Saturday, 31 October 2026

Logos Location #17: The Ruined Temple of Loki

Introduction and Background


Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a short dungeon for a party of character of levels 6-8 and could be used as a follow-on from X3: The Curse of Xanathon. This could be because the clerics of Forsetti in Rhoona suspect Xanathon and his fellow conspirators had assistance from the cult of Loki who are always looking to cause trouble and mischief. The clerics of Forsetti suggest investigating this ruined temple as a good place to start as long ago it was the headquarters of the followers of Loki. 

In the rugged, monster-infested mountains to the west of Vestland in the northern reaches is a ruined temple dedicated to Loki, immortal patron of mischief, deceit and strife. None can say how it fell into ruin but it was last occupied by civilised humans over a century ago and has been inhabited by fell creatures since. There are two levels - the ground level and the dungeon level. 


Cartography by Dyson Logos, source

The Ground Level


1) The Main Church. This place of worship has been taken over by 2 wyverns who have made their nest here. They attack any intruders, but if one of them is slain the surviving one must make a morale check or try to escape through the large hole in the north wall (where several windows and the wall between them have been smashed).  Scattered on the floor around the central aisle is 6430sp & 1200gp in coinage. There is also a leather satchel that contains 2 potions of extra-healing and a potion of invisibility. 

Wyvern: AC 3, HD 7*, hp 35, 37, Move 90ft/fly 240ft, THAC0 13, Att 1 bite/1 sting for 2d8/1d6 + poison (save or die), Save as F4, Ml 9, Align Chaotic, XP 850

1a) The Cursed Statue. This is a statue of Loki (looking rather like Tom Hiddleston) overlooking the main church with 2 topaz gems worth 500gp each in its eye sockets. However, anyone foolish enough to touch the statue must save vs paralysis or be frozen in place for 1d4 turns. This effect only happens once per day for each character, so after initial paralysis the statue can be touched for the rest of that day without risk. Anyone holding onto either of the topaz gems for more than 1 hour must make another saving throw, this time against spells, or suffer from a random form of insanity for 1 day (DM’s choice as to what form the insanity takes). 

2) Cataphridius the Mad: Here is the quarters of a mad cleric of Loki who has dreams of restoring this temple to its former glory. He will not immediately attack but will try to gauge the PCs intentions and possibly try to persuade them to join in with his reconstruction project. He will defend himself if attacked and can call on the zombies in areas 2a & 2b to assist. He will become angry and may attack if anyone either dismisses his ideas about restoring the temple or are openly opposed to Loki.  He is aware of the wyverns, the killer tree and other dangerous inhabitants, and will avoid them.

Cataphridius: AC 3, HD C8, hp 28, THAC0 15, Att 1 warhammer for 1d6+2 or by spell, Save as C8, Ml 10, Align Chaotic, XP 1200
Spells:  Cure Light Wounds, Detect Magic, Light/Darkness, Detect Law, Hold Person, Aura of Shadows, Curse/Remove Curse, Cause/Cure Blindness, Animate Dead
Equipment: chain mail, Shield +1, Warhammer +1, holy symbol of Loki, 45pp, 2 gems (garnets) worth 200gp each

2a) 4 zombie sentries set guard by Cataphridius

Zombies: AC 8, HD 2, hp 9, 7, 7,  4, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

2b) 4 zombie sentries set guard by Cataphridius. Dotted along here are alcoves with funerary urns. The urns do not contain anything except the ashes of long-dead clergy of Loki. 

Zombies: AC 8, HD 2, hp 11, 10, 10, 7, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

3) Huge Killer Tree. This carnivorous plant grows immediately outside the temple, but the wall has collapsed, allowing the killer tree to reach inside and attack anything that travels this corridor. It is similar to the killer trees found in the Serpent Peninsula on the way to Quagmire but this one is larger and with more tentacle branches. Its longest tentacles are 30ft long so it can attack along almost the whole length of the corridor. It is not intelligent enough for normal creatures to parlay although a spellcaster with Speak with Plants could persuade it to leave them and their friends alone.  Similarly a druid with Anti-Plant Shell would be useful. 

