TEXT: TEMPLE OF THE 
  OPAL GODDESS
  
  1
  Publisher: Pyromaniac Press
  Author: Micah Watt
  Cover Art: Dean Spencer
  Internal Art: Dean Spencer
  Cartography: Chris Bissette
  Cartography Stock Art © Derek Ruiz / Elven Tower Cartography
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  Temple of the Opal Goddess
  
  2
  The Temple of the Opal Goddess is a dungeon crawl 
  adventure for 4-6 characters of levels 5-8 (Tier 2).
  Background
  Millennia ago a powerful highborn woman, Lady Lashpera, fell 
  into the trap that so many nobles do. Living a life of indolent 
  luxury, she wasted her youth on shallow pursuits; social 
  prestige, vapid parties and romantic trysts. As Lashpera grew 
  older, and her energy and enthusiasm waned, she began to 
  dream the fanciful dream of eternal life. Fanciful for most, but 
  with practically unlimited wealth and time and resources only 
  such wealth can buy, she began to seek out wizards, witches, 
  seers and academics – anyone who might actually be able to 
  direct her to a fabled fountain of youth. Though she spend years 
  in the pursuit, suffering setbacks and failures – some which 
  almost cost both her fortune and her life – she finally stumbled 
  onto enough clues that connected, however obliquely, to 
  suggest that an ancient temple once held the key to something 
  called “Vitae aeternus sine mortem” which she translated as 
  “Life eternal without death”. The various texts, tomes, scrolls, 
  carvings and scraps had vastly more information that could 
  (and should) have been translated, but after long years she was 
  growing old, and her impatience got the better of her. 
  Expending the last of her wealth she commissioned an 
  expedition to this lost temple. One by one her followers fell 
  to the hazards along the journey, not least of which were the 
  temple's nightmarish guardians. Finally deep underground, 
  alone and injured, Lashpera discovered the chamber that held 
  the secret of the temple – an opalescent gemstone that glowed 
  with potent magic. Seizing it in her bloody hands she rejoiced – 
  her blood unlocking the stone’s power. Then she screamed! The 
  magic coursed through her, suffusing her, and turning her body 
  to living opal, with the gem embedded in her left palm. She had 
  become immortal, but she was no longer flesh and blood. Worse 
  still, the gem did not restore her looks, so she became a fixed 
  statue of her current state, a bedraggled and sunken woman in 
  her late middle age, scarred and unlovely. She lost her mind at 
  that point. She spent many years wandering the lands in a rage, 
  destroying as she went. First travellers and isolated cottages or 
  hunting lodges, but soon she plagued the nearby towns. Militia 
  were sought to slay ‘the beast’, but no weapons could harm 
  her, and she slew or routed all opposition with her opalescent 
  claws. In time she tired, and Lashpera the Immortal, Lashpera 
  the Bitter, returned to her temple to brood. 
  As the years passed barbaric tribes began to filter in, their hedge 
  witches and medicine folk leaving her tributes. Bored, and a 
  little lonely, she allowed this, occasionally gracing such givers 
  with curses or praise. Soon, they began to seek her out for favour 
  or advice. Some she destroyed, but others she indulged, mostly 
  at a whim. What started as a barbaric placation eventually grew 
  into a cult, and the tribes began ranging out, pillaging and 
  plundering to bring tribute to their “goddess”.
  Eventually warriors of justice came to oppose the terrible evils 
  in the land, as the righteous are wont to do. Paladins, priests and 
  mighty mages came and drove back and destroyed the savage 
  cult, delving deep into Lashpera’s temple. Unlike those in the 
  past, these opponents brought enchanted weapons that could 
  harm her, and in the depths a great battle was fought as the 
  Opal Goddess clashed with the forces of light. Eventually, the 
  last knight standing thrust his blade through her hand, cleaving 
  the Opal and shattering the sword. With the opal destroyed, 
  Lashpera’s soul was cast from its vessel, and the bitter immortal 
  finally died.
  However, for all the evil she had committed in life, and her 
  unliving existence thereafter, Lashpera had come to the 
  attention of the Demon Princes of the Abyss. She was a powerful 
  soul who might become a powerful demon – given time and the 
  right ‘encouragement’. Though several sought her, it was Fraz 
  Urb'luu, Prince of Mischief and Misdirection, that snatched her 
  up and spirited her away from under the noses of the others. 
  For the next several centuries, under the attentions of the 
  Prince and his selected trainers, she was shaped into a demon 
  of power and cunning. Lashpera was beautiful, as she desired 
  in life, and though she became a favoured servant, she chafed 
  under the brutal rule of her prince and secretly sought ways to 
  be free of him.
  In time, she recalled much of her former mortal existence, and 
  surmised that if she could reconnect with the Opal she might 
  once again harness its power. It might even be enough to break 
  free and reclaim her own destiny. She allowed her name to 
  be carried to the mortal realm by lesser demons, where any 
  number of foolish wizards might summon her. Sure enough, in 
  only a few scant years a would-be diabolist did just that, and she 
  appeared to do his bidding. Biding her time, she slowly mislead 
  and misdirected her master into researching the location of the 
  ancient temple, then when she had enough information, tricked 
  him into a situation from which her could not escape. With his 
  death she became free to walk the mortal world. She hastened 
  to her temple, only to discover to her chagrin that within 
  several miles of the location she became weakened and feeble. 
  So weak in fact, that she was barely a shade more potent than 
  a mere mortal woman. She had no explanation for this, and 
  her worry grew. Near the temple she discovered that a fortress 
  had been carved into the earth itself, populated by degenerate 
  humanoids. In her weakened state she knew she could not win 
  through, so she retreated to plan. 
  Taking on a mortal guise was a simple trick, so she infiltrated 
  a scholarly institute – a large coastal castle the mortals called 
  Candlekeep - posing as a student (going by Lira), to try to 
  determine the extent of the years and the history of the temple 
  since she’d been gone. Wading through the often unflattering 
  accounts of her time as ruler of the temple, she discovered that 
  the last survivor of the conflict – the knight that slew her – had 
  remained and erected a small monastery outside the temple as 
  
  3
  a way of guarding the dangerous ruins. Several generations 
  of monks watched over the temple, but eventually moved on 
  when the lands became infested with aggressive humanoid 
  tribes. The accounts suggested that several tribes held the area 
  for centuries before being overrun by a powerful human cult, 
  dedicated – ironically she felt - to her and her resurrection. The 
  sketchy accounts suggested the cult dwelled in the temple only 
  a short time before at some point appeared to simply vanish, 
  almost overnight. The complex lay abandoned until a few years 
  ago, where hunters stumbled onto it inhabited by a tribe of 
  Orcs. They left the creatures to their own devices and moved 
  on. The accounts ceased there. 
  Lashpera was now more determined than before to discover 
  the changes wrought in ‘her’ temple. Why was it weakening 
  her? What connection did she have to it? Could this mysterious 
  effect be used against her, or could she use it to empower 
  herself if she mastered it? What happened to her Cultists? Why 
  did they vanish?
  Lashpera had learned from her previous failures, both those 
  as a mortal, and those in the Abyss, where failure resulted in 
  harsh and prolonged punishment. She researched the temple 
  before it was hers, discovering not only what she learned the 
  first time, but information that might have saved her had she 
  the patience in life. The Temple was originally dedicated to 
  a long forgotten Mulhorandi deity of earth called Geb. This 
  particular temple seemed to attribute Geb’s works to include the 
  preservation of ancient species for all time by setting bones to 
  stone and preserving through fossilisation, to ’give lost species 
  life everlasting beyond death’. She vaguely recalled skeletons 
  in the temple from her time as a mortal, but her memories were 
  hazy. Frustrated, and burning with a deep, smouldering anger 
  and resentment, she set a plan in motion to reclaim that which 
  was hers. 
  It was not too difficult to find a nobleman that met her needs. 
  Young and idealistic, just knowledgeable enough to be useful 
  (but not so knowledgeable to be sceptical), a reputation as a 
  learned man (more cultivated that factual), eager for fame that 
  adventure brings, and the wealth that comes with it, Antivar 
  Ravenguard (nephew of Grand Duke Ulder Ravengard of 
  Baldur’s Gate) suited her purposes. Seducing the young lord 
  was easy, and convincing him to patronize an ‘archaeological 
  expedition’ to reclaim this lost temple was easier still. Thoughts 
  of glory and wealth overcame any good sense he might have 
  possessed.
  Several weeks ago the expedition set out, soldiers, servants, 
  scholars and the young noble and his student lover. They set 
  out with the fanfare of a carnival, and it was this disregard that 
  ultimately ended their campaign. Ambushed in sight of the 
  temple by the cunning orc forces, the troupe was slaughtered, 
  save for the nobleman and a few servants (including Lashpera). 
  Realizing the value of Antivar as a prisoner, the orc chief 
  dispatched one roughed up servant to Baldur’s Gate with a 
  ransom demand. 
  Ulder Ravengard received this demand, but finds himself 
  in a difficult position politically. He can’t very well send 
  the Flaming Fist out to rescue one of his little known errant 
  nephews without being scrutinised for personal misuse of the 
  mercenaries, nor can he ‘hire’ them himself. He also cannot pay 
  the ransom for fear of looking weak or capitulating, as it might 
  damage the reputation of the Flaming Fist or destabilise his 
  leadership position. His best course of action is to quietly hire 
  some adventurers to ‘manage’ the situation out of the public 
  eye.                            
  Meanwhile, Lashpera, who could not resist effectively in her 
  weakened state, and is yet unwilling to expose herself when 
  she might turn things to her advantage, is trying to play both 
  sides. While holding to her paramour and encouraging him to 
  wait on rescue, she is making herself and her knowledge of the 
  temple available to the chieftain’s shaman advisor in the hopes 
  she can convince the orcs to take her deeper into the complex. 
  The orcs are resistant, fearing the creature in the depths, but 
  are being slowly swayed by this ‘scholar’s’ stories of power for 
  the taking.
  Why is Lashpera Weak?
  In the depths of the temple, the opalescent statue of Lashpera’s 
  body remains where she was slain all those centuries ago. It is 
  inactive, yet still linked to the demoness. As Lashpera’s new 
  demonic form approaches her old, vitality is being transferred 
  to the Opal form, her soul now being shared by both. As the 
  demon grows weaker, the Opal Avatar begins to stir from its 
  death-like state. More information on this can be found in the 
  relevant statblocks in Appendix 2.
  In the temple below, the Archivist – a Gebite scholar turned 
  Lashpera worshipper - watches with interest as his mistress 
  slowly regains the vestiges of life. He is not fully aware of the 
  significance or connection of ‘Lira’ in the clutches of the orcs 
  above, but he knows something is happening, and plans to 
  assist to bring it to fruition, so that his goddess might live again.
  Hook
  The PCs are contacted through associates or the Adventurer’s 
  Guild in Baldur’s Gate (or further afield if the DM wishes – 
  Ulder is powerful and has a long reach) concerning a rescue 
  mission.
  Antivar’s expedition was well known, as it set off amid much 
  fanfare and pageantry. While the destination was not as clearly 
  divulged, Ulder has access to Antivar’s various notes, plans and 
  schedules (such an undertaking required much preparation) as 
  well as accounts from his house servants. There are enough 
  scraps there to offer the following;
  
  4
  • 
  An ‘approximate’ map to the temple location. Precision 
  is not guaranteed, but there are enough landmarks to 
  consider it accurate.
  • 
  The temple was dedicated to a cult of a creature known as 
  the Opal Goddess. Centuries ago this creature ravaged the 
  lands surrounding the temple, but was eventually slain by 
  adventurers, one of whom founded a monastery near the 
  site. 
  • 
  A couple of decades ago a new cult of the Opal Goddess 
  rose in the temple and abandoned monastery, but strangely 
  seemed to vanish without trace. Since then it’s rumoured 
  that the ruins are inhabited by humanoid tribes.
  • 
  Antivar’s expedition was ambushed near the site by orc 
  warriors, and Antivar and a few retainers and scholars 
  were taken captive. The orc chieftain – Grushnak the Grim 
  – has issued a ransom demand of 10,000 gold pieces and 100 
  battleaxes of the finest steel to be delivered for Antivar’s 
  safe return (the last provided by the messenger send with 
  Grushnak’s demand). The orcs identify themselves as the 
  Tribe of the Troll Claw, but this tribe is not particularly 
  well known in the area.    
  This information, along with descriptions of the expedition 
  are provided to adventurers that are willing to undertake the 
  rescue. The primary reward is 1,000 gold for Antivar’s safe 
  return, with secondary rewards of 100 gold for Grushnak’s head, 
  100 gold per retainer rescued (there were 6 remaining when 
  the messenger was sent), and 1 gold per orc ear presented. The 
  secondary rewards can only be claimed with either Antivar’s 
  rescue or evidence of his death. The rewards can be claimed at 
  the Flaming Fist Headquarters in Baldur’s Gate.
  X  Temple of the Opal Goddess
  
  5
  Research
  While PCs are provided with everything they need to set out 
  by the contract, they may wish to do their own research before 
  they go forth. 
  With the exception of magical divination (which the DM should 
  adjudicate as they will – possibly providing information from 
  the selection below), there are several ways to get relevant 
  information. 
  The DM may see fit to add any other information that they 
  deem relevant.         
  Folklore – This option relies on the local lore and stories passed 
  along amongst the common folk. Characters attempting to 
  gather information in this way seek out local storytellers, bards, 
  amateur historians and general gossips among the shops and 
  taverns of the city. A Charisma (Persuasion) check may reveal 
  the following information upon reaching the requisite DCs. For 
  every 10gp spent on drinks, meals, trinket purchases and/or 
  tips for performers characters may add +1 to their checks.
  DC 10 – Antivar was ‘inspired’ to this archaeological expedition 
  through his current lover, a pretty scholar by the name of 
  Lira. Rumour suggests they met when he visited Candlekeep 
  recently. Her influence on him was profound.
  DC 15 – Antivar showed some small interest in history prior to 
  now, but Lira’s passion for it spurred him to this endeavour. 
  It’s not only for his lover’s favour however. Antivar is an 
  ambitious nobleman who lives in the shadow of his famous 
  uncle, and seeks to build his own reputation.
  DC 20 – While the temple might have historical significance, it 
  is also rumoured to have great wealth too. A servant overheard 
  Lira and Antivar talking, and it was said that the cult used to 
  bring their goddess treasure as tribute, and that the goddess 
  possessed a magical gem. It is likely Antivar is in it as much for 
  the treasure as anything else.        
  Academic and Arcane Study – This option involves PCs 
  delving into structured libraries and repositories of lore. 
  Baldur’s gate (and other cities) has a public library, and several 
  academic organisations or private collections. An Intelligence 
  (Arcana) or Intelligence (History) check may reveal the 
  following information upon reaching the requisite DCs. For 
  every 10gp spent on gratuities or donations characters may add 
  +1 to their checks. If the PCs travel to and access the library at 
  Candlekeep they gain advantage to the check, however unless 
  they already have acquired access previously, a donation on a 
  unique book of lore is required to obtain access. The DM should 
  determine if the PCs have (or can create) such a donation, or at 
  their discretion may allow the PCs to purchase a unique book 
  of lore in Baldur’s Gate (whose merchants are well aware of 
  Candlekeep’s requirements and may stock a few rare books) at 
  between 50-200gp.
  DC 10 – The Opal Goddess was the focus of a cult that 
  venerated her as much for her destructive and vengeful nature 
  as her power. Vague written accounts from cultists suggest her 
  skin was made of living opal, impervious to mortal weapons, 
  and she could blast her enemies with bolts of arcane energy 
  from her hands and rend them with stony claws.
  DC 15 - The Temple of the Opal Goddess was believed to have 
  strange magical properties. Though never directly associated 
  with her religion, rumours persist that deep in the bowels of 
  her temple strange calcified creatures moved in darkness, and 
  that if one were to remain their long enough, the calcification 
  process might begin to overtake living creatures.
  DC 20 – Very sketchy research suggests that there may be some 
  connection between the temple and a source of eternal life. 
  While much of this is rumour, hint or implication, it appears in 
  one form or another in numerous ancient texts, the persisting 
  corroboration suggesting there might be some truth to it even 
  with the lack of detail.   
   
