Showing posts with label Adventure Locations. Show all posts
Showing posts with label Adventure Locations. Show all posts

Thursday, March 14, 2024

Adventure Seed: Temple of the Threefold Eye

Artwork copyright: Gerald Williams

The Temple of the Threefold Eye, is an Adventure Seed meant to take place as a one shot scenario taking a few sessions, or can be dropped into a longer running campaign. It may not be used in a commercial product. Nor included in any collection or product without the express permission of the author, Gerald Williams.

The original premise for the adventure was a hidden, solitary temple, with a statue of an otherworldly entity. The idea was that anyone who made the treacherous journey through the mountains to find the temple, and then spend the night sleeping inside, would be granted a prophetic dream, or have their mind crushed by eternal madness. The mysterious Trioptic Entity, would be of unknown origins and power.

Overview:

Hidden amidst treacherous peaks, the Temple of the Threefold Eye, stands as a testament to forgotten cosmic forces. Its crumbling stone walls cling to the mountainside, and the air within hums with ancient magic. Few dare to venture here, for the temple’s reputation is as varied as the shifting winds that whip through its corridors.

The Statue:

At the heart of the temple’s dimly lit sanctum rests the Statue of the Trioptic Entity. Carved from obsidian, its features evoke both awe and unease:

Horned Aspect: The statue depicts a towering, horned figure—an otherworldly being that defies mortal understanding. Its curved horns sweep back like crescent moons, hinting at celestial or infernal origins.

Dual Eyes: Two eyes, each the size of a human head, gaze outward. Their irises shimmer with iridescence, reflecting the colors of distant galaxies. These eyes are said to see beyond the veil of reality.

Third Eye Gem: The most captivating feature lies in the statue’s forehead: a colossal, multifaceted gem. Its facets shift between azure, amethyst, and obsidian. Legends claim it holds the secrets of creation and destruction.


The Legends:

Whispers echo through the mountain passes, recounting the temple’s dual nature:

1. The Gift of the Trioptic Entity:
  • Those who sleep within the temple’s shadow may experience profound revelations:
  • Inspiration: A bard might awaken with verses that weave reality itself. A playwright could pen a drama that moves gods to tears. An author might birth a tome that alters history.
  • Truth Unveiled: Seekers of hidden knowledge may glimpse cosmic truths—their minds expanded or shattered by revelations.
  • Lore and Spells: The temple occasionally imparts forgotten spells or cryptic lore, inscribed on dream-touched scrolls.
  • These fortunate souls emerge changed, their creativity ignited or their understanding of existence forever altered.
2. The Madness of the Trioptic Curse:
  • Others who slumber here suffer a darker fate:
  • Insanity: Their dreams twist into maddening nightmares. They wake with fractured minds, haunted by visions of eldritch realms.
  • Whispers from the Abyss: The gem’s third eye whispers forbidden knowledge, driving them toward madness. Some become obsessed with deciphering its cryptic messages.
  • Eyes of the Entity: A few claim to see through the statue’s eyes, glimpsing distant worlds and the cosmic dance of gods. But this communion exacts a toll—their sanity unravels.

Adventure Hooks:

  • The Seeker’s Quest: A desperate artist seeks inspiration. They journey to the temple, hoping to create a masterpiece. Will they emerge as a genius or a broken soul?
  • The Scholar’s Obsession: A sage believes the gem holds the key to rewriting reality. They hire the party to retrieve it, unaware of the curse that awaits.
  • The Cult of the Trioptic Eye: A secretive cult worships the statue. They seek to awaken the entity, believing it will reshape the world. Can the adventurers thwart their plans?


GM Notes:

Be as creative as you want to be with the mood and reality of the temple's environment. Use surrealistic background music. Foreshadow with mad prophecies, whatever you like.
  • Dreamscapes: Use dream sequences to convey revelations or madness. These dreams will occur and get stronger to any outside the temple as they approach it.
  • Gem’s Whispers: Drop cryptic hints about forgotten spells or cosmic events. Use the temple as a way of revealing new spells, lore, or information in your campaign.
  • The Entity Awakens: As the temple’s power waxes, the statue’s eyes glow brighter. Cataclysm loomsMaybe the entity begins to awaken on its own when disturbed, or when someone tries to steal its powerful eye gem.

May your adventurers tread carefully, for the Trioptic Entity guards its secrets with both benevolence and malevolence.

Friday, July 21, 2017

Adventure Locations: Tower Castles

**This article is about Tower Castles in general, and their use in adventures. It is not meant to be a technical discussion about such structures.**

Image in the Public Domain¹ - Eugène Viollet le Duc, c.1856

"A tower castle is a small castle that mainly consists of a fortified tower, or a tower-like structure, that is built on natural ground. It is thus different from the motte-and-bailey castle, which it may resemble, but whose main defensive structure is built on a motte, or artificial hill. The tower castle is occasionally also described as a tower house castle or a tower house." ²

Technically there are several differences between a round tower and a square tower. A round tower offers more protection from siege engines, sappers, and projectiles. Square towers are easier to build, but their corners leave them vulnerable to mining. Unless your campaign uses advanced technical warfare rules, neither structure really matters for game purposes.

Many adventures seem to revolve around this type of structure in fantasy gaming. They are rather straightforward affairs, easily drawn up, and just as easily redressed to be used as a different location for later re-use. Often they are used in a gauntlet-style tier of encounters, with each successive level being more difficult than the last, until the Big Bad Guy (the BBG) is encountered at the top. This approach, however, has several drawbacks such as characters scaling the outside of the structure, or magic spells allowing characters to fly, thus skipping most of the encounters to confront the BBG. Often the whole party isn't present to help the characters that went on ahead.. leaving them without backup, so be prepared with a contingency plan for your adventure.

Tower castles are the most likely to have "dungeons" underneath them as they either sit on a natural rock foundation, or on solid ground. Motte-and-bailey castles have artificial mounds under them and underground construction would make them unstable, or at least limited in size. The legendary Tower of Zenopus, is an example of a tower castle.


Example Tower Castles:

Comlongon Castle


Image in the Public Domain - MacGibbon, D; Ross, T c.1887

Hedingham Castle

Image in the Public Domain - An Inventory of the Historical Monuments in Essex, Volume 1, c.1916


Suggested Reading:

The Project Gutenberg EBook of British Castles, by Charles H. Ashdown, c.1911 - Has numerous drawings and sketches.

Sources:

¹ - Source - Dictionnaire raisonné de l'architecture française du XIe au XIe siècle, c.1856
² - From Wikipedia - Tower Castle