Parish Church

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Church; perverted by deviltry

Cult members! The dragon’s possession of the two clerics and their servants has made a mockery of the church's original purpose. Although weekly services are still held to keep up the pretence, the clerics are among the cult's most adamant proponents. They play an active role in the deception of unsuspecting victims.

1 Courtyard

During the day, the courtyard is open. A broad path leads to the doors of the temple. The courtyard itself is empty except for a gardener, and its grounds are not well tended. If disturbed, the gardener will rudely direct the characters to the main churchhouse, then ignore them.

After dark: The gates to the church are closed and barred from the inside, and two trained wolves are released to roam the courtyard. These will obey any of the five servants who care for them. The servants alternate the duty of patrolling, and two of them will be with the wolves at all times.

If a fight breaks out, the three servants who are not on patrol will hear it and join their comrades.

2 Outbuildings

The largest outbuilding is a kennel and private quarters for the dogs and servants who patrol the grounds at night. Adventurers investigating it will be rudely turned away. The other buildings house general supplies, farming tools, and the like.

3 Nave

This large room has a tile floor decorated with an abstract mosaic pattern. Several tapestries decorate the walls, depicting scenes of lush farmland and crops in various stages of maturity. A statue of Saint Elvira, carved from wood and well-painted, is mounted on a low dais at the north end of the room

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If the adventurers are just visiting, they will be met in this area by Febus, a priest of the church (see room 8). He will caution them that non-members are not allowed beyond this area. He will answer questions politely and try to find out what the characters are doing in the area without revealing any information of importance. He will not let the characters get too close to him, and if the party is hostile, he will flee and warn the rest of the temple. Alternatively, the DM could have the characters meet a temple servant, with similar results.

4 Meeting Room

This is apparently a larger room, divided by a rich blue drapery just west of the door. The area that you see is empty except for three plain wooden benches.

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Behind the drapery is a softly carpeted room with three comfortable chairs placed around a low table. A small shelf to the side holds several unopened bottles of Mescon wine, and a half dozen glasses.

5 Dining Hall

This is the room where the clerics, monks, and servants all take their meals together.

6 Kitchen

Three medium-sized ovens occupy the south wall, while cupboards take up most of the storage space. A small table is in the centre of the room. The cupboards contain grains, flour, beans, carrots, and dried meat; as well as pots, pans, platters, cups, and utensils enough to serve large and elaborate meals.

7 Meditation Cells

a. This cell is empty save for a woollen mat.

b.-d. Each of these cells is occupied by a single evil monk.

e. The prayer mat herein covers a trapdoor to a lower level (7).

If the west door to the cell area is opened, all three monks will be ready for combat (no surprise), but they will not fight unless one of the cell doors is opened. When this occurs, the one who has been disturbed will fight in his room, while the other two will spring into the hallway to the aid of their fellow. They have no treasure—their cells are bare except for the reed mats on the floors.

8 Febus's Quarters

Febus will be found here during the evening, and 50% of the time during the day. If not here, he will be tending to business in another room on the ground floor of the temple.

A small bed, a trunk, and a desk are the only items in the room. The trunk is not locked and contains only a few clothes and, perhaps, his maille armour, shield, and mace +1. Under the bed is a trapdoor leading to the lower level of the temple (area 17).

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