The characters are hired by a Quester of Jaspree, Ceren, to recover some items located in one of the temples of Jaspree (located deep within Servos Jungle). Ceren believes that the temple is full of untouched treasure, and the lure of wealth is sure to drag the characters into the adventure.
But all is not as it seems, as while the characters are journeying down the Serpent River to the temple, a mutiny occurs on board the ship. After a few more incidents on board the ship, the characters arrive at De'la. Soon they are on their way through the jungle.
One night during their journey through the jungle the characters are attacked by a party of Invae, and the character's suspicions are increased. The closer the characters get to the temple, the more frequent the attacks. It seems that they have stumbled on something they shouldn't have, but what? When the characters arrive at the temple, and start to explore the ancient ruins, they find a lot more than they bargained for . . .
It appears that the temple is now the location of a Invae hive, intent on using it as a base for the conquest of the local area. The characters must defeat the hive, or these strange creatures will turn the characters into monsters.
The adventure starts off with the characters being hired by Ceren, Quester of Jaspree. More than likely the characters aren't going to be anywhere near Ji'tai, where Ceren lives, nor even now of his existence. The best way to introduce Ceren to the characters is to have them hired by a merchant to guard a caravan transporting goods from where they are currently located, within reason, to the Serpent River. This merchant knows Ceren, and introduces the characters to the T'skrang quester.
Ceren will relate the following information to the characters:
"I was researching some material in the Library of Throal, when I found mentioned a number of temples of Jaspree located along the Serpent River. I did not know of any such temples, and so my curiosity was piqued. After further research, I discovered there was one fairly close by, located in the Servos Jungle south of here. As a quester of Jaspree, it is my duty to retrieve any holy items located in these temples. I have discovered three so far, but recovered nothing of value, looters having got there before I. However the latest temple I have discovered is located deeper into the forest, and I believe that looters have not penetrated it yet. I am willing to give you any treasure in the temple, as long as it is not holy in nature, as well as paying for any food and lodgings you require. If we find no treasure I am willing to compensate you for your troubles, depending on the nature of the mission, to be agreed upon at a later date."
Once the characters accept, the adventure has begun. Ceren will want to start the journey first thing tomorrow morning, and he will let the characters stay in the temple for the night. This will allow the characters to do any shopping before setting off on their voyage.
Ceren has hired a t'skrang river boat, the Swiftwater, to take them on their journey. Detail on the boat can be found in Background Information, and details on Captain Dariinaeus can be found on the character's page.
The journey isn't a long one, and would be even shorter if the characters travelled across land (but would be a lot more dangerous). The Swiftwater will travel from Ji'tai, near the Scytha Mountains, all the way to a village located on the river, in the middle of the Servos Jungle. If you refer to the map provided with Earthdawn, the journey starts at Ji'tai, moves eastward around Throal Mountain, south through Lake Ban and into the Servos Jungle.
The route specified above is approximately 770 miles long. Since the maximum speed of the river boat is 100 miles per day, the characters should arrive at their destination in about 8 days, depending on weather.
The river voyage is an important component in the overall adventure, and should not be skipped over. There are a number of key events which occur during the river voyage that will have repercussions further on in the character's adventures. It would be best to treat the journey in a fair amount of detail, a lot more that has been included below. This is because in the intervening times between the 'events' nothing much happens, but should be described briefly to give the characters a feel for the voyage.
