA 10
Spell signature: Shimmering air and faint whispers.
Spell slots and repertoire:
1" level: 2 castings: Chameleon, Detect magic, Silent
step, Sleep, (free slot).
2* level: 2 castings: Alter self, Deathless minion, Detect
invisible, ESP, Uncanny gyration.
3 level: 1 casting: Clairaudience, Fly, Invisibility 10°
radius, Lightning boll.
Equipment: Staff, glass tipped darts+1 (7), darts (5),
unadorned spellbook, ink & paper, invisible ink, white
robes, sandals, chalk, small knife, bronze hand mirror,
waterskin of water.
Light riding horse with war saddle and saddlebags
holding 2 weeks fresh rations of cheese, apples and pork.
Backpack, Scroll of Hold portal, Potion of
Invulnerability, Potion of Extra healing, 342gp.
Total encumbrance: 3 stone.