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Temple of Ennui

Environments Designed by Erazmas Crow

At a glance

Tier
2
Type
Event
Difficulty
14
Impulses
Go Away Not for mortals The discarded of the gods

Environment overview

A temple of the faint divinities, forgotten gods. Defaced and guarded.

Potential adversaries

Features

Passives

passive
  • Expulsion Runes

    At the start of any hostilities the temple tries to expell antagonists. Starting a count down of 3 decreasing with every action a character makes, as long a the character doesn't move from the square. 1 the corners light with runes, 2 the edges light with runes, 3 if they are still there a center rune lights and they are hurled 20ft up and towards the entrance. Taking 1d20+5 physical damage from falling. This effect is cancelled within very close range of Mushdamma.

    Questions
    • Get out, it wants you out.

Actions

action
  • Ceiling collapse
    Fear 1

    Giant lumps of masonry fall, aimed at the characters not in very close range of Mushdamma. Agility reaction roll to avoid 2d8+2 physical damage

    Questions
    • Not for those who die like bugs beneath a stone.

Reactions

reaction
  • Removal of The heart fragment.

    When the fragment is removed without a Know roll a shockwave is released doing 2d10+5 magical damage to ALL within the temple, Strength reaction roll for half. A successful roll with fear just applies this to the person removing the fragment. Fail with hope nothing happens. Fail with fear again the attempt gets dealt the magic damage. Otherwise the fragment will haved to be removed with strength roll, facing the above consequences.

    When removed the passive and activated abilities become inert.

About this environment

A massive temple with ceilings 50ft high, and defaced statues of the faint divinities lining the walls. Clean and well kept, Mushdamma waits with thier six hands resting on a fragment of Innana’s heart.

Temple of Ennui

Tier 2 Event

A temple of the faint divinities, forgotten gods. Defaced and guarded.

Impulses: Go Away, Not for mortals, The discarded of the gods

Difficulty: 14

Potential Adversaries:

Features

Expulsion Runes - Passive: At the start of any hostilities the temple tries to expell antagonists. Starting a count down of 3 decreasing with every action a character makes, as long a the character doesn't move from the square. 1 the corners light with runes, 2 the edges light with runes, 3 if they are still there a center rune lights and they are hurled 20ft up and towards the entrance. Taking 1d20+5 physical damage from falling. This effect is cancelled within very close range of Mushdamma.
  1. Get out, it wants you out.
Ceiling collapse - Action: Giant lumps of masonry fall, aimed at the characters not in very close range of Mushdamma. Agility reaction roll to avoid 2d8+2 physical damage
  1. Not for those who die like bugs beneath a stone.
Removal of The heart fragment. - Reaction: When the fragment is removed without a Know roll a shockwave is released doing 2d10+5 magical damage to ALL within the temple, Strength reaction roll for half. A successful roll with fear just applies this to the person removing the fragment. Fail with hope nothing happens. Fail with fear again the attempt gets dealt the magic damage. Otherwise the fragment will haved to be removed with strength roll, facing the above consequences.

When removed the passive and activated abilities become inert.

Discussion

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