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Features
- Black Stone - unless otherwise noted, all surfaces in the Betrayer’s Rise are made of smooth, shiny black stone. The power that pervades the place prevents the architecture from being affected by magic such as stone shape.
- Ceilings - unless otherwise noted, the vaulted ceilings of the temples chambers are 50 feet high, and its hallways are 20 feet high.
- Light - the interior of the Betrayer’s Rise contains no light sources unless otherwise noted.
- Shifting Halls - the interior of the Betrayer’s Rise is different for each group that enters. The chaotic magic of the Abyss warps the configuration to stymie explorers and baffle cartographers. The characters experience a particular version of the temple - the one shown on the Betrayer’s Rise map. If Aurora Watch soldiers or the rivals enter, they experience a different configuration.
Map Key
- R1: Entrance
- DC 10 Religion check to recognize the symbol of Avandra the Changebringer in the door.
- R2: Hall of Holes
- DC 15 History check to recognize the battle depicted on the walls as the Battle of the Barbed Fields.
- DC 10 Religion check to recognize Sehanine the Moon Weaver and Avandra the Change Bringer in the murals.
- Gibbering mouthers (3) sludge their way out of the walls and attack.
- R3: Vestibule
- North East Alcove - Clearing the rubble takes 1 hour
- North West Alcove - in Abyssal “To me, touch your hand. To me, relinquish hope. To you, accept death. To you, invite hollowness”.
- DC 13 Insight Check to understand the wall wants to devour their body but can only do so if the person has accepted that they will die and don’t struggle
- DC 15 Wisdom check to succeed and be pulled through wall (gain advantage on saving throws against being frightened for 24 hours and disadvantage on death saving throws for next 24 hours)
- North Alcove - table with skull vase
- Vase - contains withered remains of a bouquet of lilies
- Passive Perception 13 (or higher) notices jagged markings on table.
- In Abyssal, “Cast that which you value into Oblivion.”
- DC 13 Religion check recognizes “Oblivion” refers to Tharizdun, the Betrayer God of emptiness and entropy. Also known as the Chained Oblivion.
- Must place things worth at least 25 gp into the vase, then eyes flash red, offering decays, and the wall behind the table slides open.
- R4: Path of Emptiness
- Deafened while in this corridor (can only hear the beating of their own heart)
- Can’t return to R3 (one way passage)
- R5: Flagellant’s Path
- DC 13 Religion check to recognize statues as Torog the Crawling King, god of enslavement and torture.
- Passive Perception 12 (or higher) to see phrase written in Undercommon “Revel in the pain you inflict on others. Relish the pain you suffer yourself as an offering to the Crawling King.”
- Bladed Corridor - Floor tilts back and forth when occupied. Make DC 20 Dexterity saving throw taking 5d6 slashing damage on fail or half on success when entering or starting turn in hallway. “A dim burgundy glow suffuses the corridor, illuminating every razor-sharp bit of metal as dark fluid begins to pour into the cannister above the double door.”
- Opening Double Door - can only be opened by filling the cannister which takes 70 points of damage from the players. Can also pour a vial of blood (from R6) to reduce damage needed by 5 points per vial.
- R6: Cloister of Penitence
- Flameskulls (3) are released when door is opened
- Treasure - 22 gp & 4 stoppered vials of blood
- R7: Stairs Down
- Descend 100 feet to R11 (wailing grows louder and louder as they descend)
- R8: Spider’s Chancel
- Driders (2) & Giant Spiders (2)
- DC 20 Investigation check to find secret room
- Book open to drawing of stained glass window “First praise be to the Spider Queen, whose kingdom was forsaken. Next, exult the Ruiner, whose spear shook the green earth. In turn, pay homage to Oblivion and the ending of all things. And last, I give myself to the Crawling King.” DC 15 Intelligence check to realize this is a code or instruction (R9).
- R9: Basilica of Revelry
- Dancing Flames (4)
- DC 12 Insight check to determine they are looking for dance partners
- DC 12 Acrobatics or Performance check, on success flame filled with joy and will fly to the next symbol on the mosaic. On fail, it attacks.
- Stained-Glass Mosaic
- DC 11 Religion check to recognize these as symbols of evil gods
- Must press the symbols in the correct order (Spider/Lolth, Bleeding Eye/Gruumsh, Jagged Spiral/Tharizdun, Trio of Arms/Torog)
- On Success - door below mosaic opens
- On Failure - DC 16 Wisdom save 8d6 psychic damage on fail (half on save)
- Can also be broken (DC 12 Strength check/AC 11 with 10 HP)
- Will cause remaining dancing flames to attack
- Must also make DC 20 Wisdom save or be cursed (can’t regain HP until remove curse or similar spell)
- R10: Supplicant’s Pit
- DC 14 Wisdom save or go prone, can’t move, and must grovel before unseen presence (can repeat saving throw at the end of its turn)
- When prone chains slither toward character and voices say “Imprison those who cannot resist you. Drag all life into darkness.”
- DC 15 Dexterity save or be grappled by chains (DC 15 to escape) taking 1d10 psychic damage at the start of each of its turns
- Another player can attempt to pull them out (DC 15 Athletics check) but the rescuer also takes 2d10 psychic damage
- Circular Hole
- Distance from here to R12 floor is 100 feet
- Can try to catch northernmost hand (DC 15 Dexterity save) which reduces fall from 100 ft. to 30 ft. They can then climb down the rest of the way with a DC 15 Athletics check
- R11: Stairs Up
- Ascend 100 ft. up
- Wailing is loud and impossible to ignore
- R12: Threshold of the Excoriated
- Detect magic reveals and aura of abjuration on the iron doors and palms of the arms within range
- Wailing Statue
- Anyone w/in 30 ft. of the statue make DC 16 Charisma save or become cursed by Torog’s Hunger (immune for 24 hours if success). Can repeat saving throw at the end of its turn. Remove curse or similar magic can also stop it. Curse effects below:
- At start of turn, make DC 16 Wisdom save or use action to harm another creature it can see using spell or attack that would cause the most damage
- If you have < half your hit points all weapon attacks do an extra 1d6 psychic damage
- Arms of Torog
- North 70 ft. East 40 ft. West 20 ft.
- Passive Perception 13 or higher notice a throbbing, purple-black pustule (AC 17, 25 HP) in each palm
- When destroyed, one side of triangle on floor glows white
- Must destroy all three to open doors
- Iron Doors
- Only open when all 3 pustules are destroyed
- Also need a pendant that the Orcs in R14 are holding. It is in the shape of the symbol of Torog and must be placed in the center of the doors to finish the magical connection from the triangle. (I added this)
- South Hall
- Hear grinding slab noise which blocks the entrance to R14