Saturday, May 1, 2021

May Day Adventure: Temple of the Golden Citrus

The Prima Macchina for the Chinea of 1774: Hercules and the Dragon in the Garden of the Hesperides; Giuseppe Vasi, Giuseppe Palazzi, and Paolo Posi

Marble columns braced from the sea; carved statuary keeping watch! The walls of stone, they never green; the brazen gilding never tarnished - silent keeping which needs no keeper!

Herein lies the blessings of the goddess - herein lies her garden. 

Herein grows the tree of  life - herein falls its golden fruit: the tree, the fruit from which heaven's ambrosia is made: a delicacy reserved for gods. ...or, perhaps, the bold!

The Temple of the Golden Citrus

Scale: 10 ft.
Click here for a PDF version of this adventure!

This Temple is located along a rocky coastline - the frontage and upper level standing high on a bluff looking inland; the lower levels being only just above the pebbly beach, jutting into the surf to one side and having been carved into the rock on the other; in between, a sheathed stairwell and courtyard, overlooking the landscape.

Unless otherwise specified, the lower section areas are supported by pillars driven into the ground, elevating their floors 15 feet above the pebble beach or the water line, as appropriate. 

A - Portico

This curved portico is five feet elevated from the ground, no walls - open to the air - and its foundation is concrete. Two staircases curve up from the ground level, bringing a climber onto surface. In the center is a pomegranate tree, sprouting through the brick floor. It is stuck in perpetual autumn: leaves always colorful, never fruiting.

The doors to section B are heavy, but not locked nor stuck.

B - Outer Courtyard

This interior space is an open courtyard. A roof extends 10' from each wall, covering part of the interior. The room is 30 feet tall.

To the north and south are 10x20 rectangular spaces cut into the floor - one foot down from the floor and apparently filled with topsoil. Small fronds loosely cover the floor of these niches alongside a few mastic trees somewhat clumped together.

Ash Trees, Woburn Abbey; Henry William Burgess
In the center of the room is a raised dome - its circular base held 20 feet aloft by four columns in the non-cardinal directions. From the base, a dome ceiling is held aloft a further 20 feet up by four additional columns continuing on the same footprint as the first.

The base for this space is four feet thick and houses a massive blue jacaranda in a circular grass patch ringed by brickwork. The tree reaches all the way to the ceiling of the dome and extends laurels outward. The four columns are ringed by what appear to be wisteria - blooming - which is thick enough that a character might attempt to climb. The referee may require a roll as they deign appropriate, especially for armored or otherwise encumbered characters. Hanging from the branches are five pouches tied with ribbon - each pouch contains 100 gold pieces. Additionally, 100 silver pieces can be found scattered around in the grass.

The vines on the columns - more precisely, the pollen from the flowers - are narcotic. A character climbing the columns, for each turn spent doing so, must Save vs Poison or be affected. An affected character suddenly feels numb and happy, losing interest in the adventure. Mechanically, this is represented as unwillingness to fight, cast spells, or use skills (in the case of a thief) for 1d4 turns. Additionally, during this intoxication, the character will want to revel in the vines: requiring a Save vs Spells to break away.

If a so affected characters fail a second save, they will fall unconscious for 1d4 hours.

If an unconscious character so affected fails a third save, they will die.

The door to D has no nob nor handle and does not open. On it is inscribed the following:

The willing blind may enter;
and once they leave, they see.
Speak it - and enter.

Clerics of an appropriate deity likewise can see, in a curved text border around the main riddle, the following additional stanza:

Their sight restored by hearing;
Their sight returned to read.

This is a reference to academia, to the enlightenment of philosophy. Any answer to that effect will have the effect of opening the door.

Exit from the space - that is, from D to B, is free - the door will push open effortlessly. A Knock spell will open the door as normal - but it will seal itself again at the next moon-rise. Alternatively, the party may simply try to scale the cliff face and break into the lower compound: which is intrinsically hazardous, but will also likely draw the attention of keepers unless added precautions are taken.

