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Temple of the Slumbering Part 2: West

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Orchid
The Slumbering Orchid is blooming!
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For generations, a tight-knit niche of mouse botanists have been studying regarding this mysterious
plant, the only one of its species. Though information recovered from ancient ruins reveals that it c
blooms only every 100 years; the importance of this plant, or why creatures of the past built a temple 13
around it, remain mysteries. However, these mysteries might soon be solved. If the old manuscripts are
accurate, the Slumbering Orchid is about to bloom again.

Adventure Hooks: Part 1: Central 10


Pick one: temple 11

-An alchemist wiants to study the Orchid and will pay the party a 8 9
hefty sum of money for a part of the specimen b
-A botanist wants the party to escort them to see the orchid bloom
-A goup of botanists is concerned for a friend
who went into the temple to wait for the a
blooming and hasn’t returned yet
-A cartographer wants to hire the
party as escorts to map out the 8 - Crumbling bridge: The stonework looks extremely worn down and unstable. Players must
interior of the temple. cross it one y one. Otherwise, it wll collapse. If it collapses, all players who are on top of it
must succeed a DEX save or fall into the canal below.
Map:
c
7 9- Canal: It feeds both the waterfall and the floodgate in the first room of the temple. If
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For the sake of clarity, both players who fall into the canal are unable to swim and climb out, they’ll come out back in the
f
an isometric map (split into first room (pontentially hurting themselves when they fall)
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three parts) and a top-down b 10 - Collapsed bridge: Players must get clever to cross over the gap if they take this way.
map will be provided in this 5
1 - Artificial waterfalls, slope 11 - Combat encounter: 2d3 Weinknochen. Chest in the center of the room contains a crystal
adventure a with grates at the bottom to petal, and assorted loot (roll in treasure table or generate loot by your preferred method. This
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e drain out the incoming water dungeon is a great place to introduce the peels from my supplement Belladonna’s Botanni-
2 - Trap: Floodgate positioned above cals, btw)
d the archway, leaking water from its cracks. 12 - Secret room: Hidden behind a tapestry woven from green vines. Contains the Grass
2 If the players step on the pressure plate in font blade sword, a key, and, optionally, assorted loot.
of the archway, the floodgate will swing open, letting 13 - Five luminous mushrooms arranged in a circle in the center of the room. Can either be
out a powerful water current that will knock all players “on” (emitting light) or “off ” (not emitting light). All mushrooms are off initially. Touching a
who fail a DEX save down into the slope mushroom causes it to switch its state (go from off to on or vice versa) and the state of the
3 - Round slab of ebony wood built into the floor of the two adjacent mushrooms. When all 5 mushrooms are on, a trap door int he center of the
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chamber, decorated with a flower design. The center is a circle will open, revealing a crystal petal and some assorted loot, and the door at 14 will
yellow gem. Four of its petals are painted on, the other unlock.
four are carved into the wood, like something is supposed 14 - Locked door. No keyhole, will unlock when the players solve the puzzle at 13.
to fit in them. Once 4 crystal petals have been placed in a - Connects to door a in the Central temple
Entrance the slab, it wil start growing roots that will form a bridge to b - Connects to door b in the Central temple
towards the ledge at 6. c - Connects to door c in the central temple. Needs key from 12 to open from this side. Can
4 - Bridge built high above the floor of the chamber, be opened from the otehr side with no key.
connecting doors c and f. If the players knock down the
coil of rope that’s attached to it (which probably can’t be
seen from down on the floor) they can use it as a shortcut
to climb up and down from it
5 - Deep, dark abyss.
6 - Small ledge on the other side of the abyss. Connected
to open door which grants access to the Slumbering
Orchid. Illustration of 13
7 - Slumbering Orchid: Can be either a regular but
magical plant, or a monstruous final plant boss using the
Illustration of 3 stat block presented at the end. Up to GM discretion.
Part 3: East Top-down Dungeon View
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f
7

e
18
6
d 17 18
5
14
15
13
10 b e 17
3
12 c f 19
19 4
16
a d
8 15

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15 - Trap: Wall covered in flowers, floor criss-crossed with roots. Players must walk carefully, if they step
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on the roots, the flowers will release pollen that forces any player who breathes it in to pass a WIL save 2
or gain the "frightened" condition.
16 - Big flower in the middle of the room, containing a crystal petal and other assorted loot. If there's a 1

noise, it will close into a bulb, making its contents inaccessible, and will oppen up again after a few
seconds of silence.
17 - Trap: Vine that acts as tripwire. If triggered, will release a vine net onto players. DEX save to avoid
getting trapped.
18 - A vine net hangs from the ceiling in the center of the room. It has a crystal petal and some loot
inside it. Items:
19 - Secret room, hidden behind a fake wall that opens like a door when a nearby vine is pulled.
Contains the leaf armor, a key, and optionally some other loot. Acts as a normal heavy For each day worn
d - Connects to door d in the Central temple weapon, but can be (assuming that the
e - Connects to door e in the Central temple folded, rolled like a weather was clear and
f - Connects to door f in the Central temple. From this side, requires the key from 19. Can be opened scroll, or worn as a the player was outside in
from the other side without a key. bracelet, belt, etc. Under the sun for at least one
these circumstances, it watch), roll 1d6. On a
Creatures: won't take up any 5-6, the photosynthesis
Feel free to place these creatures wherever you want in the dungeon, to use them to create a random inventory slots. from the armor provided
encounter table, or even to use them for unrelated stuff the player with enough
Weinknochen: Spinnenspross: nourishment to not need
Weinknochen are skeletons of mice or other small Spinnensprossen are seeds that, due to an enchantment, rations that day.
creatures, animated by living vines that attach to their sprouted their roots in the shape of four spider-like legs.
bones and act like muscle tissue. 3 hp, STR 6, DEX 16, WIL 4, 1 Armor
Attack: d6 whip If you use my alchemy Four of these are needed
4 hp, STR 13, DEX 5, WIL 5, 1 Armor
Crital damage: Wrap their roots around their target supplement (The to activate the magical
Attack: d8 punch
to immobilize it Alchemist's Handbook), bridge in the central
Rettichmund: this is a special (and room
Rettichmünder look like a radish with legs, until they split Slumbering orchid: extremely limites)
their body to reveal their enormous mouths full of teeth. Once it blooms, some of its flowers look like eyes, and
others like mouths.
ingredient that has ALL
5 hp, STR 10, DEX 6, WIL 4 potion effects. This
18 hp, STR 16, DEX 1, WIL 10 means that combining it
Attack: d10 bite Attack: d8 whip, d6 madness spores (damage
A dead rettichmund will count as 2d3 units of with any other ingredient
WIL) will result in a potion
rations Can’t move with all of the other
Drops 3d3 Slumbering orchid anther ingredient's effects

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