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INTRODUCTION Yatra could be fringe worshippers of Gond, Onatar,
or any deity of your choosing.
ADVENTURE HOOKS
“Is it not duty to one’s Maker, to ensure that Their
creations are treasured even when the soul has
The Temple of Tesh-Yatra is designed to reward
departed? As our Creator gives us form and motion, do
adventurers of a naturally curious bent. If your party
we not venerate Their genius when we do the same?” prefers a nobler incentive than sheer adventure,
consider using the following adventure hooks:
*Author unknown, Divine Mechanics
A ruined building on the outskirts of a village is
being rebuilt night by night, unnerving the locals.
The Temple of Tesh-Yatra is a dungeon crawl for a
The culprit is a wandering flesh golem that
party of 6th level adventurers. The dungeon takes
escaped from one of the Temple’s elevator shafts,
6-10 hours to fully explore, depending on your
and who hides around the Temple’s entrance in
party’s predilection for riddles (and violence).
the daytimes.
Inspired by the funhouse dungeons of yesteryear, Townsfolk have generally avoided the odd stone
the Temple of Tesh-Yatra features a high
building that gives off a faint humming noise +
proportion of non-combat encounters: puzzles,
it’s surely haunted. But recently, someone swears
exploration, and the occasional fatal trap.
they’ve heard screams emanating from its
As they explore the Temple, players will piece
unknown depths…
together the mysteries of a forgotten civilization. A greedy guild artisan has unearthed an ancient
Cunning adventurers may even escape with the
scroll describing an artifact that can create
Amulet of Tesh-Yatra: a powerful relic that gives its
masterpieces of any craft. They will pay the party
wearer the ability to command constructs and shape
to escort them into the dungeon, but plan to
matter to their will!
double-cross the heroes as soon as is expedient.
A local wizard detects increasing amounts of
BACKGROUND planar instability in the area surrounding the
Temple, and asks the heroes to investigate.
Of all the creatures that worshipped deities of
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DM MAP
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THE TEMPLE OF TESH-
YATRA
As the party approaches the Temple, read the
following:
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2. THE HALL OF PILLARS DEVELOPMENT
The entrance way opens out into a long, well-lit If the skorverra enters this room, the room’s pillars
chamber with many brown stone pillars. Each pillar begin to whirr and rotate rapidly, moving around
stands at regular intervals, is 2 feet wide, and the skorverra to accommodate it.
appears to be rotating. At the far end of the room a
large set of double doors connect to area 3. 3. CENTRAL CHAMBER
CREATURES The walls of this chamber are decorated with reliefs
in polished bronze. In the center of the chamber is a
This chamber is guarded by two iron cobras (see
round plinth displaying a spherical bronze sculpture
Appendix B). If the characters are not sneaking, the
made up of concentric rings. The inner limbs and
cobras will attempt to hide behind one of the room’s
discs of the sculpture spin with a gyroscopic effect.
many pillars and ambush them. The iron cobras will
On the south side of the chamber are a huge set of
not attack a creature that speaks a prayer to Tesh-
double doors. A single rail runs along the floor
Yatra.
between the east and west doors.
CREATURE
The sculpture is in fact a skorverra (see Appendix
B), a magical construct built to defend the Amulet of
Tesh-Yatra (see Appendix A). Its edges are razor-
sharp. Although the craftsmanship is exquisite,
little else can be gleaned about the sculpture: those
succeeding on a DC 19 Intelligence (Arcana) check
determine only that the sculpture is some kind of
magical defense mechanism or power source. The
skorverra can enter any room in the dungeon, but is
too large to fit through the spiral ramp in area 1.
DEVELOPMENT
If the Amulet of Tesh-Yatra is brought into this
room, the skorverra will use its first turn of combat
to detach from its platform, lock the doors to area 2,
and attack the amulet’s bearer with its dynamo
ability.
4. RENOVARIUM
The sliding double doors to this chamber are opened
by means of a lever on the wall to the right. In the
past, acolytes used this room to work the flesh from
the Discorporium onto metal skeletons, binding
them with magic.
