(Southern Hex)
On a small rise in the forest here, in a clearing, is a huge ruin largely forgotten by even the locals. The people of Woodbridge know about these ruins, though they shun them as haunted, and the monks of St. Albaran’s Monastery know of the ruins, believing they have removed everything of value here. Once Hargeth attempted to settle this region, he established the Grand Temple to Great High God here in the southernmost part of this hex. While the faith was of the Northmen, the people of the Highlands began to embrace their hero-conqueror-king’s religion. When the kingdom fell, the temple fell with it and over the centuries, it has fallen to ruin.
Everything is on a grand scale, as if built for ogre-sized beings, or maybe Hill Giants. It is whispered that Hargeth was half-giant, though his remains are long lost to the ages (or so it is believed) so there’s no way to challenge this rumor. The size of the Temple does, however, suggest there might be some truth to it.
Unless noted, no doorway has a door.
6.1. Grand Entry
This once impressive narthex has fallen to disrepair. Much of the frescoed plaster that once decorated the eastern wall has fallen down and is little more than dust. Enough plaster remains to discern the general sense of some of the frescoes: A giant being (the god?) hurls thunderbolts at tiny figures (humans? Humanoids? Details are lost to time). The stones of the floor here are loose and tilted, keeping anyone walking through here a little off balance. Running requires a Dexterity of 14 or greater to accomplish without slowing to 2/3rds full running speed and those with a Dexterity of less than 14 fight at a 1 point penalty to Armor Class because of the uncertain footing.
Little remains of the former glory but the expanse of the chamber – 50’ high ceiling, grand pillars (8’ in diameter round pillars, 10’ square pillars) supporting the still perfectly fitted roof and balcony above.
6.2. Petitioner’s Walk
The stone floor of this long hall shows signs of continuous wear, a trail down the center from one end to the other. Holes in the wall indicate that torch brackets were once mounted to the wall and great archways lead to smaller side corridors which run parallel, to the north and south. Anyone who utters a curse here (blasphemy, swearing, whatever) will find themselves overlaid by the ghostly image of a priest of the Northmen’s Faith. Where ever the offending party goes, whatever he or she does, his or her countenance will be merged with the dour, bald-headed, scarred face of a Northman priest. Remove curse causes the apparition to disappear.
6.3. Hall of the Faithful
This massive room is clearly the sanctuary. A large, dark-stained altar is centered in the room. The walls, floor and ceiling are carved in bas relief, images of the Northmen’s religion, violent deities enthralling humans and demi-humans. There is evidence that the carvings were once painted. Tumbled stones from a collapse of the north wall are neatly piled below the hole in the wall and the entire floor of this sanctuary seems to have been swept clean.
A great balcony, 25’ above the floor, dominates the Eastern end of the room, with stairs leading up on either side and stairs leading from the balcony up to the next level above (though these are broken and do not reach the second story any longer). The curved balcony has a stone balustrade across the front, pockmarked and broken by time.
Beneath the balcony are unmoving shapes in the shadows – dozens of statues (39), people of all walks of life in all manner of positions. If the statues are examined, they are deformed, some in impossible positions, some with misshapen heads, torsos, arms and legs – as if the sculptor didn’t have a good grasp of human anatomy.
Hiding in the shadows among the statues, at the farthest point East under the balcony, is a serpentine Stone Mistress. The stone mistress will use her ability to animate stone to command the statues of the Sanctuary to defend her if attacked. She has no interest in combat, preferring to be left alone or, at worst, bargained with, shout she will defend herself if attacked. She can animate one statue per round, as long as she can see the statue (she may have animated 1d6 statues in the shadows under the balcony before this encounter began). If seriously threatened, she will try to maneuver herself to be able to animate the large statues in the alcoves marked 5 down the narrow corridors. If desperate, she may try to animate the bas relief carvings on the floor and ceiling.
