General overview of the Temple of Pelor
Geographical Location: The Temple of Pelor is located 1 days journey northeast of
Hommlet and 2 days from
Pembrose.
The majority of map locations are rooms inside the temple. The temple
rooms are consistent in design, unless stated otherwise, assume that:
- The temple is in good repair.
- The external walls are stone.
- The ceiling, floor, and internal walls are wood.
- Ceilings are 10-12 feet high.
- Interior doors are made of wood, and can be locked (small iron bar) from the inside.
- Doors to the outside are bound in iron.
- Archways and door frames have a height of 8 feet.
- Windows slide open (friction fit) and are marked on the map by slightly narrower lines on the exterior.
- The only heating is a small fireplace on the second floor. It is used only to cook food.
Aboveground areas A
Ground-floor
1. ENTRANCE/WELL
If they look closer at the building, the following is seen: The dense
trees to the north are held back by a low stone wall. Two iron gates
present a method through the stone wall, into another clearing beyond. A
path winds through these gates, into the building ahead. Looking past
the gates, you see a low circular stone wall, likely a well, then beyond
that, a sturdy three story building. Surrounding the building, the
forest continues.
The building is fairly stout looking — perhaps 120 feet wide by 80 deep —
and made from stone and mortar. The stones are in good condition from
the ground floor clear up to second and third floors. A portion of the
roof was peaked, as if there was once a statue or iron symbol there. You
expect that this building might have once been a church.
- The stone wall
The wall is made from loose stones stacked to a height of four feet, with a depth of roughly five feet.
- The gates
The iron gates are four feet high, probably swing easily over the tall grass and weeds that have grown up in the clearing.
- Clearing, grass, weeds
The large clearing that you’re standing in is roughly 140 feet in
length, and 80 feet in depth. The smaller clearing to the north is
roughly 80 feet in diameter around the well. Both clearings seem mostly
overgrown with weeds, rising to a height of three feet in places. A path
has been beaten through the weeds, leading through the closed gates and
into the building ahead.
- Path
The path through the weeds is one to two feet wide, and consists of
flattened grass. Clearly someone has been through here recently.
- Well
The well is fed by an underground stream, 50 feet below ground level.
The rope is 55 feet long. Both the rope and the iron rung would support
the weight of a human. The well is surrounded by a low stone wall which
is in good repair. An iron rung has been affixed to the wall with thick
metal spikes. A long thick rope is tied to the rung, and attached to the
other end of the rope is a wooden bucket.
2. ENTRANCE
You’re standing in the
entrance way to the building. The room is 40 feet square, with a high
ceiling that is 2 stories high. A winding staircase leads up to the
second floor, archways to the north and west lead into other rooms, and
there is a sturdy looking door set in the east wall.
3. DESECRATED ALTAR
You’re
in a square 40 foot square room with beautiful bay windows on the west
and south walls. Set against the north wall is a raised dais that was
clearly once a small temple. The remains of smashed stone artifacts
litter the room, and have been replaced by a large hideous eye, painted
on the wall. Two blood-red spears rest against the north wall.
There’s an archway in the east wall that leads to a room with a
staircase, and an archway in the north wall that leads to a corridor.
4. HALLWAY TO STAIRS
You’re
in a hallway, 30 feet wide and 50 feet long. There are bay windows set
in the west and north walls, which provide a beautiful view of the
encroaching forest. There are doors on the south and east walls. Two
staircases border the eastern door; one leading up and one leading down.
There are two iron sconces are set in the walls.
5. HALLWAY TO EATING AREA
The
hallway is ten feet wide, and 80 feet long. There are archways in the
southwest, northeast and southeast ends, and a doorway in the northwest.
Eating Area
A large wooden table dominates this 30 foot by 40 foot room. Two bay
windows on the north and east walls provide a view of the surrounding
forest. The top of the table is littered with old bones and cuts of
rotting meat. There’s an archway in the southern wall that leads to a
hallway, and then behind that, offers a view of the front door of the
building. There’s a door set in the center of the west wall.
