Far Away Land Adventures Temple of Zoko

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Dave Pettett (Order #18579280)

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.

Dave Pettett (Order #18579280)


TEMPLE of 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.

Dave Pettett (Order #18579280)


TEMPLE of ZOKO
River Pirates: These elfin river pirates are interested in stealing most anything
of value. They like to be sneaky. They will attempt to surprise their enemies
(usually at night). They use tiny, quiet boats. They wear tiny, quiet boots.
The Forest Witch: A friendly witch (as long as the PCs are friendly folk)
named Grizela lives in a small cabin near the edge of the river. She will ask the
PCs a riddle and if they answer correctly, she will give them a potion but she
will not tell them what the potion does. The witch will offer the PCs food and
shelter.
Mount Solis: An old cave contains the remains of the catling Barry Mittens
and his renowned sword Oramor. Goabs live in the woods. A cyclops lives in
the cave and keeps the sword as his beloved treasure.

Extra River Scenario Ideas


1. While on the river, the PCs are attacked by a river beast.
2. The PCs have to brave rapids and steer the boat to safety or face losing their
vessel.
3. As the PCs make their way down the canyon, wild elves fire arrows at them
for sport.
4. Storytelling aboard the boat, especially on a rainy night or as the sun sets.
5. Caves in the canyon walls are the homes of squarks and may hold both se-
crets and treasure.
6. There are squarks who live in the canyon walls and they are not welcoming
to trespassers.
7. A river merchant has strange stories and even stranger items for trade.

River Weather Chart (d6)


1 2 3 4 5 6
Sunny Cool Rainy Humid Stormy Foggy

The Temple of Zoko


The Temple of Zoko sits in the center of a small island that is mud-covered and
smells of fish and death. The sky is obscured by thick fog that moves in waves.
Several small ships lay sunk around the island. The Temple of Zoko is square
in shape and made of slick gray stone which is covered in slimy fungus and
lichen. Inside, a series of spiral staircases lead from the ground floor to the
uppermost floor. The ground floor is exposed to the outside while the upper-
most floors are walled in. It is a scary, creepy, spine tingling sort of place.

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
3

Dave Pettett (Order #18579280)


TEMPLE of ZOKO

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.
4

Dave Pettett (Order #18579280)


TEMPLE of ZOKO
NPCs Light Weapon (1): 1d6, Bow (1): 1d6,
Benthorn the Orka Guide (4) Better Hearing, Better Sight, Night
Size: Average (0) Sight
Archetype: Humanoid
HP: 18, AC: 1, ACT: 5 Elf pirates roam parts of the Duldron
BRT: 2, DEX: 2, WIT: 2 River. These wild river elves live in
Halberd (2): 1d6+1, Night Sight small, hidden villages alongside the
waterways and tributaries that lead off
This wild pioneer of an orka is the the river and into the wilderness. They
only guide in the village of Yaw with are interested in only robbing their
the guts to take the party down river. victims and will resort to violence
He expects a fair wage and will work only when needed. They often follow
hard. He is knowledgeable of the river their targets using small, silent water-
and the lore surrounding the entire craft. At night, they rely on stealth and
area. He is a well-trained fighter and cunning as they board and loot passing
can swing a halberd with the best of ships.
them. He is known to enjoy orkish ale
(sometimes a little too much).
Goabs (3)
Demon (Weakling) (3) Size: Average (0)
Size: Average (0), Archetype: Demon Archetype: Humanoid
HP: 10, AC: 1, ACT: 5 HP: 10, AC: 1, ACT: 5
BRT: 2, DEX: 1, WIT: 1 BRT: 2, DEX: 1, WIT: 1
Claws (1): 1d3, Bite (1): 1d3, Fire Light/heavy Weapon (1): 1d6/1d6+1,
Breath (1): 1d6, Magic (1): LVL 1, Better Smell, Resistance to Poison/
Demonic Telepathy, Control Lesser Toxin
Demons (LVL 1 demons only), Im-
mune to Heat, Night Sight, Regener- These goabs are forest dwelling mis-
ate. creants. They mostly hunt small game
and forest creatures but will jump at
Demon Weaklings are the weakest of the chance to dine on human, orka, elf,
demon kind. These weaklings came or squark meat. They live throughout
through the portal that brought their the area in small camps.
master Zoko. In combat, they snarl
and hiss and scratch and bite and Grizela the Witch (7)
sometimes they cast LVL 1 magic Size: Small (0), Archetype: Humanoid
spells. Some demon weaklings can fly. HP: 14, AC: 0, ACT: 6
BRT: 1, DEX: 2, WIT: 4
Elf Pirates (2) Magic (2): LVL 7
Size: Average (0)
Archetype: Humanoid Grizela is an old witch of unknown
HP: 12, AC: 0, ACT: 5 origin. She is kind and lives alone in
BRT: 1, DEX: 2, WIT: 1 the forest not far from the river. She

Dave Pettett (Order #18579280)


