Ooscop's Folly: The Temple
Trying to get the pic at the top....attachment at bottom is small but ok for now.
General NotesThe seemingly random shape of the temple as well as thickness of the walls is to the exact specifications given to Ooscop in a vision and transcribed in a series of trance writings. The stone of the walls is nearly indestructible and heals like some living thing soon after being damaged. The round entrance door is even less prone to damage and opens like eyelid. The Door will open for a Priest of Tsathaqqua unassociated with Ooscop on a reaction roll of 11+. Role-playing adjustments should apply!
• The silvery material of the round door has SR 5 in 20 +1 / level< 12 of caster
• The round door also has DR-7 and 100 HP to breach
• Stone DR-5 300Hp to breach Regen 1 HP / Round
The blue/ green circles throughout the temple represent Crystal Cylinders that hold captured Lightning Elementals With the following Characteristics:
• The temple is lit by crystal cylinders filled with boiling quicksilver gas and a captured electric elemental (10) total
o Breaking a cylinder needs DR-2 HP-5 to breach.
o If broken, poison gas floods the room. A save vs poison or 2d6 damage to all within 20ft. The Elemental is also released. Damage is electrical, otherwise as air elemental.
o Each is worth 1000gp or more (intact) but very cumbersome
Area Notes:
1)
Entrance: The area is oddly shaped and gives the characters an uneasy feeling. The characters will also notice the eye of Tsathoqqua is constantly on them.
The half shut eyes of Tsathaqqua• Randomly placed on the walls and ceiling, seeming to open and close at random, and perhaps change size and move around, will keep a constant watch on the actions of anyone within the Temple. Blasphemous behavior will be noticed. Consequences are left to the GM. Being watched is often enough.
The eyes will be noticed throughout the temple.
2)
Worship Area: The Temple holds about 50 people tightly packed for various services. The type of service depends on the needs of the community at that moment. Services are very short and end with the playing of the Orchestrion (area 4). The congregants then line up to touch the Statue of Tsathaqqua and offer a prayer to the fickle god.
Dais of Kyranos: The Area is a 6" raised platform used by the Priest to speak to the assembled worshipers. This area resembles the Planet Kyranos with its attendant rings.
o Any Cleric receives +2 to charisma when speaking from the dais
o Remains of Ooscop lay sprawled near the edge, his cloak shredded. There are small wings folded along Ooscop's back. (allows travel in gulf, gifted to the priest before temple cursed) The wings may be taken and used later in area 7. He still wears holy symbol worth 500gp
o The dead priest will awaken during the playing of the Tonel
Music of the Cosmos. He glows black and attacks as a double strength Shadow (HP 32 1d4 Str drain Pg 85)
3)
Statue of Tsathaqqua: The statue of the great toad himself is over 12' tall and well done artistically but completely mundane. The left knee is almost worn away from years of congregants touching the spot.
4)
The Orchestrion: Large brass cylinders (refered to as Tonels)placed within this device create sounds so chaotic and sometimes disturbing that only Tsathoqquans would call it music. They are played at the end of Worship.
Worship cylinders: 8ft hollow brass cylinders are stored on a rack (7) total
o The tonels are heavy but may be moved and loaded via a pulley system.
o The player has the first tonel loaded. Wheel allows constant speed of turning via a sophisticated gearing system. Tonels lowered when speed of spin reaches proper level.
o Entire system if taken gently will be worth a lot.
o Random events occur based on cylinder played
- Bless (permanent until used) (loaded)
- Draw energy 1d6 HP temporary damage (will not kill)
- Defend Temple (swamp creatures come to defend temple)
- Worship Tsathaqqua (reaction roll determines chaos response)
- Prepare the gate ( opens gate to Kyranos in area 7)
- Music of the Cosmos (1% calls Tsathaqqua) Ceremony of Consecration
- Cure light wounds (1d8+1)
5)
Acolytes Living Area: The lower level priests that assisted Ooscop lived, studied, ate and slept in this area. The living area is separated from the worship area by a heavy curtain as is most of the other areas in the temple. Doors tend to interfere with the summoning and transference of cosmic energy.
Though they left in a hurry the acolytes removed the valuables from this area. The meager bedding and some furniture are all that remain.
6)
Ooscops living quarters: Guarded by 2 night gaunts (hp 18, 20 AC 5, pg 74) that seem to be in a stupor. They are very angry to have been stuck here so long. They will not retreat and have a FA of 6. The characters will gain surprise and can back out of the room or attack for a free round.
The furniture and decorative items within the room are sumptuous and worth another 1000gp. There is a large metal armoire (locked, DR-2 10 hp to break lock) containing a Zirconium Suit (6 Crits left) and a Cloak of the Arachnida. There are also 3 other full sets of priestly garb.
The treasure is in 4 chests all locked (one has a poison trap),3725 gp coins, Scroll of protection from magic, and a Potion of Diminutiveness.
7) This area is guarded by 2 Night Gaunts as well who are angry at the mundane imprisonment and so fight as above (hp 18, 20 AC 5, pg 74, no morale checks, FA-6) If the
Prepare the Gate is played the Night Gaunts guarding this area will leave or have left to the Black gulf and will not attack the characters. The wings taken from the body of Ooscop or the Zirconium Suit can be use to maneuver in the Black gulf. Without the sounds of the particular Tonel the room just appears as an empty and oddly shaped spare room. When the music plays the characters could walk directly out into the Black Gulf though this would kill any without protection. There seems to be a faint pathway extending from the room out into the gulf to Kyranos if this is followed then the environment is no problem only a method of maneuvering is needed.
Most of this is just my notes and is pretty vague. But this is what they encountered. Now I need to write the re-cap to record what actually happened to the characters.
Thanks!
Morgan
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