Tuesday, April 9, 2024

The Temple of Oblivion – Part 2: The Secret Entrance

<< PART 1: The Temple Valley

The party learned of the existence of a secret entrance into the temple ravine from the cultists, but I left it up to the players to decide how they wanted to proceed. There were a number of obvious ways into the area, and by this point the players ranged in level from 7th to 9th, so they had the resources to try any number of approaches. The party had some additional info about the site they acquired during their previous adventures which, combined with the visual details they could see from the vantage hill, gave them a fairly good overview of what they would need to do.

They opted to try to find the secret entrance and avoid a frontal approach using either force or bluff. From the vantage hill, they headed north, winding through the gullies between the hills. They encountered swamp trolls in some flooded ruins, and then entered one of the main valleys to the northeast of the temple mound, passing into the zone of corruption.

They crossed the valley and began moving south toward the eastern face of the temple mound in search of the concealed stair. During this part of their exploration, they encountered a band of hillmen patrolling the valley. With the band was one of their shamans, who was already infected by a juvenile mind flayer. The levitating creature was being led along by ropes, and appeared to be psychically scanning the valley for intruders. Fortunately, the encounter distance was outside its detection and the party avoided the hillmen.

The party found the secret cliffside stair and ascended it, where they learned that they needed to "unlock" the secret entrance by performing a series of rituals in each of six separate shrines. They were ultimately successful, though they struggled in a few places. They also managed to avoid fighting the harpies in the aerie.

I created the image to the right as a vertical map for Roll20, which worked really well to convey the creepiness of the site and give a sense of scale for what was to come (1 square = 5 ft., both horizontally and vertically). The imagery of the façade depicts the ancient civilization's aberrant "gods": a mind flayer, a "frog-demon" (slaad), and an "evil eye" (a beholder, which wasn't immediately obvious to the party). 

Each of the shrines can be entered from the façade map, and contains a small puzzle complex that, when solved, releases one of six switches to open the main seal to the secret entrance. The individual shrines are described after the cut below.

As with Part 1, I've stripped out the 5e-specific monster stats and details (including specific saving throws and ability checks) from this write-up for a more generic presentation and easier adaptation if anyone wants to use this in your own campaign.

The Concealed Stair
Hidden among the foliage at the base of the eastern face of the temple mound is a winding switchback stair that rises precipitously up the steep, vine-shrouded hillside. Carved into the cliff at the top of the stair is a shrine complex which protects a secret, ritualistic entrance into the valley. Using this route to enter the temple ravine is not a simple matter, however.

–Shrine Façade
The switchback stairs emerge onto a flagstone plaza built into a natural cleft in the crumbling hillside, 100 ft. above the valley floor. Flocks of giant black vultures perch among the rocks.

  • The back wall of the cleft is a garishly-carved façade, 175 ft. high. A 15-ft. diameter, carved stone seal is set into the façade’s base.
  • Thick leafy vines drape across the rocks, but the grotesque faces carved into the façade still leer out from beneath the foliage.

  • Narrow stairs climb to a series of ledges at varying heights across the façade. Darkened portals on these ledges are carved in the images of a mind flayer and a crowned frog-demon, and lead into the hillside.
  • Near the top, a treacherous stair rises to the highest ledge, where four unadorned portals also enter the hillside.

  • Carved above the topmost portals, at the façade’s apex, is an enormous stone eye (which is closed currently).

–Crossing the Plaza
The plaza is 120-ft. wide by 50-ft. deep and made of cracked mossy flagstones littered with the bones of various animals and humans.

  • As the party crosses the plaza, the vultures become agitated and begin squawking noisily.
  • Three rounds later, a beautiful chorus of women's' voices (harpies) begins to rise above the vultures' din. The sound emanates from the portals on the topmost ledge (see below). Any PC in the plaza who can hear the singing must make a save or become charmed and begin ascending the narrow stairs to the top.

Each round thereafter, while the PCs remain in this area:

  • The singing continues (as above).
  • Vultures descend on the party: Each non-charmed PC is attacked by 0–3 giant vultures. There are hundreds of vultures in the area, so trying to methodically kill them all will be fruitless.

When the PCs enter one of the façade’s shrines (see below), the vultures disperse and the singing stops.

  • Whenever the PCs reemerge into the plaza, or as they climb the façade using the stairs and ledges, the singing and vulture attacks resume.
  • Each time the singing resumes, it counts as a new encounter for purposes of saving against the charm effects. 

  • The charm effect can be ameliorated by stuffing wax or cotton in one's ears, but vulture attacks against intentionally-deafened characters are +2 to hit.

Façade Seal
A massive, 15-ft. diameter stone disc is set into the cliff wall. Its face is carved with the images of a mind flayer and a frog-demon wearing a crown. 

  • Each figure is oriented toward its respective shrine on the lowest level.
  • The figures flank a columned doorway with a peaked lintel carved with an open eye. The doors in the image are closed.

  • This seal can only be opened by activating the switches found in each shrine (see below).

–Navigating the Façade
The stone steps that climb the façade are only 1-ft. wide. Each horizontal ledge on the façade is 4 ft. wide.

  • PCs on a stair should climb at half their normal movement rate. Moving any faster risks falling if they fail a Dexterity check. Likewise, being struck in combat while on a stair requires a Dexterity check to avoid being knocked off.
  • Failure indicates a fall from their current height to the nearest ledge below (1d6 damage per 10 ft. fallen).

  • Movement and combat is normal on a ledge (no Dexterity check required).
  • Climbing the façade itself is not difficult as there are plenty of handholds and vines, but the going is slow (quarter-speed) due to loose stonework and entangling foliage, and the relentless vulture attacks ramp up the risk factor.

–The Broken Ledge
The ledge across the middle of the façade is divided by a 20-ft. wide gap. A mass of vines between the two ledges seems to provide a way across.

  • Using the vines to climb cross the gap is easy, but a Deadly Mancatcher plant lurks hidden among the vines. It attacks anyone disturbing its foliage.

    • DM NOTE: This was a custom 5e monster, but it essentially combines the Mantrap (from the 1e MMII) with an Assassin Vine (3e through 5e MM).
  • The central “heart” of the mancatcher is a 6-ft. bulb suspended 10 ft. above the gap between platforms. The bulb is totally obscured by vines and other normal plants, so direct attacks against it suffer a major penalty for cover, and only area-effect spells can target the creature.
  • When this encounter occurs, the vultures cease attacking to avoid getting close to the vines. The singing continues unabated, however.

  • Shrines 5 and 6 above are attained from within shrines 3 and 4.

–Darkened Portals
The six carved portals on the façade's ledges lead into shrines containing the lock-switches that open the secret entrance (see separate shrine descriptions after the cut below).

–Foul Aerie
The stairs from shrines 5 and 6 descend to a central ledge which is the landing for an incredibly steep stair up to the topmost ledge. There, four arched portals enter the hillside, leading into the lair of a flock of (4) harpies and a harpy matron (a larger and more powerful harpy who, in this case, is also a vampire). 

  • Neither the harpies nor their lair can be seen or targeted from below, and the harpies do not emerge from their lair to attack the PCs directly.

The steep stair is essentially a 40-ft. ladder; each “step” is only 6-in. deep, little more than finger- and toe-holds. Worse, the entire stair is covered in slick bird dung.

