Cursed Temple
A circle of standing stones was constructed eons ago to worship a dark god and its evil still permeates the surrounding lands. At night bats can be heard—but never seen—flapping overhead. A nagging dread pervades the area, and those with access to divine magic receive a premonition that great evil will spread if this curse is not lifted.
Bones. A Medicine or Survival check finds the bones of several small animals scattered around the stones. Removing or burying these bones grants advantage on further checks against this exploration challenge.
Dreaded Curse. Attack rolls and saving throws made within a 600-foot radius of the standing stones have disadvantage . Anyone under the effects of protection from evil and good is immune to the Dreaded Curse.
- A Religion check and a ritual performed for a good-aligned god permanently breaks the curse, as does a casting of the hallow spell.
- Alternatively, an Athletics check can topple the standing stones, breaking the circle and ending the curse—though not without a greater cost than some physical effort and sweat. Each adventurer within 100 feet of the stones makes a Constitution saving throw , taking 21 (6d6) force damage and suffering one level of fatigue on a failure.
Potential Outcomes
Critical Failure: The cursed area expands and becomes more aggressive, dragging down the very limbs of travelers. While within 3 miles of the standings stones, every mile traveled requires 4 miles worth of travel time. The party discovers that 7 (2d4+2) Supply from each adventurer has spoiled, and everyone suffers one level of strife .
Failure: When they leave the area, the party discovers that 6 (2d4+1) Supply from each adventurer has spoiled.
Success: The curse is lifted, rendering the circle of standing stones creepy but harmless.
Critical Success: The adventurers receive a divine blessing, granting them an item or discovery relevant to their quest. Roll on the Boons and Discoveries table.