The food is rotten and not worth keeping. The bones are from small
animals—the largest may be a human femur (could be used as a small club;
1d4 bludgeoning damage, otherwise treat as a club). There are also
several dozen broken wine bottles and an empty (and shattered) barrel of
wine. There is a knife hidden in some trash on the floor near the
table. It’s a standard knife (treat as a dagger in combat).
6. BALCONY
The balcony on the east
side of this building is 30 feet deep, and runs the full 80 foot depth
of the building. The ground is littered with broken clay pots that once
held plants and small bushes, but the pots have been smashed, and the
plants died long ago. There’s a stout door set in the west wall that
leads into the building. Two staircases lead off the east side of the
balcony into the forest.
Unless the werewolves have made other plans, there will always be 1
or 2 here in orc form, whittling at some wood, playing bones or some
other game, or eating and drinking. There are doors on the eastern and
northern walls. The wolves also enjoy sunning themselves on the porch
and may be found here
Basement
The air in the basement is chilly and damp, with small broken wooden stool. There is also a touch of mold in the air.
7. WINE CASK
This L-shaped room is roughly 30 feet by 30 feet, and has the same
damp chill as the other rooms of the basement. The dominating feature of
this room is a large wooden barrel set against the far wall. The barrel
is set in a metal, mechanical structure that is connected to the stone
walls. There is a single door set in the west wall.
The barrel can be easily identified as a large wine barrel. The
barrel is empty. The purpose of the mechanical structure is a little
more subtle. It is some form of mixing (allows the barrel to rotate
slowly) mechanism for the barrel. Dismantled, the entire structure and
barrel weigh 300 lbs, and would sell on an open market for 500gp. The
structure can be dismantled with the tools in room 8.
8. REPAIR ROOM
This room is littered with many small tools, some of which are
broken. You can make out a large wrench, gears, hammers, saws, and
pipes. The air in this room is more stagnant than the entrance to the
basement. There are doors on the eastern and northern walls.
The tools are of standard quality. There are at least: 3 wrenches, 2
gears, 1 hammer, 1 large saw, 1 small saw, several lengths of pipe, and 1
small broken wooden stool. There are also short lengths of twine,
several dozen nails and a few short pieces of wood. There is a hidden
manhole leading down to the underground areas concealed under one of the
flagstones.
9. ENTRANCE TO BASEMENT
The first thing you notice as you descend the stairs, is the stale
air. The air has a damp chill to it that makes you want to cough and
sneeze at the same time. A large iron wine rack is bolted to the eastern
wall. Several smashed bottles lay on the floor, but there are still a
dozen bottles resting in the rack.
There are 14 bottles of wine on the rack. They range in quality. In a
good market, they could be sold for: 10 at (each) 1d10+5 gp and 4 at
(each) 1d10+20 gp. All bottles are fragile and weigh 11/2 lbs.
Second floor
10. LIVING QUARTERS
You’ve entered a messy 20 foot by 30 foot room with junk strewn
about. Several large blankets have been flattened into a round “nest” or
bed. There are also several suits of armor, weapons and other equipment
dropped into the northwest corner. A fireplace sits in the southeast
corner of the room. Judging from the dust and junk piled on the hearth,
it hasn’t been used in some time. There’s a door in the north wall that
opens up to a balcony, and two more doors set in the south wall. Stairs
in the east wall lead back down to the ground floor.
Searching will find:
2 suits of leather armour, 1 suit of leather armour
5 large blankets, with long hair on them (the wolves will often nest here)
1 cape and 1 cloak crumpled up in the corner
1 set of fine bracers etched with silver (non-magical; value 10 gp)
1 small pouch of sling stones (18)
1 dagger, tucked in an old sheath
11. EMPTY ROOM
Note: There’s a trap on the northern door!
You’ve entered a small 10 foot by 15 foot room. Like the other rooms in
this building, the exterior western wall is made from stone, while the
interior walls are made from sturdy timber. The room is empty. There are
doors in the center of the north and south walls.
Both doors open into the room. The northern door is trapped from the
inside; as the door opens, 3 crossbows are triggered to fire into the
opening door. There’s a small wooden contraption (with pulley and wire)
to trigger the trap: also 3 light crossbows.
