TEXT: TEMPLE   OF 
   MODIBOGA 
  
  . 
   
   
   
   
   
  THE TEMPLE OF MODIBOGA 
   
   
  Writing and Production 
   
  by 
   
  Paul Elkmann / Geoffrey O. Dale 
   
   
   
   
   
   
   
   
   
   
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  mythical, religious, mystical, fantastical, and/or supernatural elements and references; these elements are works of 
  fiction and intended only for purposes of entertainment. Any resemblance between fictional characters described in this 
  game aid and persons living or dead is purely coincidental.
  
  . 
   
  THE TEMPLE OF MODIBOGA 
   
  INTRODUCTION 
   
  This adventuring site is another in a series describing 
  small, self-contained, and iconic areas that no extensive 
  dungeon should be without. It is intended as an area 
  that a Games Master can quickly and easily add to any 
  underground complex, able to be completely explored 
  in less than a single game session.  It can be used with 
  minimal preparation and placed virtually anywhere. 
  While the specific descriptions are designed using 
  Spellbook Games’ Portal to Adventure rules, the 
  descriptions can be used essentially as-is in campaigns 
  using original D&D rules or similar game systems. The 
  Games Master may want to refer to the Master Item 
  List, Monster Parts List, and Codicil of Maladies (all 
  by Spellbook Games) while using this adventure. The 
  Temple is most suited to less experienced Adventurers, 
  of Levels 2 to 4 – more experienced Adventurers may 
  find Temple interesting to visit but not particularly 
  challenging, or may use it as a transit point on the way 
  to other areas of a dungeon. 
   
  COMMON ABBREVIATIONS 
   
  Armor Class – AC, Class Level – (Class Type) L#, 
  Greater than or Equal to – GTET, Health Points – hp, 
  Less than or Equal to – LTET, To Hit – TH 
   
  SITE HISTORY 
   
  Six hundred years ago this area was a different place, 
  the weather was mild, the crops productive, and the 
  people were generally happy. Roznega, a local God of 
  Weather and the Seasons, was the principal local deity 
  but the people were tolerant and a variety of other gods 
  were worshiped. At the time, Gyoerk was a minor God 
  of Dark and the Underground, with relatively few 
  worshipers. Then Dwarves discovered a rich vein of 
  copper in the area and started the mine that later 
  became the original dungeon levels. Gyoerk was a 
  natural deity for underground hard-rock miners and his 
  cult grew larger and more influential as the area 
  become wealthier. As the mine expanded and the 
  dungeon began in the mined-out areas, Dyoerk’s priest, 
  Modiboga, built a splendid temple deep inside, as 
  appropriate for an underground deity, and to make it 
  easier for miner’s to attend. 
   
  A century after the mine opened the area was invaded 
  by nomadic tribesmen from the steppes, worshipers of 
  a strict and intolerant monotheistic God. 
   
   
  SITE HISTORY, continued 
   
  The tribes overwhelmed the largely-unprepared local 
  population and took over as the ruling aristocracy.  
  As the victorious barbarians intermingled with the 
  native population, their Priests suppressed the original 
  local deities, including Dyoerk, whom they named a 
  God of Evil. 
   
  The conquered natives resisted by continuing the 
  clandestine worship of their old gods. Since Dyoerk’s 
  temple was hidden deep underground, it was their 
  natural refuge. This situation continued for two 
  generations while the ruling Priests searched out 
  temples of the old gods and destroyed them. Dyoerk’s 
  was better hidden than most, and his worshipers more 
  careful. It took the new rulers eighty-eight years to 
  finally find Dyoerk’s hidden temple, and to slay 
  everyone found there.  
   
  This occurred more than four hundred years ago, now 
  the remains of Modiboga’s temple lie down a narrow 
  hallway, hidden behind several layers of secret doors, 
  ladders, locks, and traps 
   
  MAP AREA DESCRIPTIONS 
   
  1. 
  Entry Room.  A rectangular room with a pair 
  of bronze double doors on the north side, a 
  pair of silver double doors on the south side. 
  The north doors are stuck in the half-open 
  position, the gap between them is completely 
  filled by cobwebs. The remains of thick 
  timbers are braced against the doors (the 
  timbers now rotted). The walls have thin 
  cracks, and the walls and floor show smoke 
  and fire damage. Several unidentifiable bones 
  are on the floor along with four broken blades, 
  a damaged ceramic pot, and several moldy 
  pieces of black cloth. A flawed bloodstone is 
  found in one corner (value 15 SP). A tripwire 
  stretches across the room, 7 inches off the 
  floor (avoid 1d20 roll GTET [32-Agility], the 
  trap it was connected to no longer works). The 
  south pair of doors is closed and each door 
  requires Strength GTET 35 to pull open. 
  Devotees of air, sky, or light Deities have to 
  roll 1d20 GTET [33-Will] to be able to enter 
  the temple (room 2). If Adventurers listen at 
  the door they hear sounds of fighting and low 
  guttural voices on 1d20 rolls GTET 13 (Elves 
  +3 bonus; the language is identified as Goblin 
  on 1d20 rolls GTET [38-Intelligence-Level] 
  or by Adventurers familiar with the language). 
  
