Advanced Dungeons & Dragons

The Jungle Ruins of Olataloco

By Tim Hartin


THE TEMPLE RUINS

It will take about nine days (approximately 90 miles) to travel through the jungle, along a rough trail, to the ancient ruins.

The entrance to the ruins is only possible through the mouth of a cave that is located on a small crocodile infested river. The Party will be hot and sweaty from the jungle humidity. Henchmen will set up camp and ready the canoes. Bru Lunn will advise the Player Characters that the relic they seek lies beyond the cavern mouth. He will not join the party but will wait at the camp for five days. If the party does not return by then, he will leave them behind as dead.


WANDERING MONSTER TABLE (AMEDIO JUNGLE TRAIL)

The following table provides day and nightime encounters while traveling through the Amedio Jungle. The chance for an encounter is 1 in 12, rolled once for the day and once at night. Should the party deviate from the trail, then the chance of encountering a monster increases to 1 - 4 on d12. Should an encounter occur, roll 2d6 and consult the table below.

Die Roll Day Night
2 Bullywugs Gibberlings
3 Men, Tribesmen Men, Tribesmen
4 Men, Tribesmen (Headhunters) Men, Tribesmen (Headhunters)
5 Dragonfly, Giant Centipedes, Huge
6 Crocodiles, normal Crocodiles, normal
7 Lizard Men Jaguar
8 Lizard, Minotaur Hydra
9 Snake, Giant Constrictor Snake, Giant Poisonous
10 Crocodiles, Giant Crocodiles, Giant
11 Juju Zombies Juju Zombies
12 Shambling Mound Shambling Mound

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Ruins of Olataloco Map
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WANDERING MONSTER TABLE (TEMPLE RUINS)

The following table provides day and nightime encounters for the ruins. The chance for an encounter is 1 in 12, rolled every four turns. Should an encounter occur, roll 2d6 and consult the table below.

Die Roll Day Night
2 Crocodiles, Normal Crocodiles, Normal
3 Crocodiles, Normal Gelantinous Cube
4 Men, Tribesman (Wee-Chee-Chee Tribe) Men, Tribesman (Wee-Chee-Chee Tribe)
5 Spiders, Huge Spiders, Huge
6 Scorpions, Giant Scorpions, Giant
7 Crocodile, Giant Crocodile, Giant
8 Were-Crocodiles Were-Crocodiles
9
10
11 Juju Zombies Juju Zombies
12 Yuan Ti Halfbreeds Yuan Ti Halfbreeds
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TEMPLE RUINS DUNGEON KEY

1. WATERWAY ENTRANCE: The rough rocks of the cavern's mouth resembles a gapping mouth with jagged teeth. Small bats flutter here and there from the hanging stalactites that resemble row after row of sharp teeth.

The Party will paddle (Water Move 9") 100 ft along this 20 ft wide passage as the rough natural cavern gradually gives way to stone and bricks. As the canoes turned to the left, they travel for another 40 ft. and enter an immense chamber (Room #2). The exit of the waterway is dwarfed by the scale of the room.

2. JUNGLE RUINS: This square chamber is roughly 100 ft by 100 ft and at least 80 ft high. The top of the chamber is hidden in darkness. The walls are ancient stone work are now covered in vines, roots, leaves, and various mosses. Nature has begun to reclaim the area. Many colourful birds dart back and forth between their nests high on the walls. The chirps of insects and birds become silent once the PCs enter this large chamber.

Various vegetation float on the water and deep under it, many fish can be seen swimming about. The same can be said of long ominous shadows that swim after the fish. A 10 ft wide stone walkway runs along the south side and the North side walls with the waterway continuing westward. Half a dozen crocodiles can be seen resting on the north-eastern ledge (see Chamber #3). The ledge has been worn smooth by the bellies of the crocodiles.

3. CROCODILE HATCHERY: 18 crocodiles and two were-crocodiles call these ruins home. The Were-Crocodiles give the giant crocodiles a wide berth since they can't seem to control them and could end up as their next meal. The were-crocodiles and normal crocodiles have been feeding on the local fish population with an occassional tribesmen who get careless near the water.

