Mapping the Temple of Una

A sneak preview of an in-progress project's map.

Mapping the Temple of Una

I ran out of time to plan this post this week, so we're going to have a sneak preview of the map from an adventure I've got in the hopper and will ... eventually... release.

Corrupted Temple of Una
Release Date: TBD The temple of Una was built 1200 years ago at the height of the Blood Moon Tide as a place of refuge for all of those that had to flee when the Woods that Eat suddenly became more active, and the night things began appearing from the

The adventure itself is a funhouse dungeon that I created many years ago as part of a 24 hour gaming extravaganza and have been refining ever since. The first iteration of it was written for D&D 5e, and the second (current) iteration is written for Pathfinder 2e.

I'm considering making a Shadowdark version of it, but that will be a fair amount of work as the current assumptions of the dungeon aren't super compatible with the style of gameplay I'd want to encourage in a Shadowdark module - but I may just do that. Either way, this will be on the back-burner for a bit while I finish up my PbtA game.

The Map

Map of the Corrupted Temple showing 17 rooms arranged in a square with several looping paths
Much rooms, such wow
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Fun fact, this map was also made via the D&D 5e Random Dungeon Method with several tweaks.

Since this is a funhouse, it's essentially a closed environment with 3 major branches, right off of the main entry hall. To the left is a series of "rest" chambers, including a nice little shrine in room 16.

To the right, you've got a series of "utilitarian" rooms. A hall of remembrance, a place for pets, a miniature "forge / repair area", and a "mini-crypt".

And to the up (north?) is the main worship area and the main "the priesthood did some... 'interesting' things up here".

The Premise

The following is the default "hook" of the adventure (there are several other ways, including stumbling upon it by random chance if you want to include this in a hex crawl):

You have each been contracted by a small group of priests from the local temple of Una to travel into the wilderness to seek a destroyed and potentially corrupted Temple of Una, far off of the major trade routes. The temple was destroyed over 50 years ago, and the priests want you to retrieve an artifact known as the “Soul Stone” - a diamond about the size of a fist, with a mysterious inner glow.

The priests fear that the artifact may have become corrupted some time after the temple fell, and so they have instructed you to seek other artifacts within the temple that may aid in the stone's cleansing, should that come to pass. You will know these holy artifacts by their soft bluish glow.

Our adventure begins as you have traveled for several days through increasingly foul weather, and have taken shelter from the ongoing rain just inside the temple complex - a set of descending stairs which open up into a large entryway ….

What proceeds afterwards is essentially a deathtrap, with a number of fun contrivances both to kill the PCs and to allow them to continue to play after they've been killed. The default assumption is you'll play this as a two-shot between regular games with the pre-generated characters.

It still needs a fair amount of polish before I'll be happy with it, but I'm hopeful it'll see the light of day "soonish" (after I wrap up Nix Noctis).

Wrap Up

Like most of my other posts, the icons on it are from my OSRaon Icon Pack, available here:

Thanks for reading!