Temple of Eldath Plot in Etrius | World Anvil
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Temple of Eldath

The Temple of Eldath used to be home to a congregation of worshippers who tended to the surrounding forest. Now it is considered a place to avoid as some dark contamination has spread from within and is beginning to infect the rest of Quiet Forest. Why would Grif end up in this horrible place and what awaits inside?

Plot points/Scenes

Entrance   Can hear water flowing before even entering. Beautiful room with statues of maidens pouring water, flows along floor in trenches throughout temple. Since the temple has been abandoned so long the water is foul and smells awful, you can't avoid the smell of it.   West Corridor   PCs notice the water following them in the trenches that line the walls. The entire corridor is empty and echoes, much of the walls covered by ivy and vines as if the forest is trying to reclaim the building. Portcullis trap, mechanical; location trigger; manual reset; Atk +10 melee (3d6 Perception DC 20; disable device Dex DC 20. If triggered will block way. Anyone underneath must make a Dex save, fails take damage. PCs may have to backtrack or be split up depending on how this trap is handled.   Praying Statue Room   Waterfalls on back wall flowing into trenches. Small Statue of Eldath can be seen on the north wall surrounded by a pool of water. This is visable from behind the portcullis. PCs can roll Religion to learn about Eldath and the rituals performed in this room. If PCs perform praying ritual receive +5 to skill checks regarding putrid waters as the small amount of power left in these walls blesses the PCs. All they see after the ritual is a small dull light washing over them, will need to figure out what the effect was themselves.   Offerings Pool Room   Entire room is filled with a pool of water. With a religion check party can work out this would be used for offerings and ceremonial cleansing baths. Currently the water within it is putrid and there are remains in the pool which can only be seen if light is shone in the water. Any contact with it requires a Con save (DC 15), failure takes 1d4 non lethal damage. If soaked in putrid water characters must make continued Con saves until they clean their clothes or remove them.   East Corridor   This corridor is identical to west corridor. Alarm Trap. Proximity. Auto reset. Will let out a loud screech if players do not notice and disarm it. Con save (DC15), failure take 1d4 non lethal damage. Alarm starts Encounter Drowned One (Beggar Ghoul), Skeleton X2 (300)

Chapel   Large open room with pews, has the appearance of a room of worship. Everything is out of place and dishevelled. There is a giant, very detailed idol of Eldath in the centre surrounded by a deep pool of water. Encounter Drowned One x2, Drowner x1 (300) Water is putrid so any character dragged into water by Drowned One gets same effects as previously stated. After encounter is finalised party may notice this appears to be a dead end. They must interact with Eldath's statue creatively to open the hidden door. any solution accepted. Investigating the general area of the hidden door will also open it.

Dorms   Three smaller dorm rooms lead off the corridor, they appear mostly empty besides a few scraps of parchment around the desks and rotten fabric on the beds. Treasure in one, enemies in 2. Encounter Skeletal Mage (700). Encounter Specter x1, Drowned One x1 (300) Treasure: 1 wand of magic missile.

Kitchen and Storage   Both rooms are semi stocked but much is rotten and foul. Can go scavenging in storage for supplies. Random Loot. Optional Water Jug puzzle to reveal some loot.
Party finds two jugs, one 3L, one 5L. Magical writing asks you to "Give me 4L". Fill up 3-gallon; dump this jugs contents into the 5-gallon jug. You have 3 gallons of water in 5-gallon jug and an empty 3-gallon jug. Fill 3-gallon again; dump this into 5-gallon until it fills. Now you have 5 gallons of water in 5-gallon jug and 1 gallon of water in 3-gallon jug (you dumped exactly 2 out). Empty out the 5-gallon jug. Dump the 1 gallon of water from the 3-gallon jug into 5-gallon jug. Fill the 3-gallon jug and pour into 5-gallon jug. With the 1 gallon of water already in the 5-gallon jug, 3 gallons + 1 gallon = 4 gallons in the 5-gallon jug
. Jug of Purification, any water placed within with be purified and good to drink, useful for Quest Staff of the Summer Court Part 1

Middle Corridor   Lined with simple pressure plate traps. All characters must pass Dex (15) checks to pass unhindered and unharmed. Failure results in being pushed back taking 1d4 damage each time.

Infirmary   Has a few beds with rotten sheets and many shelves with most of the supplies broken across the floor. Entire room can be looted. Successful Arcana (18) check allows character to find scroll of cure wounds x2. A few minor healing potions are laying about, roll 1d4 for amount found intact and unbroken.

Library and Study   Arcana and History checks can be made to find out information in the library, refer to general information on Temple Rituals and organisation, Healing and protection spells and history of Eldath's followers. Spending too much time here will have an ambush occur. Encounter Drowned One x2, Skeleton x2 (400)

Catacombs   On this basement level it is especially cold and dank. The entire level was built into the ground rather than have any material architecture. Many coffins with priests entombed, each coffin is very elaborately decorated with carvings to show these were important people. Opening any coffin or walking too far into the room will trigger Encounter 4 + 2 Cadavers. (600) (Extra enemies are added as fight progresses. Corpses can be looted for gemstones and assorted low quality/ broken gear. randomly determined.

Central Chamber   Appears to be a ritual room of some kind, lots of open space, the small altar is in utter disrepair and has large chunks taken out of it. Grif is within a warded circle having set up camp there, party can move through the wards except anyone holding The Necro Amulet. Party recognise Grif as dwarf merchant from Prologue and can confront him about everything but Grif won't answer until Labby Boss is defeated. Players can leave Grif here, kill him or bring him back to Vildon. Note any aggressiveness will start combat with Grif. (1100) Grif won't leave wards unless Labby is dealt with, he explains dangerous wandering creatures patrol this area so even if he wanted to leave he could not.

Labby   Party ventures out either door and walks aimlessly around until they roll perception checks high enough to encounter boss. Two sets of rolls for each one. Defeating these will restore the temple and cleanse it of any remaining bad juju. Can collect their ashes for Quest Staff of the Summer Court Part 1 Boss Battle: Encounter Coffer Corpses x2. (900) May be fought together or separately.Returning to Grif and he is very forthcoming with information on Vildon, the treasure he is seeking and Clan Brighthand. Important information to reveal is Vildon's treatment of Grif, the connection between Clan Brighthand and Vildon's treasure and that Grif suspects Vildon is working for someone much more powerful than he. Able to now travel back with Grif or deal with him as PCs see fit.

Relations

Adversaries

Cursed priest and priestess
Plot type
Dungeon
Parent Plot
Related Characters
Related Organizations
Related Locations

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