The Temple of Unathriem

The history of this temple goes back to before the titan wars and is lost with so much else during that time.

The most recent known inhabitants were a sect of tricksters. It was never clear if they worshipped any of the known gods or even had some gods of their own. The whole pantheon seemed to be present within their ranks. Their one aim was to be jokers and pranksters. Some created elaborate puzzles others developed elaborate plots to deceive merchants or even overthrow rulers and kings.

Those less pleasant of their fellows soon earned the ire of some powerful people and the sect was forceably disbanded about 50 years ago.

It is rumoured that the sect created a Puzzle of Unathriem both as a sort of tribute to the people that built the temple and of course as puzzle to tease those that might visit. The puzzle is said to bar the way into the The Vault of Unathriem.

Currently It seems the temple is inhabited by Varnion, and a number of other creatures.

Map

Environs

Environs

Temple

Temple of Unathriem

Rooms

1 - Entry Foyer

Dark and unlit. Two simple pillars flank the doors.

2 - A central garden

Open to the sky. A large dome (part of the Puzzle of Unathriem sits in the centre. Unlike the rest of the area it is not over-grown nor tarnished in any way. It emits a fairly strong transmutation aura, should players check for it. It cannot be damaged by any weapon or spell.

A broken fountain rests in one corner, two silvery rods lie within it: Circle Triangle, Circle Square covered by stale water. It seems that a single bench in this area is clear, and has been kept clear.

3 - Room of Death

Two corpses lie in the centre of the room, near the pillar in the backpack of one of the corpses are 3 rods. Triangle: Square, Triangle Cross, Triangle Circle. The room is dark and unlit. As soon as light or the players near the far corners of the room, the players are attacked by a Chain Golem that has been set to guard the room.

4 - Room of Youth

The door to this room is trapped by an Asuran Lockwatcher. “A tiny metallic speck moves about inside the lock with apparent purpose”.

5 - Room of Seniority

The door is trapped by spell trap DC 30 to detect/remove. 500xp if removed.

Custom Trap. If the trap is set off, the player does not receive a save and is inflicted with donkey speech. For 1d4 days the player is only able to make the sounds of a donkey. This prevents casting vocal component spells. A Dispel Magic remove the spell, no dispel check required. This spell is supposed to be comical and inconvenient, not dangerous.

6 - Room of Birth

This room has broken off and been partially washed away into the nearby river. The room is moslty flooded with the pillar underwater.

Nestling around the edge of the room, running the entire length of the northern and eastern wall are two strange looking plants (DC 20 Wilderness lore to identify as Serpent Root. The plant has 4 large tendrils.

7 & 8 Varnion's Rooms

Room 8 is trapped by a spike trap DC 15, 1d8 +3 piercing damage.

These rooms are tidy and orderly, and unlike the rest of the temple are clean and looked after. Some possessions are here, ranger gear mostly.

If Varnion is in (day time) he will answer the door if the players knock. Of they break in, he will defend himself and his room.

8 is a bedroom and 7 is a dining room.

9 - Store room

Mostly destroyed furniture, rusted and decayed metal. A large sturdy chest seems to have survived intact. If the players open it, they will see that it is filled with junk, rusted metal and assorted broken things. A detailed search will reveal a pair of Gloves of Dex + 1, covered in grime.

10 & 11 - Damaged Rooms

Mostly damaged furniture. Lying in each room is a rod. Square Cross in 10, Square Circle in 11. Room 11 is mostly damp, and partly invaded by the river from room 6.

12 & 13 - Damaged Rooms

These rooms both contain damaged furniture. They look as though they may have been communal sleeping areas at one time. Everything is generally very worn and damaged with age and neglect.

A close search of room 12 (DC 18) will find a gold plated Dagger + 2. Rods: 12 = Cross Circle, Cross Triangle Room 13 = Square Triangle

14 & 15 Study Rooms

These rooms are in slightly better shape than many others. They appear to have once been study rooms. Desks, chairs and some books remain.

If the players carefully examine the books they will discover a book on old religions pre dating the Titan Wars. The book is worth 500g to a scholar, or 200g to a merchant. If the player studies the book for 5 days he gains a Knowledge Religion +2 permanent (Given the age of the book, this will destory it).

projects/dnd/campaigns/clearvale/temple_of_unathriem.txt · Last modified: 2008/08/04 10:28 by martinsgill
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