If you have read the background information in BG about the Invae, the connection between the worshipers of Chorrolis and the Invae is obvious. One of the t'skrang crew, Lou, is a member of the Order of Chorrolis, and does not want the characters or Ceren to disturb the Invae hive in the Servos Jungle before they are ready.
He has warned the Invae of the characters coming, and will try and stop them reaching De'la alive before the Invae have to deal with them.
Sometime after the boat has left Ji'tai, Lou will strike. Since one of the most important resources the water casks that are stored in the cargo deck, Lou will place a measured quantity of poison in ten out of the twelve casks.
That same day two sailors will drink out of the casks, and almost immediately die on the deck. At this stage the crew will get suspicious, and the characters are going to have to help Ceren convince the rest of the crew that there isn't a plague on board. The characters are also going to have to quickly work out why the crew are dying at a rate of about two per hour.
If they look closely they will notice about two crew members per hour go down below deck. If they asks where they are going, they will be told to get some water. This should quickly give the characters the information they need, and they will have to get Dariinaeus to throw the water out. If they are close enough, the ship will turn back and get more water at Ji'tai, otherwise they will have to find another dock.
River travel is still a dangerous mode of transportation, and this should be reflected in the game.
An explosion cuts through the air like a knife. You spring out of your rooms, and dash to the top deck above. The first sensation you get is the smell of smoke filling you nose.
As you rush to the side of the deck you notice another vessel, fire cannons bristling on its sides. It clips through the water like a knife, slowing pegging back the distance between itself and the Swiftwater.
The crew bustle madly through the ship, breaking out fire canons and preparing them. It seems you boat is under attack from pirates . . .
The characters are most probably going to be fairly suspicious after the first sabotage and might even try to investigate who poisoned the water (if they worked out it was poisoned). When Lou strikes for the second time they are going to be a lot more suspicious about a spy being on board. Instead of striking directly at the crew, Lou tries to cause descent through the ranks.
He will start suggesting that Ceren is a worshipper of Chorrolis, and the captain only follows him because they are lovers. He will continue spreading rumours like this, until the characters are faced with a mutiny.
It is up to the Games Master to dictate how this section of the adventure is played out. Violent conflict is out of the question however, the character's best solution is trying to placate the crew. The characters, on the other hand, aren't going to be able to tell who started the mutiny as the crew are loyal to one of their own (that is how they see Lou) and since the rumours were delivered like Chinese whispers, they wouldn't be able to dob in the perpetrator even if they wanted to.
Once the characters have arrived in De'la, the distance from the village to the temple is approximately twenty miles. Because of the density of the jungle, and the lack of any form of track or trail, the journey will take about three days (the characters travelling about eight miles a day).
Their journey, however, isn't going to be very peaceful. There is a group of Invae who are concerned about the explorers finding the temple that they are now using it as a headquarters for their surface raids.
Only the Invae attacks are detailed as they are the most important, but more encounters are encouraged, as the jungle is a place of death and danger, and this should be shown by the number of encounters. Some of the encounters which can be used are: Treasure Hunters, Chakta Birds, Crakbills, Crocodiles, Gorillas, Lizards, Monkeys, and Snakes.