  Religious History – This means of inquiry involves the PCs 
  delving into the histories and archives of their own religion 
  or the religions of the region. Unlike the academic research 
  above, most religions tend to collect information as pertains to 
  the workings of their (and other) churches rather than general 
  arcana or history. The PCs can access church libraries, or 
  question archivists or acolytes to obtain relevant information. 
  An Intelligence (Religion) check may reveal the following 
  information upon reaching the requisite DCs. For every 10gp 
  spent on tithes (or bribes) they may add +1 to their checks. If 
  the PCs are lucky enough to have a Cleric or Paladin of Tyr 
  (see below), or of a church that has a significant presence in 
  Baldur’s Gate (or their locale if elsewhere) they gain advantage 
  to their check. Official churches of significance in Baldur’s Gate 
  include Gond, Umberlee and Tymora, while the faiths of Helm, 
  Ilmater, Lathander and Oghma maintain shrines. The DM may 
  determine any others.  
  DC 10 – The Temple of the Opal Goddess was a focus for a 
  decadent cult that venerated capricious destruction. The Cult 
  has two known periods of emergence – around 2000 years ago 
  is the first recorded appearance, and the cult resembled little 
  more than a band of tribal savages that scoured the lands. 
  Around 20 years ago there was a resurgence, and in this case 
  the cult was far more sophisticated and organised, almost like 
  a structured religion. The two incarnations seem incongruous 
  with each other except they venerate the same figure – the Opal 
  Goddess. The Opal Goddess herself is unlikely to be an actual 
  deity, but might instead have been a powerful monster or fiend.
  DC 15 – The initial cult was destroyed by a force assembled 
  from goodly religions of the day. There is some debate about 
  which participated, but it is likely Tyr or a power associated 
  
  6
  with justice was one of the religions. The monastery set up in 
  the wake of the cult’s demise was at least in part devoted to the 
  principle of justice.    
  DC 20 – The paladin that founded the monastery carried a 
  broken sword – a relic of the age that is suggested to have been 
  sundered fighting the Opal Goddess. The sword was never 
  recovered, and disappears from records after that time. It is 
  possible it is still in the temple or monastery. 
  The Journey
  The journey from Baldur’s Gate is some 10 days by foot on 
  the most direct route, accounting for the forest being Difficult 
  Terrain.  The early journey itself is mostly irrelevant to the 
  adventure, and DMs can expand on or summarize as they 
  please. 
  The temple itself is located deep in the Wood of Sharp Teeth, 
  several days off the nearest road, where the wilds hold sway 
  and cultured races do not venture. There are a few local orc and 
  goblin tribes, but most are small and insignificant. The Tribe 
  of the Troll Claw are the only tribe of note, and only because 
  they are organized enough to have taken and held territory 
  (the temple) whilst the other tribes are essentially nomadic. 
  The reputation of the Troll Claw tribe does not extend past the 
  region, so the PCs will not have heard of them.
  The local wildlife includes some herd animals such as deer 
  and bison, wild pigs and the occasional bear. Rabbits, birds 
  and other small animals are plentiful. PCs might encounter 
  the odd solitary monstrous predator. If using encounters, the 
  DM should describe the plentiful flora and fauna, noting that 
  the untamed wilds abound with life. Encounters should be 
  checked for every 4 hours on the table below.
  Encounter Table
  Roll 
  Encounter Description
  (1d20)
  1-12 
  No encounter of significance. The wilds teem with 
   
  wildlife however, so PCs experience  
   
   
  evidence of this as a minor event;
  1. 
  Birds swooping playfully, chasing each other through 
   
  the trees
  2. 
  Hawks or owls hunting small animal life on the 
   
  ground, diving with sharp precision.
  3. 
  Mice, squirrels or other small mammals skittering 
   
  through the brush
  4. 
  Frogs clustered on fallen logs, croaking out in a chorus
  5. 
  A swarm of harmless butterflies flitting in a lazy cloud 
   
  of colourful wings.
  6. 
  A swarm of ants ‘reclaiming’ a dead animal, creating  
   
  an undulating ribbon though the undergrowth.
  7. 
  A huge red and black python slowly sliding through  
   
  tree branches, head swivelling and tongue tasting the  
   
  air
  8. 
  An unusual flower or hanging plant with sweet 
   
  smelling fragrance or bright colouration.
  9. 
  Fish slipping through shallow ponds or creeks, 
   
  momentary flashes of silver near the surface.
  10. 
  Buzzing insects that persistently bother characters 
   
  and horses alike with incessant droning and the  
   
  occasional bite.
  11. 
  The snapping of dried sticks and leaves as several 
   
  deer bound by, on a parallel course around a hundred 
   
  yards away. 
  12. 
  The low grunt and rustle of plants as a small, shaggy 
   
  boar roots around for grubs in the dirt. 
  13 
  Strolling Bear - With brown fur greying at the edges, 
   
  and bone spurs splitting with great age, a huge Dire 
   
  Bear ambles completely uncaring into the midst 
   
  of the party, growling low and snuffling, but decidedly 
   
  with an indifferent warning rather than aggressiveness. 
   
  It will merely continue on if not attacked, simply 
   
  reminding the PCs contemptuously that it ‘owns’ this 
   
  range. However, if the PCs are carrying any fresh fruit 
   
  or herbs (such as a herbalists kit), it will stop and 
   
  casually tear open packs or saddlebags to reach and 
   
  then eat these ‘treats’ before moving on.  
  14 
  Deadly Pool - The trail the PCs are following passes 
   
  into a depression and through a small clear pool of 
   
  water before continuing up a rise. Allow the PCs are 
   
  Wisdom (Perception) check (or use passive 
   
  Perception) vs DC 15 to realise that there is an odd 
   
  silence in the immediate area, as if no wildlife is 
   
  within 20 feet or so – an strange ‘dead’ patch in the 
   
  otherwise verdant surrounds.  The pool is actually a 
   
  Clear Ooze (a variant Grey Ooze that appears as 
   
  water rather than stone) that lies in wait until prey 
   
  steps in or over it before springing its ambush. After 
   
  the ooze is slain a search of the undergrowth in the 
   
  area shows hundreds of small animal bones.
  15 
  Peach Tree - In a particularly pleasant grove in the 
   
  wilderness, the PCs come across a lone peach tree. 
   
  Anyone with proficiency in the Nature skill can 
   
  instantly tell that peach trees are not native to this 
   
  area. Otherwise though, it seems perfectly normal, 
   
  and animals and birds flit around it like any other 
   
  tree. There are around a dozen or so ripe peaches on 
   
  the tree, and about 2 dozen unripe ones. The tree is 
   
  actually an Awakened Tree, brought to like many 
   
  years ago by a lonely druid. When the druid passed 
   
  away the tree began to wander the wilderness. It is of 
   
  average intelligence and speaks common. It is 
   
  currently dozing, however, and doesn’t immediately 
   
  react to the PCs presence. If anyone picks a fruit (or 
  
  7
   
  otherwise makes contact with the tree) it snaps awake 
   
  and gives any thieves a smart rap on the head with 
   
  a branch (or two). It is perfectly content to converse in 
   
  a slow, boring way (unless the PCs love to hear about 
   
  trees, soil, sunlight and squirrels). It knows nothing 
   
  (and cares nothing) about any of the elements of the 
   
  adventure. If asked, it will give the PCs one peach 
   
  apiece, but not if they tried to ‘steal’ them. The peaches 
   
  are perfectly normal fruit.      
   
  16 
  Orc Scouts – The Tribe of the Troll Claw have not 
   
  become the dominant tribe in the area through 
   
  carelessness or stupidity. They are expecting a 
   
  contingent of humans, maybe to pay the ransom, or 
   
  maybe to attack. Several scout pairs have been sent 
   
  out to watch for travellers, and report back if they are 
   
  envoys or assault forces. Two Orc Scouts watch 
   
  this trail from concealed positions. DC 16 Perception 
   
  (passive) checks are needed to spot these watchers. 
   
  They will spot the PCs with a passive Perception of 
   
  15. If unseen, or if spotted and left alone, they will  
   
  not challenge the PCs, but instead circle around and  
   
  back to the temple directly, potentially putting the  
   
  tribe on alert for intruders (See the Temple – Sounding 
   
  the Alarm - below).      
  17 
  Snares & Pits – The Tribe of the Troll Claw hunt for  
   
  sport, but systematic trapping is far more effective for 
   
  feeding the tribe consistently. Scouts check each trap  
   
  every 1d6 hours. If the PCs roll up this encounter,  
   
  they stumble across one of these in one of several  
   
  states (Roll 1d4);
   
  1. 
  Simple Spike Pit Trap – A 10 foot deep  
   
   
  pit filled with spikes and concealed with  
   
   
  underbrush. A DC 13 Wisdom (Perception)  
   
   
  to spot before standing on it, anyone doing  
   
   
  so falls 10 feet (1d6 bludgeoning damage)  
   
   
  onto sharpened wooden stakes (1d6 piercing 
   
   
  damage). 
   
  2. 
  Noose Trap – A tensioned noose concealed  
   
   
  in the undergrowth designed to tighten  
   
   
  around a limb and hang the catch high in 
   
   
  the air (away from predators). A DC 15  
   
   
  Wisdom (Perception) check to spot it. Once 
   
   
  triggered the catch is raised 20 feet into the 
   
   
  air, hanging (usually upside down) from a 
   
   
  single trapped limb. PCs caught must make 
   
   
  DC 13 Dexterity checks to hold onto items in 
   
   
  their hands (else they are dropped). The rope 
   
   
  can be severed easily by any blade, but a 20 
   
   
  foot fall awaits (2d6 bludgeoning damage) 
   
   
  those that fail to take precautions. 
   
  3. 
  Noose Trap – Triggered.  The PCs hear some 
   
   
  thrashing, bleating and a strange hooting 
   
   
  growl before they see the actual trap. In a 
   
   
  small clearing a deer has been hooked 
   
   
  and hung by a noose 20 feet in the air. Its leg 
   
   
  is broken and it’s bleating in pain. Below it 
   
   
  an Owlbear claws and calls in frustration. If 
   
   
  presented with other targets for its rage 
   
   
  (such as PCs) it attacks.   
   
  4. 
  Pit Trap – Triggered and Occupied. A pit 
   
   
  with statistics above, only open and visible 
   
   
  to any nearby (Automatically seen). The 
   
   
  first time the PCs encounter an open 
   
   
  pit, it has the corpse of a goblin scout in it. 
   
   
  The scout has a single arrow of lesser slaying 
   
   
  (Orc) in its quiver of otherwise unremarkable 
   
   
  arrows. Similar to an arrow of slaying but 
   
   
  less powerful, the arrow deals an additional 
   
   
  3d10 piercing damage to an orc target, with a 
   
   
  DC 14 Constitution saving throw to halve 
   
   
  damage.
   
   
  Any subsequent open pits have the corpses  
   
   
  of deer or boar in them.
  18 
  Shy Dryad – in a relatively quiet clearing near a 
   
  brook, a dryad named Nyma lives with a large family 
   
  of squirrels in a small willow. The Dryad remains 
   
  hidden near the base of the tree, but either a DC 14 
   
  Intelligence (Nature) or a DC 16 Wisdom (Perception) 
   
  will allow characters to filter enough small clues to 
   
  recognise the unusual situation for what it is (ie a 
   
  strangely shaped ‘shrub’ near the base of the willow 
   
  that would not survive the lack of direct sunlight,  
   
  the calm nature of the squirrel group in a tree not  
   
  noted for such inhabitants, and an overly large 
   
  number against a fairly aggressive predator/prey 
   
  ratio etc.). The dryad is shy, but protective of her 
   
  ‘babies’. If approached in a genuine and unthreatening 
   
  manner, Nyma may warm enough to the PCs to hold 
   
  a guarded conversation. She can direct them to 
   
  the temple, give them rough numbers of the orc tribe 
   
  (12-15 warriors and an equal number of women and 
   
  young). She can even tell them that the tribe has a 
   
  shaman, and recount the tale of Brulgurt the troll 
   
  (below) and where to find him (she knows his hunting 
   
  grounds). She knows of the Awakened Peach tree, 
   
  but will not disclose its existence or location. If the 
   
  PCs have previously stolen from or injured the tree 
   
  she will not interact with them at all, preferring to flee 
   
  and return later.          
  19 
  Quickling Race – three quicklings are undertaking a 
   
  race through the woods to determine who is the 
   
  fastest amongst them (they are all equal). The PCs 
   
  are likely to initially see them only as a series of 
   
  blurs across the undergrowth. However, they will 
   
  quickly abandon this for the chance to harass the 
   
  ‘trespassers’ in their woods. The quicklings will 
  
  8
   
  skirmish, steal and harry the PCs or animals, using 
   
  the undergrowth as cover from missile fire and not 
   
  allow themselves to get bogged down in melee. If the 
   
  tide turns against them, or one or more of them are 
   
  slain, the remaining quicklings try to lead the PCs into 
   
  pits and snares, or into local monsters or orc scouts.      
  20      
  Aggressive Troll - A massive troll - Brulgurt - lumbers 
   
  through the woods, seeking prey. The troll is fire  
   
  scarred and is missing its left hand. In its place the  
   
  troll has lashed a series of sharpened animal ribs that  
   
  act as a makeshift claw. In the unlikely event the PCs 
   
  calm the aggressive creature and converse with it 
   
  (impossible if any of the PCs are Orcs or Half Orcs), 
   
  they can discover that it is named Brulgurt, and has an 
   
  undying hatred of orcs, particularly a local clan that 
   
  severed his claw and burned the stump so it would 
   
  never regrow. It was severed by big orc with a flaming 
   
  axe. The tribe now use his claw as some kind of totem. 
   
  The Tribe of the Troll Claw are the tribe residing in 
   
  the Temple, and if the PCs indicate their intent to 
   
  destroy the tribe they may be able to convince the 
   
  Troll to ally with them. Of course, Brulgurt is stubborn, 
   
  aggressive, loud, smelly, will not follow instructions 
   
  or orders, is prone to turning on allies and will ruin 
   
  any hopes of stealth infiltration.  
  The Tribe of the Troll Claw
  The Tribe of the Troll Claw is only a small clan, but has risen to 
  dominance in the area. This is primarily down to three factors 
  – A powerful shaman, a canny warleader and a chief who is 
  intelligent enough to manage the two to advantage so that 
  neither becomes a threat to his position. Grushnak the Grim 
  is a cunning chieftain, and his tribe has prospered because of 
  it. He is intelligent enough to recognise opportunity, and wise 
  enough to keep a fine balance in his tribe. His warleader – 
  Velkesh - is a tactical animal, and a disciple of Ilneval. Grushnak 
  gives him the freedom to plan various raids and sorties, and 
  the troops to accomplish them. Velkesh is kept occupied, and 
  the victories are attributed to Grushnak in the eyes of the tribe. 
  Suthrain is a mystic, obsessed with the secrets of the spirits 
  and the ‘Vision of Grumsh’. Grushnak indulges the shaman, 
  often having Velkesh plan raids on sites or tribes that have 
  objects or artefacts that she coverts. In turn Suthrain supports 
  Grushnak, proclaiming him amongst Grumsh’s favoured few. 
  Armed with tactics and magic the Tribe of the Troll Claw have 
  vanquished larger tribes or monsters, thus reinforcing their 
  trust and belief in Grushnak’s status. The tribe has flourished 
  this way for many years. 
  However two things currently threaten this existence. The first 
  is the temple. On Suthrain’s desire, and Grushnak’s command, 
  the core of the tribe moved here 3 seasons ago (9 months), 
  clearing out and taking over the place. Too small to house the 
  whole tribe, several outer camps of scouts were established as 
  a perimeter. The remainder of the tribe settled into the upper 
  levels, while Suthrain sought to explore the lower levels. The 
  shaman was chased out by a terrifying serpent of stone, and 
  though it cannot (or has not) breached the upper level, the 
  tribe remains nervous about it and any other horrors the lower 
  levels might contain. Resentment is growing about remaining 
  in the temple. Suthrain has leveraged her support of Grushnak 
  on remaining in the temple until she can figure out a method to 
  destroy or evade the beast. 
  Secondly is the arrival of the human explorers, and what 
  they might represent. Velkesh recognised Antivar’s heraldry, 
  and his connections and worth, but also the risk at angering 
  Baldur’s Gate. The ransom scheme was a gambit to make them 
  seem a larger and more menacing opponent (the tribe does not 
  need nor could really use 100 battleaxes) to buy themselves 
  time. Scouts have been sent to spy on the city, looking for large 
  troop movements or Flaming Fist contingents (and thus the PCs 
  will actually slip the scouts notice initially). Added to this is the 
  presence of ‘Lira’ the scholar. Suthrain has taken a liking to her, 
  and the scholar’s knowledge of the temple. Tensions within the 
  tribe are rising as the shaman voices plans of entering the lower 
  levels once more. 
        
  Temple of the Opal Goddess
  Features
  The temple is almost entirely underground, dark except where 
  lit by torches (no natural light except the exits and Area 36. 
  In both the upper and lower levels most of the passages are 
  10 feet high and rooms 15 feet high (except where stated 
  otherwise). In the upper level the doors are all iron bound 
  wood, though none have locks. In the lower level the doors are 
  all stone, but again a generally unlocked, though tough to open.
  Inhabitants
  The upper temple is inhabited by the Tribe of the Troll Claw 
  which consist of 22 Orc Warriors (spread between the temple 
  and monastery), 12 Orcs, 12 Orc Younglings, 6 Wardogs, 
  Suthrain the shaman, Velkesh the warleader and the chieftain 
  Grushnak. There are also 7 prisoners – including Antivar, his 
  Retainers and Lira (temple stablocks start on page 32).
  Outside the temple grounds there are another 24 Orc Scouts in 
  total in various patrols, camps and extended missions, though 
  most of these are not in the vicinity of the temple at the time of 
  this adventure. Some may encounter the PCs passing through 
  the woods, and some can be recalled if the alarm sounds.
  
  9
  The lower levels of the temple have only four creatures of note 
  – the Stone Serpent, a Stone Ooze, the cult Archivist and the 
  calcified body of Lashpera, animating as the Avatar of the Opal 
  Goddess. The temple abuts a massive cavern that houses some 
  unusual calcified flora and fauna, but these are either relatively 
  harmless (for the most part) or for the DM to expand upon if 
  they so choose.   
   
