Mann's Temple 2

1

The stairs open into a room. There are four doors leading out from it. The two on the east side of the room is covered in a grey-green fungus. Touching it requires a vigor check to avoid catching a disease. It can be damaged, but it grows back quickly. Fire seems to do more, but not quite enough. You may have to find the source.

In the corner, there is a skeleton in armor.

2

This was once a route to the next level of the temple. However, the stairs have been smashed to pieces. It looks like it would be extremely difficult to climb. A notice roll at -2 reveals that the opening to the next floor is, in fact, trapped, with a set of spikes that shoot out and retract when triggered by something above. It cannot be disarmed from here.

3

A long hallway. There is one Rot Zombie per hero inside.

Rot Zombie

Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: -
Special Abilities:
Bite: Str+d4.
Flammable: Rot Zombies are dry and powdery. They take +2 damage from any fire-based attack.
Magic Mushrooms: The spore clouds of Rot Zombies cause hallucinations. Characters within 5" of a Rot Zombie must make a Smarts check at -2 at the start of each combat or they suffer hallucinations. 50% chance each round to target a hallucination instead of the actual Rot Zombies.
Rot Lung: At the end of an encounter with Rot Zombies, have each character that came within 5" of the zombies roll Vigor. On a failure, they contract Rot Lung and their Vigor is temporarily reduced one step. If their Vigor is d4, it becomes d4-1, then d4-2. Any lower than that, and they die.
Rot Pinatas: When a Rot Zombie is killed, it releases a huge burst of spores. Any character within 3" must make a mark on their sheet. At the end of the encounter, they take a -1 for each zombie that burst next to them on their Rot Lung roll.
Spore Cloud: Ranged attacks take a -2 penalty from the thick clouds of spores surrounding the Rot Zombies, while melee attacks suffer a -1 penalty.
** Undead:** +2 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties, don't breathe or eat, don't bleed out, can only be healed with magical healing.

4

Another hallway. This one contains a trapdoor trap about halfway through. It will dump the characters into Room 11 of the floor below. Because they killed the Trapper for that floor, there are no spikes, and it's only 2d6 damage from the height.

5

This hallway contains numerous fungal patches. Getting through without triggering lung rot checks will require a Dramatic Task. Suggested skills are Athletics, Occult, and Survival.

6

This hallway is completely filled with fungus, making it difficult terrain. Being inside the room triggers Rot Lung checks. It is being tended by four rot zombies and four skeletons. Destroying the fungus with fire will clear the path to room 17. However, doing that will get the attention of the necromancer in room 12.

7

This hallway is mostly empty. The pillar next to room 16 is false. Walking next to it will trigger the pillar to break open, revealing a corpse animated by beetles. It wears the broken pillar as armor. It shrieks, calling the ghuls from room 9.

Beetle Mummy (WC)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Athletics d10, Fighting d8, Notice d6
Pace: 6; Parry: 5; Toughness: 13 (3)
Edges: -
Special Abilities:
Fear: -2, Terrifying Appearance
Slam: Str+d6.
Stone Shell: +3 Armor
Swarm Skin: The beetles crawling over the Beetle Mummy bite anything it grapples, dealing 2d4 damage.
Undead: +2 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties, don't breathe or eat, don't bleed out, can only be healed with magical healing.

8

An assembly line of eight Rot Zombies, putting together skeletons. Fighting them will summon the Necromancer.

9

Six Ghuls, who spill out into the hallway. They were just eating, and each has an additional wound. Three are armed with slings and stay back.

10

Ten Giant Spiders. They've made a nest. They will try to pin down any player they can.

11

Treasure! A dagger that floats in the air and grants the owner +1 Parry.

12

The Necromancer waits in this room. He is partway on the road to undeath, but not quite there. He has been researching deep rituals to restore his god into undeath. He casts Protection on himself before leaving his lair.