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This octagonal chamber is dominated by a tall
CONTROL PANEL
humanoid that stands motionless on a metal dais on
the left hand side of the entrance. The creature is a Set into a panel in the north-east corner of the
grotesque mismatch of body parts and flesh that room, these six labeled levers control the
have been stitched together, connected to several transportation of “materials” through the Temple.
tall brassy electrodes. On the wall to the right is a 1. “Platform”. This lever controls the elevator in
brass panel with six levers. Against the far wall are a the northern recess. It is currently up. Lowering it
small wooden trashcan, a collapsible stepladder, lowers the lift (and triggers the landslide detailed in
and some low work tables, one of which supports a “Hazards”, below).
large metallic skeleton. A bloodstained cart occupies 2. “Vessel”. This lever controls the cart. Moving
the center of the room, and appears to contain the lever up sends the cart toward area 5, and vice
decomposed organic matter. The platform in the versa. This lever is currently in a middle, neutral
recess of the right wall is currently at ceiling level, position.
10 feet above the ground. 3. “Skorverra”. Lowering this lever causes the
skorverra platform in area 3 to lower 10 feet. The
CREATURES ground seals over the skorverra, and the cart rail
magically stretches to close the gap. This occurs
The creature on the dais by the wall is a dormant automatically if the cart is moved between
flesh golem with the following modifications: chambers.
The golem can use its bonus action to attack the 4. “Discorporium Doors”. This lever controls the
electrodes, unleashing electricity to heal itself. door to area 5. It is up, in the closed position, at the
The golem can do this a maximum of three times. start of this adventure.
The golem’s skeleton is metallic. 5. “Doors”. This lever controls the chamber doors.
It will be down, in the open position, if the
The golem attacks if it, the dais, or the electrodes
adventurers have left the door open behind them.
are touched; or at any other appropriately dramatic
6. “Lock”. This lever locks the chamber door. It is
moment.
up, in the unlocked position.
FALSE WALL
HAZARDS
This room contradicts the symmetry of the rest of
The elevator shaft that once rose to the surface has
the Temple: hidden behind the western wall is a
long since collapsed, and now contains a large
cache of offerings and emergency items (see
volume of loose earth. Lowering the elevator
“Treasure”, below). Much of the wall is stone, but a
platform causes this earth to fill the northern side of
small portion under the southern work table is made
the chamber, turning it into difficult terrain.
of deliberately weak plaster, and easily broken.
Creatures within 10 feet of the lift when it lowers for
Anyone thoroughly testing the wall by knocking
the first time must make a Dexterity saving throw,
on it is likely to discover the false section;
taking 4d6 bludgeoning damage on a failed save, or
otherwise, noticing the wall’s qualities requires a
half as much on a successful save.
DC 18 Intelligence (Investigation) check. Characters
The electrodes (AC12, 20 HP) in the southeast
proficient with mason’s or carpenter’s tools make
corner are also unstable. If they take damage, each
this check with advantage. If you are not using a
creature within 5 feet takes 2d6 lightning damage as
scaled map to run this adventure, allow characters
electricity arcs out of the machinery.
to make a DC 17 Intelligence (Investigation) check to
notice the difference in the sizes of rooms 4 and 5.
TREASURE
The space behind the false wall contains 5 pp, 50 gp,
spell scrolls of scorching ray and wall of fire; a potion
of healing, a potion of greater healing; and a potion of
longevity.
5. DISCORPORIUM
The sliding double doors to this chamber are opened
by means of a lever on the wall to the left. In its
heyday, bodies of the faithful dead would be sent
here via the elevator, and placed upon the hollow
circular table. The room’s maimers (see Appendix
B) would strip corpses of their flesh and organs,
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depositing them in a cart in the central space before
sending it to the Renovarium for golem production.
Bones would be washed and returned to the
community for funerary rites.
