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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 # 0 9
DEATH IN THE JUNGLE
WRITTEN BY PHILLIP LARWOOD WITH GREG OPPEDISANO
Trapped on the other side of the gate our stalwart
heroes emerge from the ruined temple to find them-
selves staring out over the troodons ancient home
world. In the distance a mysterious mountain range
rises up to the heavens. Setting off for the mountains
the PCs must travel through a humid jungle infested
with terrible monsters and other dangers, a trip that
will test them to the very limits of their endurance
and beyond. Can they escape from Death in the
Jungle!
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!
LPJ9665
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: DEATH IN THE JUNGLE
spider, a terrible dinosaur stampede and a
wounded carnotaurus before reaching the
mountains.
EPISODE BACKGROUND
After dealing with Vav and his men, the PCs
find themselves trapped on the troodons
home world with the key for their side of the
gate missing. Removed by primitives many
years ago and treasured as a religious arti-
fact, the key now lies on the other side of a
monster-infested jungle. To restore complete
functionality to the gate, the PCs must brave
the jungle and the perils it contains.
NOTES:
START THE SAW
The SAW starts with the PCs on the other
side of the gate. Any PCs attempting to
move through the gate are forced back by a
field of some kind that cannot be dispelled
( at least not without deactivating the gate
itself ). After a quick search of the gate, the
PCs realize that the key of troodon for their
side of the gate is missing and that they
are effectively trapped until they can get it
back!
USE THIS EPISODE TONIGHT:
AS A STAND ALONE TREK
Tonight’s Hook: The PCs are marooned
in a jungle filled with dinosaurs and other
primordial horrors, and must make their way
back to civilization. The PCs could be in the
jungle as the result of a magical experiment
gone awry or a teleportation trap of some
kind. Alternatively, the PCs could be sent to
explore an ancient rift valley or previously
uncharted mountain plateau by a wealthy
noble, with the mountains in the distance
their ultimate destination.
PCs that search the nearby area discover a
small satchel containing a journal belonging
to one of Vav’s henchmen ( see Handout A ).
PCs reading through the journal discover
much of what they already know about Vav
and his activities, but also learn that Vav
was not entirely sure he could return back
through the gate. After the PCs discover
the fact that Vav was correct in his assump-
tions they see the telltale signs of a campfire
rising from the mountain peaks off in the
distance
Uses for the Episode: This episode is
an extended journey through a dinosaur-
infested jungle. The episode can be used
anytime the PCs are traveling through the
wilds in a tropical setting, though with a bit
of work can be altered for more temperate
environs. The encounters in the episode
can also be separated from the episode as a
whole or rearranged as needed, as they are
not linked.
If for some reason the PCs don’t take the
bait of the campfire they could use a spell
such as augury to determine their next step.
If nothing else, the sheer fact that they
are trapped in an alien world should push
them on through the jungle and towards the
mountains.
Note: If the PCs begin wondering why they
can’t move through the gate, but dinosaurs
( such as the styracosaur in Episode 8 ) and
similar creatures can, allow them a DC 25
Knowledge ( arcana ) check. If the PCs are
successful they realize that some sort of
magical defense system was activated when
the gate was opened preventing sentient
creatures ( those with Int 3 or better ) from
passing through it. Unbeknownst to the PCs,
this measure was added to this gate by the
surviving troodons after “that which came
through the gate” decimated their empire.
With this check, the PCs also realize that
EPISODE SYNOPSIS: FOR THE FULL TREK
Shortly after the PCs defeat Vav and his men
they discover that they cannot use the gate to
return to their own world. After realizing that
the key for their side of the gate is missing,
the PCs must leave the ruined temple and
head towards the mountain range in the
distance. Emerging from the temple, the PCs
must travel through the jungle and brave it
menaces, including a fierce dinosaur-eating
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SIDETREK ADVENTURE WEEKLY: DEATH IN THE JUNGLE
both keys must be present to override the
gate’s defenses.
slow or the GM wants to add a little more
realism to his game. If for some reason the
PCs stay put in one spot for any length of
time, they begin suffering the effects of the
ever-present heat.
NOTES:
The Jungle
Emerging from the gloom of the ancient
temple you find yourself standing atop a
small rise. Stretching out before you is a vast
jungle, teeming with the sounds of buzzing
insects and strange birdcalls. Beyond the
jungle is a range of jagged gray mountains
with a plume of smoke rising up into the
heavens.
Effects of Heat: PCs that do not have
protection ( such as endure elements ) must
make a DC 15 Fort save once every hour
to avoid the heat. Those wearing heavy
clothing or armor take a –4 penalty to this
roll and each subsequent Fort save ( after the
first ) is made with a +1 modifier. A PC who
fails this check takes 1d4 points of nonle-
thal damage and becomes fatigued, while
a PC already fatigued becomes exhausted
instead. The normal methods for removing
fatigue and nonlethal damage apply, but PCs
exposed to the heat of the jungle again must
make the saving throws anew.
Note: To reach the mountains the PCs must
travel through the jungle. The map of the
jungle has been left deliberately vague so
GMs can make their own decisions about
how big it is and how long it takes for the
PCs to travel through it. Unlike in some of
the previous episodes no maps have been
provided for the encounters since they are
either relatively straightforward ( as in the
carnotaurus encounter ) or take up too large
an area for an encounter map to be of any
real use ( as in the case of the stampede ).
