Credits And Acknowledgments Artwork Title page: @freenone on twitter This page: "Valhalla" by Rudolf Herczog Page 3 flowers: UNKNOWN Let me know if you are aware of the source on this one Page 4 Man: offrecord on DeviantArt Page 6 woman: MissQualle on DeviantArt Page 8 moon: Final Fantasy XIV Promotional art Page 9 spike pit: Tales From The Yawning Portal

The Fall Of The House of The Moon Ours will be the grandest tribute in all o0 Buhne. This gleaming cathedral, and the area around it, will be the heavens pulled down to the our realm... A shining Utopia, without pain and without strife. -- Archpriest Duncan Vorst Shining in the Moonlight THIS ADVENTURE CONCERNS AN immaculate city, or portion of a city, devoted to the worship of the divine. This holy area is centered around a towering and flawless cathedral, built as an offering to the goddess of the moon. However, just as the cathedral was completed around a century ago, all the occupants of the cathedral and the area around it are mysteriously slain. From this point on, any living being entering into the area making up this holy section of the city is invariably killed by an unknown force. The officials presiding over this area decide that the area must be walled up, and over the next century a fifty foot stone wall is erected around the affected area, sealing off the cathedral and its surroundings from the rest of the world. Those foolhardy enough to find a way inside the old district find that a full moon perpetually hangs in the night sky within the stone walls, regardless of the time of day on the outside. Adventure Synopsis During their journey through the house of the moon, characters will encounter dangerous beings, esoteric puzzles, and deadly traps. The adventure is designed for four 4th level player characters. It is split into three main parts: Deep Harbor. The city within which the Cathedral and surrounding district are placed, the players can inquire within this city for information on the area. Eda Lunya Main Floor. The main area of worship of Lunyara, the moon goddess, and the first area the player characters will encounter. Hewn from gleaming white marble, the rooms of this area are are beautifully crafted and are quite impressive. The players must unravel the mysteries of the lost cathedral in order to advance. The Rest Of The Pious. Once the players uncover the cathedral's hidden secrets, the will gain access to the mausoleum beneath the cathedral's main floor. This area will apparently be a dead end, but upon closer inspection begins to reveal the dark truth about the place of worship. The Old Tunnels. Behind an illusory wall in the cathedral's mausoleum, a much older and much more sinister network of tunnels sprawls before the players, offering both grave danger as well as the answers the players seek. Running the Adventure To enhance the experience of the players and help you do your best job as Dungeon Master, take the following pieces of advice and information into consideration. Mapping It can be difficult to keep track of all the corridors, turns, areas, and other features of a dungeon setting, and the player characters could soon get turned around without a map. Ask for a volunteer to be the party mapper. It's the mapper's job to listen carefully to your description of each area, noting its size and exits, and to record that information by sketching on a piece of paper. Placing The Adventure The Eda Lunya, or The House of the Moon, was originally designed to be placed within the walled up Cathedral Ward of a city very much like the Waterdeep of Faerun. If you wish to place it in a published or homebrew setting, place the Adventure within a bustling metropolis.

Time of Day The Cathedral Ward has experienced a perpetual night since being walled up, and if your players decide to make the journey within its walls during the daylight hours, the feature will be quite obvious. If however the players enter the Cathedral Ward under cover of night, they may not realize the unusual circumstances of the area until taking a rest and waking up to realize the sun still has not risen.

