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An alternate version of the book map. Larger, more noble.

EDIT 24/10/2021 : Reworked the DiA version to better fit the C3 and D4 description.

EDIT 04/10/2021 : Added a specific DiA version that fits better the book description + a key.

KEY :

I added grids that serve as doors between sections. Up to you to make them easily opened or not depending of the path you want your Party to take. If locked they could require a lever to be actioned in a particular room to allow access.  


C1 : Main Hallway
The main hallway ends with a giant statue of a Hellrider on horseback.

C8 : Angel Memorial :
The place is bathed with positive energy from the Celestial Plane. Up to you to have free group heal depending on your PC's state or are affect them with a Communal Death Ward.

C9 : Jander Sunstar Coffin
Even though he is impaled in Haruman's Hill, the memory of his fight at Zariel's side is honored here. His coffin being kept here as a memorial. You can have his story either remembered by a party's member on a successful history check or have Jander's diary stored here. Maybe add a side quest of delivering Jander's from his prison on Haruman's Hill and remove his curse to restore him to his former glory, thus gaining a powerful ally versus Zariel in the final battle.

C10 : Zariel Shrine
A giant painted statue of Zariel in her angel beauty, holding a replica of the famous Long Sword.. Make a wish. Light an candle. Make a prayer. Up to you to grant something to your PCs in return. If you take a handful of holy water from any of the stoups in the room and pour it on Zariel's statue, an illusory image of her appears in the center and bestow a boon on the character with her sword. (works only once).

C11 : Reliquary. Up to you to give magic items to your party or not.

  • Magic Spurs : Add +X to Mobility
  • Silvered weapons : greatsword, lance, mace, etc....
  • Pressured Canisters : the canister can be used as if it were a Potion of Heroism, so long as the spray is directed at the target’s face
  • Hellrider Badges : trinkets that glow faintly when devils are within ten feet.

C12 : Meditation Rooms
These rooms are set up for meditation and relaxation, away from the daily tasks of the temple. Each contains a small bench and storage cabinet with rations inside. A few cushions are scattered about the floor.

C13 : Sealed Chamber
Opening the door to this sealed chamber requires a DC 18 Strength (Athletics) check, or it can be beaten down through damage (AC 16 and 75 hit points). Contained inside is what appears to be a small office, complete with journals, surgical equipment, and medical robes hanging from a hook behind the door. Treasure If the characters search the room, they find a few vials of holy water and two potions of greater healing.

C14 : Embalming Supplies
This room does not include an encounter. It contains basic embalming and medical equipment. Jars, surgical  equipment, and liquids containing various alcohols and preservative formulas are placed on the various shelves. Treasure Two healer’s kits can be recovered here, and characters proficient with a poisoner’s kit can attempt to combine the various ingredients to create either two doses of Burnt Othur Fumes or two doses of Essence of Ether. Harvesting this poison requires both a DC 14 Dexterity (Sleight of Hand) check as well as a DC 14 Intelligence (Investigation) check. These checks can only be attempted once and can only assisted by those proficient with a poisoner’s kit. Failing one check renders the concoction unusable and failing both instead fills the room with the poison.

  • Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
  • Inhaled Poisons. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Part of the rooms are additions from Hellfire Requiem epic module.

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Comments

Anonymous

The book goes from C1 to C7. Pogs adds C8 to C14. You should get a writing credit.

Anonymous

love this map, but i was looking at the key and i dont see C3 anywhere. am i blind?