Huge Killer Tree: AC 5, HD 9, hp 54, move 0, THAC0 12, Att 6 tentacles for 1d4 +grab, Save F5, Ml 12, Align Chaotic, XP 900. Limb tentacle does 1d4 bludgeoning damage on hit and also grabs and drags human-sized or smaller targets to the tree's maw, where the following combat round the grabbed target is bitten for 3d6 damage. Each tentacle has 10hp and if enemies inflict that damage specifically upon a given tentacle, that tentacle is destroyed, dropping any target grabbed. 

4) Stairwell down. This series of stairs lead down to area 7 in the Dungeon Level. 

4a) Corridor of Remembrance. Here are numerous alcoves containing funerary urns containing the ashes of the temple faithful. There is nothing of value here. 

5) Refectory: This place used to be a combined kitchen and dining room but is now just a mess. There are several inanimate human skeletons and various sets of shelves, one of which has fallen onto the floor, pinning what appears to be a humanoid skeleton in fine armour. Lifting up the fallen shelves  is easy and there is a 20 piece set of silver cutlery, each piece worth 10gp (200gp value total). However, the humanoid skeleton in armour is actually a mimic that will grab and attack anyone touching it. 

Mimic: AC 7, HD 8, hp 35, Move 30ft, THAC0 12, Att 1 slam for 3d4, Save F4, Ml 9, Align Neutral, XP 650, Glue: The mimic exudes an adhesive that means any creature either handling it while it is in disguise or trying to grapple it must make a strength check to break away from the mimic, or else the stuck creature cannot use its hands. Mimicry: While disguised as an inanimate object, the mimic can surprise opponents on 1-4 on d6. 

6) The Cells: These were the quarters for the junior members of the temple. 

6a) empty

6b) 4 giant rats, no treasure. The rats are more interested in escaping than attacking. 

Giant Rat: AC 7, HD 1/2, hp 3 each, Mv 120', THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 8, Align N, XP 5

6c) empty

6d) 3 giant black widow spiders in their webs. They attack any intruders. Although there is nothing valuable initially visible, a careful search will reveal a loose flagstone underneath which is a very old rotten satchel with 3 pieces of jewelery (altar pieces engraved with symbols and runes of Loki) worth 300gp each. 

Black Widow Spider: AC 6, Move 60ft/120ft in webs, HD 3*, hp 10, 12, 14, THAC0 17, Att 1 bite for 2d12 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, 50xp

6e) 5 zombies animated and controlled by Cataphridius held here in reserve. 

Zombies: AC 8, HD 2, hp 13, 12, 11, 10, 9, 8, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

6f) Crossbow trap, set by Cataphridius. Anyone opening the door is shot at by 3 heavy crossbows (THAC0 12, damage 2d4 each) 


The Dungeon Level


7) This large chamber has a pair of flight of steps leading from the stairs up to the surface down to the main chamber where there is a square pool and on the south wall there are three panels, each with keyholes - obsidian (black), malachite (green) and azurite (blue). Lurking in the square pool is a water elemental that will attack any intruders. If the keys are gathered from around the dungeon and all three panels are unlocked then the door to room 8 will slide open.

8) This was the private study of the evil cleric of Loki, Gulli Garneson, and his spectre still haunts this room, attacking any intruders. The door to this room is made of magically protected iron and cannot be opened except by unlocking the three panels in room 7. There is a desk and chair in one corner, and in a drawer in the desk there is a journal of Gulli Garneson which details the locations of the four Runestones of Soderfjord (at least at the time of Garneson's writing). In this drawer are 10 gems (5 rubies and 5 emeralds) worth 1000gp each. 