  . 
   
  AREA  MAP 
   
   
  Map Arrows are from higher to lower elevation. 
   
  MAP AREA DESCRIPTIONS 
   
  2. 
  Main Floor. A large rectangular space 
  entered through a pair of silver doors on the 
  north side, with a deep (30 FT) oval pit in the 
  center, stairs to elevated areas on the east and 
  west, and four rooms along the south wall. 
  The arched ceiling is more than 50 FT high. 
  Stairs on the north and south sides lead down 
  into the pit. A marble rail surrounds the pit, 
  inlaid with gold, amber, and black ivory. The 
  east and west walls are stone covered in 
  beaten silver, now marked with colored stains, 
  scorch marks, and dried blood. Sheets of 
  cobwebs hang in corners. The floor is made 
  up of inlaid ceramic tile frescos. The area is 
  covered by dust, with cobwebs, smashed 
  furniture, parts of broken weapons, bat 
  droppings, and other refuse.  
   
   
   
   
  (#2 continued) Three stone Goblin figures 
  stand on the south side. A huge pipe organ is 
  on the east side (see #8). 
   
  A group of eight Goblins (2 at HD 3, 2 at HD 
  2, 4 at HD1; armed with spiked clubs and 
  knives, three have short Bows and twenty 
  arrows) is found standing around a Garm’s 
  (huge two-headed bulldog) corpse; two 
  Goblin corpses are nearby. A group of 20-30 
  bats (HD0, hp2, bite hp1) hang from the 
  ceiling, with a few (1d4) flying about; the bats 
  ignore both Goblins and Adventurers. 
   
  3. 
  First Landing North. A landing area 12 FT 
  below the main floor. A headless female 
  statue stands here. 
   
  
   
  .
  4. 
  Second Landing North. A landing area 24 
  FT below the main floor. A black marble font 
  (3 FT across) is dry; any follower of a deity 
  dedicated to the earth, underground, dark, or 
  mining is healed hp 1 by touching the font 
  (limit 1d3/person-day). 
   
  5. 
  Pit Bottom/Altar Area.  Two black stone 
  block altars are located on a raised rectangular 
  area surrounded by six grey stone steps. The 
  remains (black stone feet) of four statues are 
  on the steps, with broken stone pieces on the 
  floor. An open (sacrificial) pit is immediately 
  west of the altar area. Eight stone armored 
  goblin figures stand on the floor posing with 
  drawn weapons. A shallow and wide brass 
  vessel on the pit floor holds several pieces of 
  rotting raw meat, a second vessel is filled with 
  water. A Cockatrice (HD6, hp52, AC24, 
  beak/claws, stoning touch; on 1d20 rolls 
  GTET 15 two Cockatrice are present) has 
  nested between the altar blocks using ruined 
  fabrics, straw, broken furniture pieces, and 
  other refuse; the Cockatrice is found sleeping 
  on 1d20 rolls GTET 14 (wakes if Adventurers 
  do not enter stealthily). 1d3 Cockatrice eggs 
  are found in the nest, along with 3d20 GP, 
  four diamonds (1842 GP, 2274 GP, 4871 GP, 
  7903 GP), two silver flasks (81 GP, 144 GP), 
  four silver arrowheads, and two reptile-scale 
  cloaks. The nest gives some protection from 
  missile weapons (-2 to hit from east/west), the 
  altars give good protection from missile 
  weapons (-6 to hit from north/south). 
   
  The Goblins treat the Cockatrice as both tribal 
  Deity and Executioner; they will defend the 
  Cockatrice against any attacking Adventurers, 
  and pursue any Adventurers who injure or kill 
  it. They bring raw meat to feed it every two or 
  three days. Once every ten days a Goblin 
  Shaman conducts a ceremony in front of the 
  nest to invoke the Cockatrice’s protection and 
  stoning power. 
   
