The Hollow Temple of Elysar

The Hollow Temple of Elysar

In the heart of an ancient city, long since buried beneath the sands of time, lies the Hollow Temple of Elysar. Constructed by scholars who sought to fuse magic with technology, this temple is a remnant of a civilization that revered knowledge above all else. It was rumored that within its halls, an artifact of immense power resides—The Ephemeral Codex, said to contain the secrets of the fabric of reality itself. As brave adventurers explore this temple, they will find not only guardians of enchanted mechanisms but also echoes of knowledge lost.

Room Descriptions

1. Entry Hall of Echoes

The adventurers enter a grand hall, walls lined with faded murals depicting scholars and their inventions. The air is thick with a palpable magic, enhancing the whispers that seem to emanate from the very stone. In the center, a mechanical guardian (Armored Sentinel) stands motionless, waiting to be activated.

  • Monsters/Traps: Armored Sentinel (2 HD, AC 5, attacks with a great sword).
  • Treasures: A dusty tome detailing the history of Elysar is found on the floor.

2. Chamber of Floating Orbs

This circular room, illuminated by floating blue orbs, features an intricate mosaic depicting celestial bodies. As the characters step in, the orbs rearrange themselves, revealing a hidden door.

  • Monsters/Traps: None, but a magical riddle embedded in the floor must be solved to access the hidden door.
  • Treasures: A small pouch containing 50 gold coins can be found under a loose tile.

3. Hall of Illuminated Papers

Rows upon rows of scrolls are neatly stored on shelves, illuminated by glowing crystals. A sudden gust of wind ignites one scroll, summoning 1d6 fire elementals.

  • Monsters/Traps: Fire Elementals (1 HD each).
  • Treasures: A scroll of Fireball is hidden among the unburned scrolls.

4. The Library of Forgotten Codes

Towering bookshelves surround a large, circular table strewn with scrolls and mechanical contraptions. Here, adventurers may encounter 1d4 hive-minded constructs (Clockwork Golems) studying the area.

  • Monsters/Traps: Clockwork Golems (3 HD, 15 hp each; function as a swarm).
  • Treasures: The Ephemeral Codex (an artifact with unpredictable effects) lies open on the table.

5. Observatory of the Celestial Eye

The ceiling of this chamber is open to the sky, with a massive telescope pointing toward the stars. A breach in the fabric of reality draws forth 1d4 Ethereal Phantoms.

  • Monsters/Traps: Ethereal Phantoms (2 HD, can phase through walls).
  • Treasures: A glass orb that enables communication with otherworldly beings.

6. The Antechamber of Constructs

Rusting mechanical parts litter the ground, remnants of failed creations. A trap is laid in the center—an electrified floor that triggers if one does not step carefully.

  • Monsters/Traps: Electric Trap (1d4 damage on trigger).
  • Treasures: A mechanical heart, valuable to artificers for crafting.

7. Sanctum of Whispers

A serene room with cushions scattered across the floor, where scholars once gathered to share forbidden knowledge. Inhabitants are now mad scribes, their minds twisted, who may attack unwary adventurers.

  • Monsters/Traps: 2-5 Mad Scribes (HP according to the party level).
  • Treasures: A rare alchemical formula for healing potions.

8. The Golem Foundry

This large room is littered with build stations and tools for creating golems. In a back corner, adventurers might find a prototype Fire Golem guarding its creator’s last work.

  • Monsters/Traps: Fire Golem (6 HD).
  • Treasures: A blueprint for constructing your own elemental golem.

9. Hall of Mirrors

Mirrors cover the walls, reflecting images of the characters. Among them lurks a mischievous doppelganger bent on impersonating one party member.

  • Monsters/Traps: Doppelganger (3 HD).
  • Treasures: A mirror shard that can reflect spells (once per day).

10. Chamber of Ancient Mechanisms

The air hums with energy, where ancient machines thrum and whir. A central mechanism creates a protective field; tampering with it triggers a gear-based trap, dealing mechanical damage.

  • Monsters/Traps: Gear Trap (1d6 damage on failure).
  • Treasures: An assortment of mechanical parts desirable for crafting magical items.

Conclusion

Game masters can enhance the adventure by introducing time limits, such as the temple destabilizing after a certain number of rooms are explored. This dungeon can link to broader campaigns by creating quests that focus on recovering the lost technology of Elysar and the influence of its secrets upon the world. Incorporating the backdrop of a nearby ancient city helps to deepen lore and add intrigue, ensuring players remain captivated throughout their journey into the Hollow Temple of Elysar.