Sacred Space (d20)
Reflecting Greek harmony and empyreal ideals, such places are often replete with (roll 1d10):
1-5. light
6-7. music
8. prophecy
9-11. another aspect of Apollo (see Part I) 12-20. reroll twice
Style (d4)
1. Ionian: smooth, elegant, 25% chance of being partially gilded
2. Dorian: practical, stately, 10% chance of being partially gilded
3. Corinthian: exotic, flowing, 33% chance of being partially gilded
4. Reroll 1d3 twice (difference will then be seen in the cella)
Shape (d6)
1. Tholos
2-6. Rectangular
Number of Columns: 2d6 at ends of temple
Temple's Access is Forbidden to (d6)
1. Lay people
2. Foreigners
3. The unclean
4. Dark ones/ followers of darkness
5. Serpent types/ the underhanded
6. Per Referee
Random Temple Encounters
(See Volume I)
Temple Guardians (d4, roll multiple times for larger temples)
Apart from any of his armed clergy, others can be called upon to protect such radiant places:
1. Apollan Hoplites: per hoplites in Volume I, also gains a +2 AC bonus vs. archers or when in full sunlight, but a -2 penalty to all rolls when fighting on uneven terrain.
2. Toxotes (Greek archers): HD 1 and cause 1d6 damage per hit. With their armor type and using columns as cover, their AC will be anywhere from 4 to 6.
3. Hyperboreans (link or see Volume I): such elf-beings of Apollo can provide a variety of assistance to his human followers; that is, if they are so inclined. They are as brilliant as the sun.
4. Daphnian nymphs: beautiful spirit-women who can take on alluring physical maiden forms- or even become water or laurel trees too. Those who spot them must save vs. spell/ make a Will save DC 15 or be compelled to follow for at least 3d6 rounds. They can otherwise only be driven off by select spells, turning, or other methods for spirits.
SAMPLE TEMPLE OF APOLLO
General: The temple is replete with light.
* Mostly Ionian, in antis (cella walls come out on one side), & rectangular
* Peripteral (single row of columns around temple)
* Hexastyle (double row of 6 columns across front end, single row at back)
* Access is forbidden to dark ones.
Locations
1. Peristasis (columns around the temple): they can grant cover and mark the outer edge of the temple area. They shine too, nearly no matter the weather, making those who like darkness uncomfortable. Any obvious dark ones spotted by the clergy or Penaelva (see below) will be told to leave. Greek cleric-types can reroll their magical side-effects while here (or anywhere else in the temple), though they may only do so up to once per day and must take the second result.
2. Pronoas (entrance porch): the cella walls protrude here too (in antis), making it very defensible. And since its the beginning of the interior of the temple, cleric-types who follow Apollo specifically can reroll their magic side-effects- and pick which ones they wish to use- up to 3 times per day.
3. Cella (main, statue room): the sacred area, the columns are somewhat slimmer here and are Corinthian. Cleric-types who follow Apollo can add 1d3 to a magical side-effect roll while here, up to once per day. Still, the chances of triggering any divine tests are also doubled since an 8' tall statue of Apollo is watching. Magics otherwise behave like in Area 2.
4. Opisthodomos (treasury): the temple's valuables are here. It contains fine items and metals worth 1d20 x 100 gold pieces at any given time, per Referee. Magical side-effects are treated as in Area 2.
Inhabitants
Clergy - Adonion and/or Asclemondra from Part I will be present during daytime hours. They typically reside around Area 3. Asclemondra will also offer prophecies to visitors who donate to the temple, sitting as pythia once per month.
Guardian- Penaelva, Daphian nymph. She ventures into the area whenever a trespasser is noticed. She uses her seductive powers to lure them away from the temple. Those who repeatedly trespass will be led to a dangerous area instead, such as a cliff or river.
Next week: quests of Apollo with Part III!