  The altars retain an aura of divine power and 
  give off warmth (Priests and Crusaders feel a 
  warning not to touch on 1d20 rolls GTET [26-
  Intelligence]). Persons touching either altar 
  are petrified (stoned) unless saving (1d20 roll 
  GTET [34-Stamina], Priests and Crusaders of 
  a deity of the underground are immune, 
  Dwarves +4 bonus, Elves and Gnomes -2 
  penalty); petrification lasts [32-Stamina] 
  days). 
   
   
   
  (#5 continued) The sacrificial pit is 6 FT 
  wide, surrounded by a silver collar, 8 FT 
  down the pit widens to 10-12 FT across. The 
  pit is 28 FT deep with 2 FT of water at the 
  bottom. 20 FT below the surface is a 4 FT-tall 
  horizontal tunnel that leads to a lower 
  dungeon level; the Goblins do not know about 
  this tunnel. Adventurers searching the pit 
  bottom find 1d100 loose gems (values 
  1d100*1d12*1d6 GP), 2d100 silver objects 
  (each valued at 1d100*1d8*1d6 GP), 3d20 
  gold objects (values 1d100*1d20*1d12 GP), 
  1d20 ivory objects (values 1d100*1d12 GP), 
  and 1d100 objects of polished stone (values 
  2d20*1d10). The badly-rusted remains of 
  several iron weapons are also found, along 
  with a few bones. Two Recluse Spiders 
  (HD2, hp17, AC18, fatal bite, gangrene) lair 
  in the tunnel; if there is activity in the pit they 
  emerge to attack with surprise (+2). 
   
  A Phantasm (Eigonore) appears 1d20 rounds 
  after Adventurers reach the bottom of the pit. 
  Eigonore appears as a translucent blue figure 
  (glowing, incorporeal) dressed in clergyman’s 
  robes, with two arrows in his torso, lacking a 
  head; the temperature 20 FT around Eigonore 
  is below freezing, there is frost on the ground, 
  and all of a mortal’s hair stands up on their 
  heads. 
   
   
   
   
   
   
  
   
  .
  6. 
  Second Landing South. A landing area 24 
  FT below the main floor. A headless female 
  statue stands here, 10 inches from the wall; a 
  hand-sized area is hollowed out in the center 
  of its back, a platinum Armoire Charm is 
  found inside the hollow. When invoked, the 
  summoned armoire has exploding glyphs 
  (range 12 FT, 1d20 damage, save on 1d20 roll 
  GTET [35-Agility]) written on the inside of 
  each door. The armoire is found holding: an 
  Ellekamen’s Tome (Gyoerk becomes the 
  reader’s only deity, save [37-Will]), a Key of 
  Knowledge book (reader selects one skill to 
  gain at expert proficiency), a Language 
  Librium (confers knowledge of Dwarvish at 
  native proficiency), a Clergy Codicil 
  (1d100*1d100*1d6 XP to Priests), a Manual 
  of Endurance (permanent +1d6 to Stamina), a 
  Book of Forgetting, and a Codicil of 
  Transformation (permanent change into a 
  HD8 Senmura, save [38-Stamina]). 
   
  7. 
  First Landing South. A landing area 12 FT 
  below the main floor. A headless female 
  statue stands here and the broken blade of a 
  short sword sticks into the wall. 
   
  8. 
  Pipe Organ. A wrap-around pipe organ 
  console on a rectangular dais, the vertical 
  brass organ pipes are mounted to the east wall 
  (behind).  
   
   
   
   
   
   
   
  (#8 continued) The console has gashes and 
  scorch marks, and the brittle remains of two 
  daggers are thrust into the keyboard. The 
  organ remains partially functional; some of 
  the upright pipes are bashed in, gashed, bent, 
  and broken. The organ is trapped with a 
  paralyzing gas (persist 25-Stamina hours, save 
  1d20 roll GTET [35-Stamina]) that is 
  disarmed by tapping the left-most key four 
  times; the gas fails to have effect on 1d20 rolls 
  GTET 18 (too old). 
   
  When mortals approach within 25 FT of the 
  organ a Phantasm (Phorigast) appears on the 
  organ bench on 1d20 rolls GTET 7 and ‘plays’ 
  (no music is heard). Phorigast is a pulsating 
  yellow incorporeal bearded man wearing a 
  hooded cowl and rope belt; a pair of gloves 
  and a holy symbol [mushroom] hang from his 
  belt; his body is rent with several long 
  stabbing wounds. 
   