Were-Crocodiles (2): AC 3; MV 12"//18"; HD 6+3d4+3, 6+3; HP 54, 32; #AT 1; D 1-8 (longsword); SA Bite (1-12), Tail (2-8), Shaman Magic; SD Surprise on 1-3, silver or magic weapons to hit; MR standard; INT Very, Low; AL NE; SZ L (15 ft long); XP 1154, 856.

Shaman Magic (3rd Level): Cure Light Wounds, Protection from Good; Snake Charm.

Crocodiles (18): AC 5; MV 6"//12"; HD 3; HP 22 (x4), 17 (x3), 14 (x5), 11 (x4), 9 (x2); #AT 2; D Bite (1-12), Tail (2-8); SD Surprise on 1-3; MR standard; INT Animal; AL N; SZ L (8 ft - 15 ft long); XP 148 (x4), 128 (x3), 116 (x5), 104 (x4), 96 (x2).

4. STORAGE CHAMBER: This room is filled with many clay jars of all sizes and condition. Some of the jars have cracked and their contents have leaked about or evaporated over time. There are 1d6 jars of wine that are still sealed and in good condition. They are worth 250 gp each back at Corynn (double the value back in Gradsul, Keoland). 1d4 jars are still sealed and may contain:

Die Roll   Contents
1   Dried Tobacco Leaves
2   Jungle Roots and Herbs
3   Animal Fat
4   Dried Insects
5   Lamp Oil
6   Preserved Human Remains

5. PARCHMENT CHAMBER: This small chamber has shelf after shelf of scrolls. The majority of the scrolls are written in an unknown hieroglyphic language. A few will have images with the writings. From the images, a basic story will unfold of a people who sailed long distances and came to the jungle. They built great pyramids and prayed to their gods. Time past and their gods left them and the once great civilization fell into decadence and ruin.

Should a Comprehend Languages spell be used on the parchments, a clearer picture will unfold. These people are the Herapta People who came from the East over the great ocean when their original lands were destroyed by flood. They came to these jungles and carved out a new civilization for themselves. They continued their practices of human sacrifice to their ancient gods. Slaves and enemies captured in battle were often the prime sacrifices but sometimes the noble families would offer one of their own in times of special needs.

One of these times, at the writing of these scrolls, was when King and Queen Kurtuuf gave their lives to protect their people from a great evil that threatened their civilization. The parchments never actually state what this evil was. The sacrificial rituals were not enough to stop the destruction of the Herapta People and their civilization fell to be absorbed by the jungle.

Should the Player Characters spend a turn searching through the various parchments, they have a 50% chance to find a Protection from Undead Scroll.

6. CRUMBLING MOSIAC CHAMBER: The walls' colourful mosaic has faded with time. Vines and roots intermingle with the walls' ancient decorations but the images of a man and a woman are still clear. They are dressed in regal robes and appear to be a king and queen even though their faces are not visible as at least half of the mosaic tiles have fallen from the walls and are now scattered on the floor.

The doors to the east and to the west are both sealed with a black wax-like trim and have strange golden hieroglyphic symbols painted on them. The symbols are the ancient language of the 'Pyramid People' (aka the Herapta People). Should a Comprehend Languages spell be used to read the markings on the door, the doors will read:

7. TOMB OF KALOO KURTUUF: This tomb contains the animated remains of Kaloo Kurtuuf, the King of the Herapta People, wrapped in black bandages with silver trim. On his head is a golden serpent crown decorated with fire opals (4600 gp). The walls of the tomb are decorated in gruesome pictographs that display violent images of the King (dressed in black robes) slaying many jungle natives (descendents of the Wee-Chee-Chee Tribesmen). The mummy rests in an upright plain stone sarcophagous. He will be revived once the seals on the doors are broken.

A trapped treasure chest contains 3200 SP and 4650 GP. The chest has a poisonous gas trap. Should the trap be activated, all within this room must save vs Poison or else fall victim to painful and terrifying hallucinations for 1d6 Turns and then death. During the initial stages of the poison, the victim takes 1d6 damage per turn and fights with a -2 to hit/damage penalty. Casting spells while infected is impossible as well. A Neutralize Poison spell cast on the victim during the intial stages will stop the poison from causing death.

Mummy (Kaloo Kurtuuf): AC 3; MV 6"; HD 6+3; HP 38; #AT 1; D 1-12; SA Fear, Cause Disease; SD +1 weapon to-hit; Immune to sleep/charm/hold spells; MR Standard; INT Low (6); AL LE; SZ M; XP 1454.