  On Approach
  The main temple is built into a small forested hill, which 
  has a natural lake on one side. Only the vast entry is visible 
  externally, and a stone bridge has been built to link the hill to 
  the main approach. The trees have been cleared back for the 
  lake edge for 50 yards in all directions, both to allow for clear 
  sight and to supply building materials to the tribe. 
  To the south of the main hill is a small flat topped island, 
  reachable by a wooden plank suspension bridge. Dominating 
  this is an old monastery, a squat one story building with a 
  slightly angled peaked stone shingle roof and a three story 
  tower attached. The top level of the tower holds a massive 
  bell. Careful observation – DC 16 Wisdom (Perception) – will 
  allow a sentry to be seen periodically. If the sentry does spot 
  the PCs at any point, it will strike the bell repeatedly with a 
  hammer, sounding the alarm (See Sounding the Alarm and 
  Area 7, below). 
  To the north, sheltered from view of the trail is a small pebble 
  beach with an old row boat pulled up onto it. Anyone wandering 
  more than 50 yards past the trail and to the beginning of the 
  treeline will be able to see it. 
  DMs note – Unless the PCs scout into the trees on the north side the 
  players should not be shown this section of the map. 
  The lake is blue and relatively clean, but opaque beyond the 
  first few feet due to standard silt and other impurities. The lake 
  is cold, and varies from 10 to 40 feet deep in most places. There 
  are few shallows, so anyone falling in will need to swim - DC 
  10 Strength (Athletics) - to stay above water, and climb – DC 
  12 Strength (Athletics) to pull themselves out. The ledge and 
  rocks at Area 10, the drain at Area 11, and the pebble beach at 
  Area 21 are the only ‘shallows’ in the lake that allow swimmers 
  to stand and walk out without effort. There are also old bridge 
  foundations below Area 6 that will allow a swimmer to cling 
  on, but there’s no easy exit from the water here.   
  Time of Day
  The time of day makes a difference in terms of where the 
  temple inhabitants are under routine conditions. Assuming 
  the PCs have not alerted the tribe to their presence, the activity 
  cycles are as follows;
  Dawn/Dusk – these are major gathering times, and the tribe 
  has large meals at dawn and dusk, lasting around an hour 
  before normal activities commence. Scouts rotationally bring 
  in game, each scout group rotating through to be present at 
  one big meal every 2 days (otherwise they eat in their satellite 
  camps). The majority of the tribe, including the chieftain, 
  shaman and warleader gather in the main hall (Area 18) to eat, 
  drink and tell tales of glory. Lira will also be present for these. 
  Sentries and runners are left in Areas 7-9, and a single sentry is 
  on watch at Area 2 and 23.
  Day/Night – While the orcs really have no particular 
  preference for day or night activity, the presence of the humans 
  had necessitated a certain routine for some. Around half the 
  orcs are active during the day, while the other half sleep and 
  recreate. Suthrain is active exclusively during the day presently, 
  questioning Lira and conducting research and divinations. 
  Velkesh is currently most active at night. Grushnak tends to 
  vary his routine from one to the other.
  The prisoners in Area 8 retain a standard day (activity) - night 
  (rest) cycle, and Lira is removed each morning to consult 
  with the shaman, and returned late each night to sleep. More 
  recently she sleeps in the shaman’s quarters, spending only 
  every second or third night in the cells.    
  Sounding the Alarm
  If the tribe comes under threat, they will organise to repel 
  assault with military precision. Velkesh has drilled the warriors 
  numerous times to get a rapid, tactically sound defence in place. 
  The response will of course be subject to conditions (when, 
  where and how a threat is revealed, how many troops remain 
  etc) so the DM will need to manage this appropriately. The 
  most important element is that the tribe reacts in an organised 
  fashion. 
  The Alarm Bell
  Once an alarm is raised, the sentry in the bell tower (Area 7b) 
  will strike the bell many times, repeating it in intervals. The bell 
  tone is loud, and reverberates through the woods for miles. A 
  single strike will not raise an alarm, as this could be an accident 
  or a low flying bird. Only repeated strikes result in a response.
  The alarm serves two purposes – alert the tribe within the 
  temple to an external threat, and to recall the scouts in the 
  woods. Even if a threat is discovered inside the temple, the 
  tribe will still try to sound the bell.       
  Once the bell has sounded, the orcs within the temple will 
  grab arms and move to defensive positions. They will not stop 
  to don armor until after the defence points are activated. A 
  pair of orcs will move to the kennel and release the wardogs, 
  armoring them if there is time. One minute after the bell has 
  sounded 1d4+1 scouts will arrive from the surrounding woods. 
  10 minutes later another 1d4+2 will arrive. Half an hour after 
  the alarm has sounded another (and final) group of 1d4+2 will 
  arrive.
  
  10
  Defence Points
  The tactical points are Areas 5, 18 (near the stairs) and 23. When 
  the alarm is sounded, the orc warriors will spread roughly evenly 
  to these locations and await orders, or combat obvious foes they 
  encounter there or on the way. In an alert situation the young 
  act as message runners, reporting to the above areas and the 
  monastery (Areas 7, 8 & 9).
  If overwhelmed at any location, the tribe will fall back to area 18 
  for a last stand, trying to make full use of its numbers. If they lack 
  numbers they instead fall back to Area 22 and try to hold out for 
  reinforcements from the scouts.   
  Area 1 – Approach and Bridge
  The brush has been cleared on the approach to the bridge, leaving a 50 
  yard open area to the tree line. The bridge itself is old but well crafted, 
  assembled from weathered grey stone blocks. Moss grows thickly 
  in places, and you can hear the lapping of the lake against the stone 
  supports below. 
  The bridge is exactly what it seems. It was crafted in ancient times 
  and remains sturdy to this day. The blocks do not appear to match 
  the stone of the island or surrounds – they were transported from 
  Areas 24 onwards, the original temple builders making use of the 
  excavation stone. The remainder was piled on the islet, which was 
  eventually turned into the monastery many hundreds of years 
  later.
  Area 2 – Main Entry
  A huge arched entrance leads directly into the face of the rock here. The 
  arch is deeply weathered and covered in moss and creepers, but the faded 
  remnants of carvings can just be made out. The tunnel beyond is dark, 
  but deep within the faint glow of torchlight can be seen.
  To the south a narrow path clings to the rockface, leading to a rope bridge 
  that connects the island fort to the larger hill.   
  Taking a brief moment to examine the carvings, PCs will note that 
  around half of it is so worn that whatever was there is merely half 
  symbols or traces so fine as to be illegible. That which is actually 
  readable is written in Mulhorandi, and (assuming anyone can 
  read it) seems to indicate that this location is “sacred to the earth”. 
  A more detailed examination, and a successful DC 14 Intelligence 
  1
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  7a
  7b
  19a
  N
  One square = 5 feet
  
  11
  (Religion) check will actually correctly interpret the passages 
  to read that this is a “temple dedicated to Geb of the Sacred 
  Earth” and that Geb is an ancient, long forgotten deity of earth, 
  stone and calcification. 
  The path to the south is angled downwards from the wall out, 
  slick with moisture and loose pebbles. Anyone traversing it 
  carefully must make a DC 10 Dexterity check or slip and fall 
  in the lake. Anyone running or undertaking other strenuous 
  activity (such as fighting) makes the check at disadvantage. The 
  water is only 10 feet below, but anyone falling is likely to make 
  a fairly noticeable splash if any sentries remain in the area.
  Area 3 - Barracks  
  This circular chamber has a domed roof that peaks some 25 feet above 
  the floor. Three entrances lead off and a fourth alcove ends in a couple 
  of narrow arrow slits overlooking the lake. This room is clustered 
  with tightly packed straw pallets, while racks against the walls hold 
  various weapons and piecemeal armour. The walls and ceiling seem 
  to have some sort of faded murals or paintings, but these are marred, 
  defaced and covered with tattered tribal flags and banners.   
  This is the communal barracks for the warriors of the tribe. 
  There are around 20 pallets here, packed in so that only small 
  walkways (of around 1-2 feet) exist between them. At any given 
  activity cycle there might be up to 10 Orc Warriors sleeping or 
  lounging in here, or engaging in other forms of recreation. 
  The barracks house both male and female warriors, and has 
  no privacy to speak of. Personal items and objects are stuffed 
  under or in the pallets. Theft is punishable by crippling and 
  exile, so possessions are safe from pilfering. Regular gambling 
  and contests of prowess keep the unruly orcs in check, and 
  ensure desired loot can be ‘redistributed’ to the strong or 
  fortunate (instituted by Velkesh). 
  Each pallet has 1d12 copper, 1d6 silver and 1d4 gold as well 
  as numerous knives, trinkets, scraps, trophies or curios. Spare 
  weapons and armour are hung on wall racks while personal 
  arms are kept on the warriors themselves. At the DM’s 
  discretion (to keep things simple) a full loot of the room might 
  net an average haul of 130cp, 70sp and 50gp.
  The banners and flags appear to be captured from various 
  tribes or enclaves of other humanoids. These are in poor 
  condition and are often smeared with blood. A deeper look at 
  the murals reveal them to be dual-layered. The oldest seem to 
  depict the stars on the ceiling leading to land below and deeper 
  into depictions of caverns below the earth. Painted over the top 
  of this are demonic figures and scenes of death and slaughter. 
  The second set of paintings seem to conform to the basic layout 
  of the older ones, almost as if the artist intended to show the 
  newer mural conquering the older one.
  Area 4 – Stores
  This room is a jumble of crates, boxes, barrels and miscellaneous 
  poles, ladders and banners.
  This storage room holds various useful items and tools for the 
  tribe. There are two 15 foot ladders, a dozen wooden poles 
  of lengths ranging from 8 to 15 feet, several banner frames, 
  lengths of cloth ranging from cotton to hessian, a number of 
  animal hides, empty packs and sacks, a crate of tools (hammers, 
  nails, saws, brushes, steel pitons etc), pots of glue, pots of paint, 
  crates of animal bones and teeth, coils of rope (4 coils of 50ft 
  rope), and a small pile of wooden boards, table and chair legs 
  etc.
  The store room is Velkesh’s idea to keep supplies on hand for 
  maintaining the temple.    
  Area 5 – Guard Room
  This room has a table and chairs located just inside the doorway, with 
  well-worn cards and coins scattered across its top. Barrels and iron 
  barricades are piled deeper in the room.  
         
  There are 6 copper pieces and 3 silver pieces on the table. The 
  cards are worn but serviceable. A close examination – DC 15 
  Intelligence (Investigation) – reveals that these are very subtly 
  marked. If used by a gambler who is aware of the marks that 
  gain advantage to all checks with the deck. 
  At any given activity cycle at least 2 Orc Warriors are stationed 
  here, sometimes up to 4. The iron barricades are heavy, 
  requiring at least 2 people of 12 Strength to move them. Their 
  ‘outward’ faces are studded with blades, spikes and hooks to 
  make climbing difficult and dangerous. The barrels (8 in all) 
  are filled with oil, and concealed in one corner is a satchel 
  containing a dozen torches and flint and tinder.
  Defence Point
  When the alarms sound the sentries here drag the barricades 
  out to block the exits to Area 2 and Area 6. The barricades 
  provide half cover (+2 AC and Dexterity saving throws) for 
  anyone manning them, and are high enough to require a DC 
  12 Strength (Athletics) check to clamber over. Failure indicates 
  1d4 slashing damage is taken. 
  The barrels are filled with naptha (flaming oil), and can be 
  tipped from behind the barricades to spread out toward the 
  entrances (the floor slopes slightly downwards toward the 
  outside). Each barrel can cover 4x 5’ foot squares. The oil creates 
  difficult terrain when unlit, and if lit burns for 1d6 rounds, 
  causing 1d6 fire damage per 5’ section entered. Burning the oil 
  consumes it. 
  
  12
  Area 6 – The Rope Bridge
  A worn and weathered bridge made from thick rope and wood planks 
  spans the gap here, linking the hill to a small island. The bridge is 
  affixed to what appear to be the cracked foundations of a stone bridge, 
  long since fallen into the lake. Below it you can see a couple of broken 
  stone supports jutting from the water. 
  The rope bridge looks very fragile, but is actually structurally 
  intact. It creaks alarmingly when used, and will dip to within 
  a few feet of the lake at its centre when crossed, but is not in 
  danger of failing. The rope and boards are slick with moisture, 
  making it resistant to attempts to burn (fire), but it will collapse 
  after taking 10 or more points of slashing or fire damage. The 
  orcs may use this tactic to limit access or trap attackers during 
  an assault.  
  Area 7 – Monastery Tower
  This round chamber is almost completely bare save for a scattering of 
  loose stones and bricks and a small exposed recess in the east wall at 
  around head height. A metal ladder is fixed to the west wall, leading 
  up to a trap door in the ceiling. 
  There is nothing of significance in this room. The recess in the 
  west wall was once a secret niche that held the hilt of Granfang 
  (see Area 8). A close examination matches a loose stone on 
  the floor to the niche, and that once in place the niche is very 
  difficult to detect (requiring a DC 16 Wisdom (Perception) to 
  do so). 
  The ladder is safe to use, with only a surface coating of rust.   
  Area 7a – Tower 2nd Level
  This circular room is dark, with no windows in its walls. A metal 
  ladder on the east wall leads up to a trap door in the ceiling. Placed 
  against the walls are several crates and a rack of bows. A trapdoor in 
  the floor leads down. 
  There are 4 longbows here in usable condition. One of the 
  crates holds dried foodstuffs, and the other is partitioned into 
  two sections each containing 50 crossbow bolts and 50 arrows. 
  There are no crossbows, however.
  The ladder is safe to use, with only a surface coating of rust.   
  Area 7b – Tower Top
  The tower top is partially open to the elements, with only a 3 foot-high 
  half wall enclosing it, leaving around 4 feet open on all sides before 
  the conical roof blocks out the sky. Several shingles are missing from 
  the roof, and the stones are slick with moisture. Hung from the rafters 
  is a massive iron bell. Several cogs and gears still cling to a broken 
  mechanism above the bell, though it is clear that numerous parts are 
  missing.    
  There is 1 miserable Orc Warrior here at all times. If an assault 
  force is sighted, the orc strikes the bell repeatedly to raise the 
  alarm (See Sounding the Alarm above). The low wall offers 
  half cover (+2 AC and Dexterity saving throws) to defenders, 
  but the tower top is fairly open.  
  The bell used to have an elaborate clockwork mechanism that 
  struck the bell at pre-set times. This has long ceased to function, 
  and parts have been lost, but the striking arm remains and has 
  been removed to allow the orcs to manually strike the bell as 
  required. 
  Area 8 – Prison
  This large chamber has been sectioned into two halves by a wicked 
  looking series of iron bars, rods and scraps lashed together with rope 
  and chain to create a makeshift cell block. On the near side a splintered 
  and hard worn table and chairs dominate the room, its heavily scarred 
  top covered with a scattering of food, mugs and coins. On the opposite 
  side a group of filthy prisoners stare at you through the sharp mass 
  of metal.
  There are 3 Orc Warriors inside the monastery, with at least 
  1 watching the prisoners at all times. The other two might be 
  here as well (playing cards or knucklebones) or resting in Area 
  9. 
  The bars are somewhat makeshift, but would still take 
  considerable time and effort to dismantle. The cell has a 
  functioning door, with a heavy padlock on it. The orcs have 
  the key, or it could be opened by a DC 12 Dexterity check using 
  Thieves Tools.  
  The prisoners are Antivar and his remaining retainers – a 
  couple of which are guards, but the rest are servants. Lira will 
  not be here as the shaman Suthrain now keeps her close. If 
  freed, Antivar is grateful, but does not wish to leave without 
  Lira or his family sword. He knows Lira has been ‘making 
  herself useful as a historian’ to the tribe’s shaman, and while 
  she used to sleep with the prisoners she is only brought back 
  infrequently now. As for his sword, he has no clue where it is, 
  but assumes the chief has it due to its high quality. The family 
  heirloom is integral to his honour, and he declares he’d rather 
  die than leave it. If asked for a description he’ll indicate it has 
  a distinctive golden basket hilt with the coat of arms of the city 
  of Baldur’s Gate stamped on it. If asked further he’ll think to 
  reveal it is a rapier.   
      