  The organ seat is a rectangular chest (latch, no 
  lock), with the moldy remains of ornate 
  cushions on top. The chest hinges are rusty, 
  requires Strength GTET 22 to open (break on 
  1d20 rolls GTET 12). Most of the contents are 
  scrolls of sacred music that disintegrate when 
  the lid is raised. The chest has a false floor (-4 
  to find) that conceals a golden Holy Symbol 
  of Dyoerk (2853 GP), a leather bag with 30 
  pearls (each valued 1500*1d12 GP), a silver 
  Sallon’s Circlet [increases Priest SPM and 
  effect], a gold Chain of Scrying, and a 
  platinum Inaegor’s Pendant [prevents spell 
  casting]. 
   
  When a mortal sits at the organ it begins to 
  play itself on 1d20 rolls GTET 6, playing one 
  of six songs as determined by 1d6: (1) illusion 
  [15 FT tall avatar of Gyoerk appears], (2) 
  weakness [listener’s Strengths are reduced by 
  1d8 points], (3) religious awe [all listeners 
  prostrate themselves and worship], (4) 
  blindness, (5) deafness, (6) fear [all mortals 
  immediately run from the room]; effective 
  range 50 FT; all saves are 1d20 roll GTET 
  [34-Will]; effects persist 1d20+10 minutes. 
  The music does not affect worshippers of any 
  deity of the earth, underground, or dark. 
   
   
   
   
   
  
   
  .
  9. 
  Pew Balcony. A rectangular area located 20 
  FT above the main floor reached by two wide 
  stairs. Six rows of wood pews are staged in 
  tiers set 2 vertical FT apart. The east (back) 
  wall is covered in black soot and surface 
  mold, with patches of ordinary grey shelf 
  fungus. The ceiling is 15 FT high at the back 
  wall and is painted with images of Gyoerk’s 
  underground castle, Faldorock (murals now 
  damaged, chipped, peeling, with patches of 
  mold). The pews are covered in thick black 
  dust and show divots and cuts made by axes 
  and swords. The fabric seat cushions are 
  moldy and have an awful odor. Several small 
  skeletons are found between pews, their 
  clothing having rotted away except for small 
  leather shoes. A careful search (-5 penalty to 
  find) reveals a gold chain with gold/amber/ 
  jade locket (14,083 GP) wedged under the 
  fourth pew. 
   
  10. 
  East Balcony. A rectangular area 20 FT 
  above the main floor reached by two wide 
  stairs. The ceiling here is 12 FT high, with a 
  geometric pattern in black, white, orange, and 
  purple ceramic tile (now damaged, with a 
  layer of soot and black surface mold). Six 
  Hanging Fungi (HD8, hp50, AC10) are 
  attached to the ceiling; an Adventurer must be 
  directly beneath them to be attacked by their 
  tip, their spores have an effective range of 15 
  FT. A long narrow space on the east side is 
  entered through two stone arches aligned with 
  the stairs. 
   
  A Phantasm (Allaphia) appears in 1d12 
  rounds after Adventurers climb the stairs and 
  remains for 1d20 minutes. Allaphia is a thin 
  green incorporeal figure (almost translucent) 
  of a chubby female infant wrapped in 
  swaddling clothes, floating 3 FT off the floor, 
  with a piece of broken spear pointing 
  downward through her middle. While 
  Allaphia manifests a baby’s crying is heard 
  throughout the Temple area. On 1d20 rolls 
  GTET 15 all food carried by Adventurers is 
  immediately spoiled. Female mortals of LTET 
  40 years break down and cry for 1d12 minutes 
  when seeing Allaphia (save 1d20 GTET [34-
  Will], range 25 FT). 
   
  11. 
  East Balcony Back Room. A long narrow 
  space entered from the balcony through two 
  stone arches on the west side aligned with the 
  stairs from the Main Floor. 
  (#11 continued) The floor and walls are white 
  marble, the 10 FT ceiling is black marble. Red 
  marble fonts shaped like gargoyles holding 
  wide cauldrons are attached to the north and 
  south ends of the room. A 6 FT black stone 
  statue of Gyoerk stands at the room midpoint 
  (defaced, with hammer cracks, several holes 
  have been drilled in the chest). A 5 FT rough 
  hewn tunnel exits the northeast section of the 
  room, proceeds east 90 FT, turns to the 
  northeast and runs 200 FT while climbing at 
  an 8% grade, then connects with a vertical 
  shaft with ladders in it; the shaft leads to 
  Goblin tunnels and their village, Vernygat. 
   
