Temple of Water
- Details
- Category: Maps & Encounters
- Published on Tuesday, 15 March 2011 11:51
- Written by Dave Couture
The temple of water is a small temple built in the name of Gozreh located on a small island. It is bound to other elemental temples by a magic portal. Each temple has its own portal and those give access to all the other temples. The location of the portal is kept secret by the high priest of the temple.

1st Floor
A1. Main Hall
The main hall is the place of ceremonies. Believers come to the temple when they have a favor to ask to the god of water. It is usual to see sailors pray before a long trip on the ocean and people who have lost loved ones in sea. A round spiral staircase leads to a small platform where the high priest does its preaching. Two other stairs give access to platform where worshipers listen to ceremonies. One staircase behind one the platform leads to the catacombs. The cabinet behind the altar contains ceremonial artifacts.
A2. Corridor
The corridor walls are decorated with tapestries illustrating boat trips, waterfalls and many types of scenery related to water.
A3. High Priest Office
The office contains a worktable and two large libraries full of books and parchments. Most of the books are records of the temple activities. They relate ceremonies and visitors. Some parchments are lists of details merchandises bought by the temple for its operations. But one special book is hidden among the others (Perception DC 20). A tome of understanding (Pathfinder Core Rules p.531) is waiting to improve instinct and perception to its reader. A secret passage is hidden behind one library (Perception DC 25). To open the passage, one particular book must be moved.
A4. Secret Passage
The secret passage leads to a trapdoor and a crank. The crank allows opening or closing the secret passage.
A5. Dining Room
A large table is placed in the center of the dining room. A large barrel contains wine.
A6. Kitchen
The kitchen contains commodities used to prepare meals. The crates and the barrels contain salt meat. The cabinet contains salt and spices used in the preparation of recipes and many utensils. One utensil stored separately in a hidden compartment (Perception DC 15) is magic. It is a sustaining spoon (CRB p. 531) that can produce sufficient gruel each day to feed up to four humans. A small table near the fireplace is used to prepare the daily meals.
2nd Floor
B1. Platform
The platform has benches where worshipers listen to the ceremonies.
B2. High Priest's Platform
The platform gives an aerial view to the main hall. The high priest used that location mostly for sermon.
B3. Platform
The platform has benches where worshipers listen to the ceremonies.
B4. Corridor
The corridor leads to the bathroom and the chambers.
B5. High-Priest's Room
The high-priest room is largest bedroom. It is furnished with a bed, a chest, a wardrobe and a worktable. Two nightstands are placed each side of the bed. The wardrobe contains lot of ordinary cloths but also four high quality ceremonial robes. Each robe has water related embroidery.
B6. Acolyte Room
The acolyte room is furnished with a bed, a chest and a wardrobe. One nightstand is placed near the bed. The wardrobe contains lot of ordinary cloths and one ceremonial robe.
B7. Acolyte Room
The acolyte room is furnished with a bed, a chest and a wardrobe. One nightstand is placed near the bed. The wardrobe contains lot of ordinary cloths and one ceremonial robe.
B8. Servant Room
The acolyte room is furnished with a bed, a chest and a wardrobe. One nightstand is placed near the bed.
B9. Bathroom
The bathroom has a cloth rack, a large washtub and a wardrobe. The hot water used to fill the washtub is bringing there by buckets coming from the kitchen.
Catacomb
C1. Round Room
The entire round is a trap. The room is all empty except four torches attached to the wall. The room has two other exits, one dark corridor on the left and one closed door in front.
One step on the floor makes it swing. The unfortunate victim falls 25 feet under the room onto spikes covered with wyvern poison. He takes 2d6 of falling damage, 2d8 for the spike and must succeed Fortitude save for the poison (see trap description).
Experienced adventurers will surely examine the room before entering. A Perception check DC 20 shows a small gap between the stones on the top of the stair and the stones on the room floor (a dwarf does not have to active look to notice the unusual stonework). The gap shows that the entire room's walls are not connected with the floor, enough warning to require a more precise examination using rogue and spellcaster skills.
Using his trapfinding special ability, a rogue can notice the traps with a successful Perception check. DC 15 is required to notice the floor trap and DC 25 for the torches trap.
Swinging Floor Trap (CR 17; Type mechanical; Perception DC 15; Disable Device DC 28)
Effects: Trigger location; Duration instantaneous; Reset automatic; Bypass dimension door, flying, etc. (see bypassing the floor trap); Effect 2d6 of falling damage, 2d8 for the spike and 1 Con damage (1/round for 6 round) for the poison (Fort saves DC 17 prevent poison).
