Clearwell Temple
- Rooms
- 8
- Foes
- 8, CR 1/8 to 2
- Traps
- 2
- Treasure
- 99 gp
At a glance
The threat
A bound guardian stirs beneath the locked inner shrine in .
Wandering monsters (1d3)
- 1
1d4× Spring MiceCR 1/8
When: The party leaves food unattended or makes a loud noise near .A pair of pale, oversized mice with wet mineral-streaked fur skitter between wall cracks. - 2
Prison EchoCR 1/4
When: A door is forced or a prisoner spirit in is attacked.A translucent prisoner-shaped spirit drifts through the corridors, whispering half-remembered names. - 3
Errant EffigyCR 1/4
When: The altar in is disturbed or the party carries off a votive offering.A small stone attendant effigy shuffles along the corridor, scraping its knees on the floor.
Rooms
8The Round Hall
What they see
Read aloud
This large round hall is the temple's central room, its domed ceiling dark above a waist-high stone basin. Four exits open around the curve: the broad arch to the prison, two plain doors toward the common rooms, and a nearly invisible seam hiding the old supply store.
Features
- A dry basin carved with a worn image of flowing water stands at the center.
- Four shallow channels radiate from the basin toward the walls; one is stained dark.
- Faded murals show attendants carrying water toward a closed inner door.
What the GM knows
Treasure
Votive Dish8 gp
A small bronze votive dish lies beneath the basin's cracked lip, overlooked among the rubble.Notes
The archway leads to , the north and south doors to rooms 2 and 3, and the secret door to . Footsteps or loud speech carry clearly into every adjoining room. The basin's channels are part of the old water-control mechanism.
4 doors: S (normal), N (normal), W (locked), E (normal)
The place
What it is
A broad, circular sanctuary forms the heart of the small temple, with doors opening from its curved walls into a prison, sleeping quarters, side chapel, and concealed store.
Atmosphere
Cool, close air carries the smell of wet limestone, old incense, and lamp oil.
The threat
A bound guardian stirs beneath the locked inner shrine in .
History
The temple was raised by local masons around a natural spring, and its first name, a worn corruption of an older word for clear water, survives only in a few chipped inscriptions.
Rumors
1d4- 1The spring water turns black whenever someone opens the old temple doors.
- 2A voice from underground calls villagers by names their grandparents used.
- 3The temple keepers locked away a guardian because it began judging people instead of protecting them.
- 4There is a hidden store behind the Round Hall's western wall, marked by an old mason's sign.
Plot hooks
3Corridors
3The passage between and
A shallow channel cut into the floor carries clean water from the shrine toward the entrance, though it runs dark whenever the presence in wakes.
Along the passage from toward and
Worn votive niches hold stubby candles and offerings of smooth river stones; several stones have been stacked into crude arrows pointing toward the locked shrine door.
The passage between and
Scrape marks and rust flakes show that a heavy iron gate once sealed this branch. The gate lies bent against the wall, leaving enough room to pass.
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