Astbrough Water Temple
Purpose / Function
This temple was built during The Confluence. It was built as a shrine to worship the elemental plane of water.
Design
Outside. In front of you lies the remains of a cream-stone stairway. Many of the individual steps have become chipped and crack over time and weeds have grown in to fill the gaps. As you climb to the top, you reach a long, wide cobbled path leading to a tall, domed building. Along each side of the path rest the remains of an elaborate aqueduct system, with arcades winding over and under
one another which have long since dried up. Down the centre of the path, you see a series of beautiful fountains, also barren and broken from disuse. The large building, while superficially damaged, appears mostly intact with two large wooden doors facing you.
- Arcane Lock cast on door (AC 25, 5HP)
- Weight limit on bridge = - if it breaks, DC 15 Dex Saving Throw or fall through the floor into the lake, suffering 2D6 Bl.
- DC 10 Investigation on the platform reveals a loose tile in it’s centre, concealing the ladder.
- DC 15 Investigation reveals a diary partially intact on the shelf. Inside are details of the rooms ahead.
- DC 18 Investigation also reveals clues on room 1 and 3 (L to R; By the portcullis)
- DC 20 also reveals an ornate brown and gold key hidden in one of the books.
- The tome of the plinth is a Book of Prayers to the Elemental Plane of Water and is entirely written in Aquan.
- Dial off angle (North-west) at first, DC 10 Athletics to turn.
- DC 12 Athletics to turn dial afterwards.
- North 1, east 2, south 3, west 4.
- When all valves have turned off the waterfall. The players will be attacked by two Giant Toads before they can reach the next chamber.
- DC 10 Perception check reveal the sound of rushing water appear to be much louder than what is just coming from this one pipe in front of them.
- If a player goes up the side path, they must succeed on a DC 12 Dexterity saving throw or take 1D10 bludgeoning damage from a rock fall trap.
- DC 15 Perception check or Passive perception 15 reveals a 5ft. pressure plate on the floor. The left path leads to a rocky outcrop, 50 ft. above the floor. From here, they can see all four of these pipes with water pouring out into grates in the floor.
- DC 20 Acrobatics check to climb down the wet stones, landing in between any of the streams of water.
- If a player tries to push through the water, they must succeed on a DC 20 Athletics check or be pushed back and suffer 1D4 bludgeoning damage.
- The four levels shut of different pipes, the players must figure out the combination to pass: Level A: 1 and 2. Lever B: 1, 2 and 3. Lever C: 3 and 4. Lever D: 2, 3 and 4.
- Turning the valve shuts off some of the water flowing to the waterfall in the main chamber.
- When returning, the players must succeed on a DC 10 dexterity saving throw or take 1D4 bludgeoning damage as the backed up water, bursts through the pipes above them.
- Follow the map for details on the puzzle.
- DC 18 Investigation check reveals some of the stairs to be raised slightly.
- DC 15 Acrobatics check with disadvantage allows a player to jump over the aforementioned stairs.
- Triggering any of the trapped stairs turns all the whole staircase into a slide which has no traction due to the rushing water.
- All traps down the stairs require a DC 15 Perception check to see and deal 1D10 slashing damage on a failed DC 12 Dexterity saving throw. Both have disadvantage if they players are sliding.
- Follow the map for more details on the puzzle.
- Show the party the pictures of the puzzle. O check the answer, they will need to pull the lever. On a fail, each creature in the room must succeed on a DC 15 Dexterity saving throw or take 1D10 fire damage from steam which erupts from the holes in the table. On a successful attempt of the puzzle, a large, stone tile rises from the floor, revealing a large, metal valve connected to a large pipe. As a player attempts to turn it, an Ochre Jelly attacks from the pipes on the table.
- Treasure. 1x Basic Water Aether, Scroll of Fog Cloud, Scroll of Create or Destroy Water, 1x Driftglobe (Command words in Aquan) and 4x art pieces: A painting depicting an underwater city embedded into a coral reef. A large, iridescent pearl. An ornate, ceremonial necklace with silver links depicting waves. A short sword with blue filigree inlayed over the blade.
Denizens
Occasionally, bandit group will use this are as a camp site for it's ability to be easily defended. Aside from them, the only other creatures to visit the temple are the local forna who use the grasslands surrounding it as part of their grazing grounds.
Architecture
The architecture appeared very Roman with a heavy emphasis on elaborate aqueducts and fountains to celebrate the 'grace of water'. At the centre, a large, domed build housed a circular pool with an island at it's centre which acted the main point of congregation.
History
The temple was erected during The Confluence shortly after the destruction of Astborugh. People from all over the province came to pray that the elemental forces would not take anymore land from them. The temple fell into disuse in the years after the conflict ended and was slowly worn away by time and vandalism from local bandits.
RUINED STRUCTURE
~100 AC
~100 AC
Type
Temple / Religious complex
Parent Location
Related Report (Primary Locations)
Related Report (Secondary Locations)
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