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L2-28. Shrine of Beltar — Maw of the Deep Mistress

The Pillar-Way to the Maw (read-aloud)
The southward ruin crouches low upon your backs—tilted stones, ribs of fallen vaults—and then, as a throat clears, the way straightens east. Pillars take up the burden: basalt shafts banded in dim ruby tesserae, each engraved with scenes of teeth and tumbling gifts—coins and bones and foolish kings—dropping into jagged pits. Along the walls, a cold procession of carvings shows hooded celebrants with eyes like midnight pearls; some claw their own faces, some lift spiked gauntlets, and all incline toward the darkness ahead. Underfoot, the floor is worked in chevrons of red and black, pointing the faithful onward.

The air tastes of old iron and damp clay. From far beneath comes a faint, arrhythmic counter-beat, stubbornly out of step with the measured hum you left behind. When your light brushes the nearest pillar, the chiseled sigil of a glaring eye above a chasm winks as if wet with some deep-cured oil; and you fancy—just for a moment—that the grooves drink your lantern-glow and will not give it back. Footfalls hush themselves unbidden; even whispers feel like trespass.
Shrine of Beltar (read-aloud)
The hall breaks upon a square of black stone ribbed like a beast’s palate. The floor is a quilt of cracked ruby plates slumping toward a round, lightless throat at the room’s heart. There, upon the lip of that abyss, a basalt altar leans—split down the vein—its channels cut to pour offerings straight into the Maw-Well. A breath rises from below, colder than river-ice; it smells of wet rock and the anger of the world.

Your lantern shows more cruelty: along the walls, reliefs of sinkholes blooming beneath cities, of miners dragged down by ropey hands of stone, of queens with needle-black eyes being lowered headfirst into the dark. The ceiling’s arched basalt ribs meet like jawbones. On the altar’s shadowed face, the Eye of Beltar is set in obsidian, and in that glass you see yourselves—small as gnats—poised upon a lip far too near the edge of forever.

The throat murmurs. The floor answers with a slow, sour tremor. Something below is listening.

What happened here (355 CY)

“The Trespass of Measure”

  • High Theurge Vhalcaryn Rel-Daen (Wee Jas) ran ruby conduits from the ley-node (back toward the north-west caverns) to this shrine, seeking to domesticate Deep Earth beneath measure.
  • Beltar answered with Stone-Spite: a retaliatory surge that blew the shrine, shook the south approach (collapsed chambers), and spider-cracked the lower level.
  • Vhalcaryn’s pattern was ripped into the node—he survives as the Shadow-Wight bound beneath the obelisk.

(Arcana/Religion DC 13 in corridor or chamber: read the ruby inlay’s west-to-node direction; DC 15 adds the theological “law capped the pit; the pit bit back”.)


The East Corridor (to the shrine)

  • Length & look: 60–80 ft, Pillars every 10 ft; murals of pits, teeth, and falling tithes; ruby floor chevrons point east.
  • Hazards:
  • Tilted flagstones: Moving faster than half speed → DEX save DC 12 or slide 5 ft (no damage; loud scrape advances the shrine’s clock by 1—see below).
  • Ruby scree drifts: Stealth checks at −1 unless feet are wrapped/soft-soled.

Overhead Drop from L1-20

“Judgment Chute”

Placement: At the east end of the pillar-way, directly beneath the L1-20. Suel Temple antechamber. A concealed down–shaft (2½-ft × 6-ft mouth) opens and drops victims to the shrine floor, 10 ft from the Maw-Well.

Trap Specs (DM Quick)

Trigger (above): Pressure bar hidden in the L1-20 threshold; Perception DC 14 to notice hairline seams; Investigation DC 13 to find the rocking stone; Thieves’ Tools DC 14 to wedge or pin.
Reset: Counterweight re-arms on a 1-minute cycle unless spiked.

Drop: 25 ft vertical into L2-28, landing due west of the Maw-Well (10-ft gap).
Fall Damage: 2d6 bludgeoning (reduce by slow-fall features as normal).
Landing Surface: Cracked ruby plates on a subtle down-grade toward the well.

Landing Save: Each creature must make a DEX save DC 12 or land prone and slide 5 ft toward the Maw-Well (stop at the lip). On a success, land crouched in place (no slide).
Gear Scatter: Unsecured item (DM’s pick) has a 50% chance to skitter toward the Maw; on a 1 on d6 it topples in.

Noise & Wrath: The chute’s slam