Far Away Land Adventures Temple of Zoko
Far Away Land Adventures Temple of Zoko
Far Away Land Adventures Temple of Zoko
TEMPLE of ZOKO
Hook
The PCs have attained a map that supposedly leads to a mysterious temple (and
possibly treasure). They have made their way to the starting point on the map,
the orka village of Yaw.
Legend
The Duldron river is a long winding river steeped in lore and myth. While
much of the river is wide and lethargic in its flow, the southernmost part of the
river runs through forest and eventually between the sheer, steep walls of the
Echo Canyon. It is this part of the river that is steeped in myth as it remains
largely unexplored and unknown. At the mouth of the river is a lake called
Urugun that is said to be haunted. Legend has it that an insane agnun sorceress
named Thrana built a temple to summon the demon Zoko so that she might
learn darker magic. Shortly after building the temple, Thrana successfully sum-
moned, and was subsequently killed by Zoko.
The River
a: Village of Yaw: Quiet and quaint. Easy-going and friendly. Predominantly
composed of orka farmers and fishers who are welcoming to outsiders.
b: The Forest: Thick, dense, and dark. Filled with all sorts of terrible beasts...
and goabs.
c: Echo Canyon: Steep walls and rough water. Caves in the cliff faces. Elves
live in the woods atop the cliffs. Squarks live in caves in the cliff face.
d: Lake Dread: Misty and creepy. Moans and howls fill the air. Phantoms rise
up from the water and attack those who dare to enter. Most life within the lake
has been destroyed by Zoko the Twisted.
River Scenarios
The following are a series of river scenarios that the GM could employ as the
PCs make their way to the Temple of Zoko. All or none of these can be used or
the GM can insert her own scenarios into the adventure. A short list of extra
scenarios have also been included.
Finding a Guide: An orka river guide named Benthorn is willing to lead the
PCs down river... for a price. Benthorn's price will require negotiations but
ultimately he will aid the PCs through rougher passages of the river.
Hiring Hirelings: While most in Yaw are interested only in the monotony of
daily village life, some are willing to venture forth into the wild. If the PCs
seek hirelings, they will find 1d3 willing to take the risk... for a price of course.
River Wreck: A ship has run aground near the edge of the river. Goabs are
looting the ship. Several poomkin have been killed. Several poomkin are being
held captive.
1. Chamber of Souls: Creepy and not a place you want to be. Mist hangs in
the air. The outside of the Chamber of Souls is open to the air. Stairs lead up to
the foundation of the building. Columns surround the perimeter. A pool of
abyssmal essence is in the center of the room. Anything (non-demon) falling
into the pool takes 1d6 damage per round. Tiny, weak demons lurk about this
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chamber, sometimes bathing in the essence. Stone pillars surround the pool. A
spiral stair case of stone leads up to the next level of the temple.
2. Demonic Chamber: Once the living quarters of Thrana, this level of the
temple has since become the home to various demons who entered Far Away
Land when Zoko was summoned. These creatures hang about the place moan-
ing and being in general torment. Old book shelves with ancient tomes sit on
one wall. A large table and chair sit rotting. Demonic symbols are written in
blood. The remains of several creatures are spread about the room, blood stains
the floors and walls. There are no windows in this room. A spiral staircase of
stone leads up to the next level.
3. Zoko’s Chamber: When not out hunting on the shores and within the forest
near Lake Dread, Zoko sits upon his evil throne. Several chests and boxes are
scattered about the room. Some of these are filled with valuable items the de-
mon has taken from it's victims. Bloodstains, bones, and the remains of once
living creatures are all over the place. It is a place of terror. There are small,
open windows in the walls.
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Zoko the Twisted is a powerful demon. Zoko was once a minor general in the
demonic army of the infamous Azzomalius. Many years ago, Zoko was sum-
moned to Far Away Land by Thrana, the agnun sorceress. Shortly after being
summoned, Zoko killed Thrana. Now, Zoko tries to consume as many living
creatures as he can in order to sustain himself in Far Away Land. In combat,
Zoko uses his scythe as well as his powerful magic. He is relentless and will
attempt to destroy the PCs.
Items
Abyssmal Key
This key is silver in color with a strange shaped, single-eyed skull at one end.
When used on any door into which it fits, the key will unlock a portal to the
Abyssmalsphere. The portal will remain open as long as the door is open. The
key can also be used in a similar way within the Abyssmalsphere (to return to
Far Away Land).
Potion of Invisibility
This red liquid tastes like cow steed farts. However, when consumed, the
drinker will become invisible for 2d6 minutes.
Sword of Oramor
The Sword of Oramor was created by the famous catling blacksmith Oramor in
ages long since past. The blade is blue in color and features the symbol of
Oramor (a three-toed paw) on the hilt. The blade is a demon slaying weapon
and will glow bright white when demons are near (20'). The sword does nor-
mal damage of 1d6. Because of its demon slaying properties is does 2d6 dam-
age to all demons.
Zoko's Scythe
A magical scythe forged in the flames of the Abyssmalsphere. Zoko's Scythe
has magical life leeching properties. This means that whenever the weapon
damages a living target, an equal amount of HP (equal to the damage dealt) is
restored to the wielder of the weapon. Zoko will sometimes kill his own demon
brethren in order to restore his own life. (The wielder cannot exceed their
maximum HP score.)
Other Loot
The PCs may find random coins and objects of value scattered about the tem-
ple. These items are leftovers from previous victims of the demons and repre-
sent things the demons see no value in. Things such as weapons and armor
may also be present in the temple and will be of lesser value (or no value) as
the demons scavenge what they can of these type items to use for themselves.
In Zoko's Chamber are several chests which contain significant treasure. The
coin values in these chests (cumulative) are 3d6x100 sp and 2d6x100 gp. Zoko
also has a fondness for gems and has accumulated 4d6 each with a value of
1d6x10 gp. The GM may see fit to include other items as well.
On Echoes
In this adventure creatures called echoes are introduced (Thrana the Echo). An
echo is a once living being that was killed by a demon and then brought back
to life as an undead being. Somewhere in this process, a part of the creature's
soul is lost or forgotten. Over time, what remains of the soul continues to de-
grade until the creature is a mindless maniac. Echoes are often kept as pets by
demons. In Thrana's case, she has lost the majority of her soul and is too far
gone to ever be returned to what she once was. Demons will often fuse a
weapon or some other item to the echo as a joke or punishment.
Riddle Me This
So, you can't come up with a riddle? Here’s three for ya...
1.) What runs but cannot walk, sometimes murmurs but never talks, has a bed
but does not sleep, has a mouth but never eats? Answer: A river.
2.) What has rivers with no water, cities with no buildings, and forests with no
trees? Answer: A map.
3.) If you remove my skin, I promise not to cry. But you will. What am I? An-
swer: An onion.
Wandering About
There is a lot of land between Yaw and the Temple of Zoko. The PCs may
wish to go ashore and explore. Providing them with a specific destination
inland could be helpful and give direction. The squark caves in Echo Canyon,
the elf villages in the forest atop the canyon, and Mount Solis all provide side
adventures for the PCs.
* _ _ _ * _ _ _ _ _ KRIME KODEKS
*______ SEAMERL SPEAK
* _ _ _ _ _ _ _ _ _ SEAMERL DEITE
______* KREATED KRYOSFEER