Spectre: AC 2, HD 6**, hp 33, Move 150ft/fly 300ft, THAC0 13, Att 1 touch for 1d8 + energy drain, Save F6, Ml 11, Align Chaotic, XP 725, Energy drain: Any character hit by a spectre loses 2 experience levels and commensurate hit points and class abilities. Immunity: Spectres are immune to non-magical weapons. Undead: As undead, spectres are immune to poison, disease and sleep and charm spells. 

9) This room is guarded by 4 undead giant scorpions that attack any intruders. 

Undead Giant Scorpion: AC 2, HD 4*, hp 20 each, Move 150ft, THAC0 16, Att 2 claws/1 sting for 1d10/1d10/1d4 + poison, Save F4, Ml 12, Align Chaotic, XP 125, Poison: Anyone stung by the sting must save vs poison at +4 (undeath has decayed the potency of the venom) or die. Undead: immune to poison, disease and sleep and charm spells. Clerics can turn these creatures as if they were ghouls. 

10) The Library: In here is a wraith, a former librarian. If the PCs are quiet and respectful she will leave them alone. If they attack, or even worse make a loud noise in the library, she attacks. On the west side the bookcase is intact and there are various books, tomes, codices and grimoires. On the east side the bookcase has collapsed and books are scattered on the floor. Picking them up and putting them on the surviving bookshelf will please the librarian wraith. At the DMs discretion one of the books could be a wizard's spell book with spells a PC magic user could find useful. 

Wraith: AC 3, HD 4**, hp 22, Move 120ft/fly 240ft, THAC0 16, Att 1 touch for 1d6 + energy drain, Save F4, Ml 11, Align Chaotic, XP 175 Energy drain: Any character hit by a wraith loses 1 experience level and commensurate hit points and class abilities. Immunity: wraiths are immune to non-magical weapons. Undead: As undead, wraiths are immune to poison, disease and sleep and charm spells.

11) The Hexagonal Pool: Lurking in this pool is a Black Pudding that will attack anything that enters the pool. Around the walls are 4 panels with buttons (north, south, northeast, northwest), If all four are pressed, a pedestal rises up out of the hexagonal pool  with an obsidian key. This key unlocks one of the panels in room 7. Scattered on the bottom of the pool are 120pp.

Black Pudding: AC 6, HD 10*, hp 40, Move 60ft, THAC0 10, Att 1 slam for 3d8, Save F5, Ml 12, Align Neutral, XP 1750, Immune to all attacks except fire

12) Here are 10 ghouls that will attack any intruders. 

Ghoul: AC 6, HD 2*, hp 9 each, Move 90ft, THAC0 19, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, Align Chaotic, XP 25, Paralysis: Any creature hit by a ghoul must save vs paralysis or be unable to do anything for 2d4 turns

12a) This room contains a large stone sarcophagus, inside of which is a Mummy that will attack any intruders. Inside the sarcophagus are 12 gems: 4 ambers worth 100gp each, 4 spinels worth 300gp each and 4 opals worth 1000gp each

Mummy: AC 3, HD 5+1*, hp 22, Move 60ft, THAC0 14, Att 1 touch for 1d12 + disease, Save F5, Ml 12, Align Chaotic, XP 575, Fear: Mummies cause fear on sight - anyone seeing a mummy must make a save vs paralysis or be frozen with fear until mummy is out of sight or destroyed. Disease: Anyone hit by a mummy is afflicted with Mummy Rot and cannot be magically healed for the duration of the disease. Immunities: Mummies can only be damaged by fire, magic weapons or spells, all of which do half damage. As undead mummies are immune to poison, disease, sleep & charm. 

12b) This room has an opened sarcophagus but it is empty of anything interesting

13) This circular room has a 20ft deep trench around a central hub with a walkway around the outside. There is a small raised section between the central hub and the doorway. On the central hub there is what appears to be a green crystal statue holding a key. This is the malachite key to unlock one of the panels in room 7. If any characters try to remove the key from the statue's hand then firstly the raised section linking the central hub to the doorway drops down to the trench floor and secondly the statue reveals itself to be a Beryl Golem that will attack all within the chamber. The trench is 10ft wide and 20ft deep (2d6 falling damage). If the golem is defeated the key stays intact and can be retrieved.  The rest of the golem shatters into 13 pieces of beryl worth 300gp each. 

