Corellon Manse in Myth Drannor


Dimensions - 110'  100'Rectangular arched from 30' to 40' high,
Triangles are 70' high and 60' on each side and
dome is 40 cylinder with dome on top 30'. high
Ther object of the adventure the The Tome of Corellon is in the restricted texts area.
Main Chapel
2 10'  20' high doors made of wood are broken down and burned.
There is a Flame Wall trap in the door sill triggered when an elf passes through it.
18 pews 5'  30' long with a pathway 20' wide in the center.
All the windows are broken out and there is a bunch of trash inside. Some of it has blown in through the windows and door, but much of it has been brought in by the Hobgoblins who are on duty there guarding the area from outsiders.
There are 14 Hobgobins in the chapel at all times
 - 2d8+2=11         - 2d8+2=11         - 2d8+2=13         - 2d8+2=9       
  - 2d8+2=17         - 2d8+2=8         - 2d8+2=16
 - 2d8+2=11          - 2d8+2=11      - 2d8+2=13          - 2d8+2=9       
 - 2d8+2=17         - 2d8+2=8         - 2d8+2=17
These are armed with bows and long swords. When intruders are seen they will hide behind the pews and fire arrows at intruders.

High Temple Dome
2 of the Bearded Devils will come out from the High Temple and attack if they hear sounds of battle in the big room.
There is a giant 30' high statue to Corellon in the center of the dome which glows with the light of dawn at all times. It has been desacrated and defaced but is still recognisable. Its touch magics are still active.
When touched 2d8+2 healing and a Cure spell will be granted any non evil person touching it.

West Triangle
The walls emanate light that looks like moonlight constantly shining..
In the meditation area, there used to be comfortable furnishing which have all be ripped apart. There is nothing of value in this area.
In the N of the room behind a door is a burned out teleport circle. There is a staircase along that wall going up.
The Religion room contains many books along the shelves on all 3 walls. They are about the rites and rituals for Corellon through the ages. Most of the books are now on the floor, rotting away. The window on the S wall is broken and open to the elements. If the books are searched, a beautiful sliver holy symbol of Corellon will be found that is worth 100gp because of its quality.
There is a niche shrine in each of the 3 corners. there is a spiral staircase going up in the center of the room.
When a battle is heard, the Bearded Devils from the dome room will attack at the same time.
Guillotine Blade: DC 10 to find, DC 15 to disable; +8 to hit against one target, 2d10 slashing damage; apprentice tier, dangerous
Door is locked and un-tampered with. It takes a lock pick roll of 20 to open. There is a lock plate aboput 2" sq. covered with holy runes that form a trap. The trap on the lock repels anyone of non-good alignment. only a dispel magic against a 16th level spell will remove it. Blade Barrier

Religious Books Room
The spiral staircase leads to the Religious texts room. The books here are mundane and although very old would be very valuable to the priests of Corellon. In the point end of the room (the N.) there is a hidden ladder pull down that leads to the Restricted texts.
Restricted Room
This is where the

East Triangle
The walls emanate light that looks like moonlight constantly shining..In the meditation area, the remains of comfortable furnishings which have all be reduced to kindlinbg. There is nothing of value in this area.
In the N of the room behind a door is a teleport circle that goes Corellons Grove. There is a staircase along that wall going up.
The Religion room contains many books along the shelves on all 3 walls.
There is a niche shrine in each of the 3 corners. there is a spiral staircase going up in the center of the room.
When a battle is heard, the Bearded Devils from the dome room will attack at the same time.
Door Trapped - Chain Flail: DC 20 to find, DC 20 to disable; initiative +2, 1 attack per round, +6 to hit against all targets within 5 ft., 2d10 bludgeoning damage; apprentice tier, dangerous
There is a lock plate about 2" sq. covered with holy runes that form a trap.
Door is locked and un-tampered. It takes a lock pick roll of 20 to open. The trap on the lock repels anyone of non-good alignment. Blade Barrier
The walls of the lower room are covered with murals. of the Corellon pantheon paying him homage.
The spiral stair to the History room is made of trained wood in a spiral carved beautifully. The steps are made of wood slats connected with ship ropes and hung from the ceiling like a suspension bridge.
The Restricted room is too small to enter. It is a cubby hole with the treasures of the temple inside.

It contains

Platinum Holy Symbol of Cerellon

Scarab of Protection  - Wondrous item, legendary (requires attunement)

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

Candle of Invocation - Wondrous item, very rare (requires attunement)
This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly. Chaotic Good
The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st- level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Tomb of Corellion - Tome of Leadership and Influence - Wondrous item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Bearded Devil

Medium fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)
Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.
Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hobgoblin

Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.