When the party leaves the spire, they have a 50% chance of hearing a new team of gnolls coming down the road leading due east. This team consists of a senior staff for the temple and area, as well as a regiment of soldiers and slaves.
The trail to the temple complex is overgrown, but visible. There was a stone road here once, and the remains of buildings can be seen. About half way along, they will come to the ruins of a village, with the road passing through the central square. The well is still somewhat visible, and the water is potable. Most of the buildings have fallen in. However, there is a portal to the plain of hell. Two imps have taken up residence here, waiting to see what happens, and have been hoping for some fun. When they hear the party outside, one takes the form of a small dog, which the other proceeds to torment. Hopefully, the party will come and rescue the dog, taking it along with them, so it can try and corrupt them. The fighting imp will appear to die and cast invisibility on itself in order to follow the party after a brief fight. If they investigate the room, there is a chance they will find the partially eaten corpse of a small dog much like the one they have just rescued.
As they approach the temple complex, Dun will be blinded with a vision, sent by Hanali (see vision handout). Regina will also show interest in the temple complex, stating that she hopes to find loot there. She has actually been tasked to find evidence as to what happened to the worshipers of Bhaal by the church of Ogma in Glen Melding.
There is a river flowing to the east of the complex, and the interior gardens have become somewhat overgrown. There is a large moat around the area, complex itself, with a stone bridge leading to the main gate. On the east and west sides of the causeway are small piers leading down to the water. It appears that boats could have been tied up here at one time, ferrying passengers from the surrounding area. The causeway itself is 80’ long and 10’ wide. It appears to have lasted fairly well, and is clear and free of important debris. Towards the south end is a large stone basin, about five feet across and three feet tall. There appears to be a some kind of eternal flame spell cast upon it. This is actually a medium fire elemental, chained here by the Bhaal cult about 80 years ago, but since the Time of Troubles, there has been nobody here. It is hungry and will attack as soon as the party is passed, grabbing whoever is in back. Instinctively, it leaves the dog alone.
Fire Elemental N Medium outsider (elemental, extraplanar, fire) Init +7; Senses darkvision 60 ft.; Perception +7 Defense AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) hp 30 (4d10+8) Fort +6, Ref +7, Will +1 Immune elemental traits, fire Weaknesses vulnerability to cold Offense Speed 50 ft. Melee slam +7 (1d6+1 plus burn) Special Attacks burn (1d6, DC 14) Statistics Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +5; CMD 18 Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features. • Immunity to paralysis, poison, sleep effects, and stunning. • Not subject to critical hits or f lanking. Does not take additional damage from precision-based attacks, such as sneak attack. • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry. • Prof icient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not prof icient with armor. Elementals are proficient with shields if they are proficient with any form of armor. • Elementals do not breathe, eat, or sleep.
There appears to have been a grassy walkway at one time all around the area. However, it has now become overgrown and impassable. The only route is through the main entry. As the last occupants of the temple committed suicide, they did not feel it necessary to lock the door behind them. There are no traps unless specifically noted. Their are four large stones in the path itself. These are actually cover stones for a passageway into the catacombs under the complex. They have been partially covered and appear to be part of an old stone pathway.
The main gate is imposing, towering over the path, a 200’ stepped pyramid. There are three levels of steps, and each level appears to tell a story of a hero dedicated to a different god. The legends would not be familiar to the party, but Dunarion should be able to recognize the gods as Helm (top), Tyr (middle) and Ilmater (bottom). Carved into the stone above the entryway are the words “Truth and Justice in All Things Make the Gods Proud”. Below that, somebody has scrawled in charcoal “Death to your gods! Let evil rule supreme!”
1. The first room appears to have been some form of reception or waiting area. There are three benches in here which are fairly intact. At the far end of the room is a fourth bench and a desk which have been reduced to rubble. The far door is closed, as are the two side passages. There is a skeleton calmly sitting on the furthest bench from the door. There is also a skeleton laying on the floor. While the sitting skeleton only has a rusty blade, moldy leather armor and tattered clothing, the skeleton on the floor appears to have been prepared for a battle. His sword is +1 ghost touch short sword, while his armor is masterwork chain. He will rise and attack anybody passing the center of the room. He also has 32 GP, 19 SP and 27 CP, and journal, which details how he became a bandit and hired murderer, and how recent events have caused him to reconsider this life. Instead of succumbing to the plan, he intended to flee and turn himself over to justice in Bammock. The journal is about 45 years old, from the ToT. There is nothing else of value in this room. Elegant friezes once covered the walls, but it appears that somebody destroyed them.
