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The Sunken Temple of Pelor

Forgotten Realmsheroic Lv. 5 · 4 players

The Sunken Temple of Pelor

A delegation from Waterdeep's House of Healing has gone silent, their last message hinting at a corrupted sanctuary beneath the Sword Coast dedicated to Pelor, god of light. The party must investigate the flooded ruins, uncover why the clerics vanished, and stop a cult of shadow-touched aberrations from spreading twilight corruption across the region.

explorationdivine intrigueheroic sacrifice

Read Aloud

You stand in the grand atrium of the House of Healing in Waterdeep's North Ward, where afternoon light streams through clerestory windows. High Priestess Morwenna, her silver hair bound with holy thread, clutches a waterlogged journal against her chest. Her hands tremble as she describes the expedition that departed three weeks ago: a group of seven clerics and scholars sent to investigate the Temple of Pelor, an ancient sanctuary revealed by a recent coastal tremor. The journal's final entry, dated five days past, speaks of "light failing in the sanctuary" and "something ancient stirring beneath the altar." Now, silence. Morwenna turns to you, her eyes red-rimmed: "They are good people. Devoted souls. I need you to reach them before the next high tide—the temple becomes inaccessible for another lunar cycle."

Description

The party is hired by High Priestess Morwenna of the House of Healing to investigate the missing clerical expedition to the Temple of Pelor. The sanctuary was recently unearthed by an earthquake and lies beneath the cliffs west of Waterdeep, accessible only during low tide. Morwenna provides a copy of the final journal entry (partially legible) and directions. The party must gather information about local tidal patterns and sea travel, then prepare for a dangerous journey to the coast. Morwenna offers 500 gp as reward, plus any healing supplies the temple might contain.

DM Notes

Allow players to roleplay with Morwenna and gather details about the missing clerics, their equipment, and potential threats. If they ask about the delegation, provide names: Father Aldwyn (human priest), Sister Yeska (halfling cleric), Brother Torvin (dwarf of Pelor), and four acolytes. No one in Waterdeep has knowledge of the temple's nature beyond old texts suggesting it pre-dates the city. A successful DC 13 Intelligence (Arcana or Religion) check reveals that cults of the Twilight Plane (shadow fey corruption) have been rumored in the region. A DC 12 Wisdom (Survival) check from anyone with maritime knowledge indicates the temple can be reached within 6 hours by ship or 12 hours on foot if they follow the coast road. The next low tide is in 18 hours—create mild time pressure.

Read Aloud

Salt spray whips your face as you crest the final ridge above the Sword Coast. Below, the sea churns slate-grey beneath a dimming sky—the low tide has exposed a ragged shelf of barnacle-crusted rock. And there, carved into the cliff face perhaps fifty feet down, you see it: a temple entrance. Marble columns, still gleaming despite centuries of erosion, frame a dark archway. But something is wrong. Instead of white stone, the columns are veined with deep purple shadow, as if darkness has seeped into the marble itself. At the base of the temple, the tide pools glow with an eerie bioluminescent green. The air tastes of salt, copper, and something ancient—like the smell of a tomb opened after a thousand years. A path of rough-hewn steps descends toward the entrance, but halfway down, you notice charred handprints on the stone, and a shattered holy symbol of Pelor lies abandoned.

Description

The party reaches the Temple of Pelor's entrance via a treacherous coastal descent. Environmental details establish the threat: the temple is being corrupted by an otherworldly force. The shattered holy symbol, charred handprints, and bioluminescent pools hint at struggle and supernatural corruption. The party must descend the rope or climb (DC 12 Strength (Athletics) checks to avoid slipping on wet stone). If any player fails by 5 or more, they slip and take 3d6 fall damage but land safely on a lower ledge. A perceptive character (DC 14 Wisdom (Perception)) notices fresh drag marks in the sand leading into the temple—the clerics were pulled inside. Once the party reaches the entrance, they see it leads into a flooded vestibule with water perhaps 10 feet deep. The water is not natural seawater but has a faint purple tint.

DM Notes

Establish atmosphere through sensory details. If players are cautious, allow them to approach slowly and observe. Reward perception checks: DC 12 notices the purple-tinted water is not natural, DC 14 reveals the drag marks, DC 16 detects a faint thrumming sound emanating from deeper in the temple (something large moving). If anyone has expertise in religion or history, allow them a check (DC 13) to recall that ancient temples of Pelor were built with air-filled chambers above water levels—the flooding and purple corruption are unnatural. This chamber is non-combat; emphasize dread and mystery.