Adventure hooks Many things might draw the players toward this mysterious cathedral. Knowledge, wealth, power, all are promised within the stone walls protecting the world from the dangers within. Any of the following reasons might be appropriate to entice your players to venture inside, and be sure to relate the information below as necessary to your players to get them interested. A Treasure Hunter's Dream The Cathedral Ward, and moreover the Eda Lunya, was built to be the jewel of the world. Untold wealth was put into its construction, and the Goddess of the Moon is not one opposed to material riches. The dangers that lie within the walls have proved an effective ward against would be treasure hunters thusfar, and the riches within the Cathedral, according to the local stories, remain largely untouched. A Thirst For Knowledge The events which created the current circumstances that surround the Cathedral Ward are entirely a mystery to those curious enough to want to study it. A local scholar named Walter Rockford, working from Ohlstadt Scholarium in the city's College Ward, has taken a keen interest in the mysteries to be unraveled within the mighty walls guarding the cathedral. Walter is interested in hiring the players as an escort through the Cathedral, so that he might uncover what happened there a century ago. He encourages the players to rest up if they accept his offer, but by the morning, Walter Rockford is not at the agreed upon meeting place. Instead, the players find a note, indicating that the eager acedemic has gone on ahead, and that the players should meet him at the Cathedral within the walls. The Dying Wish of an Old Friend If the players start inquiring around the city about the cathedral, they will recieve a letter sending for them to the wealthier part of the city, to meet with a man named Menson Welde. Upon arriving at the provided residence, they find and extremely elderly human, lying weakly in a bed and being attended to by several servents. Menson Welde explains in a quiet, ragged tone that his dear friend, Samuel Benwick, had been a priest of Lunyara all those years ago. Menson has spent the greater portion of his life despairing over the fate of his friend, and in his dying days desperately wants to know what fate befell him. He offers the players a hefty reward, if only they could settle his mind as to what has happened to Samual Benwick. Deep Harbor The city surrounding Cathedral Ward is a bustling port city, with areas ranging from abject poverty to lavish wealth. Players can spend tons of time within the city, and you as the DM are free to flesh is out as much as you feel is necessary. However, the following are some areas the players can use to gather some information before venturing into the Cathedral. The Iron Keg. A Tavern Located within the less wealthy part of the city run by the flamboyant and fast-talking half-elf Boswin Laravel. Boswin has his ear to the ground in the city, and can point the players in the direction of one of the plot hooks if they haven't happened upon it themselves. He also can provide the players with limited information on the Cathedral itself. Urban Armorers. An armor shop run by the eccentric brothers Wilhelm and Jacob. They offer the standard selection of armor. Jacob, the younger of the two, has made a hobby out of tinkering with weapons and making unusual "improvements" to them. If the players are interested in such an improvement, have them pay Jacob 50gp and roll on the weapon modification table: Weapon Modification d20 Result 1-2 The weapon breaks and will require repair 3-15 The weapon has a few visual differences, but is mechanically the same 16-18 The weapon gains a +1 to attack and damage 19-20 Choose the appropriate enhancement from the Weapon Enhancement table in appendix A Griffon's. Griffon, a red-headed human female skilled with a rapier runs a weaponsmith in the city. She offers standard weaponry for sale, and will ask for a fencing match with any player character wielding a rapier. Griffon has 40 HP and can make two attacks per turn with her rapier. (+6 to hit, 5 (1d8 + 2) damage.) If either the player or Griffon drops to half HP, the fight is over. If the player character defeats Griffon, she will reward them with a +1 Rapier. Rumors Heard in Deep Harbor Players can discover the following information by spending time in the Iron Keg, or by asking the right questions of the locals. There is an old service entrance to Cathedral Ward, used during construction to avoid the congestion of the city. It sits in a now abandoned shack somewhere just South of the wall surrounding the Ward.

It's said that the Archpriest at the time of the Cathedral's building planned on bringing down Angels from the heavans, to guard the Ward and keep the peace there.

Its said by some of the city's guards that while they

were on duty patroling the top of the wall

around Cathedral Ward, if they leaned

far enough over the inner side of

the wall, the daytime sky

turned to night before

their eyes, and back

again as soon as they

pulled back from the edge.

were on duty patroling the top of the wall around Cathedral Ward, if they leaned far enough over the inner side of the wall, the daytime sky turned to night before their eyes, and back again as soon as they pulled back from the edge. The location the cathedral

was built upon is said to have

been the site of a series of

underground chambers, older

than Deep Harber itself.

was built upon is said to have been the site of a series of underground chambers, older than Deep Harber itself. Before the wall was built, any who

ventured within the bounderies of

the Ward seemed to simply die,

as if assailed by an unseen force.

Encounters Outside The Cathedral If the characters spend time inside the ward, but outside of the cathedral itself, and make too much noise, they will be attacked by one of the invisible stalkers prowling the ward. The stalker will pursue the player characters throughout the Ward, but will break its pursuit as soon as they enter the Cathedral. The House Of The Moon The eight-fold divine

Illuminate the dark hours

A light in the black --Prayer to Lunyara Once the players are ready to enter Cathedral Ward, the Adventure truly begins. A ruined shack South of the wall holds a hidden staircase, leading downwards and north, under the wall and into Cathedral Ward. The players emerge from a marble hut after travelling North in the tunnel for some time and up a final set of stairs, into the glow of moonlight bathing the area. Cathedral Ward

