AN AD&D GAME FEATURE
Encounters
by Kim Eastland




Polyhedron - 1st Ed. AD&D - Polyhedron #17
The scenario The servant The temple The pit The treasure
- - The history of the temple - -

The scenario

Nearing the end of your journey to the 
ruins of a castle known as Evermore, your 
party chances upon a strangge and unexpected 
sight. To the left of the road is a 
large, man-made pit. To the right is a 
crumbling structure not unlike a temple. 
In front of the temple sleeps a male 
servant holding the reins of two fine horses
If the dozing servant and fine horses 
aren't enough to catch your attention, the 
structure you face is not marked on your 
map. Milard, the map-making thief who 
generally provides you with your maps, is 
usually reliable in these matters. 

You check your map again. Sure 
enough, the ruins of the castle sit high 
upon the hill above you, but you find no 
sign of the temple-like structure before 
you. Although this road is a seldom traveled 
one, surely a structure of this size  
would have been noted. Shrugging, you 
give in to the suggestion to take a break, 
and possibly enjoy a bit of snooping. 

The servant

Naturally, the servant will be terrified at 
the sight of a band of mercenaries gaping 
at him, however, calm and sensible reassurances 
will settle him. If this is approach 
is taken, he will tell the party all he 
knows. 

1. He is the servant of the young adventurer 
named Hagee. They were lost and 
came upon this place two nights ago. The 
servant's name is Murp. 

2. His master decided early the next 
morning (about 30 hours ago), that he 
might find something of value inside the
building, so he crawled in through the big 
crack in the front center of the building. 
He has not yet returned.

3. Murp doesn't know what to make of 
his master's delay. Although anxious for 
his safe return, he isn't overly concerned 
as his master has disappeared for longer 
periods of time in the past. 

4. Early the previous evening a peasant 
family passed by. Murp tried to converse 
with them, but a combination of the language 
barrier and their insistence on 
passing quickly made any meaningful 
dialogue impossible. Only a few words or 
phrases were clear to him: "taboo," "vile 
and slimy," "temple of doom," and something 
about a "collie." 

5. Murp hasn't heard or seen anything 
from the temple or the pit.

The temple 

There are no doors or windows in the 
building. There are no tracks or signs of 
wildlife at all around the building within a 
radius of 100', except for those of the 
party, or presumably, Hagee's. 

Any character passing through the 
opening into the building will immediately 
see a fallen fighter with something 
wrapped around him. Closer inspection 
will reveal that the corpse (which matches 
the description of Hagee) was bitten by a 
rather large poisonous snake, now loosely 
wrapped around the body; the snake is 
minus its head. 

The inside of the temple is 35 square 
feet of open space. If asked, the DM 
should describe the temple's interior as in 
a state of terrible decay. It appears that 
this may have been quite posh at one 
time, but no signs of any religious symbols 
are left. Markings in the middle of 
the floor indicate that there might have 
been some solid structure here, perhaps 
an altar, at one time. 

If the room is thoroughly searched the 
characters will find a secret trapdoor in 
the floor and another in the ceiling, both 
perfectly centered, (the one in the floor is 
exactly where the altar may have been). 
The door in the floor is a decayed secret 
door which cannot be opened intact. If it 
is dug out or disintegrated away, it will 
reveal a remarkably thick stone-blocked 
floor (actually a thick ceiling). The door 
in the ceiling appears to be made of wood 
and still in relatively good condition. 
Actually, one good blow will send the 
rotting planks crashing to the floor, followed 
by five thick snakes, each about 
15' long. 



These snakes are descendants of the 
original ones kept in the temple decades 
ago. Though usually tropical in nature, 
they have adapted to this climate and 
have lost none of their natural abilities. 
Two of the snakes are constrictors (pg. 
111, MM II), and three boalisks (pg. 
19, MM II), but it's impossible for any 
but a druid to tell them apart in here. The 
light of day peeping through the cracks 
provides enough light for the boalisks' 
gaze to be seen.



If, after the battle, the ceiling area is 
searched, an old metal tankard with a 
snake motif will be found (figure A). If 
the tankard is moved it will be evident 
that something metal is inside -- a 
strange key that is unlike any other ever 
seen by the party members (figure B). 

Except for Hagee's personal belongings 
(chain mail shirt, shield, and +1 sword) 
nothing else of value can be found. 

The pit

The pit is 25 square feet at the top an is 
obviously constructed from blocks. A 
Light spell cast on an item and dropped 
down the pit will show that it is well over 
100' deep, and seems to be made of natural 
rocks (rather than blocks) towards the 
bottom. As a matter of fact, the pit opens 
up after 100' and the sides of the last 
hundred or so feet cannot even be seen. If 
the edge of the pit is searched by a ranger 
or druid, there are signs that there was 
once a large wooden structure here, possibly 
a winch. 