12. ISHMAEL’S ROOM
(Note: The door may be held shut with a wizard lock spell! )
You’ve opened the door to a narrow 20 foot wide room, that is 60 feet
deep. A table with a broken leg sits in the middle of the room, and
shelves adorn the western and eastern walls. Several old books line the
shelves, with several torn books scattered on the ground. The only exit
to this room is a door set in the north wall.
This used to be a small library. The PCs could salvage 12 books of a
historical nature. The total value of these hand-scribed books would be
1d20+200gp; the total weight would be 12 lbs. Under the table is a small
cot that the wizard will occasionally use to sleep in. Invariably,
he’ll lock the door with a spell. While this is not the most opulent
room in the temple, he felt that ejecting the shaman from his place of
honor would lead to problems. So he’s taken this as a highly
defensible room.
13. GORRAK’S ROOM
(Note: The door may be alarmed!)
You’ve entered a long room; roughly 30 feet long and 12 feet wide. A
mattress sits on the southern end of the room, with a small pile of
dirty clothing next to it. The only exit from this room is a door in the
northern wall.
When sleeping, Gorrak can be found here. If he’s in the room, then
he’ll also have set an alarm trap on the door—the door will open only 8
inches before being stopped by a chain and any movement will send a
metal pipe crashing down on a sheet of metal.
Gorrak has tucked away 2 small gems (moonstone 70gp, garnet 130gp), a
silver amulet with five green peridot stones in the pattern of a star,
and one black stone in the center (275gp) and (125gp) in a leather pouch
beneath a loose floorboard under the mattress.
14. EMPTY ROOM
This empty room is 10 feet square. There are doors set in the north and south walls.
15. CHANDELIER
You’re at the top of the circular staircase. Leaning over a short
wooden railing, you can see the front door and entrance room below.
Above your head, a crystal chandelier hangs from a hangs from a wooden
beam in the ceiling. Hallways extend to the north and to the west. Two
doors are set in the north wall. The staircase leads down to the ground
floor.
Chandelier
The stubs of long candles are set along the perimeter of the chandelier.
They are out of reach; at some time there must have been a method for
lighting and replacing the candles.
The chandelier has a weight of only 30 lbs (but is incredibly
awkward) and a value of 900gp in its current state. If the PCs spend
200gp cleaning it and replacing some of the broken crystal, then it
could be sold for 2000gp.
16. LIVING QUARTERS
Note: There are four rooms on the map that are described as #16.
These are the living quarters for 6 of the orcs. In each of the three
10×10 foot rooms are two beds. At any given time, some may be occupied .
Under all of the beds lie some spare equipment: a total of 14 spears, 2
suits of leather armour, 2 suits of studded leather armour, 1 large
metal shield. (Obvious without searching). Search reveals a small pouch
with 50gp tucked into a tear in the mattress. A small piece of costume
jewelry valued at 2gp, hidden away in a hole in a blanket.
Third floor
17. LIVING QUARTERS
You’ve entered a 60 foot long room that is divided in two by stairs
leading down. At the widest parts, the room is 25 feet deep. Two cots
have been set up against the east walls. There are two doors in the
southern wall, and stairs leading down to the second floor.
There is a short (12 foot) length of rope tied down to the wall, and
coiled near a window. (For use if they need to escape out the window,
dropping to the balcony 1 floor down.)
18. PRIESTLY QUARTERS
You’ve entered the largest room that you’ve seen so far; a fully 60
feet wide and 30 feet deep. The furnishings have been, for the most
part, kept up. There’s a long sofa, some chairs, and a fine desk. There
are two doors in the north wall.
This is the room used by the shaman. He took the most prestigious
room, even though the windows and two doors make it un defensible. Since
this is the largest room, it’s also used as a communal room. Most of
the “loot” is divided up here. Not that there is much loot to divvy up,
since the orcs usually try to secret it away in their own pockets.
2 sets of studded leather armour
1 set of dwarven-sized platemail
1 sets of robes (with obvious blood and arrow holes)
4 sets of standard clothes
1 dwarven axe
2 quivers of arrows, 1 quiver of bolts
4 piles of coins, organized as follows: 100gp, 100gp, 100sp, 100sp.