The white marble of the buildings here gleam delicately in the light of the full moon hanging in the night sky above you. Temples to numerous deities stand impressively, splayed in a circle around the center of the Ward. In any other context, these temples would be a wonder of engineering and architecture, but the structure around which they pivot makes them appear no better than shacks. Gleaming even more beautifully than the rest stands a masterwork of architecture in white marble, the eight-circle symbol of Lunyara encresting its facade. Its highest tower reaches nearly four hundred feet in the air, seemingly reaching toward the moon. General Features The following facts about the main floor of the Eda Lunya are true unless otherwise noted in a specific area description. Doors. The doors are large archways of sturdy white oak, framed in carved white ivory. Light. A cool moonlight pervades the temple, brought in my a system of mirrors and lenses to even areas where it might not naturally reach. The Ward surrounding the cathedral appears pristine and peaceful, but contains numerous invisible stalkers who will attack the player characters when alerted of their presence. The door to the cathedral is a large, 20 foot white marble door, and is visible from where the players enter into the ward. It is unlocked, and will swing slowly open if pushed. Locations on the Main Floor The following locations are identified on map 1.1

1. Antechamber A cool natural glow fills this pristine entrance hall. A ten foot archway, ornately carved from ivory displaying various astronomical bodies, frames a sturdy white oak door directly in front of you. This chamber leads into the main chamber of the cathedral. Door. The door is unlocked, and will swing open when pushed. Investigation. A succesful DC 15 Intelligence (Religion) check reveals that the ivory around the door depicts the eight phases of the moon, a symbol of Lunyara.

2. Moonlight Hall The pale blue light of Lunyara's namesake floods this enormous chamber, and the white marble walls gint and glitter mesmerizingly in the moonlight. A grand contraption hangs from the chamber's arched ceiling nearly a hundred feet from the ground, a delicate network of gears and mirrors capturing the night's illumination and bestowing its calming glow upon the cathedral's interior. Dominating the chamber is an gargantuan mirror nearly 30 feet in diameter set into the set into the floor, surrounded by two concentric rows of pews. And altar of some kind stands at the North end of the chamber, with a stained glass door on either side. On the Eastern wall, another grand white-oak door stands, wreathed in carved ivory. As your eyes scan over the pews ahead of you once more, you realize that several of the seats are occupied, the occupants apparently engrossed in silent worship. The chamber occupies an area 120 feet wide and 120 feet long, its arched ceiling reaching nearly a hundred feet high. Dead Worshippers. Investigation reveals the pews' occupants to be long deceased, faces frozen in a look of calm contemplation. There are three in total; two have 2d4+2 gp in their pockets, and a third wears a silver and moonstone necklace depicting the symbol of Lunyara worth 50gp.

Floor Mirror. Currently, the mirror reflects a pure darkness of unknown origin. A succesful DC 13 Wisdom (Perception) check reveals the apparatus hanging above to be the manipulating the mirrors reflection somehow. If the player characters lean over the mirror, they will see their own reflection, though still surrounded by blackness. Altar. Hewn from the same white marble that makes up the walls of the cathedral, an altar stands centered on the northern wall. Investigation of the altar reveals two keyholes in its front. With both keys insterted, two levers will ascend from underneath a false top, and allow for operation of the apparatus above. See Figure 1.2 for instructions on its operation. Body at the Altar. Lying in front of the altar is the body of Menissa Statt, priestess of Lunyara. She holds the key to area 5 in her pocket. Eastern Door. Similar to the door in area 1. Unlocked, and leads to area 8. Stained Glass Doors. The doors to the left and right of the altar are made up of finely crafted stained glass, with floral imagery. They each lead to area 3, on opposite sides of the garden.

3. Garden Walk Pristine glass forms the inner perimeter of this corridor, and through it, the familiar, calm glow of the moon reveals a picturesque flower garden, flowers outsretching their petals to the night sky. Roughly thirty feet ahead, the hall turns sharply, and through the glass of the inner wall you see the hallway wrap around and continue back toward the main chamber, through the other stained glass door. Another ivory framed door stands on the far Western wall, and three glass doors lead into the garden, one on each of the inner walls. A plain wooden door leads out of this corridor, on the far Northern wall. Northern Door. This locked door leads to the priests' living quarters. It can be unlocked by a succesful DC 13 Dexterity check with thieves' tools, or with the key found in area 1 in the dead priestess' pocket. Eastern Door. A white-oak door framed in ivory. It is unlocked and leads to area 9. Glass Doors. The glass doors on each of the inner walls are unlocked, and all clearly lead to area 4.