The center of this octagonal room contains a
circular table with a round hole at its heart. On the
far wall stands an ornate stone basin, used for
washing bones in holy water. An intermittent
clanging noise comes from the large recess in the
left-hand wall, where a metal platform judders
halfway up some kind of shaft. The top of the shaft
is entirely blocked with large slabs of broken
masonry. Some rotted piles of wood and bone lie on
the floor on the right hand side of the room. THE FIENDS ARRIVE
A short time after the party enters the chamber, the
CREATURES teleportation circle in area 6A activates. Through it
4 maimers (see Appendix B), humanoid creatures appears a mezzoloth, leading a maw demon (see
with stretched, papery flesh, hollow eye sockets, Appendix B) and 5 dretches. The fiends bring a
and long sharp claws, stand in this room. Their restrained meazel (see Appendix B) with them: they
heads turn eerily to face creatures that enter the had previously tricked it into trying to steal from
room, but they are otherwise stationary. The them, and now plan to brutally avenge this
creatures attack if the lift is lowered, if the cart in transgression to activate the room’s portal.
area 4 has been sent here, or in self-defence. Roleplaying the encounter. While the nasal,
irritable mezzoloth is startled to find company, it’d
CONTROL PANEL prefer for outsiders to peacefully leave them to their
business. The cowardly meazel wishes to survive
Set into a panel in the northwest corner, these six
and escape above all else, and will plead, lie, and
labeled levers control the transportation of
cheat to achieve this.
“materials” through the Temple:
Battle tactics. If a fight occurs, the mezzoloth
1. “Lock”. This lever locks the chamber door. It is
casts cloudkill on its first turn, taking advantage of
up, in the unlocked position.
his allies’ poison immunity. If an adventurer falls
2. “Doors”. This lever controls the chamber doors.
unconscious during the fight, the mezzoloth tries to
It is down, in the open position, if the adventurers
drag them to the portal and sacrifice them instead.
have left the door open behind them.
If the meazel is untied, it waits until the outcome of
3. “Renovarium Doors”. This lever controls the
the combat appears certain before choosing a side,
door to area 4. It is up, in the closed position, at the
using its restraints as a garrote.
start of this adventure.
4. “Skorverra”. Lowering this lever causes the
skorverra platform in area 3 to lower 10 feet. The
ground seals over the skorverra, and the cart rail
magically stretches to close the gap. This occurs
automatically if the cart is moved between
chambers.
5. “Vessel”. This lever controls the cart currently
in area 4. Moving the lever up sends the cart towards
area 4, and vice versa. This lever is currently in a
middle, “neutral” position.
6. “Platform”. This lever controls the elevator in
the northern recess. It is currently up. Lowering it
lowers the lift (and causes the maimers to attack).
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PORTAL 6A. TELEPORTATION CHAMBER
The eastern archway (marked P on the map) is an This perfectly circular chamber contains a
inactive one-way portal to Avernus in the Nine permanent teleportation circle. The room is marred
Hells. The portal can be opened for one round by with bloodstains, occasional body parts, and other
committing an act of consummate revenge in the violent mementoes from its fiendish visitors.
archway. The portal is known only to yugoloth
mercenaries, who use it to escort demon 6B. VESTRY DOOR
skirmishers to the frontlines of the Blood War.
The door to the vestry does not open when pushed,
Noticing the portal requires a successful DC 14
and has no handle or keyhole. To the left of the door,
Intelligence (Arcana) check; a character that rolls 18
a small recess in the wall bears the following words:
or higher also learns the portal’s destination and
means of use.
Button 1. Pressing this button causes five altars to Saying the word “Reflection” near the door makes
rise from the ground. The room is in this it slide open. The door closes automatically after one
configuration when the party arrives. minute.
Button 2. This button replaces the five altars with GIVING CLUES
rows of pews that rise out of the ground.
A character succeeding on a DC 15 Intelligence check
Button 3. This causes the walls and doors between
will notice that the last two lines of the poem are
rooms 6, 3, and 2 to retract into the side walls,
unlike the others. “Worked out” and “cast in doubt”
effectively creating one huge chamber.
suggest there is an anagram in the riddle. Perhaps
Button 4. Creates zones of magical silence with a
the letters of the answer appear somewhere in the
5-foot radius centered on each altar.
poem?