Beryl Golem: AC 2, HD 10, hp 45, Move 90ft, THAC0 10, Att 2 fists for 3d6/3d6, Save F10, Ml 12, Align Neutral, XP 1600; immune to non-magical weapons and can only be hit by weapons of +1 or better enchantment or by magic spells, DimensionDoor: ability to Dimension Door 3 times per day to a distance of 240ft from their current location; As constructs, beryl golems are immune to Sleep, Charm and other mind-affecting magic, disease & poison

14) This room contains a ravenous troll. It has been stuck here for a while and will try to kill and eat any intruders. It may be mollified or distracted if offered at least 20lb of food. 

Troll: AC 4, HD 6+3, hp 30, Move 120ft, THAC0 13, Att 2 claws/1 bite for 1d6/1d6/1d10, Save F6, Ml 10, Align Chaotic, XP 650, Regeneration: 3 rounds after it is first damaged, a troll will start to regenerate at 3hp/rnd even when reduced below 0. It can only be permanently damaged and killed by fire or acid. 

14a) This corner flagstone is trapped, and if anyone steps on it or more than 20lb weight is put on it, the doors to the northwest open up unleashing a cloud of chlorine gas. This does 4d10 damage to all within 20ft of the square, or half damage if a save vs breath weapons is successful.

15) Here are 5 ogre skeletons standing guard. They will mindlessly attack. 

Ogre Skeleton: AC 5, HD 4+1, hp 17, 19, 21, 23, 25, Move 90ft, THAC0 15, Att 1 club for 1d10, Save F4, Ml 12, Align Chaotic, XP 125, Undead: immune to poison, disease and sleep and charm spells. Clerics can turn Ogre Skeletons as if they were ghouls

16) This used to be the deacon's quarters, now haunted by a wraith. It will notice if its minions, the ogre skeletons in room 15, are in combat and will join in, using the ogre skeletons to occupy stronger intruders while the wraith targets weaker ones. There is a simple bed, chest, chair and desk. In one of the desk drawers there is an azurite key which is needed to unlock one of the panels in room 7. The chest is trapped but not very well. Any thief trying to find traps and remove traps on the chest gets a 20% bonus. If failed or if characters do not bother looking, a glass vial is broken unleashing nausesating gas in a 10ft radius of the chest. If characters fail a saving throw vs poison they will suffer -2 to hit and saving throws for 2d6 turns while vomiting and having watering eyes and runny noses. Inside the chest is the deacon's treasure: 2000pp, 4200gp, 6400sp, a Sword +2 +4 vs Undead and 3 potions (Potion of Flying, Potion of Delusion (drinker believes they have become invisible), Potion of Extra-Healing)

Wraith: AC 3, HD 4**, hp 22, Move 120ft/fly 240ft, THAC0 16, Att 1 touch for 1d6 + energy drain, Save F4, Ml 11, Align Chaotic, XP 175 Energy drain: Any character hit by a wraith loses 1 experience level and commensurate hit points and class abilities. Immunity: wraiths are immune to non-magical weapons. Undead: As undead, wraiths are immune to poison, disease and sleep and charm spells.

17) This large chamber (20ft high) is dominated by a Zombie Black Dragon. It no longer has a breath weapon but its melee attacks are still potent as ever. 

Zombie Black Dragon: AC 2, HD 7, hp 30, Move 90ft, THAC0 13, Att 2 claws/1 bite for 1d4+1/1d4+1/2d10, Save F3, Ml 12, Align Chaotic, XP 450, As undead, the zombie dragon is immune to poison, disease and sleep and charm spells


Cartography by Dyson Logos, source



After the Ruined Temple

This can work as a simple, isolated dungeon. However, if the PCs find the journal in room 8, a whole new set of adventures opens up as the PCs could be asked to track down the Runestones of Soderfjord.


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