Necromancer (WC)

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills:Fighting d6, Notice d10, Stealth d10, Spellcasting d10
Pace: 6; Parry: 5; Toughness: 7
Edges:Arcane Background (Magic), Dodge, Level Headed
Powers: Boost/Lower Trait, Fear, Protection, Zombie
Special Abilities:
Undead-ish: +1 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties.

13

Trapper's Lair.

14

A trapped chest. Inside is a grenade. Successfully disarming the trap lets them take the grenade, which does 2d8 damage in a MBT.

15

Storage room. Contains a number of weapons and leather armor. Also one full set of chain armor.

16

Nothing in here but spikes.

17

The Fungal Lair. A creature composed of fungus and dead or dying bodies lives here, and is the source of the fungal monsters on this level.

Fungal Waste (WC)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Athletics d10, Fighting d8, Notice d6
Pace: 6; Parry: 5; Toughness: 13 (3)
Edges: -
Special Abilities:
Fungal Resilience: +2 to Soak Rolls
Large: Size +5, -2 to hit, +2 to be hit
Many Limbs: The Fungal Waste can roll up to three fighting dice with each attack action, but each attack has to hit a different character.
Rot Lung: At the end of an encounter with the Fungal Waste, have each character that came within 5" of it roll Vigor. On a failure, they contract Rot Lung and their Vigor is temporarily reduced one step. If their Vigor is d4, it becomes d4-1, then d4-2. Any lower than that, and they die.
Slam: Str+d6.
Spore Cloud: Ranged attacks take a -2 penalty from the thick clouds of spores surrounding the Fungal Waste, while melee attacks suffer a -1 penalty.
Undead: +2 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties, don't breathe or eat, don't bleed out, can only be healed with magical healing.

17

The boss fight!

A Priest of Majin Sherar who's been caught on the precipice between life and death. His face is a skull, and he is barely hanging onto his unlife. He still has great power, though. He's come here because he knows that deep below there's a rift that may be the key to bringing his god back, at least partly.

He will plead and threaten the players when they arrive, and ultimately fight. He is accompanied by a Ghul Captain and 10 Ghuls.

Necromancer (WC)

Attributes: Agility d6, Smarts d6, Spirit d12, Strength d8, Vigor d6
Skills: Athletics d6, Faith d12, Fighting d6, Notice d10
Pace: 6; Parry: 5; Toughness: 10 (3)
Edges:Arcane Background (Magic), Dodge, Level Headed, Unholy Warrior
Gear: Mace (Str+d6)
Powers: Barrier, Blast, Blind, Boost/Lower Trait, Protection, Puppet, Telekinesis
Special Abilities: **
Spellcasting:** 30 Power Points
Undead: +2 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties, don't breathe or eat, don't bleed out, can only be healed with magical healing.

Ghul Captain

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Persuasion d8, Stealth d6, Taunt d10
Pace: 6; Parry: 6; Toughness: 9 (3)
Edges: Frenzy, Killer Instinct, Nerves of Steel
Gear: Chainmail (+3), Long Sword (Str+d8), 2 Throwing Knives (Str+d4)
Special Abilities:
Bite: Str+d6.
Opportunist: When the Ghul gets a raise on a Test, it can make an attack on that target as a free action. It can only do this once per turn.
Shapeshifter: Ghuls can take the form of any humanoid creature whose corpse they've eaten. No matter what shape they take, however, they always have the hooves of an ass for feet.

Ghuls

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Persuasion d8, Stealth d6, Taunt d10
Pace: 6; Parry: 6; Toughness: 8 (2)
Edges:
Gear: Boiled Leather Jacket (+2), Short Sword (Str+d6), 2 Throwing Knives (Str+d4)
Special Abilities:
Bite: Str+d6.
Opportunist: When the Ghul gets a raise on a Test, it can make an attack on that target as a free action. It can only do this once per turn.
Shapeshifter: Ghuls can take the form of any humanoid creature whose corpse they've eaten. No matter what shape they take, however, they always have the hooves of an ass for feet.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License