  • Climbing it reduces a PC's movement by half. They must make a Dexterity check for each round of movement they make on the stair, or fall back to the ledge below, taking 1d6 damage for each 10 ft. fallen).
  • Charmed PCs climb with enchanted purpose and do not need to make a Dexterity check (although their movement is still halved).

  • If another PC is on the stair beneath a falling PC, they also suffer 1d6 bludgeoning per 10 ft. the falling PC drops, and the struck PC must make a Dexterity check (–1 per dice of damage they took) or also fall the rest of the way down the stair.

–Ill-seeming Eye
When the first seal is opened (regardless of which shrine the party tries first), the lidded eye begins to open slowly. It opens fully in one hour, at which point it animates and begins frenetically scanning the plaza.

  • Each round, there is a 1–2:6 chance the eye emits a death ray of cold purple light that strikes one random target in the open (save or die instantly). The eye does not target the vultures.
  • The eye will remain active for 8 hours, after which it closes again. 

The Lock Shrines
The secret entrance to the temple complex is closed off by a massive stone seal that must be opened in a certain way to gain access.

  • Ancient priests using this entrance knew the rituals that “encoded” the secret to opening the seal, and could perform the procedures in the proper order with precise timing.
  • The PCs must find and parse the clues in each shrine to determine how to properly navigate all six rituals and open the seal.

–Shrine Features
Each façade portal enters a series of rooms that comprise one part of the six-step procedure to opening the seal. The following features are common throughout the shrines, except where noted in the individual area descriptions.

  • Architecture: The façade and shrines are excavated from the natural rock, but the interior excavations are lined with stacked cyclopean blocks (no mortar).
  • Walls: The carved reliefs found throughout the shrines depict ancient worshipers engaged in scenes of ritual depravity, in many cases to appease two giant figures—apparent deities of some aberrant pantheon. Many of these carvings provide subtle clues to overcoming each shrines’ challenges.

  • Floors are made of plain square flagstones separated by gaps (no mortar) that ingeniously conceal floor traps.
  • Ceilings are typically arched or vaulted—15-ft. high at their peak—unless noted otherwise.

  • Secret Doors require a specific method to open (see individual descriptions). The "doors" are 2–3-ft. thick stone slabs, weighing many tons, which typically slide into the wall when opened.

  • Lock Switches: A pair of hidden switches is in each of the six shrines, in recessed niches. The border of each niche is carved to depict the heads of either the mind flayer or the frog-god.

    • Each switch is a thick stone lever set in a “neutral” position—sticking straight out of the wall
    • Garish reliefs with a similar motif as the façade seal are found within each shrine. The positions of the figures in the carving indicate the correct positions to flip the lock switches in their relevant niches (see descriptions).
    • Each pair of switches must be flipped SIMULTANEOUSLY.
    • When flipped correctly, a series of hollow thuds reverberate throughout the structure, and a seal in another shrine rolls open, allowing the PCs to advance.
    • If flipped incorrectly (including if only one switch is flipped), the switch pops back into the center position. A trap effect typically triggers as well (see shrine descriptions).
    • After one hour, all flipped switches throughout the shrines return to their neutral positions, all secret doors close, and all seals roll shut. The PCs must start over while contending with the Ill-seeming Eye outside (in addition to the vultures and harpies).
  • Carved Seals: These massive, 8-ft. diameter discs made of 3-ft.-thick solid stone are set into grooves in the walls. No other seams, fittings, or mechanisms of any kind are visible.

    • The outer face of each seal is carved with a nearly-identical scene as the façade seal: a garish relief depicting the pair of aberrant deities flanking a portal.
    • The seals are opened by simultaneously flipping their corresponding lock switches into the correct positions.
  • Stone Portcullises: These barriers are 1-ft. thick “screens”—a grid of 4-in wide horizontal and vertical bars, with a 4-in. square gap between—made of solid stone.

    • The screen appears to be part of the stone threshold, as no seams, fittings, or mechanisms of any kind are visible. When the portcullis opens, the bars separate and flow magically into the surrounding walls, ceiling, and floor. When they close, the bars emerge from the stone and intersect to form the screen.
    • Each stone portcullis is opened and closed in a specific way (see shrine descriptions).
    • A PC can see through the screen and target something on the other side, but only if they stand adjacent to it. Any attack through the screen has a significant penalty due to cover.

–Opening the Façade Seal
Once the first switch is flipped (correctly or not), the PCs have ONE HOUR to complete the following actions:

  1. Flip both lock switches simultaneously in Shrine 1 to open the stone seal in Shrine 3.
  2. Flip both lock switches simultaneously in Shrine 2 to open the stone seal in Shrine 4.
  3. Flip both lock switches simultaneously in Shrine 3 to open the stone seal in Shrine 5.
  4. Flip both lock switches simultaneously in Shrine 4 to open the stone seal in Shrine 6.
  5. Flip all (4) lock switches in simultaneous pairs in Shrines 5 and 6 (in either order) to open the façade seal.
Shrine Keys

NOTE: Directional orientation within the shrines is as follows:

  • NORTH is to the right of the map.
  • SOUTH is to the left.
  • EAST is to the bottom.
  • WEST is to the top.

Shrine 1

GOAL: Simultaneously flip both lock switches to the correct positions to open the seal in Shrine 3.
 
 
1A) Entry: The portal opens into a short hall with an arched ceiling. The walls are carved with ritual scenes, including a huge garish relief on the back wall.
  • Ritual Scenes: The carvings depict processions of nude worshipers walking through a dark forest, with trees that resemble clusters of tentacles (like sea anemones). Careful inspection notes that the worshipers walk on their tip-toes (a clue to tread lightly in area 1B).
  • Garish Relief: The prominent, 6-ft. diameter wall carving depicts a similar image as the façade seal: the mind flayer faces left, the frog-god faces left; the background portal is open, revealing a small 7-pointed star floating in the space beyond. 

1B) Gallery: Stairs descend to a chamber with an arched ceiling and three arched portals exiting the room. The walls are carved with elaborate ritual scenes.

  • Ritual Scenes: The wall carvings depict an evil forest scene, with various wild beasts and monstrosities lurking menacingly among the twisted trees, which resemble writhing tentacles. Astute viewers may note that the beasts all face to the left and bare jagged teeth (a clue to turning the handles in 1C).
  • Floor Trap: Every 5-ft. square floor tile in this room is a pressure-sensitive plate. If the PCs picked up the clue in the ritual scenes in 1A and a character spends their entire movement to step carefully one 5-ft. square at a time, then there is no chance that the trap activates. Otherwise, the first pressure plate the PC steps on triggers on 1:6. Each additional 5-ft. square the PC crosses in the same movement increases the trigger chance by 1 (i.e., the second square is 1–2:6, etc.)

    When the trap activates, steel ribbons flash from the floor tile gaps like razor-sharp whips, striking the PC's current tile for 1d6+2 damage. A player who continues moving after the first time the trap is triggered risks triggering more traps. After triggering, the blades immediately reset and can be re-triggered.

1C) Alcove: This empty alcove is safe from the floor traps. A pair of 9-in. diameter, 2-ft. deep holes are drilled into the back wall at chest height. Each hole is carved to resemble a vicious beast's open maw filled with jagged teeth. At the back of each hole is a vertical stone handle.

