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22. Azuth's Temple

Having made their way up to the next level in the temple, the adventurers started to explore it. The rooms and halls were a mix of cold stone and dark steel, though some of the rooms very peculiar, with wall papered walls and luxurious furnishings, far beyond what most of the heroes had witnessed in their life.
They began to ponder that this may be the home of some kind of wizard, especially given that Gilles was here searching for clues regarding an ancient character from the folk lore, The Wizard Hermit's Rest.
 

Azuth Temple Map 1

 
Elevator Shaft A green lit shaft where the adventurers arrived from. Here they found a red stone door, but found it impossible to shift.
The Statue Hall A large hall, barren except a large statue, which on the ceiling above it had a large circular symbol consisting of various colours. When the adventurers came near the statue, it came to life and advanced against them. They tried various methods of attack, but it seemed to be protected by a series of coloured fields.
Drawing Room A lounge, with pleasant wall papered walls, intricate cabinets, cups and saucers, in a design no character has seen and a painting on the east wall. There are leather upholstered lounge chairs and polished low coffee tables. A steel jug with hot water sits on one table, with small ceramic pots with sugar, tea and coffee.
The adventurers found that one of the tables was alive in a way, though having attacked it and nearly killing it, their following attempts to befriend it were met in vain.
There was also a painting which magically led to the Bar Room, but the painting dissolved following an extended rest.
Bar Room A secret room, lavished with more fine leather upholstered with a painting of the Drawing Room. the adventurers found three bottles that provided various benefits, with one making the imbiber blind, but able to see magical items. Upon using this, Catsby found he could also see green, blue and red lines crossing through the temple and converging to the statue hall.
The adventurers turned to flee, with the slow footsteps of the statue echoing behind them.
the heroes used the secure location to rest, but after returning to the drawing room, the portal dissolved, disabling access to the secret room forever.
Purple Hallway The room is lined with light purple wallpaper, except for the streaks of old faded blood in two places and smashed up bones. With Eberond's potion of flying still in effect, he managed to lead the rest through the trapped room with ease. As the passed through, they couldn't hear whether the statue was still following them.
Mirror Hall A large, circular room with five massive mirrors hung on the wall with ornate frames.
Three constructs, seemingly made of glass and mirror ambushed them. After they were destroyed, the heroes found a magical item behind one of the mirrors, and Catsby, with the held of a magical potion, was able to reveal the Mirror of the Past's magical properties.
Ivy Hallway A narrow and trapped corridor, with painted ivy on the walls. The heroes found a rotting Rezmouth local with a Chosen amulet and weapons. A pensioned gas filled the room whilst they fought against a monstrous ivy. Seeing the poison slowly killing them, they managed to turn a wheel at the end of the corridor, deactivating the green glyph.
The heroes then took a short rest to tend to their wounds.
Lever Room A simple room with a lever in the middle of the room. An ancient, crumbling skeleton lay next to it. It had a journal, which was written in elven. As it crumbled in Gilles' hands, he made out some of the entries, which made mention of a man from Elemvale who was investigating the new Helstraad fortification. His men died battling glass golems in the foyer. The elf seemed to think that the fort seemed to be a test of some kind. The last journal was dated Milil, 1901AC. The heroes used the lever, and this locked access to the Purple Hallway but enabled access to the Armory.
Armoury
(Gilles'Folly)
A room filled with an assortment of weapons. Two suits of animated armour and flying swords attacked the heroes, but were destroyed.
Spike Room
A larged hexagon room where the walls are lined with spikes. There was a floating stone hand which attacked. Inside it was a key that would allow access to the Tryptich Chamber. Catsby was nearly killed after being smashed into the spiked walls, but was revived quickly by a spare healing draught
Triptych Chamber
A dark room with swirling and shimmering lights hanging off the ceiling. A mosaic tryptic on the wall displays the Cabal seeking answers from the gods but the gods are holding their ears, the Cabal then commune with a the eye with many eyes entity, then the rift is opened and chaos ensures. One of the doors here led to the Flame Hallway.
Flame Hallway
A narrow corridor with a long pit with flames spewing from the floor. Gilles, with the help of teh control flame cantrip, managed to get across this with only slight burns. He then deactivated the red valve. They also unlocked access back to the Elevator Shaft, which was the first chamber of this dungeon level.
Dining Hall