  If the PCs take the time to search the room they can get a 
  handful of coins from the table (9 copper and 5 silver pieces) 
  and discover that one of the chairs has a sword hilt jammed 
  into it to act as a replacement for a missing leg. The blade is 
  shattered about 6 inches from the hilt, but the elaborate hilt and 
  guard are unmistakably unique. The blade detects as magical, 
  and while it is not usable as a sword it can be as a dagger (albeit 
  slightly unbalanced), and it grants a +1 AC bonus if grasped 
  (practically it could also be held in off hand in combat). More 
  importantly, it is the hilt of Granfang, the sword that slew 
  
  13
  Lashpera centuries ago. The blade fragments can be found in 
  Area 35. 
  Area 9 – Sleeping Pallets
  Four straw pallets surround an improvised firepit in the centre of the 
  room. The chamber is otherwise featureless.
  Monastery duty is tedious, but it does allow for more room 
  than in the main temple. The four pallets have a few personal 
  items, weapons and coinage belonging to the 4 orcs stationed 
  here (a total of 14cp, 15sp and 3gp can be collected). The firepit 
  is a circle of stones from the building arranged around a stack 
  of ash and wood.    
  Area 10 – The ‘Shallows’
  A natural trail slopes down to the water’s edge here. Several rocks 
  protrude from the lake, and a couple of wooden planks have been laid 
  across to connect two of the larger ones. Across from the island is a 
  small opening leading into the hillside. The opening clears the water 
  level by only 2 feet. 
  The shallows are actually the remains of the stone bridge at 
  Area 6, fallen into a jumble of blocks below the surface with 
  only a few protruding. These are worn and slippery, requiring 
  a DC 14 Dexterity (Acrobatics) to traverse – hopping from one 
  to the next - without falling in. The wooden planks provide a 
  stable surface to the limit of their reach (no checks required). 
  The planks were laid by an enterprising orc that pulled ‘latrine 
  cleaning duty’, and they have been left in place to facilitate that. 
  The remainder of the planks are in Area 11. Unless the planks 
  from Area 11 are added, there is no way to traverse this entry 
  from this direction without getting into the water.
  Area 11 – Waste Runoff
  The stench of rot and faeces emanating from this area is almost 
  overpowering. This room is split into two levels, with an upper 
  landing that has a set of stairs down to a pair of stone platforms 10 feet 
  below - just above water level. From the look of it, the upper landing 
  serves as a latrine, while a narrow chute in the east wall seems to 
  allow garbage in. A couple of planks have been placed across the 
  channel to reach another stone platform, which has more planks and 
  crates stacked on it. 
  The water in this chamber is horribly befouled. Anyone wading 
  or swimming in it must make a DC 14 Constitution saving 
  throw or gained the poisoned condition. Affected creatures get 
  another save each hour to negate it. In addition, regardless of 
  saving throws, the creature reeks to high heaven. All attempts 
  at Stealth are at disadvantage as their stench proceeds them. A 
  happy side-effect is that the dogs in Area 14 will not attack 
  affected creatures under any circumstance, instead whining 
  and slinking away.  
  The eastern chute is only 1 foot wide and 2 feet high, too 
  narrow for most PCs to enter. It leads up to the kitchen (Area 
  12). The crates have soiled cleaning supplies (buckets, rags etc) 
  and there are 4 additional planks (6 foot long) against the wall. 
  The planks can be used to ‘bridge’ the platform with the stones 
  at Area 10, by resting them on small niches in the tunnel out. 
  This allows for walking above the fetid water.
  Area 12 – Kitchen
  Lingering heat can be felt throughout this room coming from the 
  shimmering coals of the massive fireplace dominating the entire 
  south wall. Huge metal spits attest to the regular roasting of animals. 
  Benches to the east and west are piled high with pots, pans, and knives 
  of all shapes and sizes. In the middle of the west wall a narrow chute 
  descends, its mouth stained with dried blood and chunks of flesh.
  If the PCs enter this area just before dawn or dusk the oven fires 
  will be in full blaze, and 3 orcs will be cooking one of the two 
  major meals of the day, with the odd youngling underfoot or 
  fetching ingredients from Area 13.
  The chute is 1 foot wide and 2 feet high, and empties into Area 
  11.    
  Area 13 – Pantry
  This room smells heavily of blood, and the floor is covered in old 
  brown stains. Dozens of animal carcasses hang from hooks all around 
  the room, some fresh enough to continue to drip. Against the south 
  wall are a number of wood crates.
  The carcasses (mostly deer and boar, with the occasional bear 
  or wolf) hang from all points, making this room difficult to 
  traverse and to see through. Any fighting in this room offers half 
  cover (+2 AC and Dexterity saving throws) to any participants.
  The crates contain a few root vegetables and a few other edible 
  plants. A half a dozen clay jars in one crate hold dried herbs for 
  seasoning. 
  Area 14 – Kennel
  The unmistakable scent of dog wafts from this chamber as you 
  enter.  Piles of straw and bones lie scattered about. Hung from a rack 
  near the entry are various leather harnesses and animal training 
  accoutrements. 
  The kennel contains 6 fully grown dogs and a dozen puppies. 
  The dogs are bred to be both track and bring down quarry, 
  whether animal or humanoid. The dogs are loved by the tribe, 
  but are still vicious and ill tempered – much like the orcs 
  themselves. 
  When taken into battle, the dogs are fitted with leather and 
  metal harnesses, offering them an AC of 14. These are kept on 
  
  14
  the rack here. If the alarm is raised several orcs may attempt to 
  fit the dogs with war harness. This takes 1 minute (10 rounds) 
  per dog. 
  On the north wall there are a few iron fittings and smooth holes 
  set into the stone, as if something had been removed. This was 
  once the outer works of a winch mechanism that raised the 
  portcullis at Area 23. While the internal components are still 
  inside the wall, too little of the external components remain to 
  make it functional again.  
  Area 15 – Common Hearth
  This chamber is packed with straw pallets in small clusters, with 
  narrow walkways between them. Braziers are located throughout the 
  room, providing both light and heat. The walls are covered with a 
  patchwork of banners, hangings and washing lines. 
  The dozen (or so) orcs assigned to domestic responsibilities 
  and equal numbers of younglings live here, amidst the shared 
  accommodations. Except at meal or incursion times most will 
  be found here, though each has duties at varying times of the 
  day or night. Each pallet has a variety of personal possessions 
  and trinkets, but no coinage (only active warriors get a share 
  of the loot). 
  Despite not being full warriors the male and female orcs 
  and younglings here are not defenceless, for orcs are hardy 
  and brutal, and even the weakest can hold their own. The 
  inhabitants here will attack intruders and participate in defence 
  of the temple. Unwary adventurers might fall to their blades as 
  easily as those of the warriors.                    
  Area 16 – War room (Velkesh’s quarters)
  A huge table dominates the centre of this room, covered with a worn 
  and marred map of the area, its corners held down by embedded 
  knives. In the torchlight you can see writing and symbols drawn at 
  various points on the map. A set of shelves nearby holds inks and 
  small figurines. A banner bearing the symbol of Gruumsh hangs on 
  the south wall, while one bearing the symbol of Illneval hangs on the 
  north.  
  Toward the back of the room is a plain cot, a weapon rack and an 
  armour stand.
  This chamber is where Velkesh and Grushnak plan out raids 
  and track the locations and movements of other tribes or 
  threats in the region. Anyone who can read Orcish can interpret 
  the map, and pick out the location of not only the temple, but 
  several other orc and goblin tribes in the Wood, as well as the 
  cave of a troll called Brulgurt. A couple of other marks are more 
  speculative, suggesting the possible presence of a wyvern lair 
  and a web-nest of ettercaps (these are for the DM to develop if 
  they choose). 
  The shelf holds quills and a series of coloured inks for marking 
  the map, as well as dozens of small wooden figurines that 
  have been carved in amazing detail, representing orc warriors, 
  scouts, goblins, trolls, dragons and men. Various colour seem 
  to split these further into factions or groups. Some orcs bear 
  the Troll Claw symbol, and some humans are adorned with a 
  Flaming Fist symbol.
  Depending on the time of day Velkesh might be found here. 
  He currently sleeps during the day and is active at night.
  Area 17 – Treasury
  This door is locked – requiring a key (either from Grushnak 
  or Velkesh) or a DC 16 Dexterity check using Thieves Tools to 
  open. The door/lock could be broken, but it is very sturdy (AC 
  14, Damage Threshold 5, Hp 5).   
  This chamber is filled with crates and boxes, with several bolts of cloth 
  leaning against the far wall. Dominating the centre of the room is an 
  ornate, unlit brazier made of iron and silver.
  This room holds anything of worth that the tribe has collected 
  either from the temple itself, or on its various raids that did not 
  get put to immediate use or allocated to an individual. 
  The ornate brazier is a remnant from the Cult of Lashpera, and 
  though a potent item it comes with potentially devastating 
  drawbacks. The orcs know how to use it, but Velkesh is still 
  trying to determine a tactical way to employ it without it 
  causing more damage than benefit.
  Brazier of Woe – Wondrous item, very rare.
  This ornate brazier of iron and silver is cast to show demonic 
  features over its entire surface. It weighs 200lbs and is 
  cumbersome to move. When incense and wood is placed in 
  the brazier (any of either, but enough to fuel a fire) and the 
  command word spoken the brazier catches alight and burns 
  for 10 minutes, producing a cloud of purple smoke in a 20 foot 
  radius. Anyone who spends 1 or more rounds in the smoke 
  must make a DC 14 Constitution saving throw (those in the 
  smoke may voluntarily fail the saving throw if they choose) 
  or become intoxicated, incurring the poisoned condition but 
  gaining an additional 1d8 to any damage roll (of the same 
  type as the source of the damage). This effect lasts for 1 hour. 
  Anyone spending 5 or more rounds in the smoke must make 
  a second Constitution saving throw, this one at DC 16 (which 
  may be voluntarily failed). Failure indicates that the individual 
  becomes Confused (as per the spell), but has their Strength score 
  increased to 20 (if it is lower, or no change if it is higher). This 
  secondary effect also lasts for an hour, and stacks with the 
  initial effect. Creatures immune to poison are immune to all 
  the effects of the Brazier. A creature can only be affected by the 
  brazier once per day. 
  The crates contain various items;
  • 
  Miscellaneous religious iconography from the original 
  
  15
  temple (Geb) and the secondary temple (Lashpera) 
  including various censers, symbols, texts, tablets, bowls, 
  ewers etc made of silver, iron and gold chasing, weighing 
  400lbs and worth around 400gp (1gp per pound). Specific 
  attempts to sell to collectors or historians might increase 
  the value by an additional 50% at the DMs discretion)
  • 
  The bolts of material are 7 lengths of silk (6 feet by 25 feet 
  long) that are only slightly soiled and worth 200gp each 
  currently – less if they can’t be kept clean before being 
  brought to a viable market. The orcs recognise the potential 
  value of the cloth but have no use for the flimsy material.  
  • 
  One crate contains a dozen mostly rotten books, with only a 
  few vague passages and pages still legible. However, there 
  are two books of worth. One – mostly damaged - contains 
  a formula for creating potions of levitation, assuming the 
  reader has the magical aptitude and the correct ingredients 
  (DM’s discretion as to what level of detail is required). The 
  other ‘book’ is actually a series of incredibly thin stone 
  plates threaded together with iron rings. The plates have 
  extremely fine etchings on them, and the book is amazingly 
  durable (Damage Threshold 7, Hp 5). It is a copy of the holy 
  text of the religion of Geb (written in an ancient dialect of 
  Mulhorandi). To a collector it would be worth 400gp. To a 
  priest of Geb it would be priceless.
  • 
  One crate holds a venomous snake that lies atop a dozen 
  sacks. The snake if the chief’s pet and viciously attacks 
  anyone else opening the crate. The sacks hold a total of 
  378cp, 279sp, 329gp and 34pp spread randomly throughout 
  the bags.
  • 
  Antivar’s sword is casually tossed into a corner here. 
  It is a Rapier +1, but no self-respecting orc would wield 
  it. Grushnak recognizes its value as trade, sale or even 
  ransom, but not as a weapon.  
                     
  The secret door in the north wall is exceptionally well hidden, 
  both in its construction and in the fact that the silk bolts have 
  been placed against it. It would take an amazingly perceptive 
  individual – DC 20 Wisdom (Perception) - to spot it in 
  passing or one highly attuned to details – DC 16 Intelligence 
  (Investigation) to find it on a painstaking, detailed search. 
  Area 18 – Great Hall
  This massive chamber is lit by torches on sconces around the walls, 
  two bronze braziers to the east and a massive fire pit carved into the 
  floor in the centre, and the smell and haze of smoke hangs in the air. 
  The bulk of the room is dominated by two long wooden tables with 
  bench seating for as many as two dozen, while a raised platform to the 
  east holds the chieftain’s chair, along with four other places of honour. 
  Heavy tapestries hang on the walls - half a dozen in all – depicting 
  various battle scenes. In the tapestries and on free standing banners 
  the Troll Claw symbol of the clam is prominent.     
  At dawn or dusk most of the clan and clan leaders are here 
  – feasting, drinking, boasting, and having brutal but good 
  natured (relatively speaking) contests including arm wrestling 
  (and occasional finger breaking), knife throwing (at each other’s 
  plates, mugs etc) and insult hurling. Occasionally Grushnak, 
  Velkesh or Suthrain will engage in oratory or storytelling, each 
  expounding on their topics of expertise. The main seats are for 
  Grushnak, his favoured consort (Relgri at this time – see Area 
  22), Velkesh, Suthrain and the last is a reward for a warrior 
  who recently earned distinction. If the hall is full Lira will be 
  here also, collared and sitting at Suthrain’s feet behind the main 
  table.
  At all other times the hall is quiet, but retains the heat and some 
  smoke residue.
  Both the concealed doors (north leading to Area 21, and 
  east leading to Area 17) are hard to detect due to the heavy 
  tapestries, requiring a DC 16 Wisdom (Perception) check to 
  discover. 
  Area 19 – Temple
  This large chamber is a confusing jumble of clearly clashing themes. 
  Once some kind of temple, the bas-relief on the walls have been 
  scratched and painted over, and several layers of wall hangings 
  depicting clashing themes of stone, destruction and mysticism have 
  been placed around the room. The centre of the room is a jumbled 
  mess of shattered stone pews, draped with cloths and festooned with 
  candles and freestanding iconography. It gives the effect of a demented 
  miniature mountain range. To the west an alcove holds a shattered 
  stone altar, draped across which are the desiccated remains of 
  creatures - organs, skin and bones all arranged in intricate patterns. 
  The chamber is jarring to look across.
  During the day Suthrain and Lira are likely to be found here 
  discussing the lore of the temple, or planning a sortie into the 
  lower levels. While both appear to be enthusiastic about the 
  discussion, Lira will have a slave collar on, ensuring no one 
  mistakes her for a willing participant.  
  Suthrain is a mystic, one that has no fixed focus or path, but 
  collects a hodge-podge or various lore, talismans and techniques. 
  Anything she feels she can use to increase her power, and the 
  power of the tribe is added to her eclectic repertoire. The orcs 
  put up with her vaguely blasphemous and erratic ways for two 
  reasons. The first is that it is undeniably effective. Her influence 
  has allowed them to become powerful and feared. She was the 
  one who animated their Tribal Totem – the Troll Claw – and 
  her knowledge and magic have carried the day in many battles. 
  The second is that they fear her – though they will not admit it. 
  So she is given latitude to collect and experiment. Eventually 
  the tribe’s fear may lead to them turning on her, but for now 
  her use outweighs their discomfort.           
  A detailed search of the temple indicates it was once a shrine to 
  
  16
  Geb, and the original bas-relief reflect scenes of earthen caverns 
  and strange underground ecologies. These are mostly scratched 
  out and covered over, and little of the original content can be 
  discerned. The layer on top of this are paintings of a dark, hag-
  like figure emerging from the dark caverns to wreak death and 
  destruction on her foes, with various human and humanoid 
  tribes falling to her attacks. Interestingly, these are relatively 
  sophisticated paintings, and many are designed to make use 
  of the underlying bas-relief (for example having the avatar of 
  destruction emerge from the pre-existing bas-relief caverns). 
  Searching the room finds numerous eclectic ‘ritual’ objects 
  from various religions or mysticisms, and a successful DC 
  14 Intelligence (Arcana or Religion) will determine that most 
  of these are a piecemeal selection of bits and pieces from 
  numerous sources, none of any real power or worth.
  The exception are the collection of items on the altar. The 
  collected entrails, if used correctly and within 10 minutes of 
  the kill and dissection, give advantage on the saving throw for 
  a Contact Other Plane spell. Unfortunately for any PC casters, 
  the ritual involves fresh offerings from a rare and dangerous 
  creature (a Nothic) as well as precise knowledge of timing and 
  arrangement of the parts which they will find almost impossible 
  to duplicate without detailed instructions. In addition to the 
  ‘divination’ parts, there are 3 small jars (unstoppered) here 
  filled with a pungent translucent liquid, suspended in which 
  are centipedes (think tequilla and worms). These are magical, 
  and are in fact newly crafted Potions of Climbing, assuming one 
  has the stomach to consume the contents.
  Area 19a – Closet
  This tiny room has dozens of cloaks, robes and vestments hung on 
  pegs. All look tattered and moth eaten.
  The clothing here is a range of garments from both the Geb and 
  Lashpeera cults, most of which are as poor as they seem. There 
  is a single ragged cloak that is stiff and rough to the touch, 
  almost like it is crusted in sand or salt. It is Calcified Cloak, a 
  common wondrous item that offers a +1 bonus to AC. However, 
  it also interacts oddly with the calcification effects of the lower 
  levels, increasing the AC bonus to +3 (total), but the renders the 
  wearer more susceptible to the aura, incurring disadvantage to 
  saves vs the calcification process. These additional effects only 
  occur on Level 2 and 3 of this location (See Calcification Aura, 
  Lower Level 1).
  Suthrain knows what the cloak does, but is fearful of its effects 
  within the temple.              
  Area 20 – Shaman’s Quarters
  A thick incense haze fills this room, obscuring vision and filling your 
  nostrils with a sweet, cloying scent. The room is lit and heated by a 
  large central brazier, and the walls are hung with gauzy fabrics. A 
  dresser and mirror stand against the west wall, and a huge pile of 
  cushions in the northeast corner seem to serve as a bed. 
  During the day this room is likely to be empty, but at night 
  both Suthrain and Lira are found here. Unless the alarm 
  has been sounded they will both be abed, and possibly in a 
  compromising position. Lira has seduced Suthrain as a means 
  of furthering her agenda, though if this is revealed she will 
  claim it was in effort to spare her life. Should this be revealed 
  to Antivar it may sever any lingering attachment he has to Lira 
  (which is fine by her as he has served his purpose).
  The room contains little of value beyond some impressive 
  looking outfits Suthrain uses to ‘enhance’ her mystic image and 
  a handful of coins and gems (17sp, 23gp, and 4 small sapphires 
  worth 50gp each) in the dresser. There are a few grooming 
  items (hairbrush, comb, hand mirror) and a few personal 
  trinkets of no real interest. A small incense burner and a dozen 
  blocks of incense can also be found here.   
  Area 21 – Escape Plan
  A dark stairway is cut into the rock here, terminating on a small 
  pebble beach. A shallow cave holds various boxes and crates, and a 
  weathered rowboat rocks gently in time with the lapping water.  
  This exit predates the occupying orcs, and while Velkesh wanted 
  this security threat walled up, Suthrain talked Grushnak into 
  leaving it as an option (ostensibly for his favoured consort). 
  The compromise was to place a Glyph of Warding on the landing 
  just behind the tapestry to Area 18. The glyph is difficult to - 
  spot DC 13 Intelligence (Investigation) – and triggers Explosive 
  Runes that deal 5d8 thunder damage on triggering. Grushnak, 
  Velkesh, Suthrain, Relgri (current favoured consort) and Lira 
  
  17
  (a recent, secret addition) do not trigger the Glyph, and are all 
  aware of its placement. 
  The boxes and crates contain basic survival provisions (tents, 
  rope, blankets, pots, waterskins and several weeks dried 
  rations), boat repair items (hammer, nails, pot of pitch) and 2 
  spare oars. The rowboat is seaworthy – if just barely.        
    
