This place is part of the Mask
Campaign but may be altered and used for other adventures.
Map for Lost Temple
Appearance: The island is a desolate wasteland, not much
more than rocks. A few plants dot its surface and a small number
of birds but food or real shelter is nowhere to be found. It appears
as if the island was placed here, since it juts out of the water
nearly 60 feet in some places. It is nearly inaccessible by ship
due to the surrounding rocky shoals and the high cliff walls. The
island is only 3 miles long in each direction.
The Lost Temple: This building lies directly in the center
of the island, it appears to be made of a different stone, something
not native to the island. The temple is covered with a glamour that
repels all animals from it. None of the wild life nest there or
even come near the place willingly. Familiars and other special
low intelligence creatures must save vs will (3E DC 20, 2E vs spell)
to approach it (familiar, animal friendship, summoned animals, etc.).
Intelligent creatures merely feel uncomfortable near or inside the
place. This effect can not be altered by spells or any other magic.
The Statues: Only information of note here is that all these
statues appear to be looking out to sea. Most cover the cliffs of
the island but a few (6) dot the landscape in different areas. They
will only activate if the mask in the temple is taken away from
Wandering Encounters: 1d4 zombie sailors 3E MM 191
murdered by Edmund Vargas or shipwrecked and starved to death. 1d4
small birds or amphibious creatures- all must be able to get food
from the sea.
The Guardians Golems of the Island:
These creatures are magical constructs-golems.
They have been set on the island to guard against thieves taking
a long ago stolen treasure from the temple. Without a purpose they
waited attacking anything that came upon the island. Eventually
the wizard Edmund Vargas
came to the island on a chartered boat. The guardians attacked the
sailors that landed with him but Vargas knew ways to slip past the
golems. He entered the depths of the temple and found the altar
stone the golems were bound to. He killed any surviving sailors
and destroyed their boat so no one would know of this place.
Edmund sacrificed his own life to reset the altar
stone's enchantment. He set the Mask
of Necromancy upon it and the guardian golems are now bound
to guard the temple's treasure once again.
The golems use the statistics of stone golems
3E MM 108 with a few differences noted below.
Damage: Slam 2d8 +9 (2E 2d8)
Special Attacks: Improved grab, bearhug 2d6+9 (not slow)
Special Qualities: Regeneration 2 (in addition to stone golem's
Improved Grab (Ex): A golem may attempt
to grapple an opponent instead of punch. If successful the golem
will then bearhug the opponent for 2d6 a round and the opponent
will be unable to attack. Due to its immense strength and stone
construct it will be difficult for players to break free. A strength
check (DC 25) will be required to release one's self (2E bend bars/lift
gates) or having companions destroy the golem. The escape artist
skill may be used at the same DC.
Regeneration: The guardians regenerate 2 hit points per
round (2E 1 hit point) even after their destruction. They cannot
regenerate if they are totally destroyed through disintegration
or similar means. A golem that has been hacked to pieces will begin
moving and attacking again once it has regenerated 1/2 its hit points.
The golems will attack those who have stolen
the mask from the temple preferentially. They will attack any other
living beings on the island that comes out of the temple. If a golem
retrieves the Mask of Necromancy from a player it will take it back
to the altar in the temple. Then they will return to their posts
and go inert once again.
1. The Outside: No simple animals will approach the place
due to the wards put here, any exceptional animal (such as a familiar)
may save vs will (3E DC 20, 2E vs spell) to approach. The doors
are made of a greenish stone, each having only a carved face inset
within the door. The faces appear to gaze sternly, judging those
who come before them. An optical illusion will make it appear as
if the eyes of the face move to observe the party members. The doors
have to be pushed open to grant entrance to the temple, once inside
the party can see the entrance to the great hall.
2. The Great Hall: The party can see a large hallway supported
by pillars. To each side the hallway opens going left and right.
It also seems to continue straight ahead farther than they can see
in the poor light.
3. Deeper Into the Great Hall: The party can see that the
pillars that flank them on either side are carved with images of
stern faced warriors. Each gazing into the hall area as they pass
by. Further ahead lies an altar of some sort surrounded by 4 small
4. Portcullis Spear Trap: As someone passes through this
area, a pressure plate lies in the floor (20% of stepping on per
person) if triggered metal spears jut from hidden holes in the walls,
ceiling ,and floor. The individual who triggered the trap must make
a reflex save (DC 20, 2E DEX save at -4) to avoid. Those who passed
right before or after that person must save (DC 15, 2E DEX check
at -2). The damage for this trap is 5d6. Anyone caught in the spears
will be stuck and continue to bleed for 1d4 per round. The spear
will block the tunnel as a portcullis and must be broken to continue
or leave as the case may be. Make a random roll for what side they
land on if they make their saves.
5. Trapped False Door: This door is stone and has a handle
but must still be pushed open. As the door is pushed open a large
counterweight is pushed into place triggering a section of the ceiling
to collapse like a dead fall trap upon those within 10' of the doorway.
The damage is 4d10 with a reflex save (DC 20, 2E versus petrification)
for half. You can have players make listen rolls (DC 15) to notice
a second grinding noise besides the door opening.
6. Concealed Pits: There are small pit traps at this area.
The first person crossing here is likely to fall in unless it is
noticed first, reflex save (DC 25, 2E DEX -4). The pit is only 20'
deep but is lined with stone stakes, damage 5d6. The sides of the
pit count as slippery walls and the unfortunate victim will likely
have to be hauled up with rope.
7. Another Trapped False Door: This door is trapped with
another dead fall like area #5.
8. Altar Area: If the players approach this area they see
an carved altar stone. It is featureless save for a large depression
in its top. The altar is surrounded by 4 small fountains.' These
fountains magically shoot a small amount of spray about 1' into
the air continually circulating the water in them. If checked for
magic they radiate both conjuration and abjuration.
If the altar stone is touched or the party discovers
the secret door at area 9 then 4 water
weirds (HP 30, 30, 30, 30) are summoned and attack the party.
These creatures will have maximum hit points due to the magic within
the fountains. They will not follow retreating party members but
will hide within the fountains awaiting their return.
9. Secret Door: If the water wierds are slain (or not yet
summoned) a secret door can be found behind the altar stone. The
actual trigger for this stone is set into the left most pillar,
if that is not found (search DC 20) the door must be broken down
to enter the area, which will attract the attention of the water
wierds and cause them to attack. Beyond the door is a small featureless
room with a stone ladder which leads down into darkness and room
10. Secret Room: The stone ladder goes 20' before dropping
into this small room. There are only 3 visible features to this
area. Another altar stone with The
Mask of Necromancy upon it, and a skeletal corpse which lies
a few feet away from the altar. The altar radiates strong conjuration
magic if checked. The skeleton has only a few rotted tatters for
clothing and the remains of an old dagger. No wounds are visible
though a stain as if from blood is visible near the body. This is
the corpse of Edmund
Vargas, his last living act was to slit his throat and enact
the ritual to become a spectral mage.
If they approach the altar stone the spectral
mage that was once Edmund Vargas will appear. He will converse with
them first warning them against taking the mask and telling them
any relevant details of his life or trip here that they ask. He
will not divulge any positive details concerning the mask's powers
though he may give warnings concerning the arch-magi Xoth.
If the party is not dissuaded by the apparition he will attack to
destroy them, see Edmund Vargus for details on the spectral mage.
If Edmund Vargas is destroyed then they may claim
the mask, but before his death Vargas tied the mask into the power
of the altar stone so taking the mask from the stone awakens all
the golems on the island. Who will seek to retrieve the mask and
kill the party!