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.

Architecture

Room 1 - Tumakahi

Players 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.

Hint

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As the water rises past the torches, all of them go out except the blue and violet ones.

Solution

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Pull the violet torch to open the door. This will drain the water and allow the players through.

Room 2 - Akramu

The 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.

Hint

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Each tile’s glyph flashes faintly in its respective color when placed in the correct slot. Additionally, players may make either a Religion check to see if they recognize the symbols and any possible order to them, or an Investigation check to notice the order of the very small glyphs carved on the room’s pillars.

Solution

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Place the tiles in the following order: Tumakahi, Akramu, Inyosa, Sasquatch, Cernach, Skoros. Upon completion, Akramu’s symbol glows blue and the door opens.

Room 3 - Inyosa

The 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.

Hint

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The stalactites hanging from the ceiling point down to the “safe” boulders. Players may make an Investigation check to determine this fact.

Solution

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There are two pathways that diverge from the start. Once crossed, the safe boulders illuminate in faint teal, and the door on the finishing side opens.

Room 4 - Sasquatch

The 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.

Hint

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Toadstools glow more intensely as players approach them. (Additionally, if Detect Magic is used, the room emits powerful illusion magic. Dispel Magic does not work here.)
Solution

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Pluck and eat some mushrooms from the floor to dispel the illusion and reveal the only other door in the room, marked with

the symbol of Sasquatch (a large stylized engraving of a footprint).

Room 5 - Cernach

The fifth room is a large stone chamber shaped like a vertical cylinder with a door on the far end. Set into the door is a hemispherical alcove, above an engraving of the symbol of Cernach (an upside-down capital A stylized to look like a deer’s head). Floating around the room are many (passive) spherical glowing wisps of six different colors: red, orange, yellow-green, teal, deep blue, and violet. There are not equal numbers of each color.

Hint

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The alcove is wisp-sized, and there is only one orange wisp.

Solution

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Catch the orange wisp and extinguish it in the door’s alcove.

Room 6 - Skoros

The last room is a vertical domed cylinder illuminated by soft golden-red light. In the center of the room is a translucent, slightly iridescent willow tree. Threads of deep red energy twirl lazily around it, and hovering in the air above the tree is the sigil of Skoros, made of that same red energy: a slightly flattened circle with a large dot in its center. Once the players approach the tree, they are confronted by the tree’s guardian: a Temporal Moth appears in a flash of red energy, ready to defend its shimmering organic treasure. It is patterned in brilliant reds and blacks, and its red patterning gives off dim scarlet light. They must defeat the moth to retrieve the sample and leave the temple.

RUINED STRUCTURE
Several thousand years ago.
Type
Temple / Religious complex
Related Report (Primary Locations)

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