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THE FALLEN TEMPLE By James Floyd Kelly • Cover Artist: David Griffith • Editor: Tim Wadzinski Art Director: Jeremy Mohler • Interior Artist: Rob Nix Cartographer: keith Curtis • Graphic Design: Jamie Wallis Playtesters: Jorg Quadrino, Edna Warren, Sean Steed, and Matt Cale.

A special thanks to Titan Games & Comics for hosting the playtest event.

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FIFTH EDITION FANTASY • The fallen temple 1 The Fallen Temple By James Floyd Kelly

he Fallen Temple is an adventure designed for use lethality of the traps encountered as well as the punish- with the 5th edition of the fi rst fantasy roleplay- ing weather conditions. Th ere are no specifi c language T ing game. It is intended for four to six 10th-level requirements but players should be made aware that characters and can be completed in a single ses- some armor types are diffi cult to wear or use in the cold- sion. A variety of character classes is suggested to tackle weather setting. Th e main adventure is set in a long-lost the challenges presented herein, but a character with the temple buried beneath the ice, but the action begins on a ability to heal large amounts of damage is useful given the desolate snow-covered trail between two mountains. Background urviving in the harsh wintry conditions of the day and guarded her as if she were their alpha. It seemed northern mountain ranges known as the Demon’s inevitable that young Phair would inherit the lone posi- S Teeth has never been easy for the hard-working tion of temple priestess, and on the girl’s 15th birthday Neej-ree, an ancient community of half-elven she was called to the side of the dying priestess where hunters. Most of the Neej-ree folklore consists of com- the temple duties were fi nally transferred. For over 10 mon-sense stories told to children, to pass on lessons re- years, Phair alone communed with Veditha and respect- lated to foods that are safe to eat, the safest techniques for fully brought the Neej-ree’s needs and concerns to their climbing, what kinds of ice are safe to walk across, and goddess for consideration. Veditha bestowed numerous the proper methods for treating frostbite. Neej-ree vil- powers and gifts to Phair for her faithful service, pow- lages are scattered across hundreds of miles of mountain- ers to provide protection to followers and punishment ous terrain, so all the stories tend to vary in small ways. to enemies as well as gifts to share with the most devoted Except for one. Neej-ree. But the authority given to Phair began to take Th e Neej-ree are a devout people, worshiping Veditha, its toll on the young priestess, and on the 15th anniver- the goddess of stone and ice, and typically only asking sary of her ordination, the Neej-ree received word from for protection from the elements and good hunting in their priestess that there would be no access to the temple the non-storm months. But for centuries, the Neej-ree for six months. When the temple doors opened again, have also given thanks for the continued protection from the fi rst Neej-ree pilgrims to enter discovered the extent Phair VenJalla. of Phair’s sacrilege and vanity. Over 12 centuries ago, the various Neej-ree tribes provid- Th inking herself worthy of worship, she had rebuilt the ed supplies and off erings for a shared temple dedicated temple. Gone were all references to the Veditha. Instead, to Veditha. Th e temple was carved from ice and gran- the Neej-ree were instructed to bow to Phair VenJalla, ite, right in the heart of a mountain. Th e temple pro- the new goddess of the mountain. She demanded the vided shelter to travelers and protection during aggressive Neej-ree worship her, and used her powers to enforce snowstorms, and all Neej-ree were encouraged to make a obedience and subservience for four long years. Believ- pilgrimage to the temple during their lifetimes. ing Veditha’s powers had withered as the number of her faithful followers diminished, Phair’s arrogance blos- A young girl named Phair VenJalla, born with ice-blue somed and kept her blind to a small, fervent group of eyes (unheard of in the brown- and green-eyed Neej-ree), Veditha followers who raced into the temple one night to was identifi ed early as someone blessed by Veditha; the confront her, and called upon Veditha for justice. Veditha young girl was unharmed by exposure to the cold, she responded as only a true goddess of fl esh-peeling winds, had uncanny climbing abilities, and a pack of three gran- heart-stopping ice and snow, and unbending rock could ite wolves arrived kneeling at her tent on her fi fth birth- to a fallen priestess.