  • Secret Door: The door is opened by sticking both arms into the holes and simultaneously turning the stone handles left to the horizontal position. The back wall splits into upper and lower halves, bisecting the arm holes, and retract into the ceiling and floor. Turning the handles in any other manner causes razor-sharp blades to sever the PC's arms off unless they win an Initiative roll. The blades immediately retract and the handles reset.
1D) Lock Switch: Beyond the secret door, stairs rise to a platform with a lock switch on the back wall. The recess is carved like the frog-god's maw.
  • The clue from the garish relief in 1A indicates that the switch should be flipped to the left. If flipped incorrectly, an explosive Glyph of Warding triggers against the switch flipper.

1E) Switch Alcove: Careful inspection finds a faint outline of a hand etched into the wall and inlaid with dark quartz.

  • When a PC places their hand in the outline, they are beset by a mental attack (make a saving throw vs. the magical effect or take 1d8 damage and be stunned for (1) round). If the save succeeds, the PC senses "progress" toward overcoming this effect, but comprehends that they must maintain contact with the hand image to proceed. Being stunned ends the contact and the PC must start over.
  • When the PC makes (3) consecutive successful saves to resist the psychic assault, a stone panel slides into the wall to reveal a switch alcove beyond. The recess is carved like the mind flayer’s tentacled maw.

  • The clue from the garish relief in 1A indicates that the switch should be flipped to the left. If flipped incorrectly, an explosive Glyph of Warding triggers against the switch flipper.

RESOLUTION: When both switches are flipped to the correct positions simultaneously, the seal in Shrine 3 rolls aside, providing access to the inner chambers.

__________

Shrine 2

GOAL: Simultaneously flip both lock switches to the correct positions to open the seal in Shrine 4.


2A) Entry: The walls of the north-south passage are covered with ritual scenes, including a huge garish relief in the middle of the west wall. A shadowy alcove at each end contains a statue of a hulking figure.
  • Ritual Scenes: The carvings on the east and west walls depict lines of priests standing in silent witness to a ceremony unfolding before them. On the north section of the east wall, a nude warrior in the foreground holds a sphere above his head as he runs toward the south. Behind him (near the alcove) a frog-demon hurls lightning at the warrior racing away from it. At the far south end of the east wall (near the alcove), a second frog-demon with its arms upraised awaits the runner. These scenes hint at the method of opening the secret door to the inner shrine (see below).
  • Garish Relief: The prominent, 6-ft. diameter wall carving depicts the mind flayer facing right and the frog-god facing left. The background portal is open, revealing a small 7-pointed star floating in the space beyond.

  • Statues: These nearly-identical statues depict frog-demons made of pale reddish stone. The statue in the north alcove holds a silver sphere in its clawed hands; the statue in the south alcove holds its hands out as though grasping the sphere.
  • Secret Door: A stone panel can be detected in the southwest corner of the passage, but no obvious mechanism to open it is apparent. The secret door is activated by removing the silver sphere from the north statue's grasp and placing it in the hands of the south statue (see below).

–The Silver Sphere
The 9-in. diameter sphere lifts easily from the statue’s grasp, but becomes incredibly heavy once removed.
  • A PC with a Strength score less than a 15 who removes the sphere immediately drops it (cracking the floor tile but causing no damage to the item). A PC with a 15 or greater Strength can hold the sphere and move (see below).
  • When the sphere is removed, a stone portcullis (see Shrine Features above) closes across the east exit, and electrical arcs begin cascading across the orb's surface.
  • A PC holding the sphere is shocked at the beginning of each round for 2d8 damage (save for half-damage). If the sphere rests on the floor, it discharges a surge of electricity that strikes every PC in the hall for the same damage.

  • Moving the sphere (whether carrying it or rolling it along the floor) requires a separate Strength check each round: 

    • If the check fails, the PC struggles to heft the sphere and cannot carry it forward that round, or they can roll it 5 ft.
    • If the check succeeds by 0-4, the PC can carry the sphere 5 ft. in any direction, or roll it 10 ft.
    • If the check succeeds by 5+, the PC can carry the sphere 10 ft. in any direction, or roll it 20 ft.
  • Two PCs can work together to carry or roll the sphere, though both take the shock damage and both must make a Strength check (at +2):

    • If both fail, the sphere can be carried or rolled 5 ft.
    • If only one succeeds, the sphere can be carried 5 ft. or rolled 10 ft.
    • If both succeed, the lesser of the two results determines the base carry/roll distance, but the combined effort automatically doubles the total distance.
  • A final Strength check is required to hoist the sphere into the south statue's grasp, ending the electrical effect. Both the secret door and the stone portcullis slide open.
  • If removed from area 2A, the silver sphere becomes inert and weighs 15 lbs. It is worth 1,000 gp.

2B) Gallery: Stairs descend to an open chamber with walls covered in ritual scenes and three large alcoves on the west wall. The central alcove contains a massive statue of the frog-god with enormous emerald hemispheres for eyes. The arched portals to either side open into empty alcoves with a lock switch on the back wall.
  • Ritual Scenes: The wall reliefs depict human sacrifices beset by a pair of frog-demons, who tear their hapless victims limb-from-limb as the crowned frog-god and his priestly human attendants look on. Careful investigation of the carvings reveals two relevant details:

    • Whereas all the other carvings protrude from the wall, the frog-demon carvings are recessed instead (hinting at the invisible nature of the statue's guardians – see below).
    • The frog-god's eyes look in different directions. Its right eye looks to the viewer's left, while its left eye looks straight down. The eye positions hint at the correct way to turn the statue's emerald eyes (see below).

  • Arched Portals: Each archway is blocked by an invisible wall of force. Anyone trying to step through is pushed back 10 ft., and the central statue (2C) fires beams of sickly green light from its eyes at the subject (who must make a save or take 4d4 damage).
2C) Statue Alcove: The statue's emerald hemispheres are carved to resemble frog eyes, and they currently look to the ceiling. Inspection determines that the gem-eyes can be rotated within their stone settings.
  • As the PCs face the statue, turning the left-hand gem to point left and the right-hand gem to point straight down SIMULTANEOUSLY causes both walls of force blocking the side alcoves to go down.
  • Turning the gems to any other positions—or turning just one at a time—causes each gem to fire an eye-beam at random targets within line-of-sight for 2d4 damage each (a save avoids the damage). Both beams can strike the same random target if so rolled.

–Statue Defenders: An emerald eye can be pried loose with a tool and 1d3+3 rounds of careful effort. If either gem is removed or the statue of the frog-god is vandalized, however, the frog-demon statues in 2A polymorph into red slaads, then turn invisible (as Improved/Greater Invisibility spell) to stalk the PCs. Their attacks do not render them visible.
  • NOTE: The slaad carrying the silver sphere foregoes its claw attacks to discharge a shocking surge for 2d8 damage against a target within 30 ft. (save for half-damage).
  • If both gems are removed, the statue’s mouth opens and gushes a cloud of inky-black smoke that fills the entire shrine for 10 minutes. Each PC in the area must make a save each round or take 1d6 damage (choking). The slaad are unaffected by the smoke (sight or save).

  • The perfectly-cut emerald eyes are worth 5,000 gp ea.

2D) Switch Alcoves: The ceiling in each alcove is an 80-ft. high domed shaft. A recess on the west wall holds a lock switch.
  • The south alcove's switch recess is carved like the mind flayer's maw; the north recess is carved like the frog-god's maw. The clues in the garish relief in 2A indicate to turn the south switch to the right and the north switch to the left.
  • If a switch is flipped incorrectly, any creature in the alcove is teleported to the top of the shaft and falls 80-ft. to the alcove floor (8d6 damage). The switch immediately resets.