  Area 22 – Chieftain’s Quarters
  This chamber is hung heavy with trophies and skins – both animal 
  and humanoid. Skulls, chains, weapons and a few tattered banners 
  decorate the walls. A heavy tapestry covers the entire east end, 
  depicting an impressive Orc warrior slaughtering elves by the dozen, 
  bodies piling high. A mound of furs that act as a bed dominate the 
  majority of the western half of the room, and a carved wooden throne 
  adorned with teeth, bones and furs sits to the east, flanked by large 
  iron braziers.
  This is the quintessential ‘savage tribe king’ chamber, and while 
  Grushnak actually enjoys it, it is as much a work of appearance 
  and perception as personal taste. During the night Grushnak 
  and his current consort (Relgri - Orc Warrior statistics) can be 
  found here, while during the day they go about their respective 
  duties.
  The concealed door (east leading to Area 17) is hard to detect 
  due to the heavy tapestry, but scuff marks and poor furniture 
  replacement habits leave a small section open near its base, 
  partially spoiling the effect. It requires a DC 13 Wisdom 
  (Perception) check to discover.
  The room’s furnishings are savagely comfortable, and may 
  fetch a reasonable price (150gp) if removed and sold to an 
  amenable buyer. Most of the trophies are worthless except to 
  Grushnak, who keeps the banners, bones, skulls and weapons 
  (mundane and often broken) of significant foes displayed here. 
  If PCs end their careers against the orcs their weapons might be 
  added to the display. 
  A more detailed search of the room uncovers several books 
  under the edges of the bedding, and behind the throne. Most 
  of these are local histories or political analysis of the Baldur’s 
  Gate region. These are written in common, and there are more 
  than a dozen books in all (each worth 20gp or so). One of the 
  books is actually a very rare, first edition history of the shipping 
  families, routes and cargoes that helped establish Baldur’s Gate 
  as a major power in the region. It is penned anonymously, is 
  several hundred years old and most importantly not featured 
  among the tomes of Candlekeep. If correctly identified – DC 20 
  Intelligence (History) – it could be sold for as much as 500gp, 
  or traded for special access or favours from the inhabitants of 
  the library (DM’s discretion). Grushnak keeps his scholarship 
  quiet as this does not fit the image of a savage orc chieftain, 
  though in truth this revelation would not hurt his standing in 
  the clan greatly.        
  Area 23 – The Bent Portcullis
  A massive iron portcullis blocks the hall here, limiting access to a 
  grand staircase that descends into darkness beyond. The portcullis 
  bulges toward the hall, its bars twisted and broken in a section of a few 
  feet across. Crates have been piled up here to block the hole created. 
  It almost looks as if something big and powerful struck the portcullis 
  from the other side. 
  The crates are filled with rocks, but can be shifted enough 
  to slip past. The broken bars allow medium sized creatures 
  to squeeze through, but limited to a rate of one creature per 
  round. Larger creatures take 4 rounds of wriggling to make it 
  through. The rate of egress may be important if the PCs are 
  forced to flee from Area 25 
  Temple Lower Level 1
  The Calcification Aura
  Permeating the lower 2 levels of the complex is an aura of 
  calcification. Over time everything begins to take on the 
  properties of earth and stone. Inanimate objects without 
  maintenance or proper care eventually become frozen and 
  fossilized. Living creatures that are not part of the natural 
  ecosystem of Area 36 eventually become petrified.
  The air here feels dry and dusty. Exposed skin becomes dry 
  and cracked over the course of a few minutes, and then joints 
  slowly become stiff, followed by skin stiffening and movement 
  slowing. Within a handful of hours to days a living creature 
  slowly petrifies. 
  Upon entering, and every hour a living creature spends within 
  the lower levels, it must make a DC 10 Constitution saving 
  throw. A failed save results in one level of exhaustion. Each 
  failure results in successive levels of exhaustion gained, with the 
  6th level resulting in the petrified condition. The exhaustion can 
  be relieved or removed as per normal, though the calcification 
  aura continues to affect creatures that remain within it 
  indefinitely. Priests of Geb (or another Deity that grants the 
  Domain of Earth), creatures from the Area 36 ecosystem and 
  creatures of Elemental Earth are immune to this effect, while 
  undead and constructs are less affected, though still ultimately 
  become calcified (DM determines the end results of such a 
  situation). Certain special cases apply, such as the Stone Ooze 
  and the Archivist below.    
  This should represent a limited risk for most PCs or NPCs, 
  who should not be here long enough for significant issues to 
  arise, and will begin to notice the changes if they remain for a 
  protracted period. There are a couple of exceptions, however;
  Wearing the Calcified Cloak (Area 19a) means that a character 
  incurs disadvantage to the saving throws, likely resulting in a 
  more rapid onset.
  Attunement to the Troll Claw (worn by Suthrain) will grant a 
  
  18
  character advantage against the calcification aura saves, though 
  this comes with its own issues (see the entry on the Troll Claw, 
  page 27).
  Both the Stone Ooze and the Avatar of The Opal Goddess 
  have abilities that can increase the effect or potency of the 
  calcification aura, or interact differently with those affected. 
  DM’s should be aware of this prior to commencing these 
  encounters.
  Area 24 – Grand Staircase       
  The wide stone staircase leads down, pausing briefly at a narrow 
  landing before continuing downward into darkness. To either side of 
  the landing are stone statues. They appear to have once been matching 
  figures, though their details have been rent by jagged claw marks.
  The statues once represented the figure of Geb, carved to depict 
  him as a powerfully built man, garbed in an ornate robe and 
  bracers, and gripping a staff in his hands. However, Lashpera 
  (in her opal hag-like form) defaced these statues in a rage while 
  claiming the temple as her own, leaving distinct 4 taloned claw 
  marks that can be seen throughout the lower levels. A DC 16 
  Intelligence (Religion) can reveal their original depictions and 
  religious significance. 
  The secret door behind the eastern statue can be found with a 
  DC 16 Wisdom (Perception) check. 
  Area 25 – The Well Room
  This circular chamber has a domed ceiling that rises to a height of 15 
  feet, making the area a perfect hemisphere. Closed double doors are 
  set in its west and south walls. The centre of the room is dominated 
  by a massive well that drops away into darkness. The waist high wall 
  surrounding it is scraped and chipped in places, yet unnaturally 
  smooth in others.
  The well drops away into darkness, some 100 feet to Area 31 
  below (the shaft is actually 85 feet, while the chamber itself is 
  15 feet high). The inner surface of the shaft has both strange 
  patterned smoothed areas (caused but the passage of the 
  Stone Serpent) and jagged claw marks (where Lashpera would 
  climb the shaft). The Stone Serpent is coiled directly below the 
  shaft, so any light, movement or dropped objects will gain its 
  immediate attention.
  The double doors that lead to adjacent rooms are carved stone, 
  and are slashed with the same 4 clawed marks that deface the 
  other statues and icons here. While the doors aren’t locked or 
  bound, the once metal hinges have slowly been overtaken by 
  calcification and do not move easily. A DC 14 Strength check 
  is required to open the doors, and this is a loud process where 
  stone grinds and chips away. Each time any set of doors is 
  moved, there is a 1 in 6 chance (1 on 1d6) that the hinges actually 
  break away, sending the massive stone portals crashing to the 
  floor.  
  An inspection of the walls indicate faint vestiges of murals 
  under a surface layer of calcification. These murals depict a 
  hag-like woman terrorizing villages.
  The secret door in the north wall is hidden under a layer 
  24
  25
  26
  27
  28
  29
  N
  One square = 5 feet
  
  19
  of calcification, but can be found with a DC 18 Wisdom 
  (Perception) check. Like the other doors here, the hinges are 
  transformed, requiring a DC 14 Strength check to open, and 
  have the same chances of collapsing as above.      
  Area 26 – The Unfinished Elevator
  This irregular octagonal chamber has a distinctly unfinished look 
  to it. Though the walls are roughly finished and lack the murals, 
  carvings and adornments found in other areas. Crates made of stone 
  are stacked in small clusters, and some have shattered, disgorging 
  a strange array of rocky debris. The Eastern portion of the room is 
  dominated by an alcove, with a floor of stone much lighter colour than 
  that of the rest of the complex.
  When the Gebites constructed the temple here, they placed the 
  Elevator (Area 27) dangerously close to the edge of the strange 
  underground cavern. In time this partially collapsed. Fearing 
  that the collapse might worsen, they commenced a second shaft 
  here, though never finished it. The alcove is actually the start of 
  that shaft, and is roughly 20 feet deep. The different coloured 
  stone is actually a dormant Stone Ooze that has taken residence 
  in the perfectly sized niche. The Stone Ooze is dense enough 
  that characters will not fall through or into it, but those that 
  stand on or otherwise interact with it will rouse it into an active 
  - and hungry – state.
  The crates were once wooden, now petrified under the effects 
  of the Calcification Aura. They are extremely fragile and can 
  be broken by hand, the brittle stone snapping like chalk. The 
  contents are difficult to identify, requiring a DC 14 Intelligence 
  (Investigation) check to determine they are petrified remains of 
  wood and metal cranes, pulleys, ropes and stoneworking tools. 
  Area 27 – The Elevator
  This chamber has fallen away into a massive cavern. Fifteen feet past 
  the doors the walls and floor are sheared away, leaving a vast expanse 
  beyond lit by intermittent shafts of sunlight (or moonlight) breaking 
  through the cavern ceiling. The space is huge, stretching far into the 
  distance and deep into the earth.
  An alcove sits to north, and mural of coloured stones is recessed into 
  the northern wall next to it.
  Even a cursory examination of the room indicates the collapse 
  was unintentional, cracks and crumbling stone showing near 
  the edges. Bas-relief of caverns and earth creatures – elementals 
  and bulettes among less identifiable fauna - adorn the walls, 
  ending abruptly at the collapse, clearly continuing on the now 
  missing surfaces.
  The cavern itself stretches beyond sight, the sunlight only 
  illuminating small areas within the first few hundred feet. The 
  ceiling is only a dozen or so feet above the level of the room, 
  fissures visible between stalactites that show glimpses of sky 
  beyond. These open up to the top of the hill the temple is carved 
  into. The cavern floor is 100 feet below, though this is difficult 
  to determine without better lighting.
  The alcove to the north is an elevator, though this might not be 
  obvious at first glance. It is a closed cube on 5 sides, with only 
  the side facing into the room open. It can hold up to 12 people 
  (3 per 5 foot square), though those near the open side might 
  find the ride uncomfortable. A massive chain is fixed to the top 
  (hidden while the elevator is in Area 27) that is connected to the 
  gears and counterweight that make it function (Area 29). 
  On the north wall next to it (between the elevator and the door) 
  Serpent at the Bottom of the Well
  From this point on the DM must remain 
  aware of the PC’s actions and how it might 
  precipitate an encounter with the Stone Serpent.
  The serpent is coiled up at the base of the well in 
  Area 31 on the level below. It is dozing but semi-
  conscious, can see in darkness and even sense 
  the presence of living creatures. It is fiercely 
  territorial and will attack ‘interlopers’ (it is 
  accustomed to the Stone Ooze and the Archivist).
  PCs 
  making 
  any 
  sound 
  will 
  rouse 
  the 
  serpent, 
  including 
  actions 
  such 
  as 
  loud 
  talking or actions, forcing the doors in Area 
  25, or dropping anything down the well. 
  The serpent has a passive Perception of 18, so 
  any PC actions in stealth should be compared to 
  this. It has a Dexterity (Stealth) of +8, and will 
  certainly try to ambush unwary adventurers.
  Once aroused it can reach the top of the 
  well in 1 round if it uses a Dash Action.
  It will not retreat while there are intruders, 
  fighting 
  until 
  they 
  retreat 
  to 
  where 
  it 
  can’t go (Area 23) or they, or it, are slain. 
  If the PCs retreat and take a long rest, it will also 
  take a long rest, and overconfident players might be 
  in for a shock if/when they encounter a fully healed 
  Stone Serpent.   
  
  20
  is a stone mosaic of Geb’s holy symbol, a stylized mountain. 
  Upon closer inspection – DC 14 Wisdom (Perception) check – 
  there are two stones that can be depressed in the mural – one 
  at the base of the mountain and one at it’s peak. These lower 
  and raise the elevator respectively (the peak of the mountain 
  ‘calling’ the elevator from its lowered position). There is a few 
  seconds delay, allowing an individual time to push the button 
  then board the elevator. The elevator is also slow enough to give 
  a clueless operator time to jump on once it begins its descent, 
  taking more than 2 and a half minutes to reach the bottom or 
  top (at a rate of around 1 foot every 2 seconds).
  Using the elevator without first attending to the maintenance 
  of the gears is problematic. After the first 20 feet, there is a 
  cumulative 1% chance per foot travelled that the gears will 
  seize, trapping the elevator along its course. The DM should 
  roll 1d100 and add 20. The result is how many feet the elevator 
  travels before stopping (ie a roll of 53+20 would mean that it 
  travels 73 feet before seizing 27 feet from the ground below). 
  Any result greater than 100 indicates that it makes it to the 
  cavern floor before seizing. There is an enclosed shaft for 
  the first 10 feet, then the elevator is open on all sides. If the 
  elevator stops along its journey characters can climb out, and 
  potentially back up the chain, but this will require a DC 15 
  Strength (Athletics) check, or risk falling. Alternatively they 
  could drop/fall to the cavern floor below (Area 30) if they are 
  close (or reckless) enough, taking appropriate falling damage 
  (1d6 bludgeoning per 10 feet fallen).
  Anyone riding in the elevator gets a long look at the cavern
  The stone cube slowly descends, allowing you a long look at the cavern 
  beyond. The shafts of light through the cavern ceiling illuminate only 
  a few sparse sections, but you can see stalagmites and stalactites in 
  single and clustered formations, some of which have joined to form 
  massive stone columns. The occasional winged creature flits about, 
  perhaps disturbed by your grinding descent. As the cavern floor comes 
  into focus you see flowstone and glittering mineral deposits, as well as 
  odd rigid stone formations that look a little like fossilized plants. You 
  spot small furtive movements on the cavern floor and guess that there 
  are at least a few living creatures down here.   
  See Area 36 for a more detailed description of the cavern 
  ecosystem.
  Finally, any use of the elevator generates a significant noise 
  unless the works have been oiled (see Area 29), rousing the 
  Stone Serpent and alerting the Archivist if the party has not 
  already encountered them.   
  Area 28 – Service Storage
  This small nook holds the remnants of containers, crates, pots and 
  racks of tools. Everything here seems petrified, though mostly intact. 
  This area held the tools and materials for keeping the elevator 
  works (Area 29) in good condition. Almost everything has 
  petrified over time, making it useless, though characters can 
  make out the items used to be various tools and parts (cogs, 
  gears etc). On a very close examination – DC 16 Wisdom 
  (Perception) check – the PCs can find one hammer that, while 
  covered in a layer of calcification, is actually intact, and is in fact 
  a Warhammer +1.   
  There are a dozen large stone pots here, their lids crusted shut. 
  Chipping or forcing them open reveals each contains 10 litres 
  of oil, untouched by time or calcification. If this oil is liberally 
  applied to the elevator works the elevator will not seize, and it 
  will operate relatively quietly. While the tools for application 
  are all effectively destroyed, any cloth or rags the PCs bring 
  with them would suffice to spread the oil.               
  Area 29 – Elevator Works
  This room is dominated by a massive series complex gears and 
  pulleys, with an enormous chain threaded through the works. The 
  chain appears to be attached to a massive stone cube on one end, and 
  disappears through an aperture in the floor at the other. 
  This is the works that manages the elevator. It consists of 
  several dozen cogs and pulleys, as well as a coil for the chain 
  and two wheels suspended directly above both the elevator and 
  counterweight that allows them to lower and rise in a vertical 
  manner. A subset system of smaller counter weights assists 
  to gain torque and account for the difference in passenger 
  load (which is ultimately negligible against the weight of 
  the elevator/counterweight).  A clever character – DC 14 
  Intelligence check – can figure out the basic operations, and 
  the system of weight-counterweight that allows the elevator 
  to operate, as well as the call-recall systems attached to the 
  mosaics in Area 27 and Area 30. Such characters can note that 
  the system was mostly metal now converted to stone (including 
  the chain), and also that there is a lack of maintenance and that 
  the system is likely to seize without some form of lubrication.
  The elevator works is in a very brittle state, and can be easily 
  damaged. Any rough handling or striking breaks the works 
  and locks the elevator in its current position.    
  Area 30 – Elevator Landing
  This area has roughly worked stone that gives way to a massive cavern 
  to the east, and becomes more precisely cut to the west, where a double 
  doorway lies open. One of the doors has been torn from its hinges, 
  shattered on the floor, while the other leans at an angle, the lower 
  hinge broken but the upper clinging on tenaciously.  
  If the party arrives by elevator (if it actually reaches the ground) 
  this slides smoothly to a halt with the barest audible impact of 
  stone on stone, such is the precise nature of the mechanism. On 
  