4. The Garden Of Pomoea The delicate aroma of a hunderd blooming flowers lulls you into a sense of peace and comfort not often felt by those in your line of work. Undulating vines climb desperately towards the courtyard's skyward aperture. The buffet of pinks, blues, and greens is broken only by a large mosaic embedded in the ground in the center of the garden, depicting an ethereal white flower, petals closed tightly. Flowerbed. A variety of flowers cover the ground in this garden. A succesful DC 15 Intelligence (Nature) check revelas that all the flowers in this garden are those which only bloom in moonlight. If the flowers are sufficiently disturbed (stomped, pulled out, etc.), have the players make a constitution saving throw. On a failed save, they each take 2d6 poison damage. On a succesful save, they take half that. The players must immediately leave the room and allow a minute for the poison mist to disperse, or otherwise repeat this process one more time. Investigation of the flower bed reveals the first of Samual Benwick's letters. See Appendix A for the letter's contents. Mosaic. Finely laid ceramic tiles depict a delicate white, unbloomed flower. A succesful DC 12 Intelligence (Nature) check reveals the flower to be the Pomoea, a rare flower which only blooms under the light of the full moon. A succesful DC 18 Intelligence (Investigation) or Wisdom (Perception) check reveals small gaps running from the edge of the mosaic inward, where multiple pieces of the mosaic seamingly fit together. This is the entrance to the lower level of the cathedral, and will open once the players solve the puzzle in the main hall. If the players attempt to harm the mosaic in any way, vines shoot forth from the garden and arrest the character's movement, releasing only when the character is clearly no longer intent on damaging the mosaic. A succesful DC 25 Strength check will break the vines grip on the player. If the players do manage to damage the mosaic, they will find thick white marble panels beneath which are obviously designed to open, but are not able to be opened by any means other than the levers in the main hall.



5. Living Quarters Hall The unadorned wooden walls of this hall are a stark contrast to the careful craftsmanship of the rest of the cathedreal. This hall turns immediately to the right, and leads to the chambers of the occupant priests of the Eda Lunya, with the southernmost room leading to the quarters of Samual Benwick.

6. Priestly Quarters Opening the door, you are greeted by a very modest living space, with little decoration. In the corner sits a simple straw matress, with a wooden writing desk on the opposite wall. Nothing of interests occupies these chambers, but if they players wish to take a short rest, these rooms are relatively safe places. 7. Samual Benwick's Chamber The picture of a life of modest piety painted by the previous rooms continues in this one. In this room, however, the writing desk which had been empty in each other room so far is home to a piece of parchment, sitting next to a long dried pen. The letter on the desk is the second of the three Benwick Letters. See Appendix A for its contents.

8. East Wing Entering this chamber, nearly as large as the cathedral's main hall, you feel as though you're stepping into another world. An incredible detailed mural covers the walls, ceiling, and floor, depicting hundreds of ethereal white flowers, closed tightly under a moonless sky. Similar flowers exquisitly crafted from glass line a walkway up the center of this hundred foot chamber toward a grand statue of Lunyara, arms wrapped tightly around her body, in the North end of the room.

Creatures. Upon moving half the distance toward the Northern end of the room, the players will be ambushed by four shadows. The player with the highest passive perception suddenly notices that at least on of his or her companions is now casting two shadows, instead of one. Statue. Upon inspection, the statue can be seen to be holding an ornate golden key in her hand. If any of the player characters had inspected the locks on the alter in area 2, it can be seen that the strange shape of the keys head appears to match one of the locks on the altar. A plaque at the base of the statue reads:





My orders hail from way on high I cause men to fall and men to rise Never pushed and always pulled No power in the world my force can hold. (Answer: the tide)

The players must speak the answer, or otherwise communicate it in a way that the statue can perceive it. If the players have trouble, a DC 10 Intelligence (Investigation) or Wisdom (Perception) check will uncover a similar plaque on the back of the statue, which reads:



Speak the name of the testament to my strength.

When the riddle is answered correctly, the statue's hand will release its grip on the key, causing it to fall at the feet of the characters. 9. West Wing The calming glow of moonlight paired with the vision of flowers blooming beautifully along a walkway running down the center of this cavernous hall, you believe for a moment that you have stumbled outside. A second look a the flowers however reveals that they are composed of glass and blend in with the mural covering the walls depicting similar flowers, and the moonlight soaking this chamber is carried in by from the cathedral's main hall. A statue stands at the Southern end of the room, depicting Lunyara with arms outstretched toward the full moon painted on the rooms' ceiling. Creatures. Once the players have traveled half the distance to the statue, three spectres approach from behind the statue. Statue. Much like the statue in area 8, inspection reveals that the statue's hand clutches a golden key. The key appears to be a match for the other lock on the altar in area 1. A plaque hangs at the base of the statue, and reads:



Twice the opposite of back or said another way, twice and twice again fro's complement. (Answer: the number eight)

The players must speak the answer, or otherwise communicate it in a way that the statue can perceive it. If the players have trouble, a DC 10 Intelligence (Investigation) or Wisdom (Perception) check will uncover a similar plaque on the back of the statue, which reads:

Speak the sacred number of my domain.

