Temple of the moon Plot in Brisesia | World Anvil

Temple of the moon

This plot was made for my custom world of Brisesia but can be adapted to any world with three moons or any sort of triplet deity. I used it as a way to give the characters legacy weapons that could grow and change with them, however any sort of magical or blessed weapons could be subbed. I've left a lot of the non essential descriptions out to give others full freedom in how things are described since each party is different. This is my first time publishing something like this so I hope you enjoy!   In Brisesia there are three moons and three goddesses associated with those moons. Selune (silver moon, traditional moon goddess( the future ), Moraigan (red moon Warlike (past) ) and Eilistraee ( the drow goddess of the moon(present)). This adventure takes place in an abandoned temple to the goddesses. Within the temple is a series of challenges. Those who complete the challenges are granted a weapon by the goddesses. This can also be used to provide the players information about some greater quest. The layout includes four doors, the last of witch is about delving in to the characters morals and fears. This is a role-play heavy section and if it dose not fit your group or story feel free to leave it out.  

Hooks:

  • Players can stumble on the temple
  • Whispers in town about an old abandoned temple that glows with moonlight each night.
  • Tales from someone about an old temple with strange doors beneath it.
  • dreams are always fun lol

Adventure:

  The temple is some ways from the main road in an isolated area.  
Before you stands a round building made of white marble. the marble has silver, red and purple veining that glitters in the light. Vines growing up the sides of the building and draping from the lintels speak to the fact it has not been used in some time. The front of the building has no door but is made up of two sets of four columns. Past the columns is an open room with a round alter at the far end. Any furniture that was here is long since gone or destroyed.
  As the players approach the alter a voice will speak. the voice is strange like three people speaking at once. It is soft and welcoming, strong and full of fire and musical and enchanting all at once.  
Those who would seek the blessings of the three must prove themselves. If you accept the challenge place your hand upon the alter.
  Those who place their hands on the alter are transported somewhere else.  
The world around you spins and when it settles you find yourself in a different room.   This is a plain room of stone construction. In front of you are four doors, each door features a symbol carved in to it. Above the doors is a sign. "What do you seek?" the four doors are (1) a treasure chest, open and overflowing with treasure. (2) An Open book (3) A sword and (4) a set of scales. There is no visible way to leave other than though one of the doors.
  I encouraged each player to pick individually and once they had any who chose the same door got to do that area together. Characters who "die" are sent back to the temple and leave empty handed. Characters who "win" are transported to a place of rest and granted an upgraded weapon.

Door one: Wealth

The door opens in to a plain uninteresting room. A rounded alter like the one that brought you here stands in the center and on the wall is a sign that simply reads. " What you seek is not here"
These challenges are not about wealth so greedy people are not rewarded and are sent back to the temple.