  Four Goblin guards (HD3, hp25, chainmail, 
  open helm, studded leather gloves, short 
  bows, 14 arrows) protect the tunnel entrance. 
  An additional 1d12 Goblins (HD2, hp15, 
  studded leather armor, leather cap, leather 
  gloves, short Sword) are met in the tunnel. A 
  Goblin Shaman (HD4, hp34, studded leather 
  armor, open helm, chainmail gauntlets, 
  Shaman L5) is met in the tunnel on 1d20 rolls 
  GTET 17. A Goblin Shaman has three uses of 
  petrifying touch as a gift from his deity 
  (persists 1d100*1d20 minutes, save 1d20 roll 
  GTET [35-Stamina]). 
   
  12. 
  Exploding Fungus Room. A rectangular 
  room entered from the main floor through a 
  door on the north side. The walls are splashed 
  with layers of dried red liquid, now covered 
  with dust, soot, and green algae. The floor and 
  ceiling is tan tile. The floor is filled with 
  miscellaneous bones, rotting fabrics, broken 
  pieces of wood, and pieces of broken glass 
  and pottery. Eight Explosive Fungus (HD2, 
  hp11, AC6) grow on the walls; a fungus 
  explodes for 1d12 (range 10 FT) when a 
  mortal approaches within 8 FT on 1d20 rolls 
  GTET 12; when a second fungus is inside the 
  blast radius it also explodes on 1d20 rolls 
  GTET 15. Any explosions draw the attention 
  of the Goblins and the Cockatrice(s). 
   
  13. 
  Dressing Room. A rectangular room entered 
  from the main floor through a door on the east 
  side. The walls are oak paneling, now with a 
  thin layer of dust and dark green algae. An 8 
  FT by 8 FT thick rush mat covers the floor in 
  the room’s center, blotted with several dark 
  red stains. The north wall has been defaced 
  with the painted Holy Symbol (horse head and 
  sickle) of the attackers, the paint now peeling 
  and faded with time (continued next page). 
  
   
  .
  (#13, continued from previous page) Several 
  moldering and torn black robes are on the 
  floor by the west wall; an Adventurer 
  handling these robes contracts Leprosy unless 
  succeeding on a 1d20 roll GTET [32-
  Stamina]. 
   
  Beneath the rush mat is inscribed a holy 
  circle; Priests and Crusaders see it outlined in 
  purple lines. Followers of Gyoerk who step 
  into the circle are transported [teleportation] 
  to (a location determined by the Games 
  Master), as are followers of deities of earth, 
  underground, or the dark. The ritual was 
  performed long ago and does not always work 
  as designed, so other persons stepping into the 
  circle are also transported on a 1d20 roll 
  GTET [36-Will]. 1d20 rounds after this room 
  is entered, 3 Hell Hounds (HD5, hp34, AC30, 
  flame breath) appear in the circle. The hounds 
  have gold collars with a tag labeled ‘T” (each 
  valued 1539 GP). 
   
  14. 
  Sacristy Room. A rectangular room entered 
  from the main floor through a door on the 
  west side. The splintered remains of wood 
  cabinets are mounted to the south wall and 
  two armoires are pushed over on the ground 
  and partially-burned. Crude images of the 
  Holy Symbol (horse head and sickle) of the 
  attackers are painted on the walls. The floor is 
  littered with scraps of cloth and leather, with a 
  few small toadstools. Among the litter are a 
  silver-bladed Dirk, a silver hip flask (32 GP), 
  10 SP, and a dented hooded lantern. Inside an 
  armoire are two empty clay flasks, two brass 
  vials of Holy Water (Gyoerk), a metal flask of 
  rubbing alcohol, a flask labeled as a Healing 
  Potion (actually, a fatal poison with effect in 
  [40-Stamina] rounds, save 1d20 roll GTET 
  [34-Stamina]), and three broken flasks. 
   
  A stationary Phantasm (Salagaria) is at the 
  center of the room. Salagaria is a bright white 
  incorporeal female figure in clergy robes 
  hanging from the ceiling in a hangman’s 
  noose. A knife is embedded in her gut with 
  only the hilt visible. 
   
  15. 
  Wraith Crypt. A rectangular room entered 
  from the main floor through a door on the 
  north side. The walls are blue ceramic tile, the 
  ceiling white plaster painted with mural 
  showing an important Priest blessing this 
  Temple. 
  (#15 continued) The walls are now covered 
  black stains, colored algae, and faded yellow 
  horse head and sickle Holy Symbols; black 
  paint has been splashed on sections of the 
  mural. There are several pieces of broken and 
  smashed furniture in the area. 
   
