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