Statue Garden Greek Sculpture; fotshot

C - Gardens

Ci - North Garden

The east and west ends of this space are open, overlooking the bluff and the coast, respectively. The north boundary is curtained by stone walls and conifers - several statues of humans, some missing pieces, as though damaged, but still clean, adorn the space.

The doors to B are neither locked nor stuck.

Cii - South Garden

The east and west ends, like Ci, are open, overlooking the surrounding space. The south boundary is curtained by stone walls and conifers. However, in the center grows a single olive tree. A character which plucks and devours an olive - once per month - will experience one of six effects, a result of favor of the patron goddess:

  1.  Infravision, 2d3 hours.
  2.  Automatically pass all Save vs Poison checks, 2d3 days.
  3.  Vision of the Furies - as the spell Contact Higher Plane, 3rd plane for most characters - up to 5th plane for a character capable of casting spells - divine or arcane.
  4. Automatically pass all Save vs Spells checks, 2d3 hours.
  5. No need to eat for 2d3 days.
  6. Freedom to open the door to section D, no strings attached.

The doors to B are neither locked nor stuck.

D - The Long Stair

The stairs down are shallow - around 30 degrees. Both upper and lower stair are covered and cross-barred, allowing in light, but making it difficult to see in from the exterior. In the center of the two stairwells, a circular portico is more open - with a series of larger windows above the cross-bar lattice: such that a character above the line - around 8 feet - can easily see the surrounding landscape. The portico is supported by a single thick pillar in the center, extending from the rock face. 

In the center of the space is a concentric circular pattern - a mosaic of rough tile, slate in color - much like the rocks themselves. This is a trap. A character walking across the center of the space may activate a trapdoor - ten feet in diameter - which will dump any on it into the pillar below, which is revealed to be hollow. This results in a fall of 40 feet onto rocks, dealing 4d8 damage.

E - Lower Laurels

The floor to this space is tiled - large tiles, four feet across, of a lightly colored slate material. The ceiling is 10 feet tall, extending 10 feet from the walls: open, otherwise.

In the center, section F floats 20 feet above the floor - which transitions into a mosaic, white background with red trim, depicting harvest deities and their servitors. Down from section F hang a curtain of vines and laurels, pink and gold flowers blooming on them. These vines are thin - unable to support the weight of an adventurer: giving way between 5 and 15 feet worth of climbing - potentially excepting an unencumbered Halfling, at the discretion of the referee.

From outside, this section is supported by four thick pillars corresponding to the four corners of section F.

F - Shrine of the Tree

This floor hovers 20 feet above section E. The floor is tile, excepting a circular inner section, which is soil, overgrown by the laurels rooted here and hanging down, and out of which grows the Golden Citrus. At any given moment, there are 2d8 fruits ready and growing on the tree as well as 2d4 buds and 2d6 flowers.

Of the fruits, their skin is a thin layer of gold which can be peeled off: worth 150 gold pieces per fruit, weighing 15 coin weight. Inside is a purple, juicy pulp full of small seeds. 

A character who eats the fruit is affected as follows:

  •  On each ingestion, the character feels invigorated and the day seems brighter. The character will not need to eat anything else on the day they eat the fruit, the effect fading when the character next sleeps.
  • Once per week, the character's age is adjusted 1d6 years towards their age of "physical prime": around 24 for humans. A character of that age is not affected.
  • Once per year, the character is benefited by an XP bonus. This bonus is equal to 1% of the required threshold to their next experience level. Thus, a Fighter of level 3 would, once per year, gain 800 XP; where a Thief of level 2 would gain 240 XP.
  • The taste resembles grapefruit.

The seeds, if taken out, resemble the pebbles along the beach below the temple compound. They will not germinate without divine intervention: as the tree is a pet project of a harvest deity; they do not harm nor benefit a character if eaten.

