Eye of the All-Father
The Eye of the All-Father is an underground complex built by giants, which has survived for tens of thousands of years. The giant lords of Ostoria came here for divine wisdom and also for refuge. Harshnag is one of only a handful of giants who know about the temple. A few ancient dragons -including Iymrith, Claugiyliamatar, and Klauth- also know of its location.
Domed Entrance
A 40-foot-wide, naturally formed stone causeway leads to the entrance of the Eye of the All-Father. Sheer cliffs plunge hundreds of feet on both sides of the route. The causeway is covered with a foot of snow, in which the characters can see fresh tracks heading toward the mountainside. The causeway ends before a stone dome carved from the mountainside. Six 30-foot-tall stone pillars support the dome, which is in no danger of collapse, even if the pillars were to be toppled. Each pillar is carved with a wraparound bas-relief. From north to south, the pillars depict the following scenes:- A hill giant lifting a rock above its head
- A frost giant chopping down a great pine
- A cloud giant flying among birds in the sky
- A flying storm giant hurling lightning bolts at a ship
- A stone giant climbing a mountain
- A fire giant with chained dwarf prisoners in a cavern
Stone Blocks
The tunnel is 40 feet wide, 40 feet tall, and level. People who notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. One who searches for traps would notice these blocks, which constitute the temple's outer defences. Each block is a 40-foot-tall, 40-foot-wide, 20-foot-thick slab held up by mechanisms buried in the mountainside. When the lever in the northwest guard tower is moved to the down position, the block of stone closer to the entrance falls, sealing off the tunnel. When the lever in the southwest guard room is moved to the down position, the inner block does the same thing. Each block takes about 6 seconds to drop to the floor, allowing time for creatures to get out of the way. Any creature that doesn't get out of the way is knocked prone and pinned underneath the block, or potentially crushed to a pulp. A creature pinned under a block is restrained until the block is lifted (by raising the appropriate lever). Knock spells and similar magic have no effect on these gigantic barricades.Boulderfall Hall
The ceiling in this hall is 60 feet high, sloping down to 40 feet as it moves toward area 2. Although the ceiling remains level heading eastward, its distance from the floor decreases to 40 feet on the landing in front of area 4 because of the staircase leading up to that location. Overlooking the hall to the north and south are unguarded 20-foot-high ledges that have no railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below. Five niches are carved into the back wall of each ledge. Each one holds an iron sconce that radiates a faint aura of Conjuration magic under the scrutiny of a Detect Magic spell. Touching a sconce with an open flame causes a spectral fire to materialise above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever.Giant Doors
A 40-foot-long flight of steps leading east ascends 20 feet to a landing, next to which stands a pair of 30-foot tall granite doors carved with images of giant gods locked in battle with dragons. The doors are impervious to all types of damage and coated with ice on the inside. Any Huge or larger creature with an immense strength or higher can throw its weight against the doors and force them open. Smaller creatures can't open the doors until the ice on the other side is chipped away or melted. Knock spells and similar magic are likewise ineffective until the ice is removed.Portcullis
A heavy iron portcullis 20 feet wide by 30 feet tall, with a 30-foot-high wall above it, blocks this 60-foot-high passage. The portcullis can be lifted with great strength. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms. The bars of the portcullis are ice cold to the touch and spaced far enough apart that a Small creature can squeeze between them.Annam's Temple
Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The largest of them is an 80-foot-tall robed giant, his arms outstretched and his face hidden beneath a stony cowl, facing a glowing archway in the east wall. Kneeling in rows to each side of this statue are six statues half its size, each impressive in its own right and depicting a paragon of a type of giant: hill, stone, frost, fire, cloud, and storm. These smaller statues face the bigger one in the room's center. In their outstretched arms, five of the giants hold weapons-gifts for their All-Father. Only the frost giant statue is unarmed. The archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty, ice-covered sconces made of iron. The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick layer of ice that must be chipped away or melted before the doors can be pulled open from this side (either physically or with the aid of knock spells or a chime of opening). A Fireball spell produces enough heat to melt the ice on one set of doors. Otherwise, it takes a character using a weapon, a pick, or a similar tool 1 hour to chip away the ice covering one set of doors, or 1 hour to melt the ice with a torch. Multiple characters working together to remove the ice shorten the time proportionately. One who would search the temple for secret doors find two secret doors behind the frost that covers the west wall. These slabs of stone are 40 feet tall by 20 feet wide, and each pushes open to reveal a chamber. Each secret door requires giant strength check to open or close. The iron sconces are bolted to their niches and radiate faint auras of Conjuration magic under the scrutiny of a detect magic spell. Touching a sconce with an open flame causes a spectral fire to appear above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever.Statues
The big statue in the middle of the temple depicts Annam the All-Father. The statue's face is a mask of bare rock, bereft of facial features. The giants who carved the statue had no clue what Annam looked like, and they dared not misrepresent him. The six smaller statues depict the sons of Annam. Five of these statues grasp giant-sized weapons that can be removed. Thrym's weapon is missing and can be found in the feast hall. Removing any of these weapons from the dungeon causes it to vanish and reappear in the appropriate statue's grasp. If the statue is destroyed, the weapon has nowhere to return to and disappears. The table shows which statue holds which weapon, as well as the weight of each weapon and the archway rune associated with each weapon.Archway and Runes
