Located on the island of Pelor and his followers centuries ago. It has long since been abandoned, but the remains of the temple has still somehow survived to this day.
The floors are usually stone tiles, and the ceilings a mix of stone and wood. The ceiling is wood, and has several structural problems, but the wholes in the ceiling allow for the inside of the temple to be dimly lit.
Entrance
The entrance to the temple are fairly easy. The ground is covered in moss with parts of the roof colapsed. Whoever enters first must succeed a DC 10 Dexterity saving throw or slip on the stairs going up.
The roof is partially collapsed, and the tiles on the floor covered in moss. Whoever took care of this temple hasn't been here in a very long time. One can imagine where beautiful paintings use to hang by the moss having a rectangle shape on the walls.
Some of the columns still have pearls on them. A DC 10 Strengh (Athletics) can dislocate them.
A successfull DC 15 Investigation Check reveals a hidden doors, leading to C.
B. Prayer Room
This used to be a small prayer room.
A Stone Golem protects the room from intruders.
Behind the golem is a small trapped door. A DC 15 Thieves Tools can open it and disarm the poison darts, otherwise the character must succeed a DC 15 Dexterity saving throw. On a fail, the character takes 3d6 poison damage and is poisoned. On a success, he takes half and isn't poisoned.
C. Fountain
Hidden behind the Entrance Hall, this fountain used to contain holy water. It has since dried out.
A soft breeze blows through this room. Investigating the fountain can reveal a technical room underneath it. However, two Hogboblin Boss have claimed this room theirs and surprise the party.
D. Library
Old books covered in moss are still in this library. 3 Veteransare currently looting the place, and advise the characters to leave and part with their gold. If one dies, they rest will flee.
E. Preparation Room
What used to be a preparation room for the ceremony is an empty room. Under some collapsed roof is 3 human skeletons, probably thieves from long ago. They are caring 35 gold in their pouches and a potion of healing.
F. Kitchen
Once the kitchen, this room has long since looted. A Swarm of Rats is hidding behind an old bench on its side.
G. Rooms
These once rooms have also been stripped of must of their equipment. Some beds are still usuably, even if covered in moss and insects.
Hidding on the ceiling are 4 Phase Spiders.
H. Ceremony Room
The main ceremony and prayer room. It is still pretty well preserved, most intruders don't make it this far. At the end, a marble statue of Pelor.
A black raven enters from outside and places itself on one of the wings of pelor. It looks at the players for a second, before coming down and transforming into a male drow.
Vaeri (very arogant)
I've heard you've met with my sister not so long ago. She had, interesting thing to say about you. I must admit, I didn't plan on Arden to send the princess and her boyband to Othiria and uncover our little game.
In the end, it's not so bad either. Thasslia is on the brink of civil war, and Rivandol is coming along nicely.
Unfortunately for you, your journey ends here. It's my lucky day, the people I want dead just happen to go to an abandonned island in the middle of the sea, far from any help, far from anyone seeing anything. I had to kill that tiefling boy, but oh well. Collateral damage I suppose.
It was fun while it lasted, but I really have more important things to do than to babysit my sister's problems.
The ground starts to shake, causing it to become difficult terrain for all characters, as the ground start collapsing. Attacking Vaeri will just make his illusion disappear and the whole building will cave in.
I. Prayer Room
This room has been through a lot. Burnt walls all around, and a strange statue in the middle of the room. It doesn't look like Pelor.
Inspecting the statue by touching it will summon an Efreeti, placed here by a wizard to protect the place so he could come back at a later date to explore more.
J. Eating Room
Two unconscious humans (male and female) are here. They don't seem to have any wounds. If healed, they will say they were exploring the temple but they don't remember why they are in this room. They remember visiting the fountain.
They will try and charm two players to have them fight against each other. Or if it fails, they will reveal themselves as two Lamia and attack the characters.
K. Second Fountain
This fountain has nothing special, except the fountain floor and walls is covered in mirrors and the water is still runing and seems clean.
A DC 20 Survival check will reveal that it is indeed poison. Touching it will deal 3d6 poison damage and give disadvantage for all ability checks using the hand for one hour. If a player drinks it, he takes 8d6 poison damage and is mute for one hour.
L. Changing Rooms
M.
Empty room but the ceiling is collapsing. Characters must succeed a DC 10 Dexterity saving throw or be buried by the ceiling and take 2d6 bludgeoning damage.