Of the buds, their skin is solid gold - thicker than that of the fruits, relative to their size. Their core, a black, grainy putty. The gold element is worth 100 gold pieces, though weighs 10 coin-weight. The putty begins to smell off after a few days - if eaten, it is poisonous: a character must roll a Save vs Poison:

  • On success, the character is sickened, taking a -1 penalty on all d20 rolls and a -5% on all skill checks or suffering a 10% spell failure rate, as applicable, for 3d6 hours.
  • On a failure, the character is violently sickened and is unable to take normal actions: but may move at half speed. The character will die after 3d6 hours unless healed via magic or appropriate medical intervention.

The flowers smell sweet and have an oil-slick sheen to their pink and gold coloration - though otherwise are mundane. They preserve well and can be sold for around 10 gold pieces each, if plucked.

G - Keepers' Hall

Gi - Keepers' Foyer

The causeway to this section has no windows and is enclosed: most of this space is inside the cliff face, having been carved into the bluff.

Room Gi is enclosed, but a light is shining in from a hole in the ceiling, forming an oblong triangle on the floor that moves based on the time of the day. 300 silver pieces can be found piled in the center of the room, along the path that the triangular light takes. Hanging from the entrance is an icon of autumn, gold, which is worth 100 gp if detached.

Gii - Adept Bunkhouse

Bunks are aligned against the west wall; prayer-mats against the east. Seven retainers occupy the space - guardians and caretakers of the compound. Stats as Noble (B39). Between them, they have 100 silver pieces.

Giii - Sacrament Room

A font and two slabs align to the south wall. The font is slightly stained, as though wine had been poured on it. Otherwise empty.

Giv - Window Room

Mosaics line the curved wall, creating false windows: showing the ocean outside as it appeared to the artist. The roof is conical - with a foot of separation between the a top tier and a bottom tier - the top tier being of five foot radius. This allows in dim lighting from outside, but serves to ventilate more than to illuminate.

In each of the mosaic windows is a box along the pane - as a flowerbed might be. In them can be found floral-scented incense, valued at 80 gold pieces total, a coin purse with 400 gold pieces in it, and two opals worth 50 gp each.

H - Collapsed Hall

Hi - Fallen Foyer

The pathway to this section of the temple has collapsed: the causeway to this section has some damage to the superstructure, but is safe to traverse. 

Below, some construction debris rests on a "sand bar" of pebbles, navigable by foot, ranging from 1 to 3 feet in depth throughout the space. 

There is a ten foot drop to the water's surface. A character will be able to see around 15 feet ahead of them, as to where the berm is present - allowing continuing non-swimming traversal.

Hii - Serpent Sanctum

Fifteen feet off the water's surface, a pylon still supports this room. The door is partially open. Inside resides an Oil Beetle (B31) - scuttling around a stone dais housing a sculpture of a tree - five feet in height. Nestled in the tree is a Snake Staff (B50) and about its base are scattered 1,000 silver pieces.

Hiii - Sinking Berm

In the center of this area is a loose end of the pebble berm. A character making it this far into the spur has a chance of slipping, sliding down into the deeper water. Characters thus affected must Save vs Paralysis or slip - putting themselves at risk for drowning: proportional, of course, to the nature of their armor and encumbrance.

Hiv - Cleansing Room

Fifteen feet above the water line, the door to this room is locked. Inside is a bath chamber - still functioning perfectly, complete with running hot water. A character who enters this space may note that - after leaving - stains, rust, or other tarnishes on their equipment has vanished, as though polishing, scrubbing, or thematically appropriate care has been taken on it: despite said care not being taken.

Hv - Pixie Beach House

Hovering above the water line - a foot or two in the air - here are two birdhouse-sized constructions: swaying slowly with the waves. Four Pixies (B41) are flitting about; between them, they carry 28 electrum and 32 gold pieces.

Hvi - Cursed Berm

Jutting out of the water in this space is the remains of a pylon of comparable size to those holding aloft the rest of the temple. It is broken off. Nearby can be found a chest - locked and stuck, expanded from sea water, in which can be found 800 silver pieces. Embedded in the pylon is a sword - Cursed (-1) - which has a skull on the crossbar. In the pouch of a skeleton, clad in tattered white robes, nearby is 200 gold pieces.

