Skip to content

1.7.4 Temple of Tyr

Twin Scales Chamber (room3)

The passage opens into a wide, circular chamber of pale stone.

The air is still—too still. No dust. No decay.
It smells faintly of cold metal and something dry… like old bone.

At the center rises a massive stone scale, fused into the floor. Its arms are perfectly still, yet the plates tremble ever so slightly—as if something unseen weighs upon them.

*Two small orbs, one red and one blue drift slowly through the chamber, they are never quite touching the ground but they move in a kind of symmetry, mirroring each others position.

A low, rhythmic hum fills the room.
Measured. Patient. Unyielding.

As you step inside—

The central scale shifts.

Fight mechanics

start of combat, roll 3d3 (alignment), and 1d2(pos/neg)

**2. Two Small Scales

Red Scale (Force) right side

  • If hit with weapon attack → move track +1 immune to any other action

Blue Scale (Control) left side

  • If affected by:
    • spell
    • skill action (demoralize, trip, etc.)
      → move track –1 immune to force

1. Central Scale (no HP)

At end of each round, it does: - If + side → everyone takes 3d8+5 mental - If – side → everyone slowed 1

Central scale checks balance at 20 init, if not balanced re-rerandomises roll 3d3 (alignment), and 1d2(pos/neg) Also roll 1d3 (forces swap on a 1, describe the colour draining from the orbs and then swapping) rolls: +6 | +6 | -7 switch | -1 |

Room 4

The door grinds open.

Beyond it, a narrow passage of cracked stone stretches forward, the walls split with old fractures that creep like veins through the marble. Dust falls in slow, quiet drifts as you move, the air growing colder with each step.

The passage widens.

Then widens again.

Until it opens into a vast amphitheatre.

Perfect elven stone curves in sweeping tiers around a central platform—still, untouched, immaculate. At its heart stands a great shape, motionless. Bound in chains. Head bowed.

For a moment… nothing.

Then—

A deep, resonant crack.

The chains snap taut.

The creature’s head lifts.

Stone splits beneath it as its form tears free, stretching, shifting—fur, fang, and fury bursting from rigid shape into something alive. Something violent.

A wolf. Massive. Feral.

The amphitheatre shudders.

The perfect floor fractures, tearing open as light and ruin split the arena in two.

And then it moves.

Boss: Judgment Construct (Level 9)

Big, durable, not overly complex.


Core Mechanic – “Shifting Law”

At end of each round:

Flip a coin (or alternate):


Order Phase

  • White side = safe
  • Black side = hazard

Black side:

  • Difficult terrain
  • 2d6 damage if you end turn there

Ruin Phase

  • Black side = safe
  • White side = hazard

White side:

  • Blinding light
  • Flat-footed + dazzled

Session Notes