Sunday, January 22, 2023

Dungeon23; 1st Level; Temple of the Leaping Oracle- The Halls of Greeting

The First Floor is complete, I will identify common structural components on this level. and take a look at this level as a whole.


Halls of Greeting    Temple 1

The surface level of the Temple of the Leaping Oracle

Design

The temple is constructed out of structural coral the porus slabs are formed into section that expert clambers may be able to find hand and toe holds in (DC 25 athletics to climb). Coral corridors do not resonate sound like stone. the porus material absorbs sount making it difficult to hear anything separated by more than one room.
Typically the temple is balmy and humid, with the light from the Ziggekh marsh seeps in from hole in the ceiling making most of the rooms on this level, low-lit.

Entries

North Entry  

The Temple Entryway is an Unlocked Coral Door (80 hp); this door opens to the morass of Nakaya outside the walls of the Temple

Southeast Stairwell

Locked Brass Slab (DC 25 to open; Hardness 18 72 hp) Slides open to a stail leading down to the Upach settlement of Beg'Carxi

Southwest Stairwell

Locked Brass Door (DC 25 to open; Hardness 18 72 hp) opens to a stair leading down to the Green-Eyed prophecy's living area.

Southwest Privy Chutes

The temple Privy hasn't been used for it's intended purpose for nearly a century. The privy cutes are effectively sanitary by now. The chutes in the privy are big enough for a small creature to slide down or for a medium creature to squeeze (DC 10) down into a 10ft moat beside the Temple. a DC 20 athletics check allows them to climb into the room.

West Entry

A Collapsed wall on the west side of the temple opens into the western rogue's chute.

Denizens

Roving Patrol     Extreme 1

A Gripilli Skirmisher (Pathfinder #170: Spoken on the Song Wind pg. 82) is the watch Sergent on this floor; they rove the hall of welcoming with a Boggard Scout (Bestiary pg. 44) that acts as their attendant. These guards respond to alarm bells and particularly rowdy skirmishes on this floor.

Treasure

The sergeant carries a wrought Iron key that can lock and unlock the wooden doors on this level

History

This temple in the swamp was created by an ancient order of Marianan wizards. Built above a sealed vault the residents of the temple were forbidden from unsealing. As part of the vault architect's design, the order was left at the temple to be forgotten. the Coral structure was left abandoned after the last of the order died. 
Eight years ago, tempted by promises of great power, the Green-Eyed Prophecy occupied this site. They have isolated themselves to the second level and developed a settlement there. The top level of the structure is the gateway to the settlement; only appropriately indoctrinated members of the cult are allowed on the first level. 

Rooms

  • 1-1 The Northeast Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-2 The Northwest Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-3 The Acolyte's Study This room was once a study for a long-forgotten religious order.
  • 1-4 The Temple Kitchen This room is where Cultists on defense rotations prepare their meals.
  • 1-5 Temple Entryway The main entry into the Temple of the Leaper Oracle. Decked to receive visitors of the religious order that originally lived here. The oddly reclusive Green-Eyed Prophesy cult only rarely receives guests.
  • 1-6 Watch Officer's Mess In this room, separated from the Muster hall, the watch sergeant on duty can enjoy a little privacy and quiet.
  • 1-7 Temple Musterhall Once a dining hall for the residents of this structure, the defense force of the Green Prophecy has exclusive use of this space where they conduct the changing of the guard.
  • 1-8 Temple Watch Den This is where Gripilli visitors to the cult are brought and interviewed by the herald of the Green-Eyed prophecy. If they wish to join the prophecy, they are led south, where they can join the community on the floor below. Otherwise, they are assured of the well-being of community members below by the Herald and escorted back out the front door.
  • 1-9 Temple Watch Pantry Several piles of provisions fill this cool, dry room. Wild game from the swamp is collected with ration crates salvaged from raided caravans.
  • 1-10 Temple Procession This room is the principal barrier between the cult settlement below and the outside world. Only the cult herald and the indoctrinated defense force are permitted on this level.
  • 1-11 The Herald's Chamber South of the kitchen behind a locked stone door is the atypically comfortable personal quarters of Culttegsu, Herald of the Green-Eyed Prophesy
  • 1-12 The Meditation Chamber The defenders on this level frequently acquire gold, silver. and copper coins as part of their duties; this foreign currency is not allowed on the next level; Culttegsu collects their spoils in the vessel central to this room.
  • 1-13 The Privy This room was built as a space for the residents of the temple to relieve themselves; the Gripilli do not use the privy; instead, they use earthen pots they empty into Maggot Pits as food for their livestock.
  • 1-14The Southeast Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-15 The Southwest Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-16 The Break Room The defender's tour-of duty spans several days; they rotate at irregular intervals and need rest periods during their tour. collectively maintained by on-duty Green-Eyed defenders.
  • 1-17 Northern Rogue's Chute Ancient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-18 Eastern Rogue's ChuteAncient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-19 Southern Rogue's ChuteAncient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-20 Western Rogue's ChuteAncient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-21 Maggot Pit Adventurers killed by the defense force, Upach Gripilli, who happen to die in the second-level settlement, are laid to rest in the same charnel pit the Green-eyed Prophesy disposes of spoiled food and their chamber pots. This feeds into a micro food cycle where the rotting food waste and decomposing bodies breed maggots, flies, and other decomposers that the green-eyed cultists harvest to feed themselves

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