Temple of the Old Gods
The Temple of the Old Gods is an ancient, partially subterranean stone temple for the astute followers of the Old Gods to consult with a Temporal Tree by completing six trials to access it.
Room 1 - TumakahiPlayers enter a low, rectangular stone room (7 feet high) with a circular basin of water in the center and a door marked with the symbol of Tumakahi (a sine wave with two crests and one trough between them). The room has six torches about 5 feet off the ground, three on the left wall and three on the right; all of them burn a different color: red, orange, and yellow-green on the left, teal, blue, and violet on the right.
As the players enter, the door seals behind them and the basin begins to overflow, filling the room with water at an alarming rate. Players must find a way to open the door.
Room 2 - AkramuThe second room is a grand domed chamber with vaulting arches reaching into the darkness, and the likeness of books and scrolls are carved across the walls. A door on the far wall bears no symbol, but six rectangular recesses. Scattered across the room are six rectangular stone tiles with the same length and width as the recesses, but slightly thicker than the alcoves are deep. Each tile has a different symbol on it, one of which was on the door of the previous room.
Room 3 - InyosaThe third room is a large, cavernous space, with a high ceiling that fades into darkness punctured by the occasional immense stalactite. Immediately in front of the entrance, the ground drops off into a dark abyss, with a series of levitating boulders arranged in 4 rows and 5 columns. Across this gap, another ledge is present, with a stone door engraved with the symbol of Inyosa (a simplified ouroboros with an inverted triangle in its center).
Players must hop from boulder to boulder to reach the other side. If the wrong boulder is stepped on, players must make a DC 12 Dexterity save to avoid being pitched off and flung back to the starting side.
Room 4 - SasquatchThe fourth room is a hexagonal stone chamber overgrown with moss, ferns, and numerous faintly glowing toadstools. Four of the walls have doors set into them, all subtly marked with symbols of danger (fire, lightning, poison gas, and drowning). On a monolith in the room’s center is etched a simple phrase in Common: “Pick the room you cannot enter.”
- Fire Door: players roll a Dexterity save. If they roll a 13 or below, they take 10 points of fire damage as flames leap out of the doorway. A roll above 13 will grant them half damage, and a critical success will prevent them from taking damage.
- Lightning Door: players roll a Dexterity save. If they roll a 15 or below, they take 10 points of shock damage as lightning arcs out of the doorway and strikes them. A roll above 15 will grant them half damage, and a critical success will prevent them from taking damage.
- Flood Door: players roll a Constitution save. If they roll a 13 or below, they take 10 points of bludgeoning damage as a wall of water slams into them. A roll above 13 will grant them half damage, and a critical success will prevent them from taking damage.
- Poison Door: players roll a Constitution save. If they roll a 15 or below, they take 10 points of poison damage as they are engulfed by a cloud of poisonous gas. A roll above 15 will grant them half damage, and a critical success will prevent them from taking damage.