Button 5. Causes anvils and lit furnaces to spring
If the party gets truly stuck here, let them move
out of the tops of the altars.
on: the Temple’s layout allows the entire dungeon
Button 6. Causes a large stationary doorframe to
to be explored without cracking this riddle.
appear 3 feet up on the rotating southern wall. A
short staircase rises up from the ground to meet the 7. THE VESTRY
doorframe. Any creature that touches the wall
within the doorframe is teleported to doorway 8A. This chamber contains several chairs and cabinets,
The Right-hand Dial. Turning this knob alters the and a long low workbench on the far wall. On the
brightness of the room’s lighting. southern wall is a large mirror. Though the cabinets
The Left-hand Dial. This dial has been broken off once held priests’ robes, they have long since
and hidden in the mouth of one of the corpses in the decomposed.
chamber. If the dial is reattached with a mending
spell, it can be used to slow the deadly spinning of SECRET DOOR
area 8 to safe levels. The mirror on the southern wall is hinged on one
side, and can be opened outwards to reveal the stone
TREASURE wall behind. While the wall behind appears solid, it
radiates conjuration magic. A creature that touches
The bloodstained pockets and coinpurses of the
the wall is instantly teleported to doorway 8B.
room’s corpses contain 5 sp and 38 cp between
Noticing the hinge mechanism requires a successful
them. Moving the bodies around the room dislodges
DC 15 Intelligence (Investigation) check.
the missing dial to the High Altar from one of the
corpse’s mouths.
TREASURE
On the workbench is a beautiful hand mirror worth
100 gp, along with sets of Tinker’s Tools, Smith’s
Tools, and Jeweler’s Tools.
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8. THE OUTER SANCTUM are turned to the correct combination, appearing
looped around the base of the statue. There is one
This circular room is dimly lit, and rotates correct number combination, which changes every
anticlockwise at incredible speed. A domed stone minute. A creature that enters an incorrect
structure with an arched entrance occupies the combination on the reels is magically aged 1d4
center of the room, rotating slowly clockwise. Two years.
wooden doorframes occupy the curved northern Inscription. Below the dials, the following words
section of wall, but stand fixed in space and do not are inscribed:
rotate with the rest of the room.
HAZARD
The spinning of this chamber creates deadly levels
of centrifugal force. Roll initiative when a creature
first enters this area. When a creature moves into
the Outer Sanctum or starts its turn there, that Revealing the Amulet. If a creature in the room
creature must succeed on a DC 12 Strength saving can see their own reflection, they may ask their
throw or be flung backward to the outer wall and reflection the combination for the reels on the
restrained. A creature that fails by 5 or more suffers plinth. Their reflection knows the combination, and
one level of exhaustion. Each level of exhaustion answers truthfully.
gained in this way lasts until the creature finishes a Giving Clues. A character succeeding on a DC 15
short or long rest. Entering the doorway to area 9 on Intelligence check realizes that the first line of the
foot requires a successful DC 15 Strength (Athletics) inscription could allude to an earlier inscription in
or Dexterity (Acrobatics) check. A creature that has the Temple. Alternatively, a character with
prayed to Tesh-Yatra within the last 8 hours has proficiency in Perception might notice markings on
advantage on all ability checks and saving throws the wall where sconces might once have been
made in this room. attached. If the room is lit, a character’s reflection
Exiting the Chamber. A creature may exit the might shoot them a sly wink.
chamber by spending 5 feet of movement and On the other hand, if it isn’t crucial to your story
touching the wall inside either of the stationary that the party obtains the amulet, then it’s no great
door frames on the outer wall. Moving through disaster if the party fails here. There are always
either doorway requires a successful DC 8 Dexterity other magic items out there, and this way no one
saving throw. Doorway 8A leads to the southern has to fight the skorverra!
edge of area 6; doorway 8B leads to area 7.