  21
  the wall directly to the west of the elevator is the same coloured 
  stone mosaic as Area 27, with the peak stone and base stone 
  acting as prompts to raise and lower. The mechanisms are 
  hidden in the wall.
  A closer look at the doors shows they have suffered from an 
  impact, the cause of which was the Stone Serpent. The doors 
  themselves are plain, but have Geb’s Symbol (a Mountain) in 
  bas relief on the face of each portal. 
  Area 30a is a small cave where the counterweight comes to rest 
  when the elevator is at Area 27. It is an otherwise plain area. 
  Area 31 – Grand Vestibule              
  If the stone serpent is undisturbed, read the following first;
  A huge black snake with reflective scales is coiled in the centre of this 
  chamber, its bulk making the otherwise large room seem frighteningly 
  cramped.
  If the stone serpent has vacated the area, read the following;
  This hemispherical chamber is similar to the one directly above it, 
  though the cylindrical shaft extends upward from the ceiling rather 
  than the floor. Directly below the shaft opening – some 15 feet above 
  – is a huge mosaic in green and blue stones depicting the mountain 
  symbol of Geb. The mosaic has ancient claw marks rent deeply into it, 
  but these have been worn smooth by the passage of the serpent over 
  time. The walls show painted murals of a monstrous woman with 
  opal skin eviscerating hapless victims of all races and cultures. They 
  are grotesquely detailed and seem untouched by the passage of time.
  Four double doorways lead off in cardinal directions, all but the east 
  stand intact and closed, their stone surfaces and calcified hinges 
  barring exit. The east portals have been sundered, revealing a cavern 
  beyond.
  While it is likely the Stone Serpent has been encountered 
  previously, this is where it makes its lair. It ignores the Archivist, 
  and nothing else enters the temple. When it (infrequently) 
  requires food, it ventures into the cavern at Area 36 to ingest 
  some of the local wildlife, having no issues digesting the stony 
  creatures found there. Most of the time it simply sleeps.
  The murals are artistically quite impressive, even if the content 
  is particularly horrific. Casual observation indicates the artist 
  has immense talent, and the realism in the art might turn the 
  stomach of individuals less used to violence than adventurers. 
  A DC 12 Intelligence (Investigation) indicates that the paintings 
  are actually relatively recent, or recently restored.
  The doors leading north, south and west will need to be forced 
  as their hinges have succumbed to the calcification aura. A DC 
  14 Strength check is required to open the doors, and this is a 
  loud process where stone grinds and chips away. Each time 
  any set of doors is moved, there is a 1 in 6 chance (1 on 1d6) 
  that the hinges actually break away, sending the massive stone 
  portals crashing to the floor.  
  Area 32 – The Grand Gallery
  Every inch of this curving hall is covered in painted murals, some 
  grand and sweeping in scope, others small and cramped, or squeezed 
  in between other scenes. The effect is one of jumbled confusion, where 
  individual scenes seem to have coherence, but there’s no context 
  between them. Some murals depict the monstrous clawed woman in 
  various acts of stalking or destruction, or basking in the adulation of 
  worshippers, but others are of seemingly unrelated scenes of stone 
  carving or construction, or scenic vistas or hellish landscapes.
  To the south are a pair of stone portals intricately carved with 
  hundreds of images of the hag-like face of the woman represented in 
  the art. A pair of statues flank the doors, dazzlingly detailed likenesses 
  of the woman with claws upraised as if preparing to strike.
              
  The gallery is the work of the Archivist, who has had decades 
  to paint this seemingly random gallery. All the scenes are in 
  fact a history of this temple, both before and after the coming 
  of Lashpera. They are not ordered however, and PCs would 
  need the Archivist’s input to make any sequential sense of the 
  depictions.
  30
  30a
  31
  32
  33
  34
  35
  36
  N
  One square = 5 feet
  
  22
  There is a section of the wall on the south side of the hall that 
  is hinged open. This is a secret door that would be otherwise 
  difficult to detect if closed, requiring a DC 18 Wisdom 
  (Perception) check. The hinges here are (and have always 
  been) stone, and are maintained so this portal swings easily. 
  Currently the Archivist has left it open. While he does not need 
  to do so to come and go (thanks to his Stonewalking ability) he 
  has done so in the hopes that the orcs (or the PCs if he is aware 
  of them) will penetrate deeply enough in the temple to find 
  it. Despite being consumed by his self-appointed ‘duties’ the 
  archivist is lonely and eager for the opportunity to converse 
  with outsiders, but will only do so if he is ‘interrupted’. He is 
  not above facilitating that interruption in some small ways.
  The doors to Area 35 are calcified like all the rest, requiring a 
  DC 14 Strength check is required to open the doors, and this is 
  a loud process where stone grinds and chips away. Each time 
  the doors are moved, there is a 1 in 6 chance (1 on 1d6) that the 
  hinges actually break away, sending the massive stone portals 
  crashing to the floor.          
  The statues of Lashpera are so detailed as to be extremely 
  lifelike, but they are simply works of a master sculptor. Each 
  is set in the same pose, but minute differences can be seen 
  between them.
  Area 33 – The Archive
  The walls of this room are carved in tiny, orderly script – clearly a 
  record or reference in an organized language. Stacks of stone tablets 
  are arranged in rows here, creating a series of freestanding walls with 
  narrow access between them. A low stack near the entry appears to be 
  the latest, and several blank and partially completed tablets lie nearby.
  Unless something has caused him to venture forth sooner, the 
  Archivist can be found here chiselling away at the tablets (after 
  all, the events of the PCs incursions are significant enough to 
  warrant recording). He will cease and interact with the PCs 
  on arrival (See below for more detail). So long as the PCs 
  are non-destructive he will be a calm and patiently precise 
  conversationalist, pleased to discuss the temple and its history. 
  If even one of the tablets or murals is damaged (or the PCs 
  have previously damaged anything he is aware of) his calm 
  façade will give way to a murderous rage, and he will turn his 
  attentions to destroying the perpetrators.      
  The room itself is the temple archive. Here the Archivist 
  records the significant events of the temple, day by day and 
  year by year. Here are thousands of tablets stacked here (each 
  2 feet high, 1 foot wide and an inch thick) and accessing older 
  ones would require a slow, painstaking restacking. The tablets 
  only have information the archivist considers significant, so 
  there are gaps in the days and months representing ‘slow and 
  uneventful’ periods of history. All the records are chiselled in 
  Mulhorandi.
  The walls are reserved for Gebite doctrine and dogma. Almost 
  everything of significance about this religion is found here 
  (it is not relevant to the adventure, but a small appendix – 
  page 43 - has been provided to facilitate this if any PCs are 
  interested). While this predates the Archivists current loyalties 
  (to Lashpera), his nature is to preserve records, so they remain. 
  The Archivist and Lira
  The Archivist is happy to share the history of the temple and 
  information on Geb, Lashpera and the time after up until now 
  (see the Background, Research and Geb Appendix sections). He 
  can confirm the known facts of the Background that pertain to 
  the temple itself, and Lashpera’s early history, but nothing on 
  her from after her death).  He can discuss the Calcification Aura 
  (page 18) and the ecosystem in Area 36 (page 25). The Archivist 
  can discuss Lashpera’s method of death, but won’t mention 
  that her ‘avatar’ is ‘returning to life’. The Archivist will never 
  lie, but he will choose not to discuss a subject, or imply he has 
  nothing relevant to say.
  The Archivist recognizes Lira as some form of incarnation of 
  Lashpera, and believes (correctly) that her presence is affecting 
  the Avatar in Area 35. He also assumes (correctly) that she is 
  hiding this fact, and though eager to see his goddess return, he 
  will try to passively assist rather than actively force the issue. 
  He will not directly talk to or engage her, nor intentionally 
  reveal her, though sharp characters – DC 14 Wisdom (Insight) 
  – might notice he constantly stares at her, as if trying to 
  memorise her and her actions. Similarly, Lira (despite being a 
  supposed historian and ultimately the driving force behind the 
  expedition) asks very few questions and also avoids too much 
  interaction with the Archivist. The DM should pit her passive 
  Deception (19) against any stated PC Insight checks to indicate 
  this seems inconsistent with her stated purpose. This is the 
  characters chance before Area 35 to sense something is very 
  amiss with Lira. If this is discovered and acted upon, Lira will 
  try to use Deception to convince the PCs she’s simply overawed 
  by the events and revelations delving into the temple has 
  unearthed. Failing this, she tries to reach Area 35, or flees from 
  the PCs to fight another day (and try to take the Opal later, 
  preferably when they are weak from combating the Avatar).
  Area 34 – The Archivist’s Quarters
  This room is an artist’s workshop of studio. Paintings and stone 
  sculptures, some only partially finished, are spread around the room 
  on various stands, benches or podiums. A rack of paints rests against 
  the far wall, and frames holding artisan’s tools – brushes and fine 
  chisels – are arranged in impeccable order next to those.
  When not recording the temple’s events in either tablets or 
  murals, the Archivist spends his time here perfecting his skills. 
  Unlike the records and murals these are the Archivist’s private 
  works, and he is more evasive (and even dismissive) about 
  discussing them, though he will concede to their accuracy if 
  
  23
  approached about their historical value. 
  The works around the room are clearly those of a master, and 
  just as clearly the same work as the newer art in the temple, 
  as well as the sculptures in Area 32. The subjects are almost 
  universally Lashpera’s opal hag form, which matches the 
  renderings of her elsewhere. While the art is masterful, it is 
  unfinished, and effectively worthless until complete.
  The artisan tools are for sculpture and painting. The paints 
  are all created from flora and fauna from the cavern and 
  surrounding woodlands. A DC 15 Intelligence (Nature) check 
  can determine this, though the thought of animal (and even 
  humanoid) blood, bone and viscera serving as some of the 
  components might give characters pause.
  Area 35 – The Temple of the Opal Goddess, Lashpera the 
  Destroyer
  As the doors grind open you see a grisly chamber beyond, and the 
  stench of decay and old blood hits you. The walls are plain stone, but 
  stained with brown crusted splashes of dried blood, like a mad painter 
  had flung it in all directions. The floor is littered with yellowed and 
  broken bones, collected in odd little piles and clusters. You can see 
  both animal and humanoid bones in the mounds. 
  A 5 foot statue of shimmering opal stands near the centre of the room, 
  but oddly off to one side. It is carved in the likeness of the monstrous 
  hag-like woman depicted in the murals elsewhere. She is dressed in 
  tattered robes and holds a hand aloft, palm out as if warding you off. 
  A shard of glinting metal protrudes from her palm.
  In a recess at the far end of the chamber is a hideously carved stone 
  altar, its stone so blood caked that the original color is a mystery. 
  An ancient corpse lies atop it, ribs snapped open, vacant eye sockets 
  staring at the ceiling. 
  The bones and corpse are the remains of sacrifices that Lashpera’s 
  cult made to her. Some are centuries old, but some date back as 
  recently as 20 years ago – the second incarnation of the cult. 
  The vast majority are ancient (and ultimately unremarkable) 
  creatures and people unfortunate enough to be swept up in 
  the cult’s last culling before a band of adventurers – including 
  Granfang’s paladin owner – assaulted and slew them and their 
  goddess. Some of the bones are newer - the remains of the last 
  cult, slain by the Archivist - though they are indistinguishable 
  from the victims at this point. The adventurer’s remains were 
  removed by the paladin for burial in the forest above. If closely 
  investigated the characters find that all the bones are fossilized 
  to brittle stone.
  The statue is Lashpera’s opal form, currently a mere statue 
  left inanimate by the assaults of the ancient heroes - a shard of 
  Granfang embedded in the Opal (the other shards of the sword 
  lie scattered at her feet). If the PCs have brought the hilt of 
  Granfang with them the sword reforms as they enter, the shard 
  pulling free of the statue. If they did not bring the sword, the 
  fragment remains where it is until removed (requiring a DC 
  18 Strength check). Inspecting the inanimate statue reveals 
  the pearly opal embedded in its palm, still shimmering (and 
  detecting as magical) despite the steel shard through it. The 
  shard would need to be removed to remove the opal. Even if 
  the statue’s hand is removed, once the Avatar animates (see 
  below), the disconnected hand still under its control (which 
  might be highly surprising to anyone holding it). The Avatar 
  can reconnect the hand by placing it back on its wrist, or can 
  simply have it hover, move and act at its command (see the 
  Avatar statblock).   
  The statue is inanimate as the PCs enter, but oddly appears to 
  have slightly different variations each time it is gazed upon 
  (slight expression changes, or minute position shifts of arms 
  or claws). At first it might seem like a trick of the light or 
  shadow, but PCs examining the statue for an extended period 
  and making a DC 14 Wisdom (Perception) can confirm actual 
  movement. The statue is regaining ‘life’ in the presence of Lira, 
  and will be fully animate in 2d4 rounds of the PCs entering 
  the room, becoming the Avatar of The Opal Goddess. The PCs 
  can attack it as it is ‘coming to life’ (and it is essentially helpless 
  at that time – considered to have the paralysed condition) but 
  the Archivist will defend his goddess. Once fully active it will 
  attack the intruders, and the Archivist will join in, desperate to 
  safeguard his goddess.   
  Treasure - Searching the room, either before the avatar animates 
  
  24
  or the dust has settled reveals a small pile of valuables behind 
  the altar - obviously a tribute to the goddess. This pile includes  
  a pile of loose coins (754gp, 679sp and 481cp) as well as 12 gems 
  (worth 50gp each) and an Ioun Stone of Insight (+2 Wisdom). 
  The corpse of the Avatar yields raw opal also (See statblock).   
  Lira and Lashpera
  Lira and the Avatar are essentially now separate but linked 
  entities, each holding a part of Lashpera’s full power. Lira is 
  a reincarnation of Lashpera’s soul, while the Avatar is only a 
  vestige personality trapped in the calcified body, driven by 
  primal urges to destroy anything and anyone that does not 
  directly serve or submit to her. While animated, the Avatar 
  recognizes Lira as ‘part’ of itself, and leaves her alone, but is 
  not under her control in any way. The Avatar recognizes the 
  Archivist as a servant, and similarly ignores him. The PCs, 
  however, are seen as interlopers to be destroyed.    
  Lira needs the Opal in the Avatar’s hand to restore herself. 
  Removing this would ‘kill’ the Avatar, or more rightly allow 
  Lira to absorb the Avatar’s essence. The shard of Granfang has 
  sundered the Opal, but once removed the gem would become 
  whole again, ready for Lira’s use. If the PCs were not present, 
  Lira believes she could pacify the Avatar with her will, allowing 
  the transfer to occur peaceably, but while they are present the 
  destructive instincts of the Avatar will take precedence.
  If the PCs don’t have the hilt of Granfang to automatically 
  remove the shard from the statue, Lira (assuming she is still 
  with the party) attempts to remove the shard under the guise 
  of “investigating the statue” or attempts to get the PCs to do 
  so. In time she could remove it from the statue, but having the 
  characters fight and slay it (or be slain by it) suits her just fine – 
  better to have them out of the way, or at least be wounded and 
  lacking resources to confront her.
  If the PCs have discovered her and driven her off, she trails 
  them here if she can, seeking to opportunistically steal the Opal 
  at the conclusion of the combat, or scavenge it after they depart 
  in the unlikely event they were to leave it behind.
  At the conclusion of the battle with the Avatar (assuming Lira 
  still lives), read or paraphrase the following;
  With a ponderous groan the statue topples, striking the floor and 
  shattering into hundreds of fragments. The hand with the embedded 
  opal clatters away across the stone, spinning to a stop at the feet 
  of Lira, who is skulking near the doors. Her twisted grin is manic, 
  nothing like the demure scholar she seemed. Grabbing it up, she 
  laughs as the stone falls away, leaving the gem free in her hands. 
  Instantly it embeds itself in her palm and she transforms into a 
  beautiful, demonic figure garbed in gothic armor, her pale appearance 
  somewhere between the scholar and the statue. “I am whole again!” 
  she exults, basking in her restoration, before turning her wicked grin 
  on you. “I suppose I have you to thank for this. What would be an 
  appropriate reward I wonder?”
  At this point the restored Lashpera has achieved her goal. She 
  has no particular plan or attachment for the temple. Her long 
  years as a slave in the abyss has educated her in the ways of true 
  power, and curbed her wantonly destructive urges. She has no 
  care for the Archivist or the history here either. But as yet, she 
  has no fixed plans on what to do next, and the PCs don’t factor 
  in at all. All she really wants is to survive and go forth to build a 
  power base and subjugate weaker creatures. Like every unique 
  demon of a certain stature she has the potential to become a 
  demon lord in time.
  The DM and the PCs can have a lot of impact on what happens 
  next. If the PCs are weak (and the DM is not confident they 
  would survive a combat), she could dismiss them as a threat 
  and simply move on. She has no specific desire to destroy them 
  (beyond the usual demonic urges). If they seem amenable she 
  might offer them a chance to serve her. She could make use 
  of mortal slaves. She feels slightly indebted and might offer 
  them a boon or favour, but only if it suits her whims – she’s 
  not bound to repay them. If they choose to attack she’s eager 
  to flex her newly renewed powers, but she’ll attempt to flee if 
  things turn against her. She won’t risk banishment back to be 
  abyss and the slavery it represents (if she’s slain in the Realms 
  her soul returns to Fraz Urb'luu in the abyss). If she is slighted 
  or defeated she will hold a grudge and seek to enact revenge on 
  the PCs in the future.     
  Area 36 – The Deep Cave
  The description from Area 27 can be paraphrased if not already 
  given. The primary cavern is 100 feet in height, several hundred 
  feet wide, almost 1000 feet long and gradually slopes down and 
  away. At the far end a series of smaller caverns and tunnels 
  lead off and deeper into the Underdark. This area is left for the 
  DM to detail or simply close off if they choose.
  The cavern itself pierces the hill above in dozens of places, 
  allowing sun and starlight in, as well as water, wind and 
  other weather effects. The cavern itself is moist and humid, 
  remaining comfortably warm in summer regardless of the time 
  of day, and cooler (though not as harsh as the lands above) in 
  winter. Water flows down constantly in rivulets from the lake 
  above, creating a cascading series of streams and pools that 
  drain out of the lowest point in the cavern. The cavern has 
  hundreds of columns, stalagmites and stalactites reaching from 
  its floor and ceiling, creating natural barriers and undulating 
  terrain. Mineral deposits in the walls cause light to reflect and 
  shimmer, and certain areas have differing bands of minerals, 
  gems or metals that change the colours and textures of various 
  sections of the walls.  
  Within the cavern is a strange ecosystem brought about by 
  the presence of the Calcification Aura, which radiates from 
  this location. Most plants and creatures subjected to it calcify 
  quickly, but over the centuries species have either partially 
  or completely adapted to it, such as the Stone Serpent. What 
  
