Deep beneath the Warrens and Cartways of the Free City of Zobeck, on the border of the underground kingdoms, a dark temple squats, dedicated to the god of greed and betrayal, the evil god Mammon.
Two entrances open to narrow tunnels that wind down through the earth to the hidden cave that houses the temple. One is a hidden stone door in a dead end in the Cartways. The other is a hidden bolt hole in an obscure corner of the Kobold Warrens. Both are sealed by cleverly worked stone doors with silent stone hinges. Both are hidden by permanent illusions of dull, dusty rock, and locked by arcane lock spells.
The doors can be breached or unlocked with a DC 25 STR check, a knock spell, or by intoning the phrase, “The wealth and power are mine.” This incantation is also the passphrase the Mammon cultists use to identify each other—the first cultist speaks the first four words of the phrase, and the other cultist speaks the last two words in response.
The Tunnels
The Cartways tunnel is winding and dank, sized for Medium creatures. The Warrens tunnel is dry and dusty, sized for Small creatures (such as kobolds). Medium-sized creatures must squeeze through the kobold tunnel, and larger creatures cannot fit at all.
Each tunnel has three to six mechanical and magical traps along their approximately quarter-mile lengths. Some or all of the traps may be bypassed by speaking the cult’s passphrase. The GM can determine the nature and deadliness of these traps; see the Tales of the Valiant Player’s Guide or entries in this very blog for inspiration regarding what they could be.
The Temple
Mammon’s acolytes, petitioners, and priests lay their offerings of gold and jewels at the feet of a huge, gilded statue of Mammon in the temple. The statue stands in the center of the gargantuan, rock-cluttered cave, and looms over the stony dais that is the worship area of the temple. The temple area is dimly lit by glowing, golden lichen encrusting the thick stalactites and stalagmites which surround the raised dais beneath the colossus.
The temple is guarded by 1d4 + 2 kobold swiftblades and 1d3 kobold witches at any time (see Monster Vault). They lay in ambush in small bolt holes in the shadowy edges of the temple (giving them advantage on DEX (Stealth) checks). They attack anyone who does not respond correctly to the passphrase (see above). In addition, another 2d6 cultists (see Monster Vault) might be in the temple, worshipping and sacrificing to the colossus.
The colossus itself has an eternally-lit furnace in its belly, and many sacrifices (including living ones) are tossed into the flames to sate the eternal gluttony of Mammon. The statue is actually a unique living colossus (see Monster Vault). Use the standard colossus statistics, but with the following changes:
- CR 12
- Huge size (instead of Gargantuan)
- AC 16
- 198 HP
Fiery Blast replaces Spirit Blast, dealing fire damage instead of psychic damage.
In addition, it has the following trait, which replaces Quake and Bolstering Spirit:
Fiery Maw. If the Mammon colossus successfully grapples a creature, the creature must succeed on a DC 20 STR or DEX save (creature’s choice) or be tossed into the open furnace that is the statue’s belly. A creature inside the furnace takes 8d8 fire damage at the beginning of each round it spends there. A successful DC 20 CON save halves the damage. The victim must make a DC 25 STR (Athletics) or DEX (Acrobatics) check to leap out of the furnace. The floor is 20 feet below the furnace. Anyone leaping out , risks taking 2d6 bludgeoning damage from falling, unless they stop themselves from hitting the ground.
Other Dangers in the Temple
A large pile of treasure (coins, gems, jewelry, minor magic items) sits at the feet of the statue. If a creature who is not a worshipper of Mammon touches any of it, the colossus animates and attacks until it is destroyed or the would-be thieves flee the temple. The amount and types of treasure are determined by the GM, but should contain a few thousand coins of various metals and denominations, a few dozen gems and pieces of jewelry, and approximately three to six common and uncommon magic items.
The Master of the Temple might also be present. Addibraxus Rao is a greedy, corrupt goldsmith and a wealthy merchant who owns a handful of silversmithing, goldsmithing, and jewelry shops in Zobeck’s seedier districts. He is a fence of stolen valuables in the city, as well as an archmage (see Monster Vault). Master Rao created the colossus and can command the construct with a word or a gesture as a bonus action.
Master Rao is greedy, narcissistic, possessive, and cruel. He is also a coward, so he readily sacrifices kobold guards and cultists to cover his hurried escape. He is also smart and vain enough to negotiate if he is threatened, charmed, or flattered. He always negotiates in his favor and never without ironclad guarantees, such as geases, magical collateral, or hostages. He only negotiates in bad faith however, as he is a devotee of a god of betrayal and greed.
The garments and jewelry Master Rao wears, especially in the Temple, are excessively gaudy and ostentatious, to the point of tastelessness. However, they are very valuable. If the PCs take the vestments and jewels from him, they are worth up to 10,000 gp. Rao also usually has at least two to five magic items on his person such as a bag of holding, a brooch of shielding, a staff of the python, a dagger of venom, a cube of force, a staff of fire, or a wand of magic missiles (GM’s choice). He may use these in self-defense or to bargain in trade for his life. If the treasures or magic items are sold in one of Rao’s shops, they will be recognized, and his organization sends a half dozen assassins (see Monster Vault) to exact vengeance upon the PCs, usually while asleep.
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