Hidden away by the temple’s original occupants is a bag tucked in a
false board in the ceiling. The bag is a magical bag of holding, and it
contains:
A holy symbol of Pelor (a sun, made of gold). Resale value is 500gp for
the gold and good handiwork; a cleric of Pelor might pay up to 750gp.
150gp
3 gems, valued at 50gp, 100gp, 200gp
+1 dagger
a scroll containing 3 clerical spells (regeneration, raise dead, heal)
A faded letter from the regional archbishop relaying some religious and political matters.
19. FLAT ROOF – W/LOOKOUTS
Note: This is not clearly marked on the map, but #19 should apply to
the second floor not the third floor. There are two segments of
“balcony” that are divided by a thick wall.
A balcony extends around the second floor, providing an excellent
view of the surrounding forest. The railing is solid oak, and 4 feet
high, which would provide excellent cover. There is no ceiling, and your
head is exposed to the elements above. There are several doors and
windows that lead back inside the building.
If the PCs manage to somehow get up here without being detected,
expect that at least one guard to be stationed here. He’ll be on the
larger balcony most of the time. Note that there are actually two
separate sections to this balcony, as shown on the map. In both
sections, the orcs will have left a small cache of weapons; 5 regular
spears and a wooden shield.
Underground areas B
Stairs go down about 30 feet from area 8 in the cellar. The floor
immediately beyond the stairs is of a white tile inlaid with a mosaic of
blue and gold depicting a stylized sun face (Pelor’s symbol) with this
inscription “The light of Pelor” circling the mosaic. Facing the stairs
is a statue of a white robed man holding a staff, with a depiction of a
face in the sun carved on the top, in his hand.
Trap: Anyone crossing the mosaic without saying “The light of
Pelor” or brandishing a holy symbol of Pelor’s will activate the
statue. Bolts of light/energy as per magic missile will shoot out from
the staff, striking the nearest character once per round for 10 rounds.
After ten rounds, twin bolts of light (4d6 damage) will shoot from the
statue’s eyes.
AREA 20:
Thirty foot by twenty
foot chamber To the left and right are two archways. The archways are
formed by two female figures reaching up to touch the hands of the
other. The women depicted are slightly different from each other: The
ones on the right have shorter hair and are wearing chain shirts with
swords strapped to their hips. To the left they have flowing robes with
long hair cascading down around their shoulders and wear circlets (with
places for gems which have been pried out).
Destroyed Murals: The walls and ceiling here were once covered in
brightly painted murals; but the paint has faded and chipped to the
point where no recognizable features can be made out.
A small hallway leads to the landing on the stairs (area 21).
AREA 21:
A landing on the stairs leading down twenty feet to area 22.
AREA 22:
This area is a large,
irregular shaped room with an alcove in one wall facing a door. The
alcove contains a headless statue of what appears to be a man wearing
white robes. It holds a staff in his right hand. The head of the statue
is missing.
Doors: The door from the hall has been smashed in (the lock hangs
loosely from splintered wood). If the door leading to area 23 is opened,
the sun face on the statues’ staff will glow a bright blue and then, a
minute later, a strange, high-pitched wail will be emitted by the
statue. Both the wailing and glow will fade away without any seeming
effect a few moments later.
AREA 23:
Door is made of iron. In the
far back corner on the right there is a wooden shelf. On the left,
about midway down the wall, you see what appears to have once been a
fireplace. The fireplace is now packed tight with dirt, with a cascade
of looser earth spilling out across the floor of the chamber.
Doors: The door to area 23 will trigger a magical effect (see that area 22).
AREA 24:
Three skeletons are laid out collapsed on the floor near the far wall. Scraps of leather cling to them.
Doors: The door to area 25 is spiked shut (from this side).
AREA 25:
A small irregular chamber,
twenty foot by forty feet. There are three broken swords lying on the
floor. On the wall opposite the door there are three large indentations,
as if someone had taken a great hammer and smashed it into the stone
wall.