RESOLUTION: When both switches are flipped to the correct positions simultaneously, the seal in Shrine 3 rolls aside, providing access to the inner chambers.

__________

Shrine 3

GOAL: Simultaneously flip both lock switches to the correct positions, to open the seal in Shrine 4.
 

3A) Entrance: The exterior platform opens into a short, unlit hall. The walls are carved with ritual scenes. Set into the back wall is a garish mosaic. 
  • Ritual Scenes: These reliefs are more scenes of deviant ceremonies and sacrifices to the god-like figures seen elsewhere. Careful inspection may notice a unique scene in the westernmost corner of the north wall, where two priests break off from a procession and enter a background temple via a columned portal identical to the one in the façade seal. This is a hint to the presence of a secret door.
  • Garish Mosaic: Made of blue, green, and purple stone tiles, the mosaic depicts a mind flayer with three sacrifices wrapped in its tentacles, exposing the creature’s maw which is ringed with (8) sharp teeth.

    • The mosaic tiles are jade, malachite, charoite, and lapis lazuli. There are several thousand tiny pieces weighing 100+ lbs., with a total value of 2,500 gp. It would take two PCs (8) hours to carefully pry out all the pieces.
    • Careful inspection of the mosaic mouth reveals that the tiles comprising the mind flayer’s teeth are actually buttons. Astute players might note that each of the mind flayer's tentacles is aligned with a specific tooth.

  • Secret Door: A stone panel can be detected in the northwest corner of the hall, but there is no obvious mechanism to open it. When the tooth corresponding to the empty tentacle is pressed, the secret door slides open.
    • Pressing any other tooth-button causes the tiles on the mind flayer's forehead to flip rapidly, creating a third-eye pattern in the mosaic and releasing a 60-ft. cone of psychic energy (treat as a mind flayer's normal psionic blast attack, or substitute with an area-effect Feeblemind spell). The tiles then flip back to their original pattern.

3B) Antechamber / Stone Seal: Beyond the secret door is an empty chamber. The walls are carved with ritual scenes, including a huge garish relief on the north wall. A passage exits to the west.
  • Ritual Scenes: The carvings depict groups of priests, their heads bowed, wandering through a tentacled forest. Hanging from the alien trees are oval fruits, with whisker-like fronds at the end that dangle just above the bowed heads of the priests. (This is a hint to avoid the hanging globules in area 3C.)

  • Garish Image: The carvings depict the now-familiar figures of the mind flayer and frog-god, both facing right. The background portal is open, revealing a medium 7-pointed star, just emerging from the space beyond into the foreground.

    • The positions of the figures indicate the correct positions to flip the lock switches in their relevant niches. The doorway image (i.e., the emerging star) indicates the status of the opening “process.”
Unless the switches in Shrine 1 have been flipped, the western exit leads to stairs down to a stone seal set into the wall, carved with the same garish image. Otherwise, the seal is open and the PCs can freely enter 3C.

3C) Gallery: An octagonal chamber with a 20-ft. high flat ceiling, from which hang nearly two-dozen, slime-coated globules, like grotesque egg sacs with whiskery fronds. They dangle from a web-like mass of fleshy black strands that spreads across the entire ceiling. The air is moist, and heavy with an acrid, corrosive smell. The walls are carved with ritual scenes. To the south, a stone portcullis screens off a darkened passage exiting the room.
  • Oppressive Presence: One minute after the first PC enters the room, a stone portcullis seals off the east entrance. Moments later, anyone still inside the central chamber is hit by an intense psychic attack (3d6 damage; any PC with an INT or WIS score greater than 15—or a combined score of 25 or more—can make a save for half-damage). The source of the effect is unseen, but there is a 1:6 chance each round that a random individual in the room is targeted by an identical psychic attack. The effect only ends when the PCs destroy the web-like mass.
  • Globules: There are (21) of the delicate, glass-like globules dangling from the ceiling (indicated by the purple dots). Each watermelon-sized globule (AC 10, 5 hp) is filled with dark liquid.

    • If reduced to 0 hp, the globule bursts. A “damaged” globule has a 1:6 chance of bursting each round.
    • There is a 1–3:6 chance that the burst damages each globule within a 5-ft. radius of it (roll for each).
    • If a bursting globule affects another globule that is already “damaged,” then the damaged globule rolls a burst check twice.
    • When a globule bursts, it sprays a 10-ft. area beneath it with corrosive fluid (2d6 damage; save for half) and releases a darkmantle that immediately casts darkness and attacks. (DM NOTE: For a 1e game, an executioner's hood from the 1e MMII can substitute.)
  • Web-like Mass: The stringy black web spreads across the entire ceiling and connects the globules. The mass is the source of the oppressive psychic effect.

    • Each 10-ft. square area of fleshy strands has 20 hp.
    • Destroying the entire mass ends the psychic attacks.
    • Any undamaged globules attached to the mass when it is destroyed become inert and the creatures within die.
    • So long as the mass remains even partially intact, it will regrow itself and all the globules within two weeks.
If the PCs can withstand the periodic psychic attacks and avoid bursting the globules, they can search the room otherwise unmolested.
  • Ritual Carvings: The reliefs depict identical scenes to those revealed in area 3B that not only hint at avoiding the eggs, but also point out the locations of two secret doors (see below).
  • Secret Doors: Careful examination of the wall carvings reveals two identical sections on the north and west walls, in which the pair of priestly figures ducks into a columned portal.

    • The negative space within each doorway is a button; if both buttons are pressed at the same time, both stone panels slide open.
    • If the buttons are pressed incorrectly and the black mass is even partially intact, then the creature’s psychic attack immediately recharges and triggers (affecting any creature in the central chamber and either alcove).
3D) Switch Alcoves: Each secret door opens into a dog-leg passage with a recessed switch in the back wall. The north alcove's recess is carved like the frog-god’s maw (flip switch right), while the west alcove's recess is carved like the mind flayer’s maw (flip switch right). If a switch is flipped incorrectly, the globule trap in area 3C triggers, and the switch resets.
  • Globule Trap: Unless the globules and dark web have been destroyed, this trap activates if the switches are flipped incorrectly:

    • A second stone portcullis seals off the east entrance, and the entire room (as well as both switch alcoves and the seal threshold at the base of the stairs) is hit with a psychic attack effect (as above). 
    • At the end of the same round, (4) globules (determine randomly) burst, spraying acid (as above) and damaging every adjacent egg, and also releasing (4) darkmantles.
    • Each round thereafter, roll for each damaged globule to burst (as above).
Resolution: When both switches are flipped to the correct positions, the stone portcullises in area 3C open, and the seal in Shrine 5 rolls aside, providing access to the inner chambers.

__________

Shrine 4

GOAL: Simultaneously flip both lock switches to the correct positions, to open the seal in Shrine 6.
 

4A) Entry: The exterior platform opens into a short, unlit hall with a 15-ft. high arched ceiling. The walls are carved with ritual scenes. Unless the switches in Shrine 2 have been flipped, a stone seal carved with a garish relief is set into the south wall. Otherwise, the seal is open and the PCs can freely enter 4B.