If the characters desire to descend into 
the pit by rope, 225' will be needed. At 
the 100' mark, characters will be attacked 
by the pit's inhabitants, a swarm of jaculi 
(pg. 53, Fiend Folio) The walls of the 
natural cavern are honeycombed with 
tunnels and holes perfectly suited for the 
20 jaculi to project themselves from, like 
javelins. They'll strike their targets or fall 
(or both), then crawl in a hole to begin 
their long climb upwards to their nests. 
The entire process will take them at least 
ten minutes. No more than ten jaculi will 
strike in any one melee ruond; although 
their bites aren't particularly damaging, 
the DM should determine the effects of 
the attack on anyone holding onto a rope, 
climbing, etc. 

<q.v. Fighting on Walls and Other Sheer Surfaces>


    figure C
The illustration above depicts the original 
entrance to the temple. A huge metal 
plate covers the oddly-shaped doorway. 
The figure to the left of the door demonstrates 
the door's height. 

Once at the bottom of the pit, the original 
entrance to the temple is revealed 
(figure C), an ornate wall covered with 
ancient runes. This wall will appear to be 
magical to Detect Magic (it has an 
unusual Preservation spell cast on it to 
prevent decay and erosion). A huge metal 
plate covers the doorway, and a 
strange keyhole above it. The key from 
the ceiling of the temple fits this lock. If a 
thief attempts to pick the lock, a 50% to 
his chance will apply due to the age and 
complexity of the lock. If Detect Traps is 
attempted at this time, a trip mechanism 
for releasing something from above inside 
the doorway will be detected. 

The trap is an iron cobra (Fiend Folio), 
but the poor thing died years ago and will 
now just plop down in a pile of rust, most 
likely scaring the wits out of unsuspecting 
party members. 

Inside the doorway is a 20 square foot 
antechamber with another obviously 
decayed iorn cobra in the middle. Inside 
this iron cobra, however, are three poisonous 
snakes
(MM II, pg. 111), who are 
more than willing ot let the party pass, 
but if they are disturbed by someone 
hacking or kicking at the rusty cobra, the 
snakes will immediately attack. The DM 
should roll their poison effects randomly. 



Past the antechamber is a huge tunnel 
that twists endlessly into the darkness. To 
the right is a large cave with a firestand <fire snake> at 
the entrance (figure D). One minute after 
the brazier is lit, the fireside that has 
magically been laid into the metalwork as 
a trap will come to life and attack if given 
the chance (Fiend Folio, pg. 38). Under 
the coals is a ruby which resembles the 
coals because of its sooty covering. It 
belongs to the firesnake. 





The cave is shallow but wide; a carved 
marble chest (figure E) can be seen in its 
depths. A Detect Traps cast on the chest 
will show nothing, but Detect Magic 
spell will indicate that it has magical properties 
(again, the magical preservation). 
The chest is easily opened; the contents 
include an oil lamp (figure F), one scroll 
case (figure G), some sort of pipelike 
musical instrument (figure H), and a 
matched set of armbands (figure I). 



Behind the chest lies a small but expensive-looking 
goblet (figure J). This item is 
a magical trap in that it will shatter if 
touched, and that sound will awaken the 
giant amphisbaena snake lying just out of 
sight in the winding tunnel (pg. 88, 
MM). This snake has been down here 
since the temple was built, and it is huge 
(HP 60, MV 15", AC 2, Bite 1-6). It will 
move toward the party immediately 
upon hearing the shattering noise or the 
pipelike musical instrument. 

Once the snake is defeated, the party 
can loot what they will and leave (but 
remember that any jaculi left alive will 
now be in place for more attacks). Nothing 
else but the bones of past victims lie 
within the tunnel. 

The treasure

1. Pewter mug, worth 450 gp. 
2. Ruby, worth 1,250 gp. 
3. Carved marble chest (very heavy), 
woth 1,000 gp. 
4.Silver ornate oil lamp (when rubbed 
will grant one Wish), worth 6,000 gp 
unrubbed, 1,000 gp rubbed. 
5. Scroll cae (six scrolls containing 2 
Snake Charm spells, 2 clerical Sticks to 
Snakes spells, and 2 Neutralize Poison 
spells). Total worth: 6,000 gp. 
6. Pipe of Snake Summoning (as druidic 
spell Animal Summoning II, but only for 
snakes; can be used twice per day), worth 
3,500 gp. 
7. Armbands of Snake-changing (as 
magic-user's Polymorph 

The history of the temple
A subcult of Kali formed their temple 
here centuries ago (thus the confused 
reference to "collie" by the peasants), but 
focused more on the associated snakes 
than on the goddess. After a while Kali 
became aware of this and expressed her 
displeasure by destroying all within the 
temple but the snakes. Meanwhile, one of 
the order who had been up to Evermore 
Castle (extracting blackmail money, no 
doubt) returned with some valued items. 
Discovering the destruction of the temple, 
he fearfully hid the loot and himself down 
in the pit where the most holy giant snake 
was kept. Eventually, the priest bcame 
supper for the amphisbaena, and the 
treasure was left behind. 

If the DM desires he can have the 
tunnel stretch back into the hillside until 
it opens up into the dungeons of Evermore 
Castle. This could provide a whole 
new adventuring area for the party. 
Maybe even some of the other snakes 
have slithered up to the castle and are 
waiting for lunch. 

<c6 image>