Abandoned Temple to the Five
Purpose / Function
The temple was originally erected to tell the story of how The Five became the gods of the realm and house some artefacts offered up to them. Now, after many of the carvings and engravings have worn away, it has become the home of a Rot Troll set loose by Scent to guard any information on their methods of ascension that was left behind.
Entries
The door is half sunken into the marsh like ground so you will have to stoop to enter.
The doors leading off from the main chamber each have a symbol embossed on the door, the rest of the door is plain stone with no visible handle. They are locked until the puzzle of the main room is solved, at which point they will crack from the wall and can be pushed open freely, still quite heavy though as they are solid stone.
Puzzle
I offer my sight to know the knowledge within. Ic i offrige min eage to cnawe seo cnawing thaet sy insittende. I offer my ear to know the song of joy. Ic i offrige min eare to cnawe thaet gliwword of bliths. I offer my tongue to know the taste of success. Ic i offrige min tunge to cnawe seo swetnes of ness. I offer my hand to know the feeling of victory. Ic i offrige min hand to cnawe seo felnyss of sigehreth. I offer my nose to know the scent of my memory. Ic i offrige min nosu to cnawe seo braeth of min ingemynd. I offer myself to you to receive your blessings. Ic i offrige min mec to thu to befon ure bletsung.The above is engraved on the floor around the central dais of the circular room. Speaking it out loud in either the old dialect or modern common if it can be translated (History DC 14 per line) will lead to differing effects at each point. A warning to 'choose your order carefully' (ceos ure endebyrd geornlic) is engraved on the spot you must stand to speak, in the center of the dais. The effects are as follows:
- Sight. A successful DC 14 Constitution saving throw leads the chanter to have blurred vision until the prayer is complete, failing causes temporary blindness instead. This will impede reading the other words (DC 15 perception with disadvantage) or stop it entirely so that someone else must take over.
- Sound. A successful DC 14 Constitution saving throw leads the chanter to have muffled hearing until the prayer is complete, failing causes temporary deafness instead. On a failure this will impede the chanting of the words (DC 15 perception check).
- Taste. A successful DC 14 Constitution saving throw leads the chanter's tongue to tingle. A failure will have it go numb. This will impede the chanting (DC 15 performance check) on a success and even more greatly on a failure (DC 15 performance with disadvantage).
- Touch. A successful DC 14 Constitution saving throw leads the chanter's hands to tingle. A failure will have it go numb.
- Scent. A successful DC 14 Constitution saving throw leads the chanter's sense of smell to vanish. A failure will have their nose go numb as well.
Denizens
Monsters of the Multiverse
Rot Troll CR: 9
Large giant, chaotic evil
Armor Class: 16
Hit Points: 138 (12d10 + 72) 12d10+72
Speed:
30 ft
STR
18 +4
DEX
13 +1
CON
22 +6
INT
5 -3
WIS
8 -1
CHA
4 -3
Skills: Perception +3
Damage Immunities: necrotic
Senses: Darkvision 60ft, Passive Perception 13
Languages: Giant
Challenge Rating: 9
Rancid Degeneration. At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) 2d10 necrotic damage, unless the troll has taken acid or fire damage since the end of it's last turn.
Actions
Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5ft. One target. Hit: 9 (1d10+4) 1d10+4 piercing damage plus 16 (3d10) 3d10 necrotic damage. Claw. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5ft. One target. Hit: 11 (2d6+4) 2d6+4 slashing damage plus 7 (2d6) 2d6 necrotic damage.
Valuables
Each room branching off of the round main chamber houses a vague carving of the appropriate God and a pedestal with an artefact on it. Each pedestal is marked with dull cracked runes.
Sight
This room is the most pristine, assumedly the chunk of building you could still see above ground. You get the distinct feeling of a piercing gaze on you despite there being no one around. The wall opposite you is carved with a hooded figure, arms outstretched. Lightning like veins wreath the room originating from the figure's hands. The pedestal at the centre of the room holds Perspective, Tribute to KnowledgeSound
This opposite wall of this room is decorated by a human looking figure holding a fiddle. Despite the musical depiction the room is eerily silent. The strings of it branch off and encircle the room, creating a line of sheet music. The central pedestal holds Connection, Tribute to MusicScent
This room appears most overtaken by the swamp around you, it's semi submerged in murky waters that reach midway up your shins. You can smell the damp and mould clinging to the very walls. The carving of a faceless tiefling with her arms outstretched on the opposite wall is dripping with creeping vines and stringy moss and the wall around her is damp with water running in through surface level leaks. On the pedestal sits Fragility, Tribute to Nature .Taste
The opposite wall has a carving of another faceless figure, humanoid in shape, daggers in hand. This room seems to be the only one that has some gold leaf details still in place. On the pedestal is Value, Tribute to Hedonism. .Touch
The opposite wall is dominated by an armoured figure, wielding a huge spear that wraps around the wall of the room. The air feels close in here. The central pedestal is topped with Loyalty, Tribute to Protection .Architecture
Once white stone walls are now sunken into the swamp, moss and weathering have rendered its once clean walls marred and stained. The gold leaf detailing is still present on the crooked lintel; it depicts a combined symbol representing The Five adorned with chipped filigree.
Type
Ruins
Parent Location
Owning Organization
Related Report (Primary Locations)
Related Plots
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