  • Ritual Scenes: The carvings depict ancient worshipers processing through a craggy landscape. In the “sky” above them float diamond-shaped objects, some of which cast mysterious beams of light or radiance down upon the humans.
  • Garish Relief: The carvings depict the now-familiar figures of the mind flayer (facing left) and frog-god (facing right). The background portal is open, revealing a medium 7-pointed star, just emerging from the space beyond into the foreground space.

4B) Gallery: Beyond the seal is an empty chamber; the walls are carved with reliefs depicting ritual scenes. A garish relief is carved into the center of the east wall.
  • Ritual Scenes: The carvings depict a battle between ancient humans and “sky-gods.” Near the floor, the carvings show the ancients occupying a cyclopean city of pyramids, domes, and oddly-oriented towers. Higher on the wall, the carvings depict diamond-shaped “chariots” that give off intense radiance (jagged lines radiating from each diamond). The radiance kill peoples and destroys buildings where it touches them. Defenders raise their shields to block the rays.

    • CLUES: Careful inspection reveals that some of the defenders manage to deflect the rays back into the sky. One of the reflected rays strikes a sky-chariot, visibly damaging it. This is a hint to overcoming the crystal guardian in area 4C.

    • Secret Door: If the presence of the stone panel is discovered, there is no obvious way to open it. Careful inspection of the carvings on the panel reveal a scene that depicts a procession of priests descending into a shelter of some sort through a doorway at the base of an obelisk-like tower. The negative space within the doorway is a button that causes the stone panel to slide open when pressed.
  • Garish Relief: The carvings depict a scene identical to the stone seal in 4A.

4C) Crystal Chamber: The passage beyond the secret door leads west and then up a high stair. The landing at the top of the stair is dimly illuminated by a faint red glow coming from the north. The landing opens into a circular room with a 12-ft. high flat ceiling and archways that exit at each cardinal point.

Four concentric rings carved into both floor and ceiling surround a glowing chunk of star rose quartz crystal that floats several feet above the floor in the center of the room. Protruding from a slot in the wall at each ordinal point is a horizontal stone disc. Above each disc, a fist-sized chunk of star rose quartz crystal is set into the stone wall.
  • Archways: Except for the south archway (the entrance), the other arches are blocked by stone portcullises. The east archway leads to a stairway up to Shrine 6. The north and west archways lead to switch alcoves (areas 4D).
  • Concentric Rings: The rings are 6-in. wide grooves inlaid with mithril. The inner ring is 15-ft. in diameter. Each successive ring is another 2 1/2-ft. apart (the outermost ring is 25 ft. in diameter).

  • Quartz Crystal: The crystal is 4-ft. tall and 2-ft. in diameter, and glows with a soft reddish light from deep within. When the crystal or a stone disc is touched or disturbed in any way, the following occurs:

    • A stone portcullis forms over the south archway, blocking the exit.
    • The crystals above each disc begin to pulse with a soft glow.
    • The floating crystal begins to glow bright red and spin, picking up speed until it becomes a diamond-shaped blur after 3 rounds.
    • On round 4, and each round thereafter, the spinning crystal fires (4) heat rays at random targets in the room (2d6 damage, no save); the crystal can fire multiple rays at the same target if rolled.
  • Stone Discs: Each disc is 8-in. thick and 2-ft. in diameter (although only a 9-in. radius protrudes from the slot). The discs spin easily along their horizontal axes, in either direction.
    • When a disc is spun, the crystal above it glows brightly, and a corresponding ribbon of scintillating energy, 2-ft. wide by 12-ft. high, appears between one pair of mithril rings on the ceiling and floor:

      NE = ring 1 (inner)
      SE = ring 2 (middle inner)
      SW = ring 3 (middle outer)
      NW = ring 4 (outer)

      As a stone disc is spun in either direction, its energy ribbon flashes around the associated ring’s circumference in the same direction.

–Defeating the Crystal: Each PC manning a stone disc can roll a Dexterity check at –2 to spin the energy ribbon and try to deflect one of the crystal's heat rays.

  • Succeed by 4 or less = the ray is deflected harmlessly into the floor or ceiling.
  • Succeed by 5+ = the ribbon deflects the ray back into the crystal, damaging it.

The PCs must deflect enough rays into the crystal to destroy it.

  • The crystal has 60 hp and is immune to any damage or effect other than its own rays or a Magic Missile spell.
  • Any attempt to attack the crystal with weapons or spells results in one of the crystal's next heat rays automatically targeting the attacker.

When reduced to 0 hp by its own rays, the crystal stops spinning and shuts down. The stone portcullises to the north, south, and west slide open; the eastern stone portcullis remains closed, however.
  • If destroyed by Magic Missile spells, it shatters into 300 (uncut) star rose quartz fragments weighing 300 lbs. total and worth 25 gp each (double value if properly cut and polished). The stone portcullises also open (as above).

4D) Switch Alcoves: On the back wall of each dog-leg passage is a recessed lock switch. The north recess is carved like the frog-god's maw (flip switch right). The west recess is carved like the mind flayer's maw (flip switch left).

  • Flipping a switch incorrectly triggers a trap: Dozens of flattened stone spears spring from the seams in the floor, ceiling, and walls, stabbing into each square of the alcove passage. A creature standing in the passage is subject to 1d3+1 spear attacks (equivalent to a 5th-level fighter with 16 STR). Once the trap is sprung, the spears immediately retract and reset.
Resolution: When both switches are flipped to the correct positions, the eastern stone portcullis in 4C and the stone seal in Shrine 6 both open, providing access to the inner chambers.

__________

Shrine 5

GOAL: Simultaneously flip both lock switches to the correct positions, along with the switches in Shrine 6, to open the façade seal and reveal the secret entrance into the temple complex.
 

5A) Entry: The entrance passage is blocked by a stone portcullis. Unless the switches in Shrine 3 have been flipped, a closed stone seal carved with a garish relief is set into the west wall. Otherwise, the seal is opened and a room beyond can be glimpsed through the portcullis. A side passage exits to the north.

  • The portcullis opens when the switches in area 5D are flipped to the correct positions.
  • Garish Relief: The carvings depict the mind flayer (facing right) and the frog-god (facing left). The background portal is open, revealing a large star emerging from the space beyond into the foreground.

  • The side passage leads to a stairway down to Shrine 3.

5B) Flooded Chamber: Parts of the west wall and ceiling have collapsed from a thick growth of moss-hung tree roots, which sprout through large cracks in the stone. Muddy water has seeped in over time, partially flooding the floor. The air is thick with a fetid, swampy odor. Where the walls are intact or clear of growth, they are covered with carvings of ritual scenes, including a garish relief in the center of the south wall. In each corner stands a stone statue of the mind flayer.

Emerging from the algae-covered water in the center of the room is a semi-circular dais, upon which rests a low altar made of quartz crystal. Hovering above it, a chunk of pale green stone rotates slowly, pulsing with a sickly glow.

  • Thick Growth: Ferns, draping moss, and leafy roots form patches of dense foliage along the walls. Hidden among them are (4) shambling mounds—two near each statue on the west wall, one in the center of the north wall, and one near the statue on the east wall. The shamblers emerge from the foliage and attack if a PC comes within 10 ft. of one. When this occurs, the green stone activates (see below).
  • Flooded Floor: The submerged portion of the floor is only about 8-12 in. deep and covered in slick muck. Anyone moving more than their normal rate or engaging in combat must make a Dexterity check or slip and fall prone.

  • Ritual Scenes: The walls are carved with otherwise unremarkable scenes of worship and obeisance to the mind flayer. 
  • Garish Relief: The carvings depict a scene identical to the stone seal in 5A.

  • Stone Statues: The statues are carved from a single block of stone. They are identical, depicting the mind flayer with its curving tentacles splayed across its chest and its right hand holding a simple scepter with an ovoid head. Each statue’s head is affixed with a “nimbus”—a flat plate of tarnished bronze meant to depict psychic energy.

    • Concealed behind the northwest statue and the foliage shrouding it is a narrow space in the wall. It can only be found by searching this corner, but anyone doing so automatically finds it.
  • Low Altar: When someone steps upon the dais, or when a shambling mound becomes active, a stone portcullis blocks the entrance. The floating stone glows more brightly, causing hypnotic patterns to dance across the walls.

    • The following round, all four shambling mounds emerge and attack.
    • At the beginning of every round that the hypnotic patterns are visible, each PC in the room must make a saving throw or become confused (as the Confusion spell) for the remainder of that round.
  • Pale Green Stone: The 3-ft. tall, 1.5-ft. diameter stone is a lumpy tumor of polished jade. It activates (as above) if touched or disturbed in any way, and/or when the shambling mounds come to life.

    • The stone has the equivalent of chain mail armor and 60 hit points. When the stone is destroyed, the confusion effect ends and the stone shatters into hundreds of pieces that fall onto the dais and into the muck.
    • The shattered crystal creates 300 pieces of (uncut) jade weighing 300 lbs. total and worth 50 gp each (double value if properly cut and polished). Many of the pieces fall into the water, however, and will be difficult to find. The PCs can recover 10d20 pieces from the dais, but every 10 minutes spent searching the muck turns up an additional 2d20 pieces.

5C) Gallery: The steps rise to a hall with a 15-ft. arched ceiling. The walls are carved with ritual scenes. At the far end stands another statue of a mind flayer.

  • Ritual Scenes: The walls are carved with standard scenes of worship and obeisance to the mind flayer. In many of these scenes, however, human sacrifices willingly present themselves to the creature, who rips their heads open with its tentacles and eats their brains.
    • Secret Doors: Two hidden panels may be discovered on the east wall to either side of the statue, but with no obvious means of opening them.
  • Stone Statue: The mind flayer stands hunched forward, its tentacles stretched out as though wrapped around a spherical (head-sized) object. If a living humanoid places their head within the space of the tentacles, the following occurs:

    • The stone tentacles grasp the subject's head and the statue makes a mind flayer's normal tentacle attacks against the victim. If a tentacle hits, the statue continues attacking/doing damage for 4 more rounds, after which it extracts the victim's brain, killing them.
    • While the victim's head remains in the statue's grasp, both secret doors slide open.
    • When the victim either moves away from the tentacles' grasp or dies, the secret doors slide shut immediately.

5D) Switch Alcoves: Behind each secret door is a hidden alcove with a recessed lock switch on the back wall. The south alcove recess is carved like the mind flayer's maw (flip switch right). The north alcove recess is carved like the frog-god's maw (flip switch left).

  • Flipping a switch incorrectly causes the floor in both chambers to drop open into 60-ft. deep spiked pits.

Resolution: Flipping these switches correctly opens the stone portcullis in area 5A. When the switches in Shrine 6 are ALSO flipped correctly, the great seal at the base of the façade rolls open, giving the PCs access to the secret entrance into the temple complex.

__________

Shrine 6

GOAL: Simultaneously flip both lock switches to the correct positions, along with the switches in Shrine 5, to open the façade seal and reveal the secret entrance into the temple complex.

6A) Entry: The entrance passage is blocked by a stone portcullis. Unless the switches in Shrine 4 have been flipped, a closed stone seal carved with a garish relief is set into the west wall. Otherwise, the seal is open and a passage beyond can be glimpsed through the portcullis. A side passage exits to the south.

  • The portcullis opens when the switches in area 6F are flipped to the correct positions.
  • Garish Relief: The carvings on the seal depict the mind flayer (facing left) and the frog-god (facing right). The background portal is open, revealing a large star emerging from the space beyond into the foreground.

  • The side passage leads to a stairway down to Shrine 4.

6B) Trapped Chamber: Beyond the seal a short passage and steps enter a square chamber with a 15-ft. high flat ceiling. The walls are carved with ritual scenes, including two garish reliefs on the north and south walls. The floor and ceiling are lined with circular copper plates. Across the room, a stone portcullis blocks an exit to the west. Next to the portcullis is a copper wall plate set with a pyramidal  yellow quartz crystal.
  • Ritual Scenes: Carvings on all four walls depict hundreds of giant flies that fill the “sky” near the ceiling. (some emerge from “beyond” the artistic border where the wall meets the ceiling). Dozens more flies are scattered throughout the various scenes of worship carved closer to the floor.

The carvings to either side of the east entrance, and on the north and south walls, depict scenes of warriors and priests battling swarms of giant flies that emerge from the rotting corpses of gigantic monstrosities in the distance. The whole motif has an apocalyptic feel to it, as though these ancient people were facing “end-times.”

The carvings on the westernmost section of the north wall and on the easternmost section of the south wall (diagonal from each other) depict identical scenes of the frog-god, who sits enthroned in a pyramid-shaped shrine as priests beseech it for help against the flies.

    • Secret Doors: Careful examination of these carvings reveals that the frog-god’s crown in each one is a button. When pressed, the stone panel swings open, providing access to areas 6C or 6D.
The carvings on the west wall to either side of the stone portcullis depict identical, though mirrored, scenes in which human sacrifices hurl themselves willingly at a ravenous frog-demon that emerges from a tentacled forest to devour them. Both frog-demons wear circlets mounted with a large jewel at the forehead.
    • Careful inspection of these carvings notices a curious detail in both scenes: In the bottom corner of each, farthest from the portcullis, a lone priest uses the sacrifices as a diversion to slip past the frog-demons and duck into a small shrine (this is a hint to overcoming the guardians in 6E).
  • Garish Reliefs: These prominent carvings are identical, and depict the same image as the stone seal in area 6A.
  • Copper Plates: These 10-ft. diameter metal plates are bolted into the stone of the floor and ceiling, and would take considerable effort to pry loose. Any attempt to damage or destroy the plates causes the lightning trap to activate (see below).

  • Copper Wall Plate: A 6-in. x 12-in. metal plate with three triangular sockets arranged in a horizontal line is set into the wall (same as the floor/ceiling plates above). A 3-in. wide pyramidal crystal made of yellow quartz is emplaced in the central socket. The crystal pulses with a soft glow. An identical, but empty, triangular socket is to either side of the crystal.

    • When a crystal from 6C or 6D is placed in the corresponding notch, it begins to pulse softly. Placing a crystal in the wrong notch activates the lightning trap (see below).
    • Any attempt to damage or remove an emplaced crystal also causes the lightning trap to activate.
    • When all (3) crystals are inserted into the plate, a stone portcullis closes over the eastern exit, while the western portcullis slides open, providing access to area 6E.
    • When both switches have been flipped correctly, the crystals from 6C and 6D cease glowing and may be removed from their sockets. Each perfectly-cut crystal is worth 1,000 gp.
  • Silence Aura: A permanent 20-ft. radius sphere of Silence (as the spell) is centered on the steps up to area 6E. This area extends 15 ft. into the center of area 6B as well, and covers most of the western half of the room.

    • PCs notice the change immediately upon crossing the effect's threshold; the silenced area is otherwise undetectable except by the Detect Magic spell.
    • Dispel Magic disrupts the silenced area for one minute, after which it resumes normally.
  • Lightning Trap: When this trap activates, a loud hum fills the room as a stone portcullis appears across the east exit.

    • The following round, 1d3+1 arcs of electricity begin firing between random pairs of copper plates on the floor and ceiling: Treat as the Call Lightning spell, but the damage is limited to the struck copper plate's 10x10 area.
    • The same plate pairing will not be rolled twice in the same round. This effect continues until the lock switches in area 6F are flipped, regardless of whether anyone is in the chamber or not.
6C) Chamber of Flies: Beyond the secret door, steep steps ascend to a chamber with a vaulted ceiling, 30-ft. high at its apex. On the back wall stands an 8-ft. tall statue of the frog-god. Wide shelves carved into the north and south walls each hold (2) cask-sized glass jars filled with swarms of flies (4 total). The air is filled with the flies’ buzzing, which grows louder as the PCs mount the steps.
  • Statue: The frog-god squats with its arms hanging by its sides. Its crown piece is a pyramidal quartz crystal identical to the one in area 6B (although it does not glow). Examining the crystal closely reveals that each face is inscribed with the image of a fly.

    • Attempting to forcibly remove the crystal causes the gem to emit a beam of force that strikes a glass jar and shatters it (see below).
  • Glass Jars: Each jar hold thousands of buzzing flies. They are fragile (6 hp), so any spell that produces a damaging area that affects the shelves may break the jars and release the creatures within (see below).

    • Attempting to remove a jar from its shelf causes the frog-god's crown to emit a beam of force that strikes the jar, shattering it (see below).
       
  • Quartz Crystal: Retrieving the crown piece can be accomplished in one of two ways:

    Method 1: Opening or breaking a glass jar releases a swarm of flies, part of which coalesces into a chasme demon which the PCs must defeat.

    • The fly swarm buzzes a single spellcaster to disrupt their spell-casting (a swarm can be dispersed by strong winds, or by an area effect that does 10 or more points of damage).
    • The chasme demon first attempts to swoop down and knock another jar to the ground, smashing it open and releasing another fly swarm and chasme demon, which repeats these tactics.
    • Thereafter, a released chasme demon attempts to grab a PC and then fly up into the vaulted ceiling, biting the victim before dropping them 30 ft. to the floor. It also uses its darkness powers to conceal itself, and relies on its droning wings to lull enemies to sleep. These chasme demons do not have the ability to Gate in another demon.
    • Whenever a fly-demon is defeated, the statue’s mouth opens and unleashes a long tongue of eldritch energy, snatching the demon's corpse out of mid-air and gulping it down. As the frog’s mouth closes, the quartz in its crown piece begins to glow dimly; each time this occurs, the gem glows a little brighter.
    • When (3) chasme demons are defeated, the remaining demon begs for mercy and offers to retrieve the crown piece, which it does. When it hands over the gem, it vanishes in a puff of sulfurous smoke.
Method 2: A PC who possesses the Ring of Influence from the Foul Aerie can touch it to the crown setting, which causes the statue's arms to raise to chest-height, about 18-in. apart (the same diameter as a glass jar).
    • A glass jar can now be safely removed from the shelf and placed in the statue’s grasp. The quartz crown piece begins to glow brightly.
    • Removing the lid causes the flies to emerge and coalesce into a fly-demon, who then retrieves the crown piece and turns it over to the party, then vanishes.
  • Placing this crystal in the left empty socket on the wall plate in area 6B is part of the solution to accessing area 6E.

6D) Chamber of Shadows: Beyond the secret door, steep steps ascend to a chamber with a vaulted ceiling, 30-ft. high at its apex. At the far end stands an 8-ft. tall statue of the frog-god. Between the stairs and the statue is a 3-ft. diameter stone dais which rises 6-in. above the chamber floor.

  • Statue: The frog's arms are folded over its ample belly. The crown piece is a pyramidal quartz crystal, identical to the one in area 6B (although it does not glow). Examining the crystal closely reveals that each face is inscribed with the image of a fly.

    • Attempting to forcibly remove the crystal causes the statue's mouth to open and release a "tongue" of eldritch energy that grasps the vandal and swallows them whole (see below).
  • Stone Dais: The platform appears unadorned at a glance, but careful inspection notices the nearly-invisible shimmer of arcane sigils. A magic-user with a 15 or greater INT score (or a Read Magic spell) can determine that the sigils pertain to dimensional travel.

  • Quartz Crystal: Retrieving the crown piece can be accomplished in one of two ways:

    Method 1: A PC can touch the Ring of Influence found in the Foul Aerie to the quartz crystal, which causes the pattern of arcane sigils to light up across the dais’ surface. When a PC mounts the dais, they vanish (see below) and the arcane sigils go dim.

    Method 2: A PC who steps onto the dais without first touching the ring to the crystal causes the statue's mouth to open and release a "tongue" of eldritch energy that grasps the PC. The tongue then pulls the victim into the statue's mouth and swallows them whole (see below).
  • Whenever a PC vanishes or is swallowed, they appear in an alternate version of the room. The walls, ceiling, and floor appear indistinct and semi-transparent. Through them, a shadowy realm is visible, but it becomes complete darkness after 60 ft. (in all directions).

    • A loud buzzing fills the air as an enormous, fly-shaped demon slowly circles the chamber in the cloudy shadows beyond the walls. The buzzing sound intensifies as the PC feels needles of malice probing their ego.
    • The PC must make (3) successful CHA checks (or saves) to overcome this test and recover the crystal. If the Ring of Influence was used to enter this realm (regardless of whether the current PC was the one who used it), the first check/save is made at +1, the second at +2, and the third at +3. If the PC was swallowed instead, then the first check/save is made at –2, the second at –1, and the third at normal chance.
    • If a check/save is failed, the PC takes 3d6 damage and the test continues. If the PC is reduced to 0 hp, their body reappears on the dais in area 6D.
    • With each success, a shape resembling the frog-god emerges from the darkness beyond the south wall and lashes the fly-demon with a tongue of eldritch energy. The first time this occurs, the quartz in the crown piece in area 6D begins to glow dimly. With each success, the gem glows a little brighter.
    • When all (3) successful saves are made, the fly-demon is defeated—swallowed up by the frog-god—and the PC reappears on the dais in area 6D. The quartz crystal flashes and “clicks,” and can now be safely removed from the crown.
  • Placing the crystal in the corresponding notch on the wall plate in area 6B is part of the solution to accessing area 6E.

6E) Guardian Chamber: A long gallery with corbeled ceiling running north-south. At either end are enormous bas-reliefs of a squatting frog-demon. The eyes of each relief are enormous emeralds, and each frog-demon wears a thin coronet with a crown piece of purple crystal that glows softly.
  • Bas-Reliefs: When someone comes within 5 ft. of a relief—or attacks a relief with weapon or spell—both statues animate as stone golems and step away from the wall to attack. When a golem moves, a hidden archway is revealed behind it.

    • While a golem is active, its crown piece emits a constant 10-ft. radius aura of psychic intimidation. Each living creature in the area must make a saving throw at the beginning of every round or automatically lose Initiative and suffer a –2 penalty to attack rolls and saving throws for that round.
    • The golems prioritize their attacks against anyone trying to enter either of the areas 6F. Their Slow ability is activated by a sinuous tongue lash.
    • Any golems still active when the switches in 6F are flipped correctly will cease functioning and become totally inert.
    • When the golems are defeated, the PCs can recover 4x emerald eyes worth 1,500 gp ea., and 2x fine amethysts (the psychic gems, which no longer have any power) worth 1,000 gp ea.
6F) Switch Alcoves: Each concealed archway opens into an alcove with a recessed lock switch on the back wall. The south recess is carved like the mind flayer's maw (flip switch left). The north recess is carved like the frog-god's maw (flip switch right).
  • Flipping a switch incorrectly causes a stone portcullis to seals off both alcoves. The following round, the alcove walls begin closing in, slamming shut at the end of the round. Any PC caught between the walls is crushed for 10d6 damage. The walls reset the following round and the stone portcullises slide open again.
Resolution: Flipping these switches correctly opens any closed stone portcullises in area 6B, as well as the outer portcullis in area 6A. When the switches in Shrine 5 are ALSO flipped correctly, the great seal at the base of the façade rolls open, giving the PCs access to the secret entrance into the temple complex.
__________ 

Foul Aerie

GOAL: This area is the lair of a vampiric harpy matron and her coterie of (4) harpies. The aerie is unrelated to opening the seal, although an item found within may prove useful in Shrine 6.
 

A) Outer Ledge: At the top of the stair is a spacious 10-ft. wide ledge where four arched portals lead into the cliff. The Ill-seeming Eye looms just 30 ft. above. As the PCs attain the platform, the harpies begin shrieking like mad. Charmed PCs are compelled to enter area B.

B) Atrium Chamber: Beyond the darkened portals is a round atrium with a 60-ft. high domed ceiling. Giant vultures perch atop 15-ft. high recessed ledges overlooking the atrium floor to the north and south (areas C). A blood-stained altar stands in the center of the room, surrounded by a jumble of bones littering the floor. Hovering 45 ft. above the altar, a huge chunk of purple crystal rotates slowly, pulsing with an evil glow. Opposite the entrance, two archways exit the chamber

  • (8) giant vultures attack any non-charmed PCs entering the chamber.
  • Blood-stained Altar: This 8x8x4-ft. block of stone weighs several tons. It conceals the harpy matron's sarcophagus, which she retreats to in gaseous form if slain, passing through paper-thin seams where the block rests against the floor.

    • The block can be moved with a combined 50 STR and 30 minutes of effort. Appropriate tools (crowbars or other levers) reduce the required STR to 30 and the time to 15 minutes.
    • Beneath the altar is a stone sarcophagus carved with the image of a winged priestess and bearing runes which, if translated, read: "Thuli—High-priestess, Daughter of Unholy Akhen." The lid is trapped with a Symbol of Death that triggers when lifted.
    • The harpy matron’s body lies inside the sarcophagus, along with her burial dirt and a hoard of personal treasure: Various gold and silver ornaments worth a total of 18,000 gp, 7x 1,000 gp jewels (fire opal, 2x opal, star ruby, 2x star sapphire, yellow sapphire), a Potion of Climbing, 2x Potions of Healing, a Potion of Psychic Resistance, 2x Potions of Fire Resistance, a jar of Miracle Ointment (a creature that rubs it on their wounds regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease), and a +2 Mace
    • Also among the matron’s treasure is a mummified hand wearing a gold ring set with a piece of amber; a golden fly is trapped within. The item is a Ring of Influence (+2 to CHA score) that can be used to help overcome the challenges in Shrine 6.
  • Recessed Ledges: The harpies and vultures dwell in nests on these ledges (see C), and they attack intruders who enter the atrium. The ledges and any creatures on them cannot be targeted from the ground floor UNLESS the target creature is standing on the edge overlooking the chamber.
    • When a charmed PC enters the atrium, the harpy that charmed them will swoop down from the upper ledge, make a full attack against the charmed PC, then retreat to the opposite ledge and out of sight.
    • If a harpy loses half her hp, she will cease making swooping attacks and prepare for a last stand to defend the matron (see below).
    • The harpy matron does NOT reveal herself unless (2) of her harpies are dead AND non-charmed PCs are inside the atrium.
    • If the harpies are all killed, then the vulture flock outside disperses.
  • Purple Crystal: The 6-ft. tall, 3-ft. diameter crystal powers the Ill-seeming Eye (see Shrine Façade above).
    • Covering the crystal with material or a Darkness spell causes the eye to cease functioning until removed.
    • The crystal has the equivalent of plate armor and has 100 hp. It is immune to non-magical weapons.
    • When damaged, the crystal blasts the attacker with its death ray (it can only do this once per round, with a 1–2:6 chance per round that it recharges).
    • When the crystal is destroyed, it shatters into hundreds of pieces that crash to the floor below: 500 pieces of (uncut) amethyst weighing 500 lbs. total and worth 50 gp each (double value if properly cut and polished). Any creature in the atrium when this occurs can be injured by the crystal shards raining down on them.
C) Upper Ledges: The archways on the atrium floor level lead to staircases up to these ledge areas that overlook area B. On the back wall of each ledge is an arched portal into an adjacent chamber containing harpy nests, along with more bones and detritus from their kills.
  • Three nests are in the north chamber and two more nests are in the south chamber, one of which is the harpy matron’s; the other nest is her consort’s, in which sits an enormous egg. (which could be worth a small fortune to the right buyer)
  • If the PCs mount an attack upon a ledge, any remaining harpies join the battle.
  • The harpy matron is a standard vampire in harpy form:
    • In addition to her vampiric bite, she has two claw attacks that do not drain energy levels, and wields a +1 Scimitar / +2 vs. magic-using and enchanted creatures.
    • She can fly at harpy speed without having to transform.
    • She can charm with her gaze as well as her song (if silenced) and touch.
    • She can summon 3d6 giant vultures to aid her (in addition to the vultures present in the aerie).
  • When the matron is killed, she transforms into a gaseous cloud and retreats to the sarcophagus beneath the atrium altar. Any surviving harpies and vultures flee the aerie.

__________

Secret Passage

When all the switches are flipped correctly, the façade seal rolls aside to reveal a 20-ft. wide staircase that descends to the west, into the hillside.

  • The interior walls are richly carved with scenes of ritual worship.
  • Empty bronze sconces appear every 20 ft., on alternating walls.
  • The passage is 400 ft. long and descends 150 ft. It ends in another stone seal.
NOTE: The façade seal rolls closed one hour later and all the lock switches and traps reset. The party, however, has been magically-marked, and the seal will roll aside automatically whenever they approach it again (from either direction).
  • Stone Seal: The face of the secret passage seal is carved with the image of the same two aberrant deities, but now there is no door and the ill-seeming eye floats above them, completing a “pyramid” of cosmic evil.

    • In the center of the seal, between the figures, is a stone switch that can be flipped up or down; it is currently in the “up” position. When flipped to the “down” position, the stone seal rumbles aside to reveal an empty antechamber.
  • Antechamber: The seal opens into a 40-ft. x 80 ft. hall with a 50-ft. high peaked ceiling. Small arched portals enter crumbling chambers to either side of the main hall. On the opposite wall is a 10-ft. wide x 15-ft. high arched portal with no doors that leads outside. This structure emerges from the cliff wall within the ruined buildings on the eastern terrace of the temple complex (see Part 3).


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