The Stone Mistress has claimed this ancient ruin as her home and will be loathe to leave. She has little in the way of treasure, though she has a great deal of knowledge she could barter: she has many dealings with the Coven of Five, she knows that the goblins of the Chantry have recently experienced a coup-de-etat, though she doesn’t know the details, she has heard whispers that the King Under the Mountain and the Gnome King have allied with one another and that they are petitioning the Silver Queen for an alliance. She has had a run-in with the Five Brothers (Treants) in the forest, since then she has been unwilling to leave her sanctuary, preferring to send her animated statues to do her business instead.
Searching the stone altar carefully (as secret door) can reveal a secret latch in the side which, if thrown, releases a lock in a carving near the main entrance door (with an audible click).
The carving near the entrance swings inward revealing a lever (trapped – poison needle, though the poison has long since evaporated, the needle remains discolored and the PCs should be led to believe it is poison). The lever, if pulled, opens yet another secret door in the ceiling (the face of the chief god of the Northmen swings down with a creak).
There is no obvious access to the 80’ ceiling (fly or levitate being obvious solutions). The 40’ square chamber above is nearly filled with skeletal linorm (frost), which has been animated and will attack. The skeletal linorm guards three chests
Chest #1: 7 potions: Potion of Speed, Potion of Green Dragon Control, Potion of Sweet Water, Potion of Healing (4) and 4 scrolls: Spell Scroll (Mage: Hold Person), Spell Scroll (Mage: Strength), Scroll of Protection - Undead - Ghouls, Scroll of Protection - Lycanthropes - All Lycanthropes
Chest #2: Red Leather Armor +3; Sword: Singer (Sword +1, +3 vs. lycanthropes and shape changers Unusual Abilities: Int: 16, Alignment: Neutral Good, Communication: speech, Languages: 2 (Silver Dragon, Common), Extra Ability: read non-magic languages, Powers/Abilities: detect magic in a 1" radius, detect gems, kind, and number in a 1/2" radius, detect evil/good in a 1" radius)
Chest #3: 30212 cp, 28871 sp, 34444 ep, 21121 gp, Jewelry (30): 700 gp Bracelet, 400 gp Medal, 800 gp Tiara, 1100 gp Crown, 500 gp Small Box, 600 gp Statuette, 500 gp Diadem, 1300 gp Collar, 200 gp Belt, 80 gp Anklet, 6400 gp Locket, 600 gp Clasp, 400 gp Decanter, 700 gp Locket, 6000 gp Buckle, 900 gp Comb, 1800 gp Belt, 500 gp Buckle, 800 gp Arm Band, 4000 gp Bracelet, 1000 gp Medal, 6000 gp Sceptre, 6700 gp Statuette, 150 gp Locket, 50 gp Goblet, 1700 gp Pin, 1300 gp Decanter, 90 gp Idol, 500 gp Goblet, 1000 gp Sceptre.
6.4. Ashrorn’s Rise
This balcony is about 25 feet above the sanctuary floor below. If any being which has been cursed with the visage of a Northman High Priest (area 2) stands near the center of this balcony, a bright white light will shine down from the ceiling on that being, causing the visage to become the being’s actual appearance (save vs. spells to negate) permanently, or until dispelled with a remove curse spell (that is, it is no longer a ghostly overlay, it is now the being’s face). As long as the being is cursed with the Nothrman Priest’s appearance, he or she will gain the spell casting abilities of a cleric, level 1-4 (1d4) or, if already a cleric, additional spells per day equal to level 1-4 cleric (1d4).
6.5 Effigies of the North Gods
The four alcoves marked with a number 5 on the map each contain a giant (30’ tall) statue of the Northmen’s gods, though time and manipulation by the Stone Mistress have warped them into twisted parodies of their original appearance. The dirt in the corridors and the alcoves has been disturbed, perhaps revealing giant foot prints.
The second and third stories consist of (because of the effects of time) essentially a single huge chamber on each level with rubble scattered across the floors. Square holes in the floor indicate where wooden poles or beams once held up dividing walls. There isn't anything particularly interesting among the pigeon nests and droppings which dot the two levels (perhaps a few copper pieces or a tiny idol of the Northmen's gods).










