Hotun-Shul

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This temple was built thousands of years ago, but has been silent for the past 500 years. Unknown to most, the complex razed by subterranean humanoids called grimlocks, who used elemental magic to bring the mountains themselves down upon the structure. None of its giant denizens survived. Within its halls unknown riches dwell and, more important, the secrets of runes—which the factions now seek in earnest. These things have made the temple a beacon to adventures, treasure-hunters, and the occasional historian, but most who sought out the temple were either unable to find it, or disappeared at some point during their search.   Hotun-Shul has the following general features: Terrain. The ground here is made of 10-foot wide tiles—uneven from the ravages of time. Chunks of the ceiling have fallen here and there, leaving piles of shattered stone and rubble on the floor far below. Parts of the floor are heavily engraved. Some of the engravings are deep enough to trip-up Medium or smaller-size creatures. Temperature. The interior of Hotun-Shul is intensely cold; well below zero degrees Fahrenheit. At the end of each hour spent in Hotun-Shul, a creature exposed to the cold must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion. Those resistant to cold damage, or those wearing cold weather gear have advantage on this saving throw, while those immune to cold damage automatically succeed. Hallways and Ceilings. Most of the hallways here are 40-feet wide and just as tall. The walls are extensively decorated in expertly-carved friezes depicting important moments in the history of giant- kind. The walls have collapsed in many places; the remnants of the tunnels used by the grimlocks to enter the temple's interior over five hundred ago. Friezes. The topmost 10 feet of the walls throughout the temple are covered in intricately carved friezes that document the history of the giants. Unless otherwise noted, the contents of a room's friezes can be interpreted with a successful DC 15 Intelligence (History) check. Any written entries are written in Giant. Doors. Unless otherwise specified, the doors here are 2 0-feet wide, 5-feet thick, and 40-feet tall. Opening a door requires a successful DC 25 Strength (Athletics) check. Using the pole found in the Rotunda allows the characters to open the doors without needing to make a check. Otherwise, the doors can be destroyed (AC 17, 82 hit points; immune to poison and psychic damage; resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine) Light. None. The only light that exists is that which the characters have brought with them. In some areas, runes or features might glow with elemental or arcane energy, but only when activated. Smell and Sounds. Dust, dust, and more dust. Occasional falling stone. Whispering or skittering of creatures—seemingly right around corners. Dead and Wild Magic Zones. These are areas where the Weave has been damaged or divorced completely from the world. They are identified on the map. Similarly, creatures can't teleport into or out of the complex; such spells simply fail when cast. It is possible to teleport within the complex, however. Spellcasters with a passive Arcana score of 13 or higher, upon entering an area of unstable Weave, detect the instability automatically.

 
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