Map 1 - Serpent River
The attacks by the Invae are the most important encounters, and cannot be left out under any circumstances. The Invae will attack one at a time, and about two to three attacks should be included. These attacks should be evenly spaced, occurring approximately once a day, and always at night. If the characters have a watch they have a fair chance of being warned. Statistics for the Invae can be found in the Creature Statistics section.
Below is a map of the layout of the area surrounding the temple. The temple is situated in the centre of a clearing, and the dark mark from the bottom of the map to the edge of the clearing indicates the trail Ceren followed.

Map 2 - Temple of Jaspree
Once the characters arrive they have free reign over the temple. Refer to Confrontation
The Invae were warned of the character's approach by their surface contacts, who relayed the message via runners. The Invae were sent to intercept the characters, but when they didn't return at the pre-arranged time, their hive leader decided they were lost and the characters were on their way.
So the Invae went to work on returning the temple back to its original state to fool the characters, except for the Final Chamber. When the characters enter, they will only find a single Invae, who has been left to tell the characters of what is to come.
The chamber you enter is dark, except for an eerie green glow that seems to fill the room. A faint clicking noise seems to be coming from the centre of the room, madly rising and falling in rhythm.
"Non-Invae."
The voice comes from nowhere and everywhere, a sibilant whisper.
"Warning."
The air seems to thicken around you in tension.
"Die. All."
A figure steps forward, a shapeless figure.
"Choice. One. Hive."
The hood of the cloak falls, revealing an insect-like head and two very large mandibles.
"Choice. No. Hive. Die."
As has been explained, the rest of the Invae have left, but this one has been left to give the characters a warning. They can either become one with the hive, or die.
"Time. None. Choice. Imperative."
The figure begins to shimmer, a mist staring to creep around it as it fades from your view, transporting somewhere distant. You only here its last words as a fading tone.
"Legends. None. Invae. Rule."
Though a bit of an anti-climax for the characters, it does allow the Games Master to throw the Invae at the characters again, but when they are a lot more powerful to deal with hoards of them.
Stunned at your meeting, you are shaken from your thoughts by Ceren's sigh of relief.
"At last the temple of Jaspree is free from the clutches of those filthy insects. Please, follow me"
He turns and returns to the next level up. He walks to the eastern wall and softly mutters "Gelanon".
A section of the wall shimmers, then disappears. Through the newly formed doorway you see a room full of strange Items.
"You have earned your reward, and I am happy there is some treasure for which I can pay for your services."
Below is a list of all the treasure contained in the vault. The characters are given the sections indicated Treasure. If they try to take any more, Ceren will protest and say that the only things left are holy items, of no value to the characters.
Treasure : 100 Gold Pieces, Two Emeralds, Spike Bombs and Kegel's Sword.
Holy Items : Feathered Totem, Ceremonial Staff carved with markings, Golden Chalice and Silver Plate.
Both the Spike Bombs and Kegel's Sword are patterned items and will require the characters to research their nature for them.
Once the characters have collected their share of the loot, Ceren will lead the characters back to De'la, another three day journey, and then back to Ji'tai. Once in Ji'tai, the Games Master can continue with Liaj Jungle . . .
To get to the first level, all the characters have to do is walk the huge stairs leading to the very top of the temple. The temple is very similar in structure to an Incan temple, with the temple itself, on top of the pyramidal building. The first level is a small building on top the larger pyramidal building.

Map 3.1 - First Level
The first level was a place of worship. An altar is situated in the centre of the room, with two waist size pillars on either side. These pillars were to hold braziers of incense for rituals. A set of stairs lead down to the next level. The floor is fairly dusty, as the Invae are waiting for the characters, and have made it look like there has been no one here for hundreds of years.

Map 3.2 - Second Level
The main chamber of this level was the high priest's quarters. It was situated here so the high priest could make sure none of his acolytes would run off in the night to have their way with some young, gullible female.
Now it has been restored to its former 'glory'. The characters will find a single bed in the left corner of the room, made out of rotting wood, but not covered in much dust (hard to get in the level). There is a rotting, wooden desk in the south of the room, and the chair is now a pile of sticks. In the top right hand corner is a small miniature altar. The stairs in the centre of the room lead up.
The treasure room can only be opened via a secret word that Ceren knows and the characters will not be able to get to it. There is also a stairwell in the bottom right hand corner which hasn't been indicated (couldn't think of a nice way to do it) which leads down to the Entry room of the next level.
This is where all the treasure is stored, and the characters will get this as a reward for ridding the temple of all the Invae (see Epilogue for details).

Map 3.3 - First Level
A black slab indicates a stone door which can be opened by pressing a green panel to the right of the door. The doors are magic, and have retained their power after all these years.
This is the entry level to what was the acolyte's level, but is now empty and free of dust.
The corridor leads to all the other parts of the acolytes level, and is the main passage way used by the Invae. There is a fair amount of dust scattered on the ground.
These were the acolyte's chambers, and were converted for chambers for all the Invae, one Invae in each. Now the rooms contain a few pallets scattered through the room, and is covered in dust.
This is the last room in the level (Go to Confrontation when the characters enter this chamber).
All the non-player characters statistics have been placed with the other Earthdawn characters. These include:
For more information on the Invae, including statistics, refer to page 17 - 18 of BG.
[an error occurred while processing this directive]Attributes
Dexterity: 7
Strength: 6
Toughness: 6
Perception: 6
Will Power: 6
Charisma: 7
Initiative: 10
Number of Attacks: 1
Attack: 9
Damage: 11
Number of Spells: (1)
Spellcasting: 11
Effect: Perception
Physical Defence: 8
Spell Defence: 7
Social Defence: 7
Armour: 6
Mystic Armour: 3
Knockdown: 7
Recovery Tests: 3
Combat Movement: 35
Full Movement: 70
Death Rating: 36
Wound Threshold: 10
Unconsciousness Rating: 28
Legend Points: 100
Equipment: Padded leather armour, short sword.
Loot: None.Commentary
Pirates are common up and down the Serpent River, and normally attempt hit and runs. They will not press too hard, as they know there is plenty of loot to be had throughout the river, and prefer hitting easier targets.