  The room contains an eight-sided stone 
  platform, 3 FT high by 9 FT across. A dark 
  blue stone sarcophagus is on the platform, the 
  exterior carved with images of a tall bearded 
  man in Priest’s garb – hammers have defaced 
  the sarcophagus in several places. The 
  sarcophagus lid is light blue stone and a line 
  of lead solder fills the gap (once loosened, the 
  lid requires Strength GTET 32 to be moved) – 
  faded yellow horse head and sickle symbols 
  have been painted on the lid. The sarcophagus 
  contains Modiboga’s moldering bones, some 
  of which are now brittle and powdery, the 
  remains of several rich burial robes, a Cutlass 
  +2 with glowing blade (Weak Opponent 
  Finding), a silver-bladed Dirk +1 with ornate 
  gem-inlaid hilt (value 17,038 GP), and a 
  glowing Staff (+1 when wielded by a follower 
  of Gyoerk; Prayer-Storing to 10 Devotions, 6 
  Mysteries, and 2 Majesties). The current 
  number and type of Prayers found in the Staff 
  are at the Games Masters discretion). 
   
  Two Wraiths (HD10, hp74, AC120 ferrous, 
  AC48 silver, fear gaze, touch) appear when 
  the sarcophagus is opened. One is the Wraith 
  of Modiboga, wielding an incorporeal staff, 
  the other is a Medusa’s Wraith – the wraiths 
  do not attack unless: (1) one or more evil 
  persons are in the room, (2) a Priest or 
  Crusader is within 50 FT [does not apply to 
  Priests of Gyoerk], or (3) Adventurers loot 
  Modiboga’s staff. Adventurers directly 
  fighting the Medusa Wraith behold her hair 
  every round of combat and are petrified (save 
  1d20 roll GTET [25-Stamina], petrification 
  lasts 3d100 minutes). 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  .
  ADVENTURE HOOKS 
   
  A Games Master may wish to incorporate some of 
  these plot elements to guide Adventurers towards 
  visiting Modiboga’s Temple: 
   
  A high-level Earth Wizard is offering 10,000 GP to 
  Adventurers for the live-capture and retrieval of a 
  Cockatrice. He has determined that one is living on the 
  (insert the dungeon level where the Temple is located) 
  level. The Wizard will supply a blanket that when 
  thrown over the beast reduces it to the size of a kitten 
  as long as it remains in the blanket (item must be 
  returned after capture). 
   
  The local authorities have tracked an infamous local 
  bandit to the (insert the dungeon level where the 
  Temple is located) dungeon level, where his gang has 
  established a safe hideout. The Adventurers are offered 
  5000 GP for the bandit and 1000 GP for each follower 
  (he is believed to have 7 men and 2 women) captured 
  alive; dead bodies are worth one-tenth the reward. If 
  this scenario is used: the bandit is Goeran (Warlock 
  L6), with followers Adreas (Warrior L4), Megyer 
  (Warrior L5), Peza (female Rascal L5), Hogan 
  (Warrior L4, bow specialist +3 with bow), Oszlar 
  (Warlock L5), and Galbert (Earth Wizard L4). 
  Although the authorities describe Goeran as a bandit, 
  he tells Adventurers he is the grandson of the current 
  King’s (or other local authority-figure) great-uncle, 
  being hunted by the local authorities to better secure 
  the local potentate’s power base (he or she used faked 
  documents to suborn authority). 
   
  A bounty of 50 GP is offered for each Goblin killed or 
  captured and directions are obtained to the Goblin 
  Caves (the village is one-half mile inside the caves). 
  The Goblins fight to cover the retreat of woman, 
  children, and the elderly, who follow the tunnel to the 
  Temple. While as much of the tribe escapes out the 
  front door as possible, the Goblin rear guard tries to 
  lure the Cockatrice to the tunnel to stone their pursuers 
  and make escape easier. 
   
  A covert follower of Gyoerk hires the Adventurers to 
  locate the Temple and retrieve Modiboga’s artifacts. 
  He gives them a scroll with a spell that opens an 
  enchanted (hidden) panel in the north Altar block, 
  inside the panel are a set of consecrated silver worship 
  dishes (set valued at 31,077 GP). 
   
  A high-status Priest in the local religious hierarchy 
  hires the Adventurers to locate the Temple and retrieve 
  Moddiboga’s bones and artifacts. She intends to use 
  both in a Ritual that will wipe out all traces and 
  memory of the evil cult of Gyoerk. 
  A shadowy group of uncertain motives hires the 
  Adventurers to find a path from the (insert Level here) 
  to the (insert Level here); the Temple is between the 
  two. The only path leads through the sacrificial pit in 
  the Temple. 
   