I - Seaward Hall

Ii - Salt Foyer

The causeway to this space is enclosed - the floor, tile; the walls, wood. Along the wall is a wicker lattice - openings around 6 inches in size allowing breezes and light into the space.

On the floor are four 8x8 foot panels aligned vaguely with the four corners, but not extending to the walls. From within the room, these panels are solid - a character can walk over them with no fear of falling through - and transparent: allowing the character to look beneath the room and into the water, which is surprisingly clear.

The door on the north wall appears to have been forced.

The door on the west wall is locked.

Iii - Leeward Ward

Up a short stairwell, this space is 25 feet above the ground level. There are wicker meshes over windows which allow allow light in on the non-cardinal direction walls; on the cardinal direction walls, there are standard windows. The floor has a 15 foot octagonal rug in it - red in color, with gold patterns along the border - and a wooden candelabra resembling a root system hangs from the 15 foot domed ceiling.

Iiii - Guardian Room

There are three end-tables aligned to the non-cardinal directional walls in this room. They were holding amphora - empty - one of which has been broken. Three Hobgoblins (B36) are hauling 1,500 gold pieces, three golden masks (one worth 500 gold pieces, the others worth 250 each), and a pouch of 10 pearls - a navy blue color - worth 50 gp each.

The door to Iiv has a lock mechanism, but is not locked.

Iiv - Windward Ward

Three wicker chests and two tall candle holders adorn this space. The chests have been opened. 100 silver pieces lie on the floor. There are no windows.

Dolphin Ornament; Albert Geuppert
Iv - Dolphin Room

This door is separated from Ii by a decorative metal grate, containing some sculpture of sea life and waves. The door has no handle nor hinges - but there are two dolphins in the grating, left and right of the door, facing one another: if the characters interact with the dolphins, they will turn - and if the two dolphins are turned to face away from each other, the door will open, sliding upwards.

Inside the space is a rack shaped like a rising water-spout designed to hold a bow. Two quivers hang on the far wall. The quivers contain 12 arrows each - ornate in design, these arrows bestow no mechanical benefit, but will sell for 2 gold pieces each. 

The rack - if a character places a ranged weapon on it, the rack will flash a blue light and bestow a bless effect on the weapon - granting +1 to hit and damage with that weapon for 1d4 hours (1d6 for unaligned characters) - once per month, recharging at the full moon.

J - Hero's Hall

Ji - Main Hall

The causeway to this area is enclosed, as the enclosure to Gi. To the north is an open, curving stairwell to Jii; in other cardinal directions are nooks that curve out, away from the floor of the space. Each nook is five feet deep, dropping abruptly from the floor.

  •  The south nook contains a six by two bed in which soil - fallow and barren - sits.
  • The west nook contains a coffin - inside is a pile of ash. 
  • The east nook is open to the exterior. It is otherwise empty.

Two spears are standing, propped against the wall, in the south-west corner. The walls of this space are built from the same stone of the bluff - half of the space is carved into the rock.

Jii - Perch

A short, curved stairwell leads up to a niche in the rock. It is separated from Ji by a sturdy banister. In the north wall is an ornate sarcophagus with no seam. Occupying the space are four keepers  - stats as Noble (B39) - accompanied by two Acolytes (B30).

Wandering Monsters

A wandering monster occurs on a 2-in-6 during the day or 1-in-6 at night, rolled every other turn. If a wandering monster is encountered, roll on 2d6 to determine its nature.

Roll Result
2
2-8 Pixies (B41)
3-4
1-4 Oil Beetle (B31)
5-6 2-6 Acolytes (B30)
For the result of 6, accompanied by a Priest (Cleric 3)
7 2-8 keepers, stat as Noble (B39)
8-9 Crystal Statue (B37)
10-11 1-4 Sea Snake (B41)
12 1-3 Horned Chameleon (B38)

 

Indian Chameleon; Leopold Joseph Franz Johann Fitzinger

Public domain or open license artwork retrieved from the National Gallery of Art, OldBookIllustrations.com, or Pixabay and adapted for thematic use. Attributions in alt text.

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