Ruins of Tymara Sea
The room beyond the solid locked door is a huge auditorium. There are hundreds of pews, (all of which seem strangely intact) with more murals of elementals and suns along the walls. Columns intermix with the pews and the room is lit by what appears a diamond sun set in the ceiling. Clearly that is magical. There are also five angelic looking guardians standing between the door and the room that extends for such a long ways in all directions.
For the GM the angelic figures are warrior class, (or a fighter class that has some magic use) with the angel/holy template. They can be reasoned with. They don't have to be fought, which of course is up to your party. They are the guardians of the temple and are protecting the remains of the temple along with a major relic important to the priests of Tymara. They will not hesitate to kill the party if they try to take the relic. They will give the relic to the group if they promise to take the relic to the nearest temple of Tymara, (especially if the party harbors a priest of Tymara), where they would be greatly rewarded. If the party does attack them (without being provoked), you might think about adjusting their alignments, if they are good or lawful good or stripping any priest of Tymara of their powers.
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