My intrepid adventurers are still in Dweredell. They have been working with the gangs in the ruins of the outer city to try and get them integrated into the community better. They already cleared out one of the old dwarven buildings, a monastary, for themselves and the Silec gang. Now they are working with the Bloods, who identified a home that would make them feel safe (and put them in the characters’ debt.) It is an abandoned temple to Khorus that was built and staffed by dwarves, back in the day, before they all went crazy.
So, I borrowed a Dyson Logos map and put it in the outer city. First I’ll key it for what it used to be, then I’ll tell you what I put them up against.
Khorus is the primary god if civilization, first worshiped by the dracs (who of course made him reptilian in their image) and now the primary god of the humans (who of course make him in their image) and often worshiped by others (like dwarves.) Khorus is the god of politics, commerce, and war. Which, in Khorus’s eyes, are all basically the same thing. The focus of the god is on rewarding the winner and establishing dominance. (Not a very nice god, but one at the beating heart of civilization.)
Right away the characters were unsettled by seeing this familiar god interpreted by the dwarves for their own use. Hey, I’ve got to have my fun as DM too.
Most ceilings are 4 meters, the central temple area is a barrel vault with metal pillars worked in along the stone wall, and its ceiling stretches up to 10 meters in the center. Overall Romanesque style.
1. The entry has two massive iron doors set in stone, the hinges recessed. The doors are decorated with educational and abstract pictoral scenes from the dwarven faith.
2-3. Guard posts with arrow slits overlooking the approach.
4. The big central room once had golem guards, but they were cleared out when the dwarves left. The pillar in the center is inscribed with the names of every priest that was ordained in this temple, or dedicated to its service.
5. Barracks for the dwarven soldiers that did their templar service guarding this temple.
6. Quarters for servants of guests.
7. A chamber for bodyguards, then a room for wealthy or important guests. Three big beds, and one wall covered with folding screens that can be used to divide the room in a number of ways for the comfort of visitors. Modular, clever, and currently in storage.
8. On the other side of the 20′ pit with two-handspan-width ledges on either side, the main temple area. No permanent seating. The altars behind the main podium–one depicts night and loss, the other noon and victory. Different services allowed the priests and the people to stand variously related to that spectrum. The back wall is a massive mural of cosmic balance.
9. A combination kitchen/dining room with seating for up to 20 at once. The north end is the kitchen. Both the north and the south have a fireplace.
10. This cunning supply closet is efficient. It has the folding chairs for the main room (about 100), extra linens and folding luxury furniture for guests, clothes and accouterments for the worship services, and so on. It stretches up 15 meters of close-packed organized storage with the shelves as ladder, and at the top is a simple puzzle door, when solved it opens to another 15 foot ladder up to the base of a watch tower on the outer wall; the escape tunnel.
11. The arch has depictions of the sun and moon and stars in their celestial round, and faintly radiates magic.
12. Quarters for the high priest and up to two apprentices. Everything folds into the wall, so the room can be open when not in use and packed with furniture and stuff otherwise.
13. Quarters for the staff and acolytes of the temple, built in bunk beds 4 high, split between dwarven and human sizes.
14. The private chapel for the staff of the temple, and wealthy patrons. The wall at the back is covered with intricate carvings of cosmology and of earthly things, covered with script that has bits from their scripture at a Masonic level of oblique reference and symbolic code. Crystal bits serve as lite-brite pegs for constellations, and there are hundreds of moving parts worked into it; little pop-up bits, adjustable constellations, shifts in toy-like figures; this mural radiates a weird magic that results when dwarves get religion and use their runic powers in strange ways. This could be adjusted to create numerous effects, possibly including opening a gate to somewhere else.
15. Iron door, most secure in the whole facility. Inside, ranked stone boxes on the east and west walls, six sarcophagi for fallen dwarf priests. The back wall has 6 sturdy chests well locked, and an arsenal of 5 short swords, 5 long swords, 5 hammers, and a single two handed sword no dwarf could use, with a ruby in the pommel. The chests weigh different amounts, and their contents are a mystery.
I stocked it. Some rooms were still sealed, as the dwarves left them; 2, 6, 7, 9, 10, 13, 12, and 15. Alternating front doors were open, so critters could come and go but you couldn’t look straight in without getting close.
I put a head-sized spider with a sweet-smelling rotted abdomen in 3; it webbed the whole place in, and its brood survived on what came in through the arrow slit.
A poison-blooded lizard-thing laired in 5, with a bone pile, an offal pile, and a pile of dead construct it tore up and used as bedding.
Room 8 had a wrecked construct thing piled against the pillar, with egg shells indicating eggs that would be volleyball size. Also, reptilian tracks hugged the sides, suggesting there might be a trap.
Room 14 had a massive bipedal predator and her brood of 6 juveniles and 1 baby. She had poison sacs on the side of her head, but they had not grown on the younger ones yet. They laired deep here, and ventured all the way out to hunt.
Then we played!
A brute character subdued and captured a juvenile acid lizard, over the protests of his crew. We’ll see how things with “Terence” unfold. Also, they battered down the door, using the acid sacs of the defeated monster to squirt acid on the stone, then hinges, to give them a chance. They took the weapons and boxes, but left the stone tombs untouched (and they warned the Bloods not to mess with them, or they’d face some wrath.)
Now the Bloods will have a home that they can feel safe in (as there only seems to be one way in and out, so no one can sneak up on them.) Oddly enough, the characters did not tell them about the chimney exit they discovered in the store room.