A grand room with fine timber floors, wall papered walls and with even windows looking out to the outside greet the adventurers. A large and long table dominates the room, and a benign metallic servant bid them welcome. The thing offered any food or drink. The adventurers quizzed the thing for information, and the servant said it had four masters but had not seen them for a long time. It did not have a name, so the adventurers called it Jeff.
Jeff said that once they had used this Dining Hall, that they could never return to it.
Nursery
A room with three cribs. Assorted toys lined the shelves, from wooden coaches, rocking chairs, wooden blocks, lead soldiers, glass marbles, painted wooden boats, and a white porcelain Yo-Yo, which ended up bveing a type of magical weapon. Catsby found a 20 sided die that seemed interestingm, whilst Bal'Aur snatched a creepy looking doll in one of the cribs. The doll was humanoid and resembled a race that none of the adventurers were familiar with.
Pantry
A small room with many cabinets. When a cabinet was opened, food of various sorts would be revealed, but if opened again it would reveal different food again.
The Clean Corridor
A narrow corridor which was peculiarly clean. The adventurers soon found out why, when they bumped into a Gelatinous Cube. Although it was defeated, Bal'Aur and Eberond felt worse for wear when the monster had engulfed them.
At the far end of the corridor, the adventurers found two doors and one was blue.
Flooded Hallways
The floors were flooded with electrified spikes making any larger disturbance in water causing a ripple and a resultant electric shock. the adventures brought up one of the cribs from the Nursery, and Brutalithops explored the flooded rooms. there was an underwater passage way which he dove in and managed to get through a series of grates, managing not to drown in the process. At the end of this underwater passage was a Blue Glyph, which was deactivated. The water in then drained away.
Servants Quarters
The room was filled with beds and disheveled bodies. These turned out to be undead skeletons, led by a large Ogre Skeleton. The adventurers ultimately managed to defeat them. Catsby found a secret passage leading into the Embroidery Room.
Embroidery Room
A nicely furnished room with a series of painting depicting seasons. The room was guarded by a Pentadrone and Quadrone, who would only allow females inside, as ordered by their mistress. Catsby, disguised as a woman explored the room and tried to solve the painting puzzle by destroying one of the paintings. This didn't solve the puzzle!
they tried to then blind the modrones so that the others could cross the room and into the Trophy Room, but failed to do so, resulting in the modrones attacking.
Trophy Room
A pleasant room clad with elegantly carved timber, the most notable things in the room were the three mounted animal heads, a sabre-dragon, royal elk and a large wild boar. The animall heads could speak, bound by the magic of their ancient masters. Their purpose was to tell riddles and award correct answers with gems, which the adventurers were successful with on all counts.
Laboratory
Having survived the tunnel with a boulder trap, the heroes found a small room with three differently coloured tanks, with protruding pipes that merged to a single tap. They could mix up to three of the liquids to form a potion. Catsby ended up creating a cursed potion that when he drank, turned him into a female tabaxi!
Chapel
From the Trophy Room, there was a small room which judging by the design was some kind of chapel. An orb could be manipulated which would change the holy sigil imposed on one of the walls, presumably allowing a "guest" to pray. From Gilles' casual glance, there was a multitude of signs to choose from, and apart from the icon of Helm, the other few looked at were strange and unfamiliar, given that Dezaria's official teaching was that there was only the one god.
Atrium & Gardens
In the atrium was a fountain that was emty of water, and four rays of light shone around the chamber in no particular way. In the gardens, there were various puzzles that when answred correctly, would shine one of the lights on the fountain. the adventurers solved all puzzles and the fountain sprang water, revealing hidden compartments with magic scrolls and potions.
Tool Storage
After leavng the gardens teh adventurers passed through a room with various garden implements. They had a brief look but found nothing of interest. Perhaps had they a better look they would have found something of interest, for there were no rooms in the complex that was useless.
Bedroom and Ensuite
A luxurious bedroom with a gigantic four poster bed, with the walls being painted with the four members of teh cabal - an elven woman, a human with black teeth and a male and female of a strange race.
Bal'Aur took the opportunity to use the facilities in the ensuite, where he was attacked by a porcelain toilet that was actually a mimic monster.
During their sleep, Bal'Aur was woken by the strange doll he picked up in the nursery. It claimed it was a soul trapped inside the doll and begged the half-orc to destroy the vessel, so that her soul could return. Bal'Aur destrotyed the doll and felt a dark essence escape. In the morning, he found that the doll resembled the lady of unknown race in the Cabal paintings.
 

Glasswork Golem

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