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Temple of Tyr

Outside
  • Once players get 100 feet to temple earthquakes start. Roll initiative!
The temple now becomes visible. Its about 100 feet off. Large wooden doors, stained from snowfall, reinforced with iron in old Norse design. Large iron circular rings act as door knobs. Stone encasements encircle the doors. Fractured stone steps, five steps high, lead to the large doors. A single statue in the sitting position holds an unlit torch. The statue about ten feet tall.   Inside
  • Once inside the earthquake continue. Roll a d4 to for Kobolds.
  • Dark area. Darkvision rules apply.
As you enter you are meet with a 20 foot hallway, then another set of doors.   1.
  • Statue of Tyr with runic writing on base. (Old Norse Language)
  • Sacrificial stone table with skeleton laying on it.
  • wooden bench seats through out room and damaged tables.
  • A hallway on left wall.
  2.
  • Hallway leads to door.
  • Door Trap.
  • Inside room is a pile of bones and torn old clothing.
3.
  • A door behind the statue leads to a hallway.
  • The hallway reveals a spiral staircase made of stone.
  • Refer to Ancient Red Dragon's Lair 
Earthquakes
  • Small earthquakes are common. Once every 1d12 + 3 minutes, a tremor occurs. When a tremor occurs, roll 1d10. On a result of 1-7, the tremor is minor and the characters are unaffected. On a roll of 8-9, a major tremor occurs, lasting for 3 rounds. Each round the tremor continues, at the start of their turn, creatures on the ground must succeed on a DC 10 Dexterity saving throw or fall prone. In addition, rocks and debris tumble down the mountainside and from the ceiling of the cave. On initiative count 20, the sliding rocks make an attack roll against each creature that isn’t behind cover with a +3 bonus on the attack. If a creature is hit by rocks, it takes (2d6) bludgeoning damage. Finally, on a result of 10, a severe earthquake occurs and lasts for 5 rounds. The effects are the same as a major tremor, except the DC to avoid falling prone is 15 and the rocks hit with a +5, dealing (4d6) bludgeoning damage on a hit.
Door Trap
  • The toppling door is a door with no hinges, that instead opens by falling forward onto anyone unfortunate enough to be caught under their immense bulk. Most toppling doors are massive gates, 10ft wide and 15ft high, constructed from heavy metals such as iron, to ensure the total death of anyone they land upon.
  • Toppling doors are unique in that they don't seem to have any sort of external triggering mechanism, instead falling automatically when a creature ends its turn within the door's area of attack. A DC(18) perception check can successfully divine that the door is suspiciously lacking hinges or any supporting structure.
  • The door's area of effect covers a 20ft square in front of itself. When activated, all creatures within this area must make a DC(14) dexterity saving throw, moving out of the area on a success. On a failure, a creature takes 5d12 bludgeoning damage, is knocked prone, and is restrained under the weight of the door. A restrained creature can escape with a successful DC(17) strength saving throw.
Creatures
Type
Temple / Religious complex
Parent Location

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