  RUMORS ABOUT THE TEMPLE 
   
  A Games Master may wish to incorporate some of 
  these rumors to make Adventurers aware of the 
  Temple’s existence, or to guide them toward visiting 
  the Temple: 
   
  Modiboga, the Arch-Priest of Gyoerk, is buried in the 
  temple he built deep underground.  His staff is a very 
  valuable religious relic and was placed in his tomb. 
   
  The Turziel tribe of Goblins live in deep caves near the 
  dungeon. They grown large mushrooms, mine silver 
  ore, and are known to trade Cockatrice feathers. 
   
  One route to the (put in name of an area in Games 
  Master’s dungeon) area is through a pit in a ruined 
  temple. The pit is inhabited by a weak Demon who 
  commands giant poisonous snakes. 
   
  When the Temple of Gyoerk was sacked, the defenders 
  hid most of the temple’s gems, and the hoard was never 
  discovered. A Seer claims that playing (put in a song’s 
  name) on a musical instrument in the temple area 
  reveals a magically-hidden door to the treasury. 
   
  The ancient underground Temple of Gyoerk was 
  sacked centuries ago. The defenders live on as Skeletal 
  Warriors, Ghouls, Zombies, Specters, and Wraiths. The 
  relics of Saint Modiboga are still somewhere in the 
  temple complex. 
   
  The ancient underground Temple of Gyoerk was 
  sacked centuries ago, and all of the defenders were 
  slaughtered, including their families. Any person who 
  performs a Ritual of Atonement in the old temple will 
  be rewarded by Gyoerk with the location of a hoard of 
  gold, and a Priest’s artifact. 
   
  All monsters native to underground areas found in the 
  ruins of the ancient Temple of Gyoerk are made 
  invulnerable by the god. 
   
  Savadar is an evil High Priest run out of the area (insert 
  local town) two years ago for rituals involving the 
  sacrifice of young women. He is thought to have 
  escaped into the dungeon and is now living in the ruins 
  of the old Temple of Gyoerk. He is the Shaman 
  commanding a tribe of fierce Cave Trolls. 
   
  
   
  .
  CREATURE 
   
  PHANTASM – An incorporeal projection of a 
  deceased mortal that may occur in many different 
  colors, generally depicting their time and means of 
  death. A Phantasm is not an Undead creature, is not 
  hostile, and has no effective attacks against 
  Adventurers. It has no armor class and is unaffected by 
  physical weapons. Phantasms cannot perceive mortal 
  creatures and ignore them. 
   
   
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  Adventure Modules and Encounters 
   
  INFERNO: JOURNEY THROUGH MALEBOLGE 
  The expansion and completion of the description of 
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  includes an appendix of more than 75 persons and 
  creatures found in Hell. 
   
  GAZETTEER OF HELL: FIRE AND ICE 
  A gazetteer of locations in Hell that may be of interest 
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  Lucifer and the escape from Hell. It provides short 
  descriptions of more than 450 locations that can be 
  developed by Games Masters into adventures in Hell. 
   
  GAZETTEER OF HELL: BLOOD AND MIRE 
  A gazetteer of locations in Hell that may be of interest 
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  GAZETTEER OF HELL: LEAD AND HOUNDS 
  A gazetteer of locations in Hell that may be of interest 
  to Adventurers. Lead and Hounds maps the Third and 
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  lairs of Cerberus and Diabolic Earl Plutus. It provides 
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  GAZETTEER OF HELL: REALMS OF SHADOW 
  A gazetteer of locations in Hell that may be of interest 
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  locations that can be developed by Games Masters into 
  adventures in Hell.  JUNE 2015. 
   
  INFERNO 1980  
  The original Hell, first published by Judges Guild in 1980. It 
  describes the entry to Hell, along with sections of the first 
  Four Circles of Hell. This edition features all new maps and 
  art.  Still approved for AD&D 
   
  INFERNO: OASIS OF KOESSA 
  An Egyptian-themed oasis in the middle of the Desert 
  of Fire on Seventh Circle of Hell, including the 
  Mummy King’s tomb, a Funerary Temple, and the 
  dungeon of the Sphinx.  DECEMBER 2015 
   
  AMBUSH AT THE FAIRBREEZE INN 
  A murderous Lycanthrope is using the Inn as a base to 
  ambush unwary travelers. An excellent low to mid-Level 
  Adventure as unwary Adventurers try to survive an 
  unexpected threat. 
   
  ARCANE LIBRARY 
  A library of wisdom and magic, located deep underground. 
  An excellent dungeon destination. 
   