When the riddle is answered correctly, the statue's hand will release its grip on the key, causing it to fall at the feet of the characters.



Moving Downward At this point, the players will have all they need to complete the puzzle in area 2 and advance downward into the Rest of the Pious. If they have not yet realized that the mural in area 4 is a doorway, or perhaps have not visited the garden at all, you may want to gently guide them to that realization. If necessary, you may have the players find a note from Walter Rockford, whether they spoke to him before venturing into Cathedral Ward or not, providing a hint at the existance of the doorway in the garden as well as some clue as to how to open it.

Locations in the Mausoleum The following locations are identified on map 1.2 10. Stairwell Chamber You follow the twisting staircase down from the garden, and find yourselves standing in a small chamber faced with a large, white-oak door. This chamber is hold nothing of interest, other than the door on the Eastern wall.

11. Entrance Hall The white marble making up the walls of the dimly lit entrance hall lack the gleam of the upper floor, feeling cold and sterile in the darkness. Another white-oak and ivory door stands on the Southern wall. Illusory wall. The Western wall is an illusion. A succesful DC 15 Wisdom (Perception) or Intelligence (Investigation) check will revels that something is unusual about the center of the wall, but the illusion will only be broken by physical prodding of that area of the wall, or with a DC 20 Wisdom (Perception) check. Once the illusion is broken, the characters see that a hole has been roughly broken through the wall, leading into area 16. 12. Lunyara's Rest Two doors adorn each of the East and West walls of this expansive, and seemingly untouched, mausoleum. A statue stands in an enclave on the Southern wall, depicting one man placing his hand on another's chest, an apparent gesture of good will. There are four crypts attached to this room, the Northwestern crypt being occupied by a body holding the third Benwick Letter. Each of the other crypts are empty aside from an open and empty coffin. 13. Occupied Crypt Am ornately carved coffin sits raised on a pedastal in the center of this cobweb-covered tomb. Sealed coffin. The coffin in the center of the room contains the body of a man, tucked under his folded arms is the third of the Benwick letters. Upon investigating the body, the players will notice a gold ring on its finger, inscribed with the name "Samuel Benwick." If the players take the ring from the body's finger, the body will rise as a zombie, and will attack the characters, but will not pursue them out of the room.

A Note for The DM In case you have not yet read through the adventure, it should be noted that this is not, in fact, the body of Samuel Benwick. The body in the coffin is Ernest Alwood, a fellow priest of Benwick's. Benwick is still alive, trapped in the tunnels underneath the cathedral for the better part of a century. He has mostly forgotten who he once was, and goes by the name of Seeb, taken from one of the few things he still remembers about his identity: S.B., his initials. As detailed in the 4th Benwick Letter, after Benwick fled to the catacombs from the creatures summoned to the ward by Duncan Vorst, he placed the body of Alwood in the tomb along with his ring and letter, to convice Vorst that he had perished, and hoping to give himself an opportunity to avoid pursuit by Vorst and escape.



14. Empty Crypt White marble encloses an open and empty coffin set upon a pedastal in the center of the tomb, apparently never used as it was intended to be. These tombs are empty of anything other than an ornately decorated coffin in the center of the room. Coffin. A succesful DC 15 Wisdom (Perception) check of the coffin will reveal three rubies inlaid on the coffin's surface, each worth 30gp. 15. Ruined Corridor Your senses are all at once assaulted by an atmosphere of filth and decay, in such strong contrast with the structure from which you entered. Murky water drips periodically from the ceiling of the rough stone tunnel, and a layer of scum and rust coats the floor. Two rotted barely hang from their hinges, one on either side of the hall, and the tunnel continues into darkness ahead. Trap door. A natural pit in the floor of this hall is covered by loose wood planks. A DC 10 Wisdom (Perception) check reveals its presence, allowing the players to avoid falling the ten feet to the pit's bottom. 16. False-bottomed Hallway The wood beneath your foot creeks painfully as your take your first step into this wilted hall. The hallway turns sharply left fifteen feet ahead, and a rotten wooden door stands on the Eastern wall. A series of what appears to be pipes line the length of the ceiling. The first and last five feet of this hallway are safe to stand on. However, the remainder of the floor is a false bottom, dropping beneath any character who steps on it. False floor. Any amount of pressure is enough to cause this fifteen foot section of floor to swing open, revealing a ten foot pit beneath, home to ten inch spikes. Within reason, the character can make a DC 13 Dexterity saving throw to avoid falling into the pit. On a failed save, the player takes 11 (2d10) piercing damage. If left alone for more than an hour, Seeb will reset the trap. A succesful DC 18 Dexterity check with thieves tools will jam the trap either open or closed. Rungs. The pipes lining the ceiling were placed there to navigate over the trapped floor. A character must succeed a DC 13 Dexterity (Acrobatics) or Strength (Athletics) check to succesfully use the rungs to navigate to their destination. If they wish to enter the door on the Eastern wall, the character must make a succesful DC 10 Strength check to somehow open the door while hanging onto the rungs. 17. Ancient Study The ambient rot and decay of the tunnels is palpable in this decrepit study. The remains of a desk stand on the Western side of the room, struggling to support a fallen bookshelf on its side. A statue stands in a recession in the North end of the chamber, depicting a man plunging a dagger into the chest of another, in an apparent struggle. Each man holds a key. Bookshelf. Most of the books which once filled this bookcase have succumbed to rot, but one in particular seems untouched by time. Written entirely in Abyssal, it is entitled A treatise on the summoning and binding of Deamons, and outlines dubious rituals for bringing otherworldy beings into the caster's plane of existence. One page is dog-eared, detailing the summoning of a being the book calls Zief Al-Zadd, aspect of conquest, tyranny, and control. Desk. The desk on the Western wall is bare, save for an hourgless and two scraps of parchment. The hourglass may be used to solve one of the riddles posed by the statues. The first parchment appears to be a page of a journal of some kind, and holds the following passage:

I will protect this Ward from the scum that inhabits this city. Our cathedral will be a glorious tribute to peace and order; a haven against thievery, murder, and unclean acts. Al-Zadd's angels will guarantee it.



The second scrap of paper depicts apparent nonsese:

XXOX → R → L Took my special boots...

Statues. The pair of statues in the Northern enclave each hold a key, one belonging to Lunyara's cage, and the other belonging to the altar to Zief al-Zadd in area 29. The Magic Mouth spell allows each to speak a riddle, which, when answered correctly, will bid the statue to release the key in its grip. After the both riddles are answered, the statue will crumble, revealing a flesh golem underneath it, a fusion of the two figures depicted in the statue.

The statue of the man stabbing the other speak the following riddle:



There is something I seek. While it is bound, it chooses kings and peasants. When it is freed, it foretells war or woe. While it is bound, it propels man's lusts and furies. When it is freed, if tumbles, falls, and fades. While it is bound, life often thrives. When it is freed, death will often follow.

The answer to the riddle is blood, putting blood in contact with the aggresive statue will cause it to release its key, engraved with the image of a bird.



The statue of the man being stabbed holds its hand out to receive something, and speaks its riddle as follows:



There is something I seek. This thing all things devours brids, beasts, trees, flowers gnaws iron, bites steel grinds hard stones to meal slays kings, ruins town and beats high mountain down.

The answer to this riddle is time, and placing the hourglass in the hand of this statue will bid it to release the key to the altar of Zief Al-Zadd in area 29, engraved with an image of tendrils. 18. Seeb's Room Filth covers the floor of this tiny room. The smell of rotting meat and dirt invades your nostrils. This small room is the living quarters of Seeb, formerly Samuel Benwick. A lump of cloth sits in the corner of the room, serving as a bed. On the Northern wall, a small door nearly blends into the stone, and leads to a small closet holding the fourth Benwick letter. If the players set off the trap in area 16 before entering, Seeb will enter to investigate. If the players attempt to open the closet with Seeb in the room, he will protest, saying "I found it, its mine! The bones and organs of rats are strewn about the room, the latest of Seeb's meals. Seeb. Seeb is mostly ambivalent about the player characters, though he sees their walking into his home as quite rude. He has cryptic answers to any question the players pose to him, and has only limited information about the layout of the tunnels and the location of key things. 19. The Old Treasury The dingy and rotting atmosphere of the previous rooms continues into this one. Three chests adorn the Southern wall of the chamber. Chests. Two of the chests occupying the room are mimics, which will attack the party on any attempt to open them. The third chest contains treasure. See the DMG treasure tables to roll for the loot inside. 20. Hall of the Blind Heretic A hallway stretches out before you, the stench of blood and mildew stronger here than in the previous chamber. A torch burns at the end of the hall, and as your eyes adjust to the difference in light, a nightmarish vision materializes before you. The body of a man, mangled and dressed in the robes of a Lunyaran priest, stands like a statue on a pedastal at the end of the hall. As soon as you make sense of what you are seeing, the man lets out a stomach-turning scream, and a hail of spikes flies from his body toward you. The man on the pedestal is blind, but can see through the eyes of others around him. He will fire a hail of spikes at anyone he detects within the hallway, using the vision of the player characters to guide his aim. The spikes do 2d10 damage to anyone in their path, and push that character back 10 feet. If the player characters close their eyes, turn around, or otherwise obscure their own vision during their approach of the man, he cannot see them, and will not fire. The man on the pedestal can only fire Westward, down the hall the players enter from, so once they are within the chamber with the pedestal, he will not attempt to fire at them. 21. The Hatch The area beyond the man on the pedastal is a circular stone room with a well in the center. A succesful DC 13 Wisdom (Perception) check of the well indicated that there appears to be a hatch at the bottom, openable via a wheel in its center. Hatch. A hatch sits in the bottom of the well, beneath ten feet of water. The wheel in the center requires three succesful DC 15 Strength check to open. Upon opening, it will swing open, draining all the well's water as well as any characters in the well into area 22 below.