Six mithril-inlaid runes empower the archway. Prying out the mithril or defacing the runes causes the archway's mist to fade away and renders the archway inoperable. The six runes include a haug (hill) rune, a stein (stone) rune, an ise (frost) rune, an ild (fire) rune, a skye (cloud) rune, and an uvar (storm) rune. The characters have to figure out which rune is which through trial and error, or with the aid of magic such as the divination spell. A character who has proficiency in the Arcana skill can tell that the runes are magical, but not what the runes mean. Harshnag is familiar with the ise rune and can identify it; the other runes are unknown to him. Iymrith, Klauth, Claugiyliamatar, and most other ancient dragons know all of these runes by name and appearance. The mist in the archway dimly illuminates the temple. A detect magic spell reveals an aura of conjuration magic around the archway, but nothing happens when something enters the mist. While the archway is inactive, cold rock wall can be felt beyond the churning mist. The archway is a portal that connects the temple to the divine oracle, allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone, frost, fire, cloud, or storm variety (or a creature polymorphed into one of these forms) must take a weapon from one of the statues of the six lesser giant gods and touch it to the appropriate rune on the archway. The wielder must use the weapon belonging to the god that corresponds to the wielder's physical form; for example, Harshnag (a frost giant) can activate the portal only by using Thrym's steel greataxe, and only by touching it to the ise (frost) rune. As soon as the archway activates, the weapon vanishes and reappears in the hands of the statue it came from unless that statue has been destroyed, in which case the weapon disappears. Touching a rune with the wrong weapon triggers a spell effect. The effect also occurs when a non-giant touches a rune.Feast Hall
The double doors that lead to this room are coated with ice and can't be pulled open until the ice is chipped away or melted. The room is 240 feet wide by 440 feet deep, with a 200-foot-wide alcove in the centre of the east wall. Six pillars, each 20 feet in diameter and 60 feet tall, support the vaulted ceiling. The walls are lined with niches and sconces identical to the ones in areas 3 and 6. A hungry Remorhaz is curled up in the alcove until one or more party members enter the room, at which point it uncoils and rushes forward to attack. The room is warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the centre of the chamber. Natural gas escaping through holes in the basin feeds the fire, sustaining it indefinitely. Any creature that enters the fire or starts its turn there would burn. Arranged about the fire pit are six tables carved out of granite, with matching benches, and two 9-foot-tall stone slabs stained with blood and grease. Atop the southernmost slab are neat stacks of plates and goblets made of beaten copper, all green and black with age. The stacks of plates and goblets on the northernmost slab have been knocked over, creating a mess.Thrym's Axe
Leaning against the southernmost slab is a 750-pound steel greataxe sized for a frost giant. An absentminded giant removed it from the temple and left it here. Like the other weapons in area 6, it can be used to activate the portal leading to the divine oracle.North Hall
This part of the temple contains quarters where visiting giants used to rest, with two sets of stairs leading to an upper level. A 60-foot-high hall stretches northward. The hall is inclined at a slight angle so that the floor in the north end of the hall is higher than in the south end. The slope isn't so great that the frost on the floor presents a hazard. Fourteen 30-foot-tall archways spaced along the west and east walls lead to 60-foot-square chambers furnished with frost-covered stone couches that serve as beds. Some of these beds have tattered furs atop them. A fissure in the back wall of the centre room on the west side leads to a network of natural tunnels. This hallway contains a magical trap, and a Detect Magic spell can reveal certain clues. The trap triggers when one or more creatures that aren't giants travel too far down the hall, a 40-foot square section of the hallway. It triggers even if they fly over or move invisibly through that area.
Type
Temple / Religious complex
Parent Location
General Features
Interiors have 60-foot-high ceilings. The double doors located throughout the complex are made of granite adorned with bas-reliefs that depict regal giants fighting and slaying dragons. Door hinges and handles are made of wrought iron, and the handles are 12 feet off the floor. A Huge giant has no trouble opening doors that aren't frozen shut. A smaller creature can try to open a door if that creature can reach the door's handle and unlatch it. While the handle is unlatched, a creature must take six seconds to push or pull on the heavy door. Frost covers the floors, walls, ceilings, and furnishings everywhere except for the feat hall. The frost makes climbing the walls impossible without climbing gear or magic. Interior areas are unlit except for areas the main temple, the feast hall, and the Eye of Annam itself. The furnishings and other items in the temple are sized for Huge giants. Tables, benches, and other room fixtures are typically three times as high as their human-sized equivalents and roughly twenty-seven times the weight. Small and Medium creatures can scuttle under and clamber over giant-sized furniture, treating them as difficult terrain. Staircases within the temple are sized for giants. Each step is 5 feet tall and 5 feet wide. Creatures of Large size and smaller treat the staircases as difficult terrain.Remove these ads. Join the Worldbuilders Guild
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