Broken Swords: Each has caked, blackened blood along one edge of it. The
break on each sword looks as if the metal was actually cut.
Indentations: All at the same level. Equidistant along the wall.
AREA 26:
The chamber ends with a
spiral staircase in the middle of the room leading down. Off to the
left there are the shattered remnants of a thin wooden door which seems
to have once led to a small closet.
AREA 27 Closet:
Door to the closet
had at one time swelled into the frame and are but shattered remnants
now. There’s an empty wooden shelf (swollen and warped). The floor has
collected debris.
Underground areas C
AREA 28:
This thirty by thirty square
chamber has a spiral staircase in the middle of the room leading up.
Four exits lead out of this room. In the western doorway there are the
shattered remnants of a wooden door which seems to have once led to
another room. The other three doors are intact.
AREA 29: Common Crypts.
Due to a
unknown phenomena of sound, every noise in here will echo loudly
throughout the complex. Most of the room has been ransacked.
AREA 30: Warrior Crypts
Archways: Formed by two male figures reaching over and touching hands
palm-to-palm. The ones to the north are in chain armor; the ones to the
east are wearing tunics.
Treasure: There are 8 cp mixed into the detritus at the back of one of the crypts.
Destroyed Murals: The walls and ceiling surrounding the pool were once
covered in murals, but the paint has faded and chipped to the point
where they can no longer be identified.
AREA 31: Cleric Crypts.
This
chamber is empty, but the murals on the wall here are not as badly
damaged as those found elsewhere in the complex. On the wall opposite
the door, there is a large figure. His face is missing – it appears to
have been deliberately defaced; the wall itself has been deeply
scratched. The figure wears robes and holds a staff in his outstretched
hand with the tip pointed towards upward. Surrounding him are twelve
women kneeling and offering various gifts unto him: Amphora in the hands
of one; a large golden sword in the hands of another… The others are
too difficult to make out; the paint has been too badly damaged.
AREA 32: Common Crypts.
Due to acoustics, every noise in here will echo loudly throughout the level. Most of the room has been ransacked.
AREA 33 Meditation Chamber:
This
door is made of bronze with a sun engraved upon it. (The door is
remarkably clean: Essentially spotless.) The door tingles to the touch.
Beneath the sun the following is engraved upon the door:“The path to the
soul’s riches shall lie along no path of gaudy promise.”
This twenty foot square room has a door in the east and a closet in the
west wall. The walls of this chamber are clad in white marble. In the
center of the room is a statue of an armed woman brandishing a bastard
sword and holding a shield. A stylized sunburst is depicted behind her
head. A mural on the ceiling depicts white clouds in a blue sky. A
gemstone worth at least 250 gp is lying in the offertory tray at her
feet. Clerics of Pelor or Mayaheine resting & praying in this
chamber will only require half the time required to rest/pray to regain
spells. Those meditating in here feel as if they were on the roof of the
temple looking up at a beautiful blue sky with the sun shining down
regardless of the weather outside at the time. Meditating for 15mins=
night of rest for healing purposes. (1/day/PC)
Hanging from a long iron rod on the far side of the room there is a
single white tapestry in perfect condition. It depicts Pelor as he rides
a mighty ki-rin surrounded by eagles and destroying evil with bolts of
light. (The tapestry benefits from a mild enchantment to render it
immune to the passage of time, but is otherwise unremarkable.) The
tapestry itself is quite detailed and worth 1,000+ gp.
AREA 34 Closet:
There’s an
wooden shelf. The top shelf has candles and a variety of incense. The
bottom shelf is an assortment of miscellaneous bric-a-brac.
AREA 35
(A Sun Disk):The floor in this hallway is covered in a layer of dirt a foot deep.
Trap: (from room 32): Opening the door triggers a 50’ bolt of
energy/light (4d6 damage). The door will then snap shut (resetting the
trap). There is a circular sun disc of brass in the center of the wall
opposite the door (from which the light/energy is emitted).
Pit Traps (from room 33): (30’ deep w/spikes): Covered by badly
weathered, graying wood (beneath the dirt) – very weak. 2 in 6 chance
that anyone crossing them will break through and fall. 1 in 6 chance
that someone crossing will hear the wood creaking under them.