On the passage to the left, the wall gave way and the moat has formed a stream which has created a hole into the catacombs below and perhaps even further down. It appears that their is at least a 300’ drop at this waterfall, which leads to an underground river. The roof has caved in on the far side of this.
The door has broken on the right. An extremely large spider has taken up residence here. She will attack when she hears battle in the main room.
Giant Black Widow Spider Giant Spider CR 3 N Large vermin Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6 Defense AC 17, touch 13, flat-footed 11 (+1 armor, +3 Dex) hp 37 (5d8+5) Fort +4, Ref +4, Will +1 Immune mind-affecting effects Offense Speed 30 ft., climb 30 ft. Melee bite +4 (1d8 plus poison) Special Attack web (+5 ranged, DC 12, hp 2) Statistics Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 Base Atk +2; CMB +2; CMD 15 (27 vs. trip) Skills Climb +16,Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb Special Abilities Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Skeletal Deserter CR 2 Human skeletal champion warrior 1 NE Medium undead Init +5; Senses darkvision 60 ft.; Perception +6 Defense AC 20, touch 12, flat-footed 19 (+7 armor, +1 Dex, +2 natural) hp 25 Fort +3 Ref +1 Will +3; channel resistance +4 DR 5/bludgeoning; Immune cold, undead traits Offense Speed 30 ft. Melee mwk shortsword +7 (1d6+3/19–20) Statistics Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12 Base Atk +2; CMB +5; CMD 16 Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword) Skills Intimidate +7, Perception +6, Stealth –1 Ecology Environment any Organization solitary, pair, or platoon (3–12) Treasure standard (masterwork chain, +1 ghost touch shortsword)
2. Beyond this room is the Lower Gallery. There are four open room spaces here, divided by columns. above these are walkways allowing people to stroll about above and enjoy art works on the second level. The open spaces are shrines to the four elemental deities. Each shrine has a small altar, where offerings can be made. These can be coin or something appropriate to the element. Any character placing an offering will receive a +1 bonus of elemental protection during their next encounter. Anybody who can converse in ignan with the fire mephit can learn this. Unless attacked, this creature will not attack. When the original temple fell, a paladin to Torm became trapped in the wind vortex which is the shrine of Akadi. The air god was amused by this and refused to let the paladin out. His spirit is still trapped there. He can be replaced if the party provides a suitable new playmate. (They could easily hurl the dog in… Or somehow trap the other imp, or lure one of the intelligent undead roaming the complex.
Akadi – Air – a magically created pillar of air, sweeping up to the ceiling. There are bits of stuff tossed in by worshipers which freely blow around, as well as a paladin of Torm Kossuth – Fire – a large fire element who believes Kossuth himself ordered him to remain here until otherwise relieved. He happily burns any and all items offered to him Istishia – Water – a large fountain which sprays high in the air and then comes down and circulates around the base, which has eroded about ten feet, though it still remains full Grubar – Earth – Shrine is seven trees (six surrounding a larger one)
There are doorways on the sides, but the gardens have grown up to a point that they cannot be opened, as they open out.
There is a Babau on the upper level in the center of the crossing. He was formed from the soul of one of the worshippers of Bhaal, and has been haunting this place for several years, awaiting those who feels will inevitably come to revive it. He is a lesser form of Babau, and therefore has some lower stats. It will automatically attack the dog first, and then the party. (The dog will see if the party attempts to intervene. If they don’t, it will assume it’s natural form and defend itself. If it they do, it fights as a riding dog. It resists the acid of the babau.) The babau is carrying a silvered spear, which will bypass the DR on the imp. He also has a large necklace of emerald laced in leather made from another babau (these are worth about 300 GP).
There are passageways east and west at the south end of the gallery, as well as to the south.
3 & 4 The southern doorway leads to an overgrown but passable garden area. The brick path is still visible. There are two shrines here. One is to Mieliki and Rillifane, the other is Chauntea and Angharadh. Both shrines are charred ruins, with graffiti scrawled upon them. However, they are both starting to be covered with greenery, which suggest the respective gods are reclaiming them. These both have glass roofs, and a stone plinth atop with statues of their respective deities. Spellcasters dedicated to these gods receive one free spell use each day that they pray at these shrines. Four ghasts are wandering this area, one of which is a fiendish ghast. The surrounding gardens are overgrown, but can be chopped through.