  CAVE OF YEARS 
  A complex cave with more than 10 areas found on 
  three elevations, with complex pathways. Time runs 
  differently in the cave and its many exits lead to 
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  of space travel. Adventurers may meet denizens of 
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  ENCOUNTER WITH JARULATH 
  A local girl has been taken captive by a wandering Giant. 
  Can she be found before he trades her away to settle an old 
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  GROTTO OF SAINT RITHANASKOR 
  A complex cave featuring a large multi-elevation grotto 
  with several side caves and related areas. The cave 
  contains the Saint’s personal altar, along with religious 
  artifacts. Two Devils invaded the shrine decades ago 
  and have been trapped inside by the Deity’s power. An 
  excellent adventure for mid-Level Adventurers. 
   
  ORC FORTIFICATION 
  A small two-room adventuring site suitable for 
  beginning Adventurers. This room is intended to be 
  dropped into any underground dungeon or other area. 
  FREE PRODUCT. 
   
  TROLL BRIDGE 
  A wide and deep underground chasm is a major impediment 
  to dungeon travel. This toll bridge is one of the few ways 
  across. 
   
  UNDERGROUND RIVER 
  Stone walkways and bridges follow along a river for several 
  miles, with several encounter areas along the way. A good 
  way to connect points of interest in a campaign. 
   
  WARROCK’S FARM 
  A small farming region is being terrorized by unknown 
  marauders, until they hit an outlying farm and kidnap 
  two children. Can the Adventurers find the Trolls 
  before they eat their captives? An excellent adventure 
  for lower-Level Adventurers. 
   
  WIZARD’S WORKROOM 
  A small Wizard’s complex located deep in a dungeon. An 
  interesting place for Adventurers to visit. 
   
   
  Rules and Games Master Aids 
   
  PORTAL TO ADVENTURE RPG RULES 
  Our concise fantasy RPG rule set.  We present all the 
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  FREE PRODUCTS:  22 Terrific Tables for 
  Portal to Adventure, Character Sheet for 
  Portal to Adventure 
   
  EIGHTY TOMBS 
  Short descriptions of eighty stand-alone tombs and 
  monuments, that can be placed anywhere in a dungeon or 
  other wild place to add some local interest. 
   
   
   
   
   
  GEHENNA PRIMER 
  An overview of the rules pertaining to Gehenna, Plane 
  of Devils, and to Malebolge-Inferno. The information 
  in this Primer applies to all of the Inferno gaming 
  products. 
   
  GHOST STORIES 
  Provides the back-stories for sixty ghosts who can be placed 
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  missions and can used to bring Adventurers to other 
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  INFERNO: BESTIARY 
  A complete guide to the Devils and monsters of Hell. More 
  than 80 unique Devils are described, from Diabolic Princes 
  down to lowly Troopers of the Diabolic Legions. 
   
  INFERNO: CODICIL OF MALADIES 
  Background information about Gehenna and Hell. Provides a 
  complete listing of the diseases of Hell and their effects. 
   
  INFERNO: DENIZENS 
  A compendium of the descriptions and game statistics 
  for more than 75 persons and creatures found in Hell.  
  This compendium of NPC’s may be useful to Games 
  Masters in need of powerful foes and villains, but who 
  does not own Inferno: Journey. This book duplicates 
  the appendix found in Inferno, Book 3. 
   
  INFERNO: TREASURY 
  A complete guide to the artifacts and enchanted items 
  found throughout Hell. Many of these items are cursed 
  or have unanticipated side effects. This guide may be 
  very useful to Games Masters in need of new and 
  unique campaign items. 
   
  THE MASTER LIST 
  An alphabetical list of more than 5000 items that Adventurers 
  may need or want to buy. Includes price, weight, and rarity 
  information. 
   
  MONSTER PARTS 
  A listing of the saleable body parts that can be salvaged from 
  monster carcasses and their value. 
   
  SEER DELIGHT 
  Provides quick methods for Games Masters to generate 
  answers when Adventurers consult seers, fortune tellers, and 
  prognosticators.  The tables cover most subjects that may be 
  of interest to Adventurers.  
   
  TOWN GENERATOR 
  A guide to essential Adventurer services from banking to 
  healing to henchmen.  This book gives random tables to help 
  the Games Master figure out what is available, and where. 
  Includes naming tables for people and places. 
   
  
SOURCE: textdata/thevault/Portal To Adventure/Portal To Adventure Adventures & Settings/Temple of Modiboga (Portal To Adv).pdf