A T shaped chamber with stairs leading down in the east. The archway
leading to the stairs leading down is framed by a large frieze of the
sun. The curved wall is covered in elaborately carved stonework forming
intricate sunburst designs.
Underground areas D
AREA 36
(A Sun Disk): Stairs go down
about 30 feet from above. The floor immediately beyond the stairs is of
a combination of dirt and solid bedrock. The walls are rough hewn from
the rock.
A chamber is off to the left and a passageway meanders forwards for
about twenty five feet before dropping off into a pool of water.
Trap: Anyone crossing the passageway between chambers 36 and the
pool (room 40) without saying “The light of Pelor” or brandishing a holy
symbol of Pelor’s will activate the trap. Bolts of light/energy as per
magic missile will shoot out from the ceiling, striking the nearest
character once per round for 10 rounds. After ten rounds, twin bolts of
light (4d6 damage) will shoot forth. Closer inspection of the ceiling
will reveal a circular sun disc of brass in the center of the roof of
the chamber.
AREA 37:
The walls of this chamber are rough hewn from the rock. At end of the hall is a stairway leading up.
AREA 38:
The archway in this
chamber is formed by two crossed staves. There are three iron chests at
the side of the chamber. Their lids are thrown back and they have been
completely emptied. The chests have been bolted to the floor, although
the one on the right is slightly loose.
Secret Compartment: Beneath the iron chest on the right there is a
hidden compartment. Loosening the bolts allows the chest to be removed,
revealing the compartment. The compartment contains 9 thin strips of
gold, each worth 100 gp. There is also a small flask of crystal filled
with a reddish liquid (potion of fire resistance).
The ledge from the chamber below is twenty five feet down.
AREA 39:
Empty chamber. The ledge
to the chamber above is twenty five feet down. This area is not
accessible from Area 40 (because of the rock wall separating the two
chambers.)
AREA 40:
This chamber is filled
with a crystal clear water to a depth of 20’. There is a six foot ledge
along the north wall of the chamber that leads to Area 41.
AREA 41:
A metallic pole covered in runes stands upright from the floor in the middle of this room.
AREA 42:
The ledge to the chamber
below is twenty five feet down. This area is readily accessible from
area 40. One would need to go around the six foot ledge to area 41 to
get here easily.
Empty room with stair leading up to Area 43.
Underground areas E
AREA 43:
Empty chamber with stairs
leading forty five feet down to Area 42. Two sets of stairs leading up
from here along the west wall and one 10’ side passage along the east
wall.
AREA 44:
Empty chamber. The west wall of this room has two levers set into the wall.
Levers: The one on the right releases the stone block trap in area 48
(and does nothing if it’s already down). The one on the left resets the
trap (and does nothing if it’s already up).
AREA 45:
Empty room. The west wall of this room has a large wheel affixed to the middle of it.
Wheel: Operates the portcullis in area 47.
AREA 46:
Wooden door. Empty chamber. Looks to be an empty guards barracks with several cots along the back wall.
AREA 47:
Empty chamber. Stairs
leading up from area 43. The portcullis at the bottom of the stairs is
incredibly sturdy and difficult to break or lift. (It’s controlled from
area 45.)
AREA 48:
Empty chamber. 1 in 6
chance of stepping on one of several pressure plates which will cause
the stone block forming the ceiling to fall, crushing those beneath it
(4d6 points of damage). Once the block has fallen, it’s possible for a
halfling or an unarmored character to squeeze through the gap between
the stone block and the ceiling.
The stone block can be reset or released from area 44.
AREA 49:
What appears to be an
empty cave. Along the back wall is a secret door. Tree roots grow down
through the ruined ceiling here, curling through the rubble pile. Secret
door is hidden from this side, but easily detected from the other. It
slides to one side, recessing into the rock wall.
Secret Door: Twisting one of the knots causes the door to swing aside.
The entrance to the cave is covered with thick bushes and shrubbery.
Taken from original material by Andrew Hay and maps by Dyson Logos and WotC