Joshua J. Laboskie, The Lost Temple of Tyrandraxu.pdf
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The Lost Temple of Tyrandraxu
Background
This underground temple was the place of worship for the local
area’s cult of Tyrandraxu hundreds of years ago.
Several thousand years ago this area was under the rule of a
despotic lich king who had been defiling the lands with his expand‐
ing magic. The human inhabitants had called upon an extra‐planar
creature named Tyrandraxu to help and protect them. Because they
were starving, Tyrandraxu tore one of his horns from his head and
it provided enough food for the people until their farms began to
produce again. Tyrandraxu then slew the lich king and was wor‐
shipped as a local deity for hundreds of years afterward. Over time,
the warrior caste grew in power and eventually usurped his throne.
Even though the cult has waned in power, there are still several
active sects who continue to worship in secret. Though this temple
was abandoned, knowledge of its existence would prove valuable to
historians and active members of the cult.
The temple is now home to a night hag who has been terroriz‐
ing a neighboring village. The adventurers may have found this area
by either following the hag or just seeking shelter from the ele‐
ments.
General Notes
Lighting:
There is no lighting except what either the party or a
random encounter brings,
Construction: The walls are plastered with frescoes appropriate to
the temple’s religious significance.
Ceilings:
Unless otherwise noted, the ceilings throughout are 8’
high with support arches every ten feet or so.
Doors:
The doors in this complex appear to be constructed from
obsidian but are enchanted to withstand both physical and magical
attacks. All open into their rooms and are not locked.
Random Encounters
1d6
1
2
3
4
5
6
# App
3d6
2d6
3d6
1
1
1
Encounter
Stirges (N)
Barbarian hunting party (N)
Brigands (C)
Brown bear and cubs (N)
Gryphon (N)
Haunt of old high priest (see room 3)
lever behind the north door in room 4 deactivates the trap for 1
hour before resetting.
3. Priest’s Chamber: The former priest of the temple remains here
as a
haunt
with a
Lawful
alignment. He is slightly insane but can
give the party information on the cult of Tyrandraxu, the history of
the temple, the night hag, and the gibbering mouther. The furnish‐
ings have faded over time but some interesting historical books may
be found on the shelf. He will offer his remaining clerical scrolls if
the party offers to cleanse the temple and help reestablish the cult.
4. Acolytes’ Chamber:
A
gibbering mouther
has been trapped in
this room by the night hag. It has liquefied the stone floor in many
areas for sustenance. The doors are impervious to the
gibbering
mouther’s abilities. None of the original furnishings or possessions
of the acolytes have the survived the ages.
4a. Quicksand:
The top two feet or so of these areas have been
turned into quicksand. While not dangerous in and of itself, it will
slow any PCs that attempt to walk through.
4b. Hidden Pit:
This 10’ open pit is hidden beneath quicksand
similar to areas 4a.
4c. Central Room:
This room is filled with muddy water that in
most areas is around 10’ deep.
5. Sanctuary:
The
night hag
who has been terrorizing the nearby
village uses this chamber as her lair. The 7’ statue of Tyrandraxu in
the northwest corner has been defaced and desecrated by the night
hag.
5a. Reliquary: Locked in a iron box underneath the altar is a horn
of plenty. The box is protected by an electrical trap that can be de‐
activated by chanting “praise be Tyrandraxu”
Wandering monsters will only be found in rooms 1 & 2 on a roll of 1 on
a 1d6. If the weather had been difficult over the past several days, then
a roll of 1‐2 on a 1d6 will indicate an encounter.
Room Contents
1. Entry Chamber:
This room is filled with the debris of many dif‐
ferent creatures and travelling humans who sought refuge here
against the elements. It has a 20’ high vaulted ceiling and frescoes
detailing the story of Tyrandraxu line the walls. Many of the carv‐
ings and artwork have been destroyed or vandalized over the years.
1a. Statue of Tyrandraxu: This statue is a 10’ tall humanoid figure
with folded falcon wings and a ram’s head missing one horn. It has
an outstretched arm pointing down the northern passageway.
A family of
pit vipers
nests behind the statue and will only at‐
tack if the statue is actively inspected.
2. Cleansing Room: A 10’ diameter pool of shimmering blue water
is in the center of the room. The water appears to be lit from below
and is magically pure. The pool will magically replenish itself every
24 hours.
2a. Gauntlet of Fire:
Once either of the pressure plates is acti‐
vated, jets of flame will fill the corridor for six turns (1 hour). Any‐
one who has bathed in the pool will be protected from the flames. A
Released under Creative Commons License http://creativecommons.org/licenses/by‐sa/3.0/
© Joshua J Laboskie @ jaspersrantings.wordpress.com 25. April 2013
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