B1. BASEMENT LEVEL
9. THE INNER SANCTUM The basement level of the Temple is lit by two
sconces situated at the junction of the three
From the outside, this unlit chamber appears to be
corridors. The east and west staircases connect to
spinning; however, this movement cannot be felt at the secret stairwells in area 2.
all on the inside. The stone walls of this chamber
have been polished to a mirror shine. Illuminating B1A. PIT TRAP
the room with any bright light causes characters to
see their own reflections in the walls. A prayer mat This area is dimly lit. The floor of area B1A is 10 feet
lies on the ground in front of a small stone statue on lower than the rest of this level. A ladder connects
a plinth. The plinth bears a short inscription. the two levels, while a wall of iron bars containing a
locked gate separates this area from the rest of the
THE PLINTH basement. Picking the lock requires a successful DC
14 Dexterity check using thieves’ tools. Bending the
The four-armed statue on this plinth is enchanted bars requires a successful DC 14 Strength check.
so that each creature that sees it perceives it to be of
its own race. Its arms hold a chisel, a carpenter’s CREATURE
square, a drop spindle, and a stylus.
The pit contains a gelatinous cube. Characters that
The Reels. Set into the plinth are 10 reels, each reel
slip off the spiral ramp in area 1 land inside the ooze.
containing the numbers 0 to 9. The reels can clearly
be turned by hand. The reels on the plinth are part of
an enchantment that sequesters the Amulet of Tesh- TREASURE
Yatra (see Appendix A) in a pocket dimension. The Inside the gelatinous cube are 12 gp, a suit of
amulet is conjured from this dimension if the reels chainmail, two daggers, and a longsword.
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APPENDIX A: MAGIC
ITEMS
“The sculptor sees the beauty of rough, unworked stone.
They know that perfection already exists within,
awaiting their patience and skill.
So too may the smith see the beauty of the ingot; the
weaver, of the yarn; and the teacher, the layman.”
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APPENDIX B: MAIMER
MONSTERS In order to increase the pace of golem production,
the Sect of Tesh-Yatra built the maimers: gaunt,
eyeless humanoids with long claws for
Further background for the iron cobra and meazel dismembering and disemboweling bodies into their
can be found in Mordenkainen’s Tome of Foes. The respective parts.
maw demon can be found in Volo’s Guide to Monsters. In the years that have passed since their creation,
however, the maimers’ overstretched skin has dried
A NOTE ON MONSTER and tightened. Their programming has likewise
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Constitution saving throw or suffer one
random poison effect:
1. Poison Damage: The target takes 13 (3d8) poison damage.
2. Confusion: On its next turn, the target must use its action to
make one weapon attack against a random creature it can see
within 30 feet of it, using whatever weapon it has in hand and
moving beforehand if necessary to get in range. If it’s holding
no weapon, it makes an unarmed strike. If no creature is visible
within 30 feet, it takes the Dash action, moving toward the
nearest creature.
3. Paralysis: The target is paralyzed until the end of its next turn.
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MAW DEMON MEAZEL
Usually native to the Shadowfell, meazels will leave
their lairs to inflict pain upon creatures that venture
Medium fiend (demon), chaotic evil
too close to their domain. The meazel in this
adventure is without its shortsword attack, having
Armor Class 13 been disarmed by its fiendish captors.
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA Medium humanoid (meazel), neutral evil
14 (+2) 8 (-1) 13 (+1) 5 (-3) 8 (-1) 5 (-3)
Armor Class 13
Damage Resistances cold, fire, lightning Hit Points 35 (10d8 - 10)
Damage Immunities poison Speed 30 ft.
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9 STR DEX CON INT WIS CHA
Languages understands Abyssal but can’t speak 8 (-1) 17 (+3) 9 (-1) 14 (+2) 13 (+1) 10 (+0)
Challenge 1 (200 XP)
Skills Perception +3, Stealth +5
Rampage. When it reduces a creature to 0 hit points with a Senses darkvision 120 ft., passive Perception 13
melee attack on its turn, the maw demon can take a bonus action Languages Common
to move up to half its speed and make a bite attack. Challenge 1 (200 XP)
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SKORVERRA
The craftsmen of Tesh-Yatra loved to include
motion and symmetry in their creations. The
skorverra is the perfect marriage of both: a spherical Large construct, unaligned
bronze sculpture made of many concentric rings
that whirl and rotate in meditative silence. Armor Class 17
Yet its mesmerizing display hides a darker Hit Points 102 (12d10 + 36)
purpose. Fiercely protective of the Amulet of Tesh- Speed 0 ft., fly 40 ft. (hover)
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