East and west will both get three skeletal deserter types. Their weapons are mostly regular long swords. One is cold iron and one has a small model of a house. When placed on the ground and the command word is spoken (Leomund), it becomes a full sized cottage with dinner on the stove and everything very nice. The door has an alarm spell.
20 Temple to Moradin – the roof has caved in here and it is no longer accessible.
21 Temple to Correllon – this temple to the elven high god has been defaced. Images of Lloth are now all over the place. Several drow skeletons are located here. Two will animate and fight as champions with backstab ability, fighting with short swords. There is also one ghast here.
22 Temple to Yondalla – This area is extremely short. It appears to have been decorated primarily with carved would, which has since fallen apart for the most part. The carvings show life in a halfling village as very happy and placid.
23 Temple of Gond – There is a geared platform here, behind the altar. A knowledge engineering check (DC 20) or disable device (DC 25).
24 This is the main temple area. The central tower was dedicated to Helm. It has been defaced, with what appears to be copious amounts of dried blood splashed all over it. The tower is 200’ tall, and anything over 15’ hasn’t been damaged. The friezes on the lower 15’ have been damaged, with Helm having been chipped off. The entry is dedicated to Ilmater, and the passages on either side of his shrine act as a clinic to aid the ill and injured. This portion of the temple is relatively intact and has some beneficial magics attached to it. The pool of water is no longer blessed. At one time it allowed the user to draw a flask of healing potion (one per person per day). The altar has two ever-burning candles, which are magical. The red cloths on the altar refer to the bindings and cloths worn by Ilmater. The bookshelf has been ransacked, but in the back is one scroll of restoration. Most of the herbs and items in the cupboard have long since rotted. However, there is a healing bag which gives +1 to all healing checks when using it.
The halls to the right and left were both small infirmaries. These, as with all of the side passages in this portion of the complex, are open galleries with arches open to the central courtyard. Most of the beds are no longer viable, and contain skeletons of followers of Bhaal. The only empty bed is at the far end of the left hall. It radiates strong healing magic. Resting for a full 8 hours in this bed will act to fully restore all damage done to an individual. A drow mage is tied to this bed, and is quite insane. She was part of the Bhaal cult, but was already slightly mad. She tried to use magic to wipe out the gathered worshipers before the appointed time and was tied down. The magic of the bed has kept her alive, but she has been unable to free herself. Once freed, she can raise one skeleton to fight for her. She can also use grave touch with an Int of 18 (+5). She will grab a club to use against enemies. Her gear is underneath the bed. These include a silver rapier, a +1 robe with protection from good (black with red embroidery), and 32 drow gold pieces.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
The central courtyard is littered with dead bodies. There is very little here that can be salvaged or is of danger. This area is open to the sky and the elements have not been kind.
The western tower was dedicated to Tyr, and was known as Ty’rs Justice. It has a shrine. It still radiates a weak aura of LG, and the undead from the surrounding courtyard will refuse to approach. A ghost will appear to the party of a long dead cleric. He will be able to tell the party that their were catacombs under the temple, with storage under the main structure for important artifacts. The statue in question used to rest in a niche in Corellon’s temple. There used to be a hidden doorway in the back of Helm’s Altar leading to the catacombs. He can also tell the party that he witnessed Bhaalists come and commit mass suicide. He will also state that he believes this would have given Bhaal a sudden surge of power, enabling a major godly feat. It would have killed him, but caused some form of major event.
The eastern tower was Lathander’s. It has been defaced, and the walls have been chiseled away. The cleric apparition will tell you that.the walls in this area were decorated with panels of gold and gems. It has been thoroughly desecrated and the contents removed or destroyed. The gate has warped and no longer openable.
The furthest tower belongs to Tempus, and their are shrines to various warrior deities in the passage at the back. A large selection of masterwork weapons and armor can be found scattered in this area. Several bands of ghouls can be found here.
The center area is littered with dead bodies. An area of the floor has been painted in blood with the symbol of Bhaal. It radiates evil, and acts as a circle of protection against good. In the center is a ghost. After this fight, there will still be an evil aura, but none of the dead will animate.