Poisoned Torches Trap (CR 8; Type mechanical; Perception DC 25; Disable Device DC 15)
Effects: Trigger pulling the torch; Duration 10 min.; Reset manual; Bypass none; Effect 1 Con drain (1/round for 6 rounds), 1d3 Con damage for secondary effect (Fort saves DC 18 prevent poison).
Bypassing the Floor Trap
The easiest way to pass the trap is magic. The opposite door could be opened with a Knock spell, and then a Dimension Door or Fly spell to cross the room in safety.
The harder way is by jumping. To ensure safety, everyone who goes through the room must be attached with a solid rope to prevent them from falling under the swinging floor. The first crossing is the hardest one. One person must place a foot or the upper part of his body on the gap between the stairs and the floor. One other jumps on the middle of the room while trying to avoid the symbol of sleep trap. An agile rogue could jump directly on the middle of the room and stand there. Jumping to the middle of the room (17, 5 feet) requires an Acrobatics check DC 30 (15 for the distance; x2 modifier, no space for running). An Acrobatics skill check DC 20 is required to maintain balance. Then, another DC 30 jump is required to get in front of the door. The person who maintains the balance must succeed a Str check DC 20 to prevent the floor to move. The door can be unlocked succeeding a Disable Device DC 27. Another Acrobatics skill check DC 20 is required to maintain balance while unlocking the door.
When two persons maintain the balance, a third person could goes through the room in straight line. The persons maintaining the balance must succeed at a Str check (DC 10) and the one who walks, an Acrobatics check (DC 10).
The last person can walk in a straight line to the middle of the room. The persons maintaining the balance must succeed at a Str check (DC 10) and the one who walks, an Acrobatics check (DC 10). Then, a DC 30 Jump check (15 for the distance; x2 modifier, no space for running) is required to get to the door.
C2. Corridor
The corridor seems to lead to a dead end. In the middle of the corridor stairs goes down and up. When someone touches the floor right after seeing down the stairs, a trap opens on the ceiling releasing a giant boulder. The boulder descends the stairs and rolls on the corridor. The boulder has enough velocity to climb the other stairs at half. If the boulder gets to those stairs, it rolls the opposite way to the bottom of the first stairs. The boulder is 5-feet diameter. It occupies the entire corridor touching both walls. It is possible to make a high jump over the boulder by succeeding an acrobatics check DC 16.
Rolling Bolder Trap (CR 5; Type mechanical; Perception DC 20; Disable Device DC 20)
Effects: Trigger location; Duration instantaneous; Reset manual; Bypass dimension door, flying, etc.; Effect 3d8 of damage.
C3. Large Room
The room contains piles of bones near the wall and a pool is located on the opposite wall. In the middle of the room a statue seems to oversee the place. Touching the water in the pool wakes the gargoyle (Bestiary p. 137).
C4. Coffin Room
The room contains four coffins. The first three contains skeleton. The last one is the sanctuary of the mummy of the last high-priest. Opening the lid wakes the mummy (Bestiary p. 210). The coffin of the mummy contains 210 gold pieces, 1 diamond (500 gold pieces value) and a ring of protection +1 (CRB 418).
C5. Coffin Room
The room contains four coffins containing skeleton.
Cave
D1. Entrance
The cave is dimly lit with a small firepot.
D2. Gargoyle
Two statues seem to overlook the area. The gargoyles (Bestiary p. 137) awakes when someone get to the treasure.
D3. Firepot
The firepot is the only source of light in the cave.
D4. Magical Arch
The magical arch gives access to the other temples. To activate the arch, the high-priest ring should be placed on the appropriate symbol. Placing the ring on the symbol of fire create a link with the temple of fire. Once placed on the symbol, the passage remains opened during 10 rounds. A small boat is located near the arch. Four people can take place in the boat.
D5. Treasure
A treasure is placed on a small rock. The gargoyles awake when someone gets near the treasure. The treasure contains 12 platinum pieces, 721 gold pieces, 347 silver pieces, 1 diamond of 500 gold pieces, 2 ruby of 400 gold pieces each, two daggers +2, one longsword +1, one scale mail +1, one large steel shield +1, three potions of cure serious wounds, two potions of invisibility and one hat of disguise.

