Complete Champion - 3.5e

Page 150

Ancient Temple One square = 5 feet

Upper Floor Ground Floor

Lower Floor

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Knowledge: The opportunities for discovering new lore are uncountable. Aside from the ancient texts, the temple could reveal secrets of the past, of ancient culture and religious prac­ tices. All else—including the repercussions of this forgotten magic—is secondary to the acquisition of this knowledge. Magic: This ancient form of magic that has lain undiscov­ ered for so long must be brought before the priesthood for study and evaluation. The champions of magic care little for other knowledge in this instance—their overriding objective is to acquire the texts before anyone else can do so. Trickery: The followers of Death and Knowledge seek to learn how such powerful secrets were lost, but the champion of a deity offering the Trickery domain wants to know how they remained hidden.

Keyed Locations 1. Entry Corridor 2. Audience Chamber 3. Meditation Chamber 4. Head Cleric's Anteroom 5. Head Cleric's Quarters 6. Storage 7. Access to Lower Floor 8. Corpse Preparation 9. Library 10. Secret Library 11. Laboratory, East Half 12. Potion Storage 13. Laboratory, West Half 14. Acolytes' Quarters 15. Sepulcher Niches

16. Obstructed Passageway 17-18. Clerics' Quarters 19. Summoning Antechamber 20. Summoning Chamber 21-22. Holding Pens 23. Balcony and Altar 24-25. Private Chambers

Suggested Rewards Possession of a previously unknown form of magic could well be considered recompense enough for an adventuring party. However, adventurers loyal to a deity of magic who successfully complete this quest also gain a boon from their deity and church. Each party member acquires one bonus domain feat chosen from those corresponding to his deity's domains for 1 month. Furthermore, the PCs can purchase spells or spellcasting from the deity's faithful for one-half the normal cost for 3 months.

HOLY SITES Churches, temples, and places of worship exist everywhereeven the smallest town usually has a cleric or an adept channeling small amounts of divine magic to the populace. The deities' influence on the D&D world is obvious; it isn't nec­ essary to contain it or segregate it. In fact, it isn't possible. In the D&D world, deities have walked the earth. Some still do. They touch the world and change it—sometimes for the better, sometimes for the worse. Dungeon Master's Guide II introduces a new system for using magical locations as treasure. Both heroes and villains


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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