8. TOMB OF JULA KURTUUF: This tomb contains the animated remains of Jurla Kurtuuf. Previously the Queen of the Herapta People but now a mummy wrapped in scarlet bandages with obsidian trim. She wears a fancy headress with long multi-hued feathers. On her left hand is a gold ring with etches of waves (Ring of Water Walking). Her right hand has been severed and lies in a separate sarcophagus. On the right hand is a Ring of Weakness.

A trapped treasure chest contains 5650 GP, a Potion of Fire Resistance, and a folded Robe of Blending. The chest has a poisonous needle trap that will prick any who try to open the chest's lock without disarming it first. This is the same type of poison as in ROOM #7 (see above).

Mummy (Jula Kurtuuf): AC 3; MV 6"; HD 6+3; HP 43; #AT 1; D 1-12; SA Fear, Cause Disease; SD +1 weapon to-hit; Immune to sleep/charm/hold spells; MR Standard; INT Low (6); AL LE; SZ L (15 ft long); XP 1494.

9. ENCLOSED WATERWAY: The water is gentle and undisturbed here. Fish can be seen swimming through the large waterway. Birds flutter about overhead. Should any character be foolish enough to enter the water, there is a 50% chance of attracting the attention od 1d4 crocodiles. Increase this chance by 5% per additional round spent in the water. For example, a character who spends 3 rounds swimming in the water would have a 60% of attracting 1d4 crocodiles.

10. YUAN TI CHAMBER: Three halfbreed Yuan Ti, who were exiled from their Forbidden City, have taken refuge here. They plan to dominated the human tribesmen in the nearby chamber but are unaware of their relationship with the Juju Zombies.

Yuan Ti Halfbreeds (3): AC 4/0; MV 9", 12", 12"; HD 7; HP 43, 41, 39; #AT 2; D 1-8/1-8 (scimitar) or Bite (1-10) or Tail (1-4); SA spells; SD Nil; MR 20%; INT Genius (17), Very (12), Very (11); AL CE; SZ M; XP 694, 678, 662.

Sss'lozza: Yuan Ti Halfbreed #1 (HP 43) with snake head (1d10 bite), no legs, and a torso that ends in a snake's tail (constrict for 1d4 damage). Armed with a Scimitar (1d8/1d8).

Ssslaurz: Yuan Ti Halfbreed #2 (HP 41) with snake head (1d10 bite) and a body covered in scales. Armed with a Scimitar (1d8/1d8).

Sssarnokz: Yuan Ti Halfbreed #3 (HP 39) with his body covered in scales and a snake tail (constrict for 1d4 damage) growing from his backside. Armed with a Scimitar (1d8/1d8).

11. STEEP STONE STEPS: Rubble has blocked these ancient stairs. If the DM wishes to extend this adventure even deeper into the Underdark, these stones steps could be cleared and an excavation be mounted into the deeper levels.

12. OPEN WATER PIT: This is where the Giant Crocodiles go to enter the underground river. The floor of this small chamber is covered with a thick blanket of algae and grime. The passage to the south has crushed vegetation on the floor that seems to suggest a large weight had crushed it.

13. GIANT CROCODILE LAIR: Two giant crocodiles have made this small chamber their nest. The floor of is covered with a thick coating of algae and loose vegetation. A large mound of rotting plant material lies in the South-Western corner. In the centre of the room are two giant crocodiles. They will aggressively attack anyone who enters this chamber (they are protecting their nest).

Giant Crocodiles (2): AC 4; MV 6"//12"; HD 7; HP 38, 29; #AT 2; D Bite (3-18), Tail (2-20); SD Surprise on 1-3; MR standard; INT Animal; AL N; SZ L (21 ft - 30 ft long); XP 704, 632.

14. GELANTINOUS CUBE LAIR: Two Gelantinous Cubes have taken residence in the side chambers of this room. The crocodiles give this chamber a wide berth. The walls are smooth and bare of any vegetation. Not one vine, or root, or fungi has taken growth on these walls and even if they do the Gelantinous Cubes make sure they don't last. The cubes normally rest within the 10' side chambers off the main room.