Locations in the Old Temple These locations are identified on map 1.3 22. Temple Entrance As the water that carried you in drains through various holes in the stone walls of this circular chamber, the light of three torches hung on the wall illuminate a great iron door, without an apparent handle. A message is inscribed into the door's surface. Water trickles downard from several holes in the chamber's ceiling. The door leading out of this chamber on the Northern wall has no handle, and no keyhole. The key to opening this door lies in the door's inscription, which reads:

The key is so fragile, to utter its name would break it.

The answer is silence. Once the character's realize this and silence themselves, the ambient noises of the chamber will become apparent to them: the crackle of the three torches in the room, the water trickling from to cracks in the ceiling, and any other noises which might fill the chamber, however quiet. Once the players succesfully quiet all sources of noise in the chamber, the door will open, leading to area 23. 23. The Labyrinth The iron door before you swings open, revealing four entrances stretching between the East and West walls of this natural stone chamber. Sharp spines protrude from all areas of the chambers low ceiling, with a gap of a few inches between it and the walls before you. This labyrinth only one course which will move the players forward in the tunnels. Two warriors from days past, Morrick and Borrick, have been cursed, and roam the labyrinth as minotaurs. At the locations marked with an "x" on map 1.3 (or at the DMs descretion), one or both of the minotaurs waits to ambush the party. Lever. The lever in the Northeast corner of the labyrinth controls the door to area 25. Secret door. The far Northwestern end of the labyrinth holds a secret door leading to area 24, in addition to the lever to open the way to area 25. A succesful DC 12 Wisdom (Perception) check reveals a point of light coming from the wall, which when looked through, reveals a small room behind the wall. The characters may make a DC 10 Strength check to break through the already weakened stone wall. 24. Secret Chamber This chamber holds a skeleton, adorned by rags and a pair of well kept and crafted boots. Boots. These boots are boots of adhesion, which will allow the user to three times per day defy gravity, walking across walls and ceilings for 1 minute. 25. Hall of the Caged Bird The towering walls of the labyrinth open up as you move north, expanding into a large cyllindrical chamber with both its ceiling and floor obscured by darkness. A narrow catwalk runs the perimeter of the room, and a large birdcage hangs in the center, swaying slightly above the emptiness beneath it. The cage contains a female creature, somewhat elf-like in appearance. Her porcelain white skin radiates a faint pale-blue light. She is adorned by beautiful and pristine clothing, and her face expresses youth and vitality, though a worried look rests on it. Cage. The goddess of the moon occupies the cage, which can only be reached by somehow crossing the ten-foot gap between it and the catwalk. The cage is enchanted so that she cannot remove herself from it. Only the key embellished with the image of a bird fits the lock on the cage's peak. Alternatively, a DC 20 Strength check will remove a bar from the cage, breaking the enchantment and allowing Lunyara to get herself out. The cage and its chain are designed only to support the weight of a single occupant, and sufficient additional weight (a creature of size medium or larger) applied without care will loose the chain and send the cage falling into the darkness below. Lunyara. Lunyara is ungrateful for her rescue, insulted that it took so long in the first place, but is capable of healing the party, at the DM's discretion. If the player characters manage to free Lunyara without anyone falling below, Lunyara will inform the players that the traitor Duncan Vorst lurks below, and offers divine favor to the characters for ending his endevours once and for all. 26. Down Below Plummeting from the area above, you are plunged into a deep pool of water, surrounded by darkness. You hear the rushing of water to the North, and the faintest green light can be seen in the same direction. This cavern begins to narrow, and its water begins to move more quickly, the further North the players move. At the Northmost point, the cavern splits into two paths. Fork in the river. As the player characters are swept toward the fork in the river by the increasingly fast-moving water, have each player write either "right" or "left" on a scrap of paper, without revealing their choice to the other players. They will each pass their choice to the DM, and this will determine which path each player will be carried down. "Left" brings the player characters to area 28, and "right" brings the player characters to area 27. 27. The Lower Pool The player characters are washed over a twenty-five foot waterfall and into a basin lower in the cavern. The water is fourty feet deep beneath. A green glow can be seen from the North, and as the characters approach, the water becomes more shallow, allowing them to climb out of the water and up to the main entrance of area 29.

