CAPÍTULO VI: ANÁLISIS CUALITATIVO
6.2 Factores que inciden en la continuidad de la práctica .1 La sociabilidad
Description
A brutal edifice to malevolence and terror, the temple of evil is consecrated to a dark god. As such, it is infused with the raw, malfeasant energy of the outer planes. Demons cavort in its black halls, feasting on the flesh of inno- cents and strengthening the bonds between this place and the foul powers that sponsor it. Temples of evil serve as the center of activity for cultists, marauding humanoids, and other threats to the forces of good and civilization. As these places are critically important to the adherents of evil gods, they are invariably
CHAPTER FO
UR: Dungeon Design
CHAPTER FO
UR: Dungeon Design
heavily defended and warded with the strongest black magic. Demons and malevolent spirits called from beyond the material plane stalk their halls, eager to fall upon intruders. The undead, infused with the necromantic energy of an evil temple, are much harder to ward away with divine energy. Worst of all, clerics of good deities must cope with the potential that their spells are foiled by the tem- ple’s malevolent influence.
Temples of evil can be easily inserted into nor- mal dungeons or in regions modified with the other templates. A band of clerics or demon worshippers could convert part of a dungeon into an unholy fane, while an orc shaman could erect an altar that converts a few of his tribe’s caves into an evil temple. A similar develop- ment in the other template dungeons could have the same effect.
Environment
Temples of evil are infused with the power of a dark god. This influence has several effects, depending on the level of the site’s high priest.
If the high priest is 5th level or higher, the area covered by the temple of evil is continually affected by desecrate cast at the cleric’s level. The improvements to this spell’s effects due to an evil altar or idol apply only to specific rooms where such items are erected.
If the high priest is a 9th-level or higher cleric, assume the entire temple is under the effects of
unhallow. Both this spell and desecrate, as
described above, remain in effect. However, remember the rules for stacking modifiers and effects when determining the total bonuses these spells grant.
Finally, truly evil places exert a dark influence that saps the strength and will of good-aligned creatures that enter their halls. If the high priest is a 14th-level cleric or higher, the following hazard applies to all regions within the temple. Furthermore, areas that are critically important to a dark god, connected to some horrific past event or evil artifact, or located near a planar gate to hell or a similar realm, may also gain this hazard.
Malevolent Influence: Fortitude save DC 15;
1 hour interval; –1 penalty/interval; Special: This hazard represents the malevolent influ- ence of the evil deity that watches over the tem- ple. It affects all good-aligned creatures and characters. Those who fail a saving throw suf- fer a –1 profane penalty to attacks and saves. This penalty increases by 1 each time a charac- ter fails a saving throw against this hazard. Furthermore, while in this area all good divine spellcasters suffer a 10% chance of spell failure as the evil energies of this place disrupt prayers and other attempts to focus divine energy.
Features
Most of the items and decorations found with- in an evil temple center on the god to whom the edifice is dedicated. Large holy symbols craft- ed from gold, silver, and other precious metals hang from the walls. Frescoes and paintings depict important scenes from the god’s myths and his church’s history. In a truly vile temple, there might be torture chambers, sacrificial altars, prison cells, and carrion pits crawling with minor demons or undead creatures. Remember that while the temple is a monu- ment to evil, it must also support a staff and guards. Not every room should be dripping with blood and wallpapered with human skin, particularly barracks and other living cham- bers. The key to making a place truly frighten- ing is to reserve the gory, frightening details for the most important places in the temple, such as the altars, sacrificial areas, and chapels.
Aura of Evil: The very essence of evil suffus-
es the temple, making it impossible to differen- tiate one evil aura from another. Detect evil and similar magics fail to function here. Instead, they only note that the entire dungeon area is filled with overwhelming evil.
Chamber of the Gate: This room features a
massive disc made of black metal or rock. When the proper invocation is uttered, the disc transforms into a gate to the outer planes.
Crypt of the Faithful: The most dedicated
adherents of the dark gods are buried here to serve their masters after death. Their bodies are molded into the walls using dark rituals and their souls bound into the temple’s structure. While moving through this corridor or cham- ber, any good character who ends his move- ment next to a wall is attacked as if by a zombie or skeleton as the dead encased
within the temple reach forth to attack. In regions where the dead are entombed in the floor, this attack takes place whenever a good character ends his movement on such a space. No amount of hacking with weapons can destroy these creatures, though the death or flight of the temple’s priests causes these fig- ures to crumble to dust.
Eyes of the Faithful: Through either a magical
spell or by harvesting the eyes of sacrificial victims and setting them into dark corners throughout the temple, the high priest is always aware of intruders and other threats. By con- centrating for a moment, he can choose to view any room in the evil temple. This effect allows the priest to use his normal eyesight, including any spells that alter his perceptive abilities. Skills such as Hide and magic such as invisi-
bility still cloak the characters from view.
Inner Fane: The central core of this place’s
evil, the inner fane concentrates and focuses the malevolent energies of the dark gods. The air here is noticeably hot or cold, depending on the god’s nature, and undead gain an addition- al +1 turn resistance.
Monsters
Undead and evil outsiders of all sorts are prime candidates to stock an evil temple. In addition, the clerics responsible for maintaining the place and leading services make good monsters to set against the characters. If the place is a nexus of evil, consider using the fiendish, half- fiend, vampire, and lich templates to simulate the most powerful priests or those who have been touched by the dark ones and given their blessings. Golems and other constructs are also good choices for evil temples, perhaps gifts given to the clerics by allied wizards.