Gelantinous Cube (2): AC 8; MV 6"/; HD 4; HP 21, 218; #AT 1; D 2-8; SD Surprise on 1-3; MR special; INT None-; AL N; SZ L (10 ft cube); XP 704, 632.

15. CRYSTAL SKULL CHAMBER: This artefact will drain the energy from all who touch it with both hands. Those who touch this cursed skull with both hands must make a saving throw vs Death Magic or else lose 1 level of experience. A successful saving throw means the character may let go of the skull and stop the level drain. Failure means the character loses a level and must continue to hold on for another round/saving throw.

Once a character reaches beyond 0 level, he has become a Juju Zombie with the following commands:

16. UNDEAD TRIBESMEN: These tribesmen gave their lives in the name of their god and become juju zombies through ritual. These Juju Zombies will not attack the tribesmen who welcome the zombies into their tribe.

Juju Zombies (12): AC 3; MV 6"; HD 6+3; HP 43; #AT 1; D 1-12; SA Bite (1-12), Tail (2-8); SD Surprise on 1-3, silver or magic weapons to hit; MR standard; INT Very, Low; AL NE; SZ L (15 ft long); XP 1494.

6000 GP

17. WEE-CHEE-CHEE TRIBE: This is where the Wee-Chee-Chee tribesmen come to commune with the relic of their god. These tribesmen can move in harmony with the neighbouring undead without any danger to themselves. These tribesmen have albino skin covered with a thick paste of ash and mud. They also wear various bones and skulls as charms and talismans (usually taken from their victims).

Tribesmen (40): AC 7; MV 12"; HD 2; HP 12 (x10), 10 (x10), 8 (x10), 6 (x10); #AT 1; D By weapon; SD Surprise on 1-2; MR standard; INT Low to Average; AL N; SZ M; XP 41 (x10), 39 (x10), 37 (x10), 35 (x10).

All tribesmen have large shields, a blowgun with 12 poisonous darts (save vs Paralyzation or become paralyzed for 1d4 hours), 2 javelins, and a club each. There is a 15% chance per tribesman of carrying 1d3 gems (worth 1d6x10 gp each)

Master Huntsmen (4): AC 7; MV 12"; HD 3; HP 19, 17, 15, 12; #AT 1; D By weapon; SD Surprise on 1-2; MR standard; INT Average; AL N; SZ M; XP 122, 116, 110, 101.

All master huntsmen have large shields, a blowgun with 12 poisonous darts (save vs Paralyzation or become paralyzed for 1d4 hours), 2 javelins, and a club each. There is a 25% chance per tribesman of carrying 1d4 gems (worth 1d8x10 gp each)

Takalee, Apprentice Shaman: AC 8; MV 12"; HD 4; HP 21; #AT 1; D By weapon; SA Shaman (Cleric) spells; SD WIS 14, Surprise on 1-2; MR standard; INT Average; AL NE; SZ M; XP 224.

Takalee has a blowgun with 12 poisonous darts (save vs Paralyzation or become paralyzed for 1d4 hours) and a club. He wears a gold necklace that is decorated with many tiny silver skulls (1300 gp). He also carries 6 gems (200 gp each).

Spells:
1st: Command, Cure Light Wounds (x2), Protection from Good, Remove Fear
2nd: Hold Person (x2)

Wee-Chee-Chee, Chief Shaman: AC 8; MV 12"; HD 6; HP 33; #AT 1; D By weapon; SA Shaman (Cleric) spells; SD WIS 16, Surprise on 1-2; MR standard; INT Average; AL NE; SZ M; XP 428.

Wee-Chee-Chee has a blowgun with 12 poisonous darts (save vs Paralyzation or become paralyzed for 1d4 hours) and a club. He has 3 gems (worth 60 gp each).

Spells:
1st: Command (x2), Cure Light Wounds (x2), Santuary
2nd: Chant, Hold Person (x2), Snake Charm, Speak with Animals
3rd: Animate Dead, Speak with Dead

The Shamans worship an obscure jungle deity of death known as Olataloco. Their relic is said to be the actual skull of their god. If any of the Player Characters are taken captive by the tribesmen, they will be sacrificed to their god by making them place both hands on the crystal skull and be converted into a Juju Zombie.

Rope ladders along the southern wall lead to te opening in the ceiling which leads outdoors to the Jungle above. The Wee-Chee-Chee Village is a day's travel to the South-West of the ruins.

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