TEMPLE of ZOKO
has knowledge of the PCs and their upon them. If the PCs have hired Ben-
past exploits as well as their current thorn, he will be aware that these
journey. If the PCs are evil or have ill- phantoms hate to be stared at and will
intent toward the witch (or have done warn the PCs to avoid eye contact. If
so with others in the past) she will eye contact is avoided, the PCs can
know and will likely either avoid the pass safely through these waters.
PCs or attack them. If the PCs are
friendly, she will welcome them to her Thrana the Echo (6)
home, feed them, provide shelter, and Size: Average (0), Archetype: Undead
possibly give them a chance to win a HP: 14, AC: 0, ACT: 5
magical item by answering a riddle. BRT: 2, DEX: 2, WIT: 2
Hook Blade of Rot (2): 1d6 + 1d3,
Kob the Cyclops (15) Necrotic Nourishment (1): 1d6, Magic
Size: Giant (+2) (2): LVL 5
Archetype: Humanoid
HP: 33, AC: 1, ACT: 8 Thrana the agnun echo is filled with
BRT: 3, DEX: 1, WIT: 1 hatred and contempt for the living.
Club (2): 2d6, Throw Attack (1), The only thing she hates more is
Night Sight Zoko, who is responsible for her state
of being. When the PCs arrive on the
The solitary cyclops known as Kob island, Thrana will great them and
calls Mount Solis his home. He herds offer her services to defeat Zoko (she
sheep and goats and grows a garden. will tell the PCs the story of how he
He dislikes most everyone and is destroyed her living form and made
quick to anger (especially with tres- her an echo). If the PCs agree, she will
passers). He has gathered a good deal enter into the temple with them and
of treasure since his days on the fight alongside them to defeat Zoko. If
mountain. This treasure contains the PCs refuse her help, she will attack
1d6x100gp, the catling Sword of them immediately. If Thrana and the
Oramor, and a good deal of armor and PCs manage to defeat Zoko, she will
weapons, all of which he has taken instantly turn on them and attempt to
from his victims. kill them. Thrana keeps the Abyssmal
Key hidden away from Zoko (inside
Lake Phantoms (3) her undead corpse).
Size: Average (0), Archetype: Ethereal
HP: 18, AC: 0, ACT: 5
BRT: 1, DEX: 2, WIT: 1

Ghoulish Touch (1): 1d6, Possession


(2) (see Phantom entry p.98 of ToA or
p.26 Crt. Vol. 1)
These spirits rise from the still waters
of the lake and attack those who peer

Dave Pettett (Order #18579280)


TEMPLE of ZOKO
Zoko the Twisted (12)
Size: Average (0), Archetype: Demon
HP: 28, AC: 2, ACT: 6
BRT: 2, DEX: 2, WIT: 3
Zoko's Scythe (2): 1d6+1, Magic (2): LVL 7, Control Undead (4), Control
Lesser Demons: (LVL 5 and below), Demonic Telepathy, Immune to Heat,
Night Sight, Regenerate.

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).

Hook Blade of Rot


This magical blade is a part of Thrana, literally. Zoko imbued her once normal
hook blade with the ability to rot living flesh. He also fused the blade with the
agnun's arm as a joke. The blade does 1d6 normal damage plus 1d3 rot damage
when used on a living (non-demonic) being.

Dave Pettett (Order #18579280)


TEMPLE of ZOKO

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.

Dave Pettett (Order #18579280)


TEMPLE of ZOKO
Ideas, Opportunities, and Lore
Catling Heroes
Barry Mittens was a renowned catling who went missing many years back. The
last anyone heard of him was that he was on his way to slay the demon who
killed his father, Fluffy Raoul. Along the way to the demon, Barry Mittens was
killed by a cyclops on Mount Solis. The cyclops named Kob kept Barry's de-
mon slaying sword and still keeps it to this day.

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.

Folks on the River


The PCs may encounter someone who needs a ride. This may be a chance for
the PCs to make an ally who will join them. Or, perhaps this is someone up to
no good who is only interested in betraying the PCs and their goodwill? The
PCs may also encounter a merchant. This merchant may be selling a map of
the local area. On this map is Mount Solis. The merchant may tell the PCs the
story of the catling Barry Mittens and how he came to die at the hands of the
cyclops Kob.

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.

Dave Pettett (Order #18579280)


to translate the clues listed below. Then
use either the Tales of Awesome or the
Tome of Awesome to answer each
clue. All of the answers are provided in
these texts. You should write your an-
swer in English in the spaces provided
to the left of the clues. The spaces pro-
Welcome to the Far Away Land Ad- vided will match the answer to each
venture Quest Contest! Make sure you question. (So, a seven letter answer
read the instructions carefully so that will have seven spaces.)
you can find the appropriate answers.
Keep track of your answers and the The space with a star indicates a Key
Key Letters so that once you have Letter. Save your Key Letters. Once
completed all four adventures, you can you have deciphered and answered all
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your Key Letters to form a single
How Does this Contest Work? word. Once all four adventures have
Over the course of the next four FAL been released and you have found all
adventures, we will be giving quinta- the Key Words, arrange the Key Words
beth clues that you must translate and to make the Key Statement. When
answer correctly. Correct answers pro- you're sure of your answer, you can
vide you with Key Letters. You will mail it to us (we will provide the mail-
save your Key Letters as they are im- ing address in the fourth adventure).
portant in deciphering the final state-
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Use the quintabeth alphabet provided a deck of monster cards, a custom
on page 80 of the Tales of Awesome or made one-of-a-kind statue featuring a
on page 272 of the Tome of Awesome character from FAL, and a letter of
congratulations on winning the contest.

Second Round Clues

* _ _ _ * _ _ _ _ _ KRIME KODEKS
*______ SEAMERL SPEAK
* _ _ _ _ _ _ _ _ _ SEAMERL DEITE
______* KREATED KRYOSFEER

Dave Pettett (Order #18579280)


Dave Pettett (Order #18579280)

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