Door two : Knowledge

The door opens in to what appears to be a study of sorts. Bookshelves and al-chemical apparatus fill the room. Propped in one corner is a large mirror along with a collection of various boxes. Once everyone is in the door closes disappearing in to the decor of the room.
  The key to this puzzle is to find the thing that is different in the mirror and put it back where it belongs. A DC 20 perception or intelligence check will give them the knowledge that the image in the mirror is different but it will take a DC 15 investigation to find the misplaced item. Any item can work have fun with it. I made them reassemble some of the al-chemical equipment. additional skill checks can be added for things like that.  
As the item is placed back in its spot, the door reappears.
  When players try to pass through the door something will push them back and close the door. This will keep happening until someone knocks and asks nicely to enter the next room.  
After asking knocking and asking nicely the door springs open leading the way to the next room.
  This puzzle I got from https://strolen.com/viewing/Painted_Minotaur_Room so the text is copied from there  
The walls of this room are covered with paintings depicting pairs of standing minotaurs, approximately nine feet high, facing each other. One of the minotaurs is painted over a locked door, with a keyhole in its torso. The minotaur directly across from it has a small key, about two inches long, painted on its torso roughly in the location of the heart. Standing motionless in the center of the room is the shadowy form of an actual, insubstantial minotaur. A shadowy key floats inside the minotaur right where its heart would be.
  Touching the insubstantial minotaur will cause it to solidify as a stone statue and attack. Touching the painted minotaur with the key will have the same effect. The first touch will activate it for one round, the second for two, and every touch thereafter for three rounds of combat. Weapons cannot damage it, but can be used to turn it aside to prevent damage to others. It will attack with blind fury and is incapable of speech, but it cannot pass the doors of the room. If all persons leave the room at any time, the room will "reset" to its original configuration.     At the end of its turn on the last round of activation, the stone minotaur will freeze in whatever position it was in and return to insubstantiality. The painted minotaur with the key will also change its stance and position to match that of the shadow-minotaur.     Solution 1: Touching just the painted key will cause the insubstantial key to solidify and drop to the floor. However, PCs must be careful to take the solid key without touching the shadow-minotaur's feet!     Solution 2: If the painted minotaur with the key is maneuvered around the room so that it crosses the painted minotaur with the lock, the door will unlock.     Solution 3: The stone minotaur can be maneuvered to crash into the door and break it down. Solution 4: Use the shadow of a hand to take the shadow-key out of the insubstantial minotaur without activating the statue. The shadow-key must then be solidified by touching it with something substantial, or by touching the painted key.   Once the door is unlocked it leads to the banquet room and prize
Door three: Power  
This door leads to a room that is completely empty except for a mirror in the center of the room, once the door closes it disappears.
  The mirror in this room can be walked though, once it is a shadow clone of the character appears, and attacks. This is an exact copy of the character with all the same skills and abilities. The goal in this room is to defeat the shadow clone. Once this is done a door appears on the far wall. Wounds sustained in this fight are treated as subdule and heal when moving through the door. Unless your players need more of a challenge.  
This door opens in to a small bed room furnished in a simple but comfortable fashion. The door once again closes and disappears behind you.
  This room contains at least one mimic, feel free to pick any bit of furniture for the mimics disguise and if the characters are high enough feel free to add more than one. Once again any damage sustained should be subdual, if a character "dies" they are simply transported to the original temple.  
After the mimic is dispatched a door appears on the wall.   Stepping through this door leads to a room with a circular ring drawn on the floor in the center is a (creature/person of your choosing).
  This is a wrestling match that the character must win. Feel free to pick a creature or person best suited for the character in question. As soon as they step in to the circle a bell will sound and a voice will give instructions. Restraining options can use grapple rules with the grapple needing to last a particular amount of turns (I find 3 is good) without being broken or reversed. For pushing I use contested strength rolls. Win you push them 5 ft, loose you get pushed back 5 ft, Tie no one moves.  
As you step in to the ring a voice echoes though the room. " This is a contest of strength You must restrain your opponent or remove them from the ring. No weapons are allowed. "
  Once the contest is decided a door will appear and lead to the banquet room and the prize.
Door Four: Balance   This door focuses on looking at the self and is great for characters who have some issues to work though, however it is more role-play heavy than some of the other doors. If that is not a good fit for your group or campaign feel free to leave it out.  
The door opens in to a court room. To the left of the judges seat is a middle aged person in nice clothes. To the right a person in worn commoners clothes. As you walk in a man in robes addresses you. " These two stand accused of murder. To the left is the parent of the victim to the right a servant for their household. Both had the opportunity to commit the crime. You must decide a verdict."
  The player is free to question the two accused, There is not enough evidence to convict either of them and that is the "correct" answer. Feel free to play this up how ever you like. and make the final choice on if the character should advance. The Parent has a temper and will react with anger at being accused the servant is honest but pitiful. Once the player chooses the door will appear in the judges stand.  
This door opens in to a simple room with a stone statue. The statue is of a seated woman with a motherly air. one hand is open in her lap the other placed to her ear as if listening to something. The plaque at the base of the statue reads " Unburden your soul, so you may move forward unchained"
  This room is simple, tell your darkest secrets to the statue, anything the character is struggling with or hiding from the party those sorts of things. Once they are done a door will open for them.  
This room is empty except for a snarling chain devil across the room from you. As soon as you enter it attacks. As it dose it taunts you playing on your doubts and fears.
  This room is about facing your demons and fighting them. The devil can alter it face to look like those the character has harmed or would be reluctant to help. It has the knowledge from the previous room and throws it in their face. They have to win the fight with the devil to proceed. This is more about the role playing aspect than the dice rolls and feel free to implement some sort of fear aura as needed.
Final Prize   Once the door is unlocked it leads to a lavish room with a banquet laid out on a long table. Three women one each in silver ,red and purple are waiting for the players and greet them. Congratulating them on completing the puzzles and proving them selves. As a reward they offer to enhance one weapon for each person who passed. Additionally you can use the three to seed plots or advance plots as needed. I ran it where each one could see in to either the past present or future and offered to answer one question for each person.

Comments

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Apr 29, 2022 09:05

I like the idea of the tests and having them to choose doors, though I would probably be tempted to put the characters through more than one test! The tests seem quite entertaining, and I would have loved to see the rooms in between a bit expanded, maybe with decoration relating to the three godesses.

If you have some time, I would much appreciate your feedback on my entry for Adventure April: Carbon Copy Paradise
Apr 29, 2022 23:58

Thank you for the feedback ^^ When I ran it for my group I had more details specific to the world and there were scenes pertaining to the world plot going on at that time. I kept it specifically vague on here so it was easier to drop in to any world.