  25
  results is a local flora and fauna that either slowly calcify over 
  their lifespan, resulting in strange preserved shrubs, ferns or 
  animals that seem like rough sculptures, or still living creatures 
  of elemental earth that resemble ‘surface’ species. Exploring 
  the cavern the PCs can document hard bodied insects and 
  bats, small rodents and creepers and mushrooms that behave 
  as they would expect, but have tough outer surfaces like rock. 
  In addition, they can find amazing fish or critters that ‘swim’ 
  through the earth as well as water, crabs that seem to become 
  rocks and vice versa, and other such wonders. There are also 
  a few bulettes (landsharks) that come and go, as well as the 
  occasional earth mephit. Somewhere in the lowest portion of 
  the cavern is a massive Elder Earth Elemental that exists as 
  a spiralled column of earth and mineral deposits, occasionally 
  changing shape or angle at its unknowable whim. The cave is 
  also a pilgrimage point for bands of Petch and Svirfneblin.    
  Aside from a few small predatory creatures (stone snakes or 
  spiders) and the occasional hungry landshark, the cavern is 
  relatively safe for PCs – beyond the effects of the Calcification 
  Aura. However, if anyone tries to damage or alter the cavern, 
  or extract any precious metals the cavern seems to come 
  alive with one purpose – destroy or drive off the defilers like 
  wrathful nature itself has turned against them. The creatures 
  all move with an unnatural coordination, and more numerous 
  and dangerous creatures begin to come forth from the lightless 
  depths below. Inexorable, this purge does not stop until the 
  defilers are driven to the surface. If the PCs trigger this, they 
  (and the orcs if they still inhabit the upper level) will be forced 
  to flee or die. The cavern denizens do not affect the Stone 
  Serpent, Archivist, the Avatar or Lira (Lashpeera), nor will they 
  extend as far as the Monastery (Areas 7-9). 
  Conclusion
  The adventure may climax and conclude in any number of 
  ways, as the PCs choices ultimately affect the environment of 
  the dungeon. 
  The PCs might defeat or release a powerful demon, trigger a 
  purge from the earth, or uncover lost lore of the region and a 
  religion rarely seen in the in the Sword Coast and the North. 
  Any or all of these things might trigger ongoing consequences 
  for the local area, Baldur’s Gate or beyond. 
  That being said, most of what occurs (or does not occur) in the 
  lower sections of the dungeon are optional encounters and 
  outcomes.
  The party was hired to retrieve Antivar, his retainers and 
  neutralise the Orc threat. Returning to Baldur’s Gate achieving 
  any/all of these goals should be considered a success, and they 
  will earn the thanks, and promised reward of Ulder Ravengard. 
  If the PCs cannot or will not retrieve Antivar, or actually get him 
  killed, they will earn the enmity of the powerful lord, who is 
  not above besmirching their reputation at the least, and making 
  their lives difficult in ways only a man with the resources of the 
  Flaming Fist at his disposal can.
  
  26
  Appendix 1 – Magic Items              
  Troll Claw 
  Wondrous item, very rare (requires attunement)
  This grisly item is a large green skinned, leathery hand suspended 
  from a thick iron chain. The long fingers end in yellowed claws. The 
  hand flexes periodically of its own accord.
  The attuned wearer gains regeneration at a rate of 1d6 hp every 
  10 minutes, provided they have at least 1 hp. The regeneration 
  ability ceases to function for 1 hour if the wearer is damaged 
  by fire or acid. The Troll Claw does not assist the owner to 
  regenerate lost limbs.
  The Troll Claw grants the wearer advantage on Constitution 
  saving throws to avoid or reduce effects that alter their physical 
  body, such as polymorph or petrification.
  The Troll Claw is not without its detriments however. 
  Attunement to the claw requires eating a portion of the flesh on 
  the item (which promptly regrows). The act itself is nauseating, 
  and most creatures find stomaching the flesh difficult. While 
  stomach acid will keep the flesh from growing, it is never fully 
  digested. The attuned creature must make a DC 10 Constitution 
  saving throw each day or suffer the poisoned condition. Success 
  means the creature feels only mildly queasy (no mechanical 
  effects). The poisoned condition might be alleviated via magic, 
  but while the flesh is ingested it can never be permanently 
  avoided. Three consecutive failed saves causes the creature to 
  vomit up the flesh, losing attunement.       
  Granfang 
  Weapon (sword), very rare. 
  This sword is an intact hilt with the blade shattered about a foot after 
  the hilt. The ‘blade’ is a collection of steel fragments held together in a 
  barely perceptible magic field. 
  Granfang looks broken and ineffective, but acts in all ways 
  (weight, balance etc) like a longsword. The weapon is solid, 
  and the sections cannot be removed (unless subject to anti-
  magic effects).
  The blade is a +1 weapon that deals force damage rather than 
  slashing damage. It also grants the wielder +1 to AC when 
  held. If subject to a successful Dispel Magic (treat as 7th level 
  effect) or anti-magic effect, the sections fall to the ground and 
  the weapon is completely ineffective until its magic returns 
  (10 minutes in the case of Dispel Magic or once removed from 
  ongoing anti-magic area of effect). If the sections are within 20 
  feet of each other when this occurs the blade reforms. If pieces 
  are ever separated, they automatically re-join the hilt if it is 
  later brought within 20 feet, bursting through containers and 
  barriers with an equivalent Strength of 30.     
  Opal of Lashpera
  Artifact (requires attunement) 
  This opal is a cream pearlescent gemstone in a circular cut 1 inch in 
  diameter. The gem seems to shimmer under any light and is warm to 
  the touch.
  The opal was once an artefact of the faith of Geb, a gem that 
  radiated strange properties tied to the earth. Its connection 
  with the tainted spirit of Lashpera has twisted it into a darkly 
  demonic item.
  The opal, when attuned, sinks into the palm of the user, granting 
  them immortality in the form of transformation into a creature 
  of elemental earth type. This transformation instantly calcifies 
  their inner organs ceasing their aging process and sustaining 
  them without food, water or the need to sleep. It also slowly 
  hardens and strengthens their flesh, granting a +1 bonus to AC 
  and +1 to Strength each month, to a maximum total of +8 over 
  8 months. This natural hardening does not stack with armor. 
  However, it also reduces their Dexterity by 1 each month, to a 
  total of 8 points loss after 8 months, as the stony form slowly 
  becomes less fluid and dextrous. 
  The attuned wielder becomes dependant on the gem. Removing 
  it results in the petrified condition. This is reversible in the first 
  8 months of attunement with Greater Restoration, but after this 
  point only the gem itself can reverse the condition. 
  Destroying the Opal
  The opal of Lashpera is both an elemental and infernal item and 
  it has existed as the conduit for a split soul. In order to destroy 
  it, the opal must be sundered, with each half taken to the heart 
  of the elemental plane of air and the Heavens respectively, and 
  there kept apart for 8 months. At the end of this time the opal 
  crumbles to dust.         
  
  27
  Appendix 2 – Creatures and NPCs
  Random Encounters
  Brulgurt the troll has adapted to his 'clawless' existence in the 
  wake of the ill-fated encounter with the orc tribe now calling 
  itself  the Tribe of the Troll Claw (a name which rankles the 
  volatile beast). 
  He has crafted himself a prosthetic claw from stone and bone, 
  garnished from local sources and sharpened to a razor's edge. 
  At the conclusion of each battle or kill the brittle claws are often 
  damaged, so he keeps replacements in his possession to ensure 
  his wicked prosthesis is always at its brutal best. 
  He has also discovered that he can dip the claws in a concoction 
  made from rotting flesh  to sicken opponents that don't die in 
  the initial exchanges of a fight, ensuring himself advantage as 
  the battle wears on. 
  He carries a belt pouch with him at all times, in which he keeps 
  a half dozen claws, a sealed pot of the foul substance he poisons 
  them with (12 doses), a chunk of uncut agate that he thinks 
  is pretty (worth 50gp) and a battered, rusted helm sized for a 
  dwarf (a trinket from his first actual fight - other than killing 
  beasts - which holds immeasurable sentimental value to him).
  Brulgurt's fondest dream is to confront the orc that took his hand 
  and use his new 'claw' on him. Its a frustrating dream because 
  the 'Orc King' never leaves his fortress (The Temple) without 
  enough guards to ensure Brulgurt is no match for them. He 
  secretly fears the orc, and the potential loss of his other hand 
  but cannot let go of his desire for revenge. Its enough to drive 
  him to go against his natural instincts and potentially ally with 
  the PCs for an assault on the Temple. 
  
  28
  Nyma, like most dryads is cautious and distrustful of 
  humanoids, particularly in this forest, where the orcs of the 
  Tribe of the Troll Claw hold sway.  
  Nyma will be cautious to the point of almost fearful of the PCs  
  upon initially encountering them. Some fast talking  - a DC 14 
  Charisma (Persuasion) check - will be required to stop her from 
  simply vanishing via her Tree Stride ability, spying on the PCs 
  from a safe distance until they leave If the PCs have druids, 
  elves or gnomes among their group, the DC becomes 12, but 
  if there are half-orcs or other savage races represented (DMs 
  discretion) the DC rises to 16. 
  Nyma is fairly well informed about the current state of the 
  Wood and the creatures within it, however will be very reluctant 
  to discuss what she considered to be secret information with 
  outsiders. If the PCs present themselves as either looking to 
  remove some of the external creatures (ie the humans who came 
  through recently) or some of the more destructive or disruptive  
  denizens (the Orcs, Brulgurt or other monsters) she will be 
  more helpful on those subjects. She can direct the PCs to the 
  temple, and she can tell them that the orcs number somewhere 
  between 20 to 30 warriors and scouts, though some of those 
  range through the woods at any given time. She is aware of the 
  human explorers, the ambush that took place not far from the 
  temple, and the subsequent capture of the survivors. Critically, 
  she can tell the PCs that the prisoners are kept in the building 
  outside the main temple complex.
  Nyma is not intended to be a combat encounter, but if forced 
  to fight she has 3 charmed Wardogs (stolen from orc patrols) 
  nearby, who arrive within one round of her call. She keeps 
  them away from the squirrels because their presence upsets the 
  little creatures. In addition she will target the largest, strongest, 
  and least intelligent looking PC to charm for protection.
  If the PCs manage to befriend Nyma, she can be used as a 
  springboard for other adventures in the Wood of Sharp Teeth, 
  perhaps asking the PCs to investigate other incursions, drive 
  off dangerous predators or the like.    
     
  
  29
  
  30
  The orc scouts are scattered throughout the Wood of Sharp 
  Teeth. They are assigned in pairs, and they work autonomously 
  from the main Tribe. Their primary roles are to hunt and gather 
  fresh food, as well as scout for threats to the Temple and keep 
  watch on the local forest denizens.  
  The scout pairs return to the temple once per week or so, in a 
  rotating roster. Scattered throughout the wood are a number of 
  small 'hunting blinds', hidden camps in small crags or shallow 
  caves where meat, blankets, fire supplies, knives, arrows and 
  the like can be found. When not returning to the Temple, the 
  patrols make use of these. The blinds are communal, and no 
  personal or valuable items are left behind.
  In addition to their weapons, each scout carries a signal horn 
  for raising the alarm across distances, but they have been 
  instructed to use them only in the most dire of circumstances 
  (full scale assault, dragon sighting etc) where the entire Tribe 
  is under imminent threat of annihilation. At first, the PCs will 
  not qualify as such a threat, and encountered scouts will seek 
  to report their presence in person, and maybe harry, snare or 
  snipe the PCs if they think they can safely do so. The scouts are 
  not interested in a toe-to-toe fight, and will skirmish only. 
  Each scout carries a handful of coins (1d6gp, 1d6sp, 1d4cp), 
  and the odd trophy or trinket they have found or made in the 
  wilderness.   
  
  31
  Orcs & Prisoners
  Antivar is a young man with olive skin, dark hair and (until 
  recently) immaculately groomed facial hair. 
  Antivar typifies some of the best and worst qualities expected to 
  be found in nobility, particularly young nobles. 
  He is entitled, arrogant (though currently less so), narcissistic 
  and blithely oblivious to his faults. He expects to be agreed 
  with when he makes a statement and obeyed when he issues 
  a command.
  On the other hand he is intelligent, brave and loyal (which in this 
  case is potentially doing more harm than good). He also takes 
  his 'noblesse oblige' (noble obligations) seriously, and considers 
  his retainers his responsibility to care for. It is the perfect blend 
  of patronising and responsible attitudes that should generate 
  mixed feelings in the PCs. 
  His current state of incarceration has dented both his confidence 
  and arrogance a little, though once safely back to civilization 
  these will recover no less for the experience. In time it might 
  lead to wisdom. 
  Once freed, he will expect the PCs to 'rescue' Lira, reclaim his 
  heirloom sword, and escort them all back to safety. If they do 
  not immediately comply with his command, he will fall to 
  reasoning, wheedling, threatening and finally begging to get 
  his way.
  If the PCs do not wish to have a group of prisoners tailing them  
  throughout the adventure Antivar may be convinced to hide 
  in the surrounding woods until their return. This requires the 
  promise to recover Lira and his rapier, and a successful DC 14 
  Charisma check (Intimidation, Persuasion or Deception apply 
  at DM's discretion, or player stated course of action).
  Antivar has no possessions when first encountered. His statistics 
  (above) assume the return of his heirloom rapier, or the DM can 
  modify if needs be.   
  
  32
  Grushnak is a massive orc with deep green skin, black hair, 
  long tusks and a mass of white scars in the left side of his face. 
  He might be considered handsome by the standards of his race, 
  and has wise eyes.
  Grushnak (left) carries with him 4 flasks of alchemist's fire 
  which he uses to 'power' his flaming greataxe. He also carries 
  a key to the Treasury (Area 17), and 54 gp, 23 sp and 13 cp 
  in loose coins. He wears an intricately carved tooth necklace 
  (worth 50gp) and has another just like it in his pouch (also 
  worth 50gp) that he plans to surprise his consort, Relka, with 
  on her birthday. 
  Lira is a pretty woman with pale skin and chestnut hear, bound 
  tightly into a pony tale. She has the mousey look of a scholar, 
  but comes to like when passionately discussing the temple. 
  Lira's statblock (above) assumes she is armed by the PCs or 
  finds a stray knife.
  
  33
  The orcs in the temple can be found in essentially three types;  
  Orc Warriors are the elite forces trained by Velkesh. They use 
  superior tactics and shields over standard orcs, and are part of 
  the reason the Tribe is so successful. They still fight with the 
  ferocity of their kind, but tend to acquit themselves in a more 
  organized fashion.
  The Orcs are more typical of their kind, lacking the regimented 
  training provided by Velkesh. Their primary tasks around the 
  temple are domestic in nature - cook the food, manage the dogs, 
  raise and train the young etc. They are every bit as deadly as 
  expected of their race, however, and woe betide adventurers 
  that scoff at a greenskin in a cook's apron or oven mitts.
  The Younglings are smaller, faster and no less ferocious that 
  their adult counterparts. It is said orcs are born with blades in 
  hand, and these children certainly reinforce that reputation. 
  There are no non-combatants amongst the tribe.
  In addition to their weapons, most of the orcs will carry a few 
  personal items or trinkets, as well as tools of their respective 
  jobs. If the temple comes under assault, they join the battle, with 
  the younglings acting as runners and scouts. Some may carry 
  flasks of Naptha (see Area 5) to use as molotov cocktails.   
  
  34
  Suthrain is a strange of seer, mystic and prophet. She is attractive 
  in her way, with smooth skin and long green hair, but madness 
  edges her eyes. She is unusual by orc standards, but is brutal, 
  unpredictable and undeniably powerful, and thus commands 
  respect and fear amongst the tribe. 
  There is no greater daily reminder of this than the still squirming 
  Troll claw that hangs around her neck. It is the symbol of the 
  tribe (having been severed by Grushnak and animated by 
  Suthrain), and acts as both figurative focus for her position as 
  'speaker for Grummsh' and literal focus for her spellcasting 
  ability.
  The Tribe has settled in the temple at Suthrain's insistence, as she 
  has become obsessed with discovering its secrets and power. It 
  has this that has caused her to form a bond (relationship) with 
  Lira, and though tells herself she is just using the scholar and 
  would discard her once her value ceased, the truth is that she 
  genuinely cares for Lira (Unfortunately the same cannot be said 
  for Lira and her feelings toward Suthrain).
  In defense of the temple Suthrain has numerous spells she 
  can bring to bear, but is acutely aware of the damage enemy 
  spellcasters could cause in the tight confines of the temple and 
  will always address this threat first. She will seek to engage 
  from behind orc lines, and will use Counterspell to counteract 
  area of effect spells that might devastate the tribes warriors en 
  mass.     
  Unlike the rest of her tribe, Suthrain is not interested in fighting 
  to the death, and if it appears the tribe will fall she will try to 
  escape using the exit and boat at Area 21. 
  