28. Cavern Shelf The player characters are carried by rushing water fifty feet to the North, and suddenly the water carrying them along thins out. they are washed onto a stone shelf occupying a large part of the chambes, riddled with cracks and holes which allow the water to drain into the area beneath. The characters can see a dim green glow to the north, and as the approach, they find themselves on a narrow, naturally formed walkway leading into area 29, nearly 30 feet above the floor level of that room. 29. Traitor's Chamber Everything in this natural stone chamber is tinted pale green. A large stone structure, the rough shape of an altar, stand in the center of the chamber. At the chamber's Northernmost point, the surface of the stone wall is replaced by a wavering mist, emmitting a pale green glow. A narrow stone shelf runs the perimeter of the room, descending slowly toward the floor around the room. A human man occupies this chamber, dressed in the same robes seen on the bodies of the priests in the previous area. Natural staircase. Entering from area 28 puts the players on a narrow shelf along the room's circumfrence, descending downward as it moves away from area 28. At the point of entry from area 28, the shelf sits about 30 feet above the ground. Duncan Vorst. The man in Lunyaran robes is the Archpriest Duncan Vorst, who has been corrupted by power stolen from Zief Al-Zadd nearly a century ago. He paces around the chamber, and if Walter still lives, he argues with him, defending his actions as just. If the player characters make themselves known, he will engage in conversation, answering questions about what happened in the Cathedral Ward, and what he has achieved. If the players enter from area 27, he will notice them immediately. Entering from area 28 allows the players to avoid immediate detection. If combat occurs in this room, use the statistics for the roper in the monster manual for Vorst. Vorst appears entirely human, but the use of the True Sight or Faerie Fire spells, or some other means seeing through illusion, reveals Vorst to have 10-15 thin tendrils protruding from his body, and that his chest is torn open, with tooth like ribs snapping at any player character drawn too close. Walter Rockford. Walter Rockford, the scholar from Deep Harbor, had made his way here ahead of the player characters. As the DM, determine if the players have spent a substantial amount of time not making progress (taking multiple rests, leaving the dungeon and coming back, etc.) and if they have, Rockford lies dead on the floor of the chamber. If the players made their way here without excessive interruption or delay, Walter still lives, and is engaged in an argument with Vorst about the morality of his deeds in the last century. Stone altar. The large stone altar in the center of the room is adorned with carvings of hundreds of tendrils, all outstretched from a single point on the altar's face, centered around a keyhole. The key found in area 17, engraved with tendrils, opens this altar. If the player characters appear to be attempting to open it, Vorst will do everything in his power to prevent this from happening. If the players succeed in opening it, the lid of the altar swings open with a burst of dusty air, and an elf-like man in nobles finery is revealed, anger on his face. The being in the Altar is Zief Al-Zadd, who has been trapped here by Vorst for the last century. He is furious with Vorst for tricking him into imprisonment, and if Vorst still lives when the Altar is opened, he will rush towards him, and attempt to disable him. Even in this weakened state, Zadd is far more powerful than Vorst or the player characters, and easily dispatches Vorst. Zadd is Evil-aligned, but is grateful to the player characters for freeing him, and will spare their lives. He may even grant them some favor if they are persuasive enough. The arrival of Zadd will end the fight, and Zadd will drag Vorst through the shimmering green mist in the north of the room, which will dissapear just as he passes through it. An opening in the wall is revealed behind the mist. Door behind the mist. The opening between the spectral mist leads to a very rough natural staircase, which leads upward for quite some time. Eventually the characters begin to detect subtle breeze, carrying on it the smell of grass and flowers. A natural light gradually fills the tunnel, and the player characters find themselves in a cave on the side of the hill. On exit, they find themselves in a grassy field, and can see the city of Deep Harbor to the South. Aftermath Having freed Lunyara from her cage, the eternal night over Cathedral Ward is finally dispelled, and the angels of Zadd which had killed any who entered the ward have dissapeared. If the players were successful in preventing Walter Rockford's death, his position as a respected scholar in the city will allow the story of the player character's heroic deeds, and their responsibility for the salvation of Cathedral Ward, to spread throughout the city.