Movement in the Jungle: Because of the
verdant undergrowth, every square of jungle
entered costs 2 squares of movement unless
the PC has the ability to pass through vege-
tation unimpeded. Running is possible, but
PCs doing so must make a DC 5 Balance
check every round or trip over an exposed
root or hidden log and fall prone.
While the encounters through the jungle
are numbered sequentially they need not
be followed in the order presented. If this
is done however, GMs may need to change
small aspects of each encounter such as the
description of the PCs moving out of the
jungle or the carnotaurus emerging from the
grove of cycads.
Most trees in the jungle are fairly large. Each
tree has hardness 8, AC 3, 600 hit points and
a Climb DC of 15. PCs cannot take 10 on
these checks if rushed or threatened and lose
their Dexterity bonus while climbing.
J1: Dinosaur-Eating Spider (EL 6)
Forcing your way steadily through the under-
growth you stumble upon several ruined
blocks of masonry and badly weathered
statues of sleek bipedal lizards with human-
like hands covered with creeping vines and
unruly webs. Ancient hieroglyphics cover
many of the blocks, but most are barely
discernable due to erosion and vegetation.
Several still magnificent stone arches run
through this area, each baring the head of
a sinister leering dinosaur carved from the
rock.
Traveling through the Jungle
You head off into the jungle towards the
smoke, pushing past unusual plants the likes
of which you have never seen. An iridescent
green dragonfly the size of a sparrow zips
through the air above your heads before
disappearing into the greenery and in the
distance the sound of something large can
be heard moving through the trees, its bulk
splintering the wood like dry kindling.
A trip through the prehistoric jungle can be a
daunting experience, but one that shouldn’t
be dwelt on too much in this adventure
unless the PCs are intent on taking things
These ruins are in far worse shape that the
temple of the troodon and PCs walking
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SIDETREK ADVENTURE WEEKLY: DEATH IN THE JUNGLE
amidst the monuments find nothing of
interest. None of the hieroglyphics have
survived the ravages of time, and all perti-
nent information has been lost over the
intervening centuries.
SA: Poison, webs
NOTES:
SQ: Darkvision 60 ft., tremorsense 60 ft.,
vermin traits
Skills: Climb +13, Hide +1 ( +5 in webs ),
Jump +5, Listen +0, Move Silently +5 ( +13
in webs ), Spot +4
Dinosaurs are not the only menace in the
jungle. Monstrous spiders are also common,
casting their webs out of the trees to entangle
unwary land-dwelling dinosaurs or snatching
flying dinosaurs and giant insects right out
of the air. The monstrous dinosaur-eating
spider that uses these ruins as a lair is one
such menace, and sees the PCs as a quick
snack. The spider hides in the trees above
the PCs heads in some webbing disguised
with loose foliage and attacks with surprise
unless one of the PCs spots it first. The PCs
can spot the spider with a DC 15 Spot check.
As soon as the PCs pass below the spider’s
ambush spot read the following:
Feats:
Abilities: Str 21, Dex 20, Con 19, Int –, Wis
10, Cha 1
Poison ( Ex ): Injury, Fortitude 18, initial and
secondary damage 1d8 Str. The save DC is
Constitution-based.
Tremorsense ( Ex ): The dinosaur-eating
spider can sense the vibrations made by a
creature’s movement. It can pinpoint the
location of any creature touching the ground
or in contact with its webbing within 60
feet.
Suddenly, the air around you is filled with
strands of webbing, and you look upwards
to see an enormous spider with long brown
legs and glistening black eyes land on top of
one of the arches. The monstrosity is bigger
than a warhorse and its long sharp fangs drip
with foul yellow venom.
Webs ( Ex ): The dinosaur-eating spider can
throw a web eight times per day. This is
similar to an attack with a net but has a
maximum range of 50 feet, with a range
increment of 10 feet, and is effective against
targets up to one size category larger than
the spider.
This spider is more dangerous than it looks
as it has recently given birth to a swarm of
young spiders that now cling to its back for
safety. As soon as the PCs see the mother
each should make a DC 10 Spot check.
If they succeed on this check they see the
result of the mother’s labors:
An entangled creature can escape with a
successful DC 18 Escape Artist check or
burst it with a DC 22 Strength check.
Both are standard actions whose checks are
Constitution-based and receive a +4 racial
bonus.
The web has 14 hit points and DR 5/–. The
webbing can support the weight of both the
spider and one other creature, and the spider
can sense prey in contact with its webbing
with the tremorsense ability.
Clinging to the giant spider’s back is a
squirming swarm of bone white spiders,
each no bigger than a human hand.
Dinosaur-Eating Spider ( Elite Huge
Monstrous Spider ) CR 5
Elite Spider Swarm CR 2
Type: N Huge Vermin
Type: N Diminutive Vermin ( swarm )
Combat Stats: HD 8d8+32; hp 68; Init
+5; Spd 30 ft., climb 20 ft.; AC 18 ( touch
13, flat-footed 13 ); BAB +6; Grapple +19;
Melee bite +9 ( 2d6+7 plus poison ); Ranged
+9 touch web +9 ( entangle ); Space/Reach
15 ft./10 ft.; Saves: Fort +10, Ref +7, Will
+2
Combat Stats: HD 2d8+4; hp 13; Init +5;
Spd 20 ft., climb 20 ft.; AC 19 ( touch 19,
flat-footed 14 ); BAB +1; Grapple –; Melee
swarm ( 1d6 plus poison ); Space/Reach 10
ft./0 ft.; Saves: Fort +5, Ref +5, Will +1
SA: Distraction, poison
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