12 The Temple of Fastening
12 The Temple of Fastening
12 The Temple of Fastening
efastening has tasked the party with retrieving the sacred symbol of her temple, the Bands of
Fonts EB Garamond and Alegreya from Google, licensed under the Open Font License. 5-room dungeon concept by Johnn Four. Text and map original.
Berell. The original Temple of Fastening was built in a cave network, but was later overrun with biran – giant electric beetles
http://creativecommons.org/licenses/by-sa/3.0, 2022. Background by andreas160578 from Pixabay, rings (edited) by Dari Oberholster from Pixabay
a one-page dungeon by Sanni Ovaska – when an earthquake opened up a rift leading to their nest. Now, over 300 years later, the biran mating season is finally here
A. Entry Hall A medium chamber, its walls decorated with stories and the temple will be left free of them for one night. The abbess has given the party a map that shows the upper levels of the
temple before its fall. The temple was known for its magical metalwork, which is sure to attract some treasure hunters and
of Berell, carved out of the surrounding rock. A grand arch leads to
other adventurers, some of them possibly friendly and others less so. And while the biran are gone, there is no telling what
the main staircase and two smaller openings to the side stairs.
other beasts lurk in the dark.
Possible encounters: boss lead-up, boss if they are a person/group.
B. Main Staircase A grand staircase leading down to the F. Guest Hall A medium chamber with a G. Guest Chambers A small set of chambers off to the side of the guest hall,
cloister. Can be in bad condition or collapsed to lead the ceiling so high it’s impossible to see without a with lower ceilings than any of the other chambers but maybe the most detailed
party to the side entrances. Possible encounters: the stairs very bright light source. The room is empty, the carvings. They have been worn down in places but seem to depict a union of two
start to crumble, gap in the stairs, fireflies below swarm. walls covered in dark moss that brings to mind dwarves in marriage. Possible encounters: another adventurer, boss lead-up.
C. Cloister A large chamber with a walkway running rippling clouds. A sound like heavy rain fills the Adventurers Their general attitude towards the party is marked by +/-.
around the perimeter and a severely overgrown garden in chamber, occasionally cut by a deep rumbling.
the middle. The garden is lit up by countless fireflies and at The ceiling is home to countless storm bats, their 1 Religious fanatic, ready to protect this holy place from anyone and anything. -
the center is a grand wishing fountain. Possible encounters: heightened hearing agitated by new noises. They 2 Solo treasure hunter, very suspicious of any other adventurers. -
another adventurer, boss lead-up, plants come alive when swoop down with lightning attacks to hunt or 3 Pair of adventurers, wary but willing to live and let live. -/+
disturbed, fountain houses a spirit or creature, party finds drive away any intruder except biran. The party
treasure. must find a way through: move soundlessly, 4 Scientist studying the caves. Eager to talk, hostile to attacks on nature. +/-
D. Library A medium chamber that has been taken over distract the bats, pretend to be biran, … 5 Local kid that was dared to come here. Wants help getting out. +
by a forest of mushrooms after the organic matter stored 5-room variant A (boss lead-up) > D/F >
6 Friendly cave diver, here for the adventure, not treasure. +
here rotted away. The mushrooms come in all sizes and E/G (adventurer) > I (boss) > Conclusion
colours, and many of them give off a faint glow. Some of the Bosses All boss options include a primary boss fight (left) at the altar and a lead-up encounter (right).
mushrooms emit spores that can induce negative effects 1 Lone biran, left behind by the others. A guard/weakling. Dead biran, emitting noxious fumes.
(poison, sleep, memory loss, …) and these specific ones are
2 Necromancer, utilising bodies of perished adventurers. Zombies or skeletons left behind to
initially very difficult to identify. The party must find a way
Wants the Bands for a ritual. discourage other adventurers.
through: identify and avoid, move very carefully, fly, …
E. Chapter House A small circular room built into the 3 Sea monster, rising from the waves. Sends giant Crabs or snakes, spreading out while the
back of the library with a tall domed ceiling held up by a crabs/sea snakes after the adventurers. biran are gone.
column in the middle of the room. The mushrooms have not 4 Temple sister turned adventurer. Also wants to obtain Another adventurer, restrained but not
spread here for some reason. Possible encounters: another Bands for the temple, not aware of the party being hired badly harmed. Probably pissed off.
adventurer , boss lead-up. by abbess.
H. Entry to lower levels A tunnel leading further 5 Giant cave worm and its nest, residing on the ceiling of Smaller worms, spreading from the nest.
down into the mountain. A sulphur-like smell wafts out of the altar chamber. Drop from the ceiling.
the tunnel and any who try to enter soon find that the
6 Rival adventurer(s). Looking for anything valuable at the Lackey left on guard duty. Could be bored,
lower levels are overtaken by a noxious gas.
altar. aggressive, paranoid, resentful.
I. Altar A huge chamber, the sides and ceiling of which can't be seen
from the entrance. Before even stepping into the chamber, the party is
Treasures This can also be taken as an opportunity to give the party some personalised loot or potions.
greeted by a briny smell and the sound of… waves? It’s almost like 1 Pair of palm-sized carved bronze discs. Lets the holders communicate over vast distances.
arriving at a stony shore, with the tunnel leading to a small cliff above 2 Dagger with an intricate twisting bronze handle. Lightning crackles within the milky white stone blade.
what can only be described as an underground ocean. From the crashing waves
rises a plateau with a stone bridge leading to it and on it, the altar. A statue of a 3 Polished natural stone, deep yellow with white veins through it. Brings good fortune.
beautiful dwarven lady towers high, offering down two interlinked bronze rings 4 Clear crystal bottle with a bronze handle and stopper, moulded into waves. Purifies water when filled.
in her hand. Encounter: boss. 5 Bronze staff with an organic rock-like shape, topped with a citrine fist. Releases a small earthquake when
Conclusion With the boss defeated or driven away, the party can retrieve the the fist is struck on the ground.
Bands of Berell and return with them to the Temple of Refastening. As a reward
the abbess offers them treasures made by the sisters at the temple forge. 6 Bracelet made of two interlinked bronze rings and small red gem flowers. Improves accuracy.