2 FIFTH EDITION FANTASY • The fallen temple Inside the temple, walls and fl oors cracked and shattered, Wisdom to make a DC 18 Wisdom (Insight) check. ice water fl owed and froze, and devastating winds ripped Success will provide that hero with a slight distrust of and pounded. As the followers fl ed the temple, one of Ixleem. them stole a glance back to see a defi ant Phair standing • Th e adventurers have been hired by a wealthy patron her ground, holding her mace over her head as water named Histno Parajon who has identifi ed a possible fl owed around her waist and the wind whipped her long location for a long-lost temple beneath the ice. Para- black hair. Th e temple’s fate was sealed when a crack ap- jon is only interested in the small library rumored to peared in the rock above the temple’s entrance and two exist in the temple; the adventurers may have whatever colossal slabs of granite dropped. Phair VenJalla was pun- else is recovered, including four magical rings that are ished, and the Neej-ree added another cautionary tale to supposed to provide ability enhancements to a wearer. their collected lore. What Parajon failed to mention to the players is that Today, travelers wishing to cross the Demon’s Teeth are the temple is also rumored to be the resting place for a encouraged to hire a voija, a Neej-ree guide who knows dangerous priestess who angered her goddess. the best trails through the dangerous mountain range. • After attempting to cross the Demon’s Teeth moun- Th e Neej-ree love to share their stories around the fi res at tain range on their own, the heroes were caught in a night during the trips, and the legend of Phair VenJalla punishing snowstorm. Short on food and water, the is a favorite tale to tell prior to passing two ancient stone party was rescued by a group of Neej-ree guides led slabs—ancient, but not indestructible. A series of earth- by a half-elf named Ixleem, who arrives with fi ve sleds quakes and tremors over the last few weeks have forced the and pitch tents to protect the adventurers from the el- voija to postpone travel due to an increase in avalanches. ements. During the night, he explains that he has been Th e quakes and tremors have fi nally stopped, and a small sent by his tribe to convince a fellow Neej-ree named number of voija have returned after inspecting the trails Hidmeel to abandon his exploration of a recently dis- and determining them to be safe. One voija, however, has covered ancient temple and return home. Th e guides failed to share his additional discovery: the two slabs have are turning back due to the storm, but Ixleem does cracked, and the temple is open once again. not want to give up and will provide sleds, tents, and supplies to the adventurers and escort them as far as Adventure Hooks the temple where he’ll attempt to locate Hidmeel. Th e adventure begins in the middle of a chase scene, with the party attempting to escape from a black yeti. How the adventurers have arrived at this point, however, is up to the GM. Start with Beginning the Adventure but players can be provided with an adventure hook of the GM’s de- vising, or feel free to incorporate one of the hooks below and modify as needed to fi t the situation: • Th e adventurers have received a letter from an old colleague that indicates north of the Demon’s Teeth mountain range lies a vein of riches in a newly discov- ered mine. Th e adventurers are requested to gather at the mine to stake a claim before the gypsy-like Th un- derclap Clan of dwarves migrates through the valley in the spring and makes its own claim. Th e guides for this area, the voija, are resistant to moving through the Iced Veins this late in the season, but one is will- ing to make the trip for a darker purpose; this secre- tive acolyte has been anxiously awaiting the arrival of a worthy group of adventurers to sacrifi ce to a recently awakened evil. Allow the adventurer with the highest

FIFTH EDITION FANTASY • The fallen temple 3 Beginning the Adventure hen the adventure begins, the characters fi nd ed to the Neej-ree communities. When the temple was themselves strapped into two-man sleds and sealed by Veditha, a family member who served as an aco- W fl eeing from a black yeti down a snow-covered lyte to VenJalla received a vision that the goddess would trail. A single voija (guide) named Ixleem is return to the world of the living one day when “Veditha’s paired with one of the adventurers. Ixleem will have ad- seal was broken.” Ixleem’s family has taken this to mean vantage on all rolls related to steering a sled and avoiding the two stone slabs that dropped down over the temple’s obstacles; remaining adventurers have been given basic entrance. Ixleem recently discovered the broken slabs and instructions on the sled. Read or paraphrase the text be- made his way into the temple where he successfully re- low: vived Phair VenJalla and assisted in her recovery. VenJalla After a diffi cult day of travel that had you pulling sleds lled fi is weak but still powerful, and she requires sacrifi ces to with food, water, and other supplies, you and your fellow awaken the defi led temple. It is Ixleem’s intention to lure travelers enjoyed the warmth of the campfi re and a hearty the party into the temple by requesting their assistance in meal prepared by Ixleem, the Neej-ree voija hired to guide locating a missing voija named Hidmeel, who reportedly you through the Demon’s Teeth. You looked forward to the entered the temple a week earlier and has not been heard next day’s travels that would be easier, riding in the sleds from since. (Th is is a lie, and is intended to appeal to down a safe passage chosen by Ixleem, and you knew sleep the adventurers’ good will.) If the story of Hidmeel isn’t would come fast in your warm tents after the day’s exertion. enough to convince the adventurers, Ixleem will mention A well-earned rest, however, was not to be. Pulled from your the wealth and magic items that were rumored to exist tents in the middle of the night, you were dragged and shoved inside the temple in the hopes of luring them inside for into a sled. “Heel-jee-ja! Heel-jee-ja!” was all Ixleem could VenJalla’s dark purposes. yell. None of your group recognized the word, but a hor- Ixleem will call stops during the three-day trip to force rendous roar was heard on a peak high on the left. Jump- an arrival at the temple at sunset, when it will be time to ing down from ledge to ledge, a large creature with black pitch tents so he can encourage a short expedition into fur and razor-sharp claws edged closer towards the camp. the open temple. Enticing the adventurers to explore the Ixleem’s sled nosed down onto the snow-packed path and he temple will not be required by Ixleem, however, as the waved his arm to motion for all to follow… arrival at the temple will coincide with another massive snowstorm and the appearance of an injured and angry Roleplaying Ixleem black yeti who knows more about Ixleem’s black heart than the adventurers. Ixleem is a half-elf male, 42 years of age and his skin is dark and leathery; years of sun and cold weather expo- IXLEEM sure have given him the appearance of someone 15 years Medium humanoid (half-elf), lawful evil older. He is strong and fast, but not too bright. His cloth- ing consists of a number of custom leathers that are tight AC: 16 (leather armor, heavy fur coat) to prevent chafi ng and moisture, and over it all is a heavy Hit Points: 90 (12d8 + 36) coat of wolf hide and fur with a deep, large hood made Speed: 30 ft. from a wolf’s head that is often used by voija to scare away lone predators. Ixleem is highly skilled voija, with STR DEX CON INT WIS CHA advanced survival skills. He is missing two fi ngers on his 15 (+2) 16 (+3) 17 (+3) 8 (-1) 12 (+1) 9 (-1) left hand, the result of an encounter with a snow leopard Saving Throws: Strength +5, Dexterity +6 at a young age. Skills: Perception +4 Athletics +5, Survival +4 Ixleem comes from a family that swore allegiance to Phair Senses: darkvision 60 ft., passive Perception 14 VenJalla, and was given special treatment by the young priestess in exchange for information and gossip relat- Languages: Common, Elvish, Neej-ree

4 FIFTH EDITION FANTASY • The fallen temple