  35
  Velkesh is a powerfully built orc with skin so dark green as to 
  almost be blue. He wears hit black hair in a topknot. He has 
  scars, but unlike most orcs these are fine and small, suggesting 
  he is a skilled enough combatant to keep any wounds shallow.  
  Like the other leaders of the Tribe, Velkesh is not a typical 
  orc. Early in life he heard the calling of Illneval rather than 
  Grummsh, and though every bit as physically powerful as the 
  next orc, Velkesh is more cunning and tactically minded than 
  any other he's ever encountered. Though he is still as chaotic 
  and bloodthirsty as the rest of the tribe, he is obsessed with 
  plans and strategies over blindly bashing at an enemy. 
  Grushnak was wise enough to recognise Velkesh's talents, and 
  give him the opportunity to exercise them in a way that keeps 
  him from plotting to take over the tribe. Velkesh uses his energy 
  dreaming up clever but simple enough strategies for the tribe 
  to enact, and spends all of his time trying to force the otherwise 
  chaotic creatures into these unfamiliar methods of waging war.
  Velkesh realizes his position is as much to keep him occupied 
  as to advance the tribe, but its content - for now - examining 
  just how efficient he can make the tribe. If he ever reaches the 
  limit of what the tribe can achieve militarily, the uneasy truce 
  between himself and Grushnak will fail and there will be a 
  power struggle. 
  Even though he is no weakling, if combat breaks out Velkesh 
  will always seek orcs to command. He knows he can inspire 
  them to greater efforts that they could achieve separately, and 
  that this is often the difference between victory and defeat. 
  Velkesh carries a small journal and charcoal with him wherever 
  he goes. Contained within (in Orcish), are supply orders, 
  inventories, tactical plans and snippets from a number of 
  famous military speeches each with a simplified 'orc version' to 
  deliver to his troops. He also carries a key to area 17.
  
  36
  Lower Temple Denizens
  The Archivist appears as an old man with rough skin and white 
  dreadlocks that clatter as he moves. These resemble stalagmites 
  in their calcified state. He is garbed in a stiff grey robe.
  The Archivist, who has long since forgotten his own name, sees 
  himself as the caretaker and curator of the Temple of the Opal 
  Goddess. 
  He arrived as a priest of the Geb - one of a dozen - as part of a 
  mission that was following up on ancient lore about a sacred 
  site to Lord Earth. He was less devout than the rest - more a 
  clerk than a holy man. At this time the priesthood was failing 
  and the pilgrimage was a desperate attempt to rediscover their 
  lost deity.
  Upon their arrival, the upper levels were uninhabited, and they 
  found signs of both the original Geb occupants and that of the 
  degenerate Cult that co-opted and defaced the site. The other 
  priests were incensed, but the Archivist was intrigued, and 
  dutifully catalogued both the initial and subsequent occupation. 
  The lower levels were nothing short of miraculous to the priests, 
  as was the ecology of the caves. As priests of Geb they were 
  aware of, but unaffected by, the calcification aura.
  The discovery of the damage wrought, and the opal 'statue' of 
  Lashpera caused dismay amongst the clergy, but the Archivist 
  was struck by her beauty and power. He saw her as an evolution 
  of stone, and superior to the waning influence of Geb. It was 
  then that he finally had a religious epiphany, and turned on his 
  fellow priests, slaughtering them as sacrifice to his new mistress. 
  He then raised a new cult in her honour, but when worship 
  failed to stir her from her 'slumber', he slaughtered the cult in 
  sacrifice and, with the patience of stone - returned to waiting. 
  Over the long years his faith has never wavered, being bolstered 
  by the development of his stony form and visions of the history 
  of the temple. He is more convinced than ever his mistress is 
  close to awakening. He honed his artisan craft, and began 
  adorning the temple with statues and murals, supplementing 
  his endless records with the beauty of art.
  With the proximity of Lira, he has felt the Avatar finally begin 
  to stir. He is not sure what to expect, but devoutly prepares to 
  serve his mistress as she desires.         
  
  37
  The Avatar of the Opal Goddess is a  vestige personality trapped 
  within the stony corpse of Lashpera's transformed human body. 
  Despite the fact that Laspera's soul has moved on, the Avatar 
  continues to retain a spark of life. It is a creation of the unique 
  circumstances of its connection to the earth based ecology of the 
  caverns and the Opal's 'life preserving' properties. If shares a 
  link to Lashpera/Lira's soul.
  The Avatar was essentially inert until Lira came into proximity 
  of the Temple. Prior to this the Archivist could sense the nascent  
  spirit within the statue, but it had no 'spark'. Once Lira arrived 
  at the temple it began to draw on the shared soul to kindle the 
  embers of life within it, weakening Lira as it used her to awaken. 
  The Avatar is in early stages of animation when the PCs arrive. 
  Lira has been in the temple long enough for the sluggishness 
  of the centuries to fall away. The Avatar has actually moved 
  minutely several times before the PCs reach it, though this has 
  only been observed by the Archivist. Once Lira reaches the 
  lower levels (or maybe simply if enough time has passed the 
  Avatar has drawn from the shared soul sufficiently to animate 
  and resume a lesser semblance of what it once was. 
  The Avatar is not Lashpera. It retains vestige memories up 
  until the point of its death, and limited reasoning capacity. 
  It recognizes the Archivist as a servant though a magical 
  connection (it and the Opal actually provides the visions he 
  receives through his Story of Stone ability) and it 'feels' Lira as 
  part of itself. The creatures of the earth ecology pose no threat 
  to it. Everyone else is an intruder and an enemy. 
  The Avatar is consumed by rage at all times, and destruction 
  is its first instinct. It can suppress this drive with a significant 
  effort of will, but will only do so under unusual circumstances. 
  It can speak Common, Infernal and abyssal, though it does so 
  haltingly, with a voice like a screaming wind through stone 
  caverns - high pitched and fluctuating. It is very unlikely to 
  talk or negotiate with the PCs unless they are very compelling 
  (DM's discretion). Its one focusafter awakening is to 'cleans' its 
  temple of interuders - including the PCs and any orcs that might 
  remain. After that it will seek to range forth and recapture its 
  territory of old.          
  
  38
  The Avatar's tactics are brutally straightforward. It assaults 
  anyone it can reach with its claws, initially targeting the closest, 
  but switching to any creature that demonstrates an ability to 
  harm it. It will hammer a single foe until it drops before moving 
  on unless a more dangerous opponent presents itself. If any 
  creatures prove difficult to reach with its claws, it uses its radiant 
  beams. If the shard or Granfang remains in its palm, it uses its 
  actions to try to remove it, requiring a DC 18 Strength check (a 
  roll of 12 or better for it).  
  Shards of Opal  - Upon destruction, the Avatar shatters into 
  shards of opal. Most of these are brittle and worthless, crumbling 
  to fine powder at the touch. It is almost as if the gemstone is 
  corrupt and lifeless. This effect appears to be random and 
  inconsistent however, and some shards of opal remain intact. 
  The PCs can gather a dozen shards of opal worth  50gp each in 
  raw form, or up to 100gp each if cut and polished by a master 
  jeweller.
  DM's Note - The combat with the Avatar is meant to be hard, 
  and could very well be deadly. Between the damage immunity 
  to non magic weapons, the high AC and hit points, and the high 
  damage output the Avatar is a significant foe. Add to this the 
  Blood from Stone ability - and the likely possibility of assistance  
  from the Archivist and you could be looking at a TPK for under 
  prepared parties. There are some mitigating elements however. 
  The module provides up to 3 magic weapons, and the PCs may 
  get several rounds of attacks on the Avatar as it comes to life. The 
  shard of Granfang may limit the ranged abilities of the Avatar. 
  If this is not enough, and you feel the situation may be 
  overwhelming, you could make any/all the following changes 
  to the Avatar;
  1. 
  Change its damage immunity to damage resistance if the 
  PCs have no or only 1 or 2 magic weapons between them.
  2. 
  Make the Avatar's AC ablative. Each successful hit chips 
  away at its protective opal shell, reducing the AC by 1 for 
  each hit, to a minimum of 14.
  3. 
  Thunder Vulnerability - for 1 round after being hit 
  by a thunder based ability, any hits on the Avatar are 
  automatically critical hits. 
  4. 
  Limited Bleeding - The Avatar's Blood from Stone ability 
  works only once per creature, after which they are immune 
  to it.  
  
  39
  The Elder Earth Elemental is a new monster, and one look at it 
  should be more than enough to realize that it is an absolutely 
  overwhelming challenge for the PCs.
  It is not meant to be a combat encounter. It is meant to show 
  consequence for overly destructive or greedy behavior. The 
  Earth ecosystem is a natural wonder, and smart players should 
  realize they have stumbled onto something wondrous and 
  unique. If they act in a way as to damage this, they invite 
  repercussion.
  That being said, the cavern purge event should be played as 
  cinematically as possible, ensuring the players understand that 
  the earth itself is rejecting them for their defilement. Otherwise 
  harmless creatures should swarm them, stone plants lash out 
  and trip and drag at them, the earth should convulse, buck and 
  heave. The Elemental is here to ensure that players standing in 
  defiance of the cinematic display are faced with an obviously 
  unbeatable force, and should retreat in the face of it.
  If the elemental is roused the DM should use it sparingly rather 
  than all out. Have it menace the PCs initially, the maybe use a 
  Slam or Tremor and a legendary action or two. Then while the 
  PCs are reeling from this, have it stop and try to restore parts of 
  the cavern damaged in its assault - righting fallen pillars, plants 
  or the like. This should give the PCs ample time to retreat. 
  As the PCs exit the retreat is likely to be slowed (either they 
  have to use the elevator, climb the chain etc) so too should the 
  elemental slow to effectively allow the escape. Maybe it throws 
  a few rocks ( which should cinematically come close but miss).  
  If the PCs try to hole up in the temple (or have no ready means 
  of escape) merciful DMs might halt the elemental at the end of 
  the Area 36 cavern.
  Any PC foolish enough to continue the attack during this 
  reprieve, however, should be squashed like a bug. The 
  elemental has no mercy it its stony heart. 
  The base elemental statistics are drawn from a DM's Guild 
  product - The Planar Bestiary by Chris "Goober" Ramsley. It 
  is a great resource and I urge you to check it out. 
  
  40
  Lashpera's appearance is that of the art on the module cover 
  and on page 26, resembling a darker, demonic form of Lira.  
  Lashpera is - perhaps confusingly - the final reincarnation of 
  the fiend Lira (who was the human Lashpera) and the Avatar 
  joined once more. Whilst separate each entity was weaker 
  because of the presence of the other, the recombined Lashpera 
  is a powerful unique demon, verging on the cusp of becoming 
  a demon lord. 
  Lashpera has access to both her demon abilities, and the powers 
  of the Opal, making her a formidable opponent as the best of 
  times. When the PCs encounter her it will be at  the conclusion 
  of battling the Avatar and the Archivist, and it is unlikely that 
  they will have the resources for a direct conflict.
  The confrontation with Lashpera is not intended to be a combat, 
  though some players may push it in that direction. If the DM 
  and players wish it can become a combat encounter. However, 
  Lashpera's priority throughout the adventure has been to 
  reclaim her Opal, and use her restoration as a means to break 
  free of her abyssal master Fraz Urb'luu. Fiends that die on the 
  prime plane are banished back to the Abyss, and in her case 
  that means directly back to the clutches of her manipulative 
  master. She wishes to avoid this at all costs, and will not risk a 
  fight if it is not necessary. 
  With her restoration, her goals have shifted to amassing power 
  and security on the prime plane. She has no interest in the 
  temple or this isolated place as she did in her former life. Her 
  ability to disguise herself, charm and mislead others, and her 
  considerable knowledge, intellect and new found self control 
  will allow her to create a more sophisticated cult amongst 
  the human nobility - starting in Baldur's Gate. The PCs have 
  been useful in achieving her goals thus far, and if they appear 
  amenable she will offer them a place as favoured servants in 
  her new religion. 
  If combat does commence, she will use her abilities (Invisibility, 
  Teleport, Non detection and her illusions) to attempt to escape, 
  fearing a lucky strike or spell could banisher her back to the 
  Abyss. If she is forced to flee under threat she will harbour a 
  deep grudge against the PCs and plot to have her 'revenge' when 
  the time is right. Even if she leaves on good terms (relatively 
  speaking) her activities are likely to bring her into conflict with 
  the PCs again in the future. Lashpera's efforts to rise to power 
  in Baldur's Gate could be the hook for future adventures.            
  
  41
  
  42
  Appendix 3 – The Religion of Geb
  Geb
  Titles: King of the Riches Under the Earth, Father Under the 
  Skies and Sands, Lord Earth
  Symbol: A Mountain
  Power: Lesser Deity1
  Portfolio: The Earth, Miners, Mines, Mineral Resources
  Geb was one of the oldest gods of the Mulhorandi pantheon2, 
  and represented earth, forgecraft, riches and mining. He was 
  depicted as a powerfully built man, bear chested garbed in 
  an ornate kirtle, and bearing a stone staff. It was said he was 
  an even-tempered being of patience, caution, and - though 
  he tended to limit external emotional displays – humour and 
  appreciation. He retained good relations with most of the 
  Mulhorandi pantheon (many of which were his children) and 
  had a cooperative rather than competitive relationship with 
  other deities of earth and forge, such as Grumbar, Moradin and 
  Flandal Steelskin. 
  The Priesthood
  The Gebite priesthood concerned themselves with the earth 
  and everything in and under it (rather than on the surface). 
  They studied and promoted geology, metallurgy and mining, 
  considering the earth’s riches as Gebs gifts, and earthquakes 
  and cave-ins signs of his displeasure. 
  The Priesthood would bless mining operations, and dig 
  alongside miners as they delved into the earth. They would 
  protect, heal, and  - if necessary - rescue deep earth delvers. 
  Aside from gathering the earth's riches, the priesthood pursued 
  spelunking and discovery of mysteries within the earth. They 
  also traversed great mountain ranges and fostered relations 
  with races and creatures of the earth.  
       
  History of the Religion
  In Ancient times the Imaskari (forerunners of the great Netheril 
  Empire) captured the Mulan people from another world and 
  brought them Toril. These people brought their religion with 
  them (the Mulhorandi pantheon), and eventually with the aid 
  of AO the overgod, the Mulhorandi pantheon were able to 
  manifest on Toril to help guide and emancipate their people. 
  During the time of Troubles (YR 1358 DR) when the Gods 
  walked the surface of Faerun, Geb lead the majority of his 
  faithful to build a great temple – The Golden Forge – that 
  served to contain a great volcano that might otherwise cause 
  utter devastation to the surrounding lands. 
  In the year 1385 the Spellplague that ripped across Toril 
  effectively destroyed Mulhorand, and the Mulhorandi 
  pantheon vanished. The remnant Mulhorandi peoples found 
  themselves without their gods and enslaved by the Imaskari 
  once more.
  In the Year 1484, preceding the Second Sundering, ‘chosen’ of 
  the gods began appearing – mortals claiming to be invested with 
  divine power and mandate – and the Mulhorandi pantheon 
  reappeared as represented by these chosen – however Geb was 
  not among them. Ousting the Imaskari once more, the Gods of 
  Mulhorand remained to manifestly rule their people, as both 
  earthly monarchs and gods.        
  For the DM
  There is no official material on Geb in 5th edition as of yet, 
  hence his ‘lost religion’ status in this adventure. 
  With the geographical distance between Mulhorand and the 
  North, the loss of the Mulhorandi gods more than a hundred 
  years ago, and their recent re-emergence as apparent ‘living 
  demi-gods’, it is unlikely many in the North know much 
  (or anything) of the ‘old’ religion or the true state of the 
  ‘current’ pantheon. Given the rebuilding effort required 
  since emancipating their people from a second extended 
  enslavement, it seems likely the new pantheon are concerned 
  only with the direct rulership and advancement of their people 
  and lands, and would have little time or resources to devote 
  to the expansion of their priesthoods and religious doctrine 
  beyond the borders of Mulhorand at this time. Sources of 
  historical lore – such as Candlekeep – are significantly out of 
  date  in the current time period.
  As discussed under the Archivist's section, The cavern (Area 
  36), its calcification properties and its elemental earth based 
  ecology would have been nothing short of a miracle for the 
  clergy of Geb, seeing it as a blessing and a sign that the area 
  would be sacred to their Deity.  
  1 – Last recorded status - He may be a demi-power or even a 
  dead power now.
  2 – The Mulhorandi pantheon is a slight re-envisioning of the 
  Egyptian Pantheon. It is recognizable as such, with many of the 
  historical elements and likenesses preserved.     
  References
  Forgotten Realms wiki, 
  Powers and Pantheons (2nd edition), 
  Forgotten Realms Campaign Setting (3rd edition), 
  Forgotten Realms Campaign Guide (4th edition),
  Sword Coast Adventurer’s Guide (5th edition). 
  
  A noble scion and his retinue from Baldur’s Gate left on an 
  adventure amid much fanfare. That was two weeks ago. Rumours 
  in the taverns suggest only a single soldier returned, bearing 
  grievous wounds and a ransom demand. 
  Is this a simple case of misadventure, or are darker conspiracies 
  afoot? Can you locate and rescue the nobleman, or will you fall 
  victim to the malevolent powers stirring deep within the Temple 
  of the Opal Goddess?
  Set along the Sword Coast in the Forgotten Realms, this adventure is for 
  4-6 characters of levels 5-8.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Michah Watt - Temple of the Opal Goddess.pdf