Ja'kumi Cavern 1 - Temple of Maclewar - The Ancients





The Rooms are numbered and the Statues are Lettered
Room 10 - The main temple
The ceiling of this room is 20' high and is covered with paintings rivaling the Sistine Chappel in the artestry of their execution. Each of the sections of the room as it widens as it goes further back into the cliff are seperated into seperate pictoral sections demarked by finley carved wood decorations. The pictures depict episodes of the influence of this god on the people living in the Clif city of Ja'kumi. It forms a history of the city.

The columns at the entrance are made of T.Rex leg bones carved with magical runes

In the narrowest part of the room there is a picture of the Weretiger god Maclewar Standing in the middle of a green jungle clearing pointing up at the top of the cliff waterfall with a large group of people standing around in a circle. The god towers over them as it's 80' high.

The next section shows the early days of the settlement where only the first quarter of the cliff has been constructed. It shows a war between the humans and the apes where the humans are using the caves as redoubts which they are defending from the apes. The semi-transparent face of Maclewar looks down on the conflict will approval. Here you can see the beginings of the cascade being redirected across the face of the cliff.

Next to this is the picture of Maclewar and the Air god "To'ooka" fighting high above the city. All that can be seen of it is the line of the cliff, the rivers leading away and the waterfall. To'ooka is a transparent looking serpent with wings. It is not a dragon but a monster longer and without legs of any kind.

The last section has 3 pictures. One shows the cliff city in it's high point where all the cascades are visible and all the cliff openings are seen. It seems there is a celebration going on. The middle one displays a religious ceremony where Maclewar is being worshipped and it is in full tiger form. The last displays a portrait of the human/tiger face of Maclemar with radiations of holy energy coruscating off of it. Looking at it closely wil l force a Will save at 15 to avoid a charm spell that directs it victems to fall on their knees in prayer and beging to him.

The columns at the entrance of this cavern are protected with a strong Antipathy spells. Every other one has been embewed with a repulsion of any non-sentient creature. This prevents wild animals from entering the temple, but has no effect on intellegent creatures of any kind. There are a lot of sentient evil creatures around, but this does keep out the worst of the riffraff. This is the begining of the magical effects of this place. The skill of generations of Maclewar spell casters have been lavished on this temple. A detect magic spell will reveal magic almost everywhere you look. Starting with the floor.

On the floor there is a massive mosaic in the center of the narrowest area near the cave front entrance. It is a picture of a leaping female Weretiger in it's semi-transformmed state. It has a human face, tiger ears, paws, human torso legs and arms and a snout face. The colors are black and brown where the black is done in jet and the brown is done in tiger eye semi precious stone chips. The claws are gold, they eyes are ruby, the clothing is blue lapis and she is wearing a bracelet of opals. It is enormous! It's about 80' from head to toe. There are some pieces missing, but most are in place. It is protected by a major curse on anyone removing the tiles. If someone removes a tile from the mosaic, a reverse gravity spell will be cast on that one. Unless they makea will save at DC of 18, they will float to the top of the ceiling and stay there for 2d4 rounds. At the end of that time

All columns are of White marble The floor is white, black and gray mosaic on the floor.
Column A Irresistable Dance begins rythmic music when approached within 10'
Any touching the Column shaped like a Gecko balancing on it's tail.
Insect, lizard, fish, tiger.

Column B - Animal Shape totem pole - Shamanic magic
A voice will ask for consent to cast on person. Will change subject into that animal for 1 hour.

Column C - Malfunctioning Gate
A Marble column with purple sparks inside with flecks of deepest black.
Spell of plane shift to same plane. It has a high wind (40mph at 5' and 100mph at 2') When anything non living hits it is goes black and spikey and sparky.

Column D - Crowned King statue. Looks like King Kamahamaha II with wooden armonr and a wood crown and feather. "King Axataka blesses all in the name of Maclewar"

Column E - A Tree arch to a seperate idylic plane.
"Maclewar welcomes all that are holy" is writtin in the old characters on the door. The tree is 20' high and 15' wide with a 8.x10' door that swings open into the idelyc Genesis created pocket universe.  Maclewar is patron saint of weretigers and is commly worshiped by shamans.

Column F - Inverted cone with runes on it. They have been gouged out in several important spots. It involves some kind of natual force and its negation. It is non-functional reverse gravity (fly) spell when it was touched.

Column G - Blindingly bright when approached within 5'. This prevents anyone from having their eyes open as they pass down the stairway which is coated with bronze.
Stairway down is filled with static electricity and it will drive out all undead creatures and curses.
The next level down are monks who will welcome them in for dinner, but they are not normal.
They worship the god/king and want to pressure them into converting to the workship of Maclewar - God of Good - Charm, Good, Healing, Strength, Mercy, light, sun, Agriculture, Fertility

Room 3


Room 4


Room 5


Room 67

Room 7
 3 - GARGOYLE

pictMedium Monstrous Humanoid (Earth) Hit Dice: 4d8+19 (37 hp) Initiative: +2 Speed: 40 ft. (8 squares), fly 60 ft. (average) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +4/+6 Attack: Claw +6 melee (1d4+2) Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze Saves: Fort +5, Ref +6, Will +4 Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills: Hide +7*, Listen +4, Spot +4 Feats: Multiattack, Toughness Environment: Any Organization: Solitary, pair, or wing (5–16) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic evil Advancement: 5–6 HD (Medium); 7–12 HD (Large) Level Adjustment: +5

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.

Gargoyles speak Common and Terran.

COMBAT

Gargoyles either remain still, then suddenly attack, or dive onto their prey.

A gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.


Second Level.