General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:16:56 GMT -5
Room 17
This is a temple room for the priests (p.348 MM). Two of them always tend the room but they are currently down the corridor to the south feeding the Oni through the pit trap. From the layout and accouterments of the room it should be abundantly clear that this group of priests worship a devil from the nine hells. Regardless of this, the items in this room are valuable and worth 2000 GP to the right collectors. Looting the room will take 10 rounds to do. On each round of looting roll 1d20 – on a roll of 17+ the priests from the south hear the noise and return to battle the adventurers desecrating their temple.
Pit Trap at 18
DC 10 to spot and DC 10 with thieves picks to disable. Players must be actively looking for it though. If trap is sprung it requires a DC 10 Dexterity save or fall 30′ to the planar portal room below (Room 22).
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
|
Post by General Raulik on Jan 10, 2018 16:17:11 GMT -5
Room 19
Lavishly appointed visitor chambers that are assigned to the planar envoys that the head priest (who is away with one of the other priests securing another item to bargain with) deals with in making a deal with the devil beyond the planar portal. The room is currently occupied by a barbed devil (p.70, MM) who is waiting to see the head priest and consider his latest offering.
Chimney at 20
This chimney is 90′ from top to bottom with a landing at the top that leads to the passage to Room 21, a passage halfway where the corridor meets it from the main complex and a landing at the bottom that leads to the secret door into Room 22. Otherwise the chimney is the same as the one at 14.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
|
Post by General Raulik on Jan 10, 2018 16:18:30 GMT -5
Room 21
A large room that has at its centre a crystal prism, encased in the prism is the Axe of the Sun, an artifact of the sun God Apollo (or whoever the sun god is in your game). The prism is easily opened and the axe is one of the intended gifts for the devil that the head priest is dealing with. He has not left it unguarded though. A Gorgon protects the weapon from any intruder bar the high priest. Axe of the Sun
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
|
Post by General Raulik on Jan 10, 2018 16:18:41 GMT -5
Room 22
A large portal stands at the center of this large chamber. It can be used to connect to several locations as the DM so desires. It is guarded by an Oni who seeks not to kill but to capture. If it captures all of a party it randomly selects a location, strips the captives of their gear and throws them through the portal, keeping their items for itself. The Oni has been promised a great service by the devils that use this portal for the protection of the room.
Room 23
This room is a crafting room and is filled with all sorts of crafting materials, a large table and chairs. Much of the cultists handiwork can be found here including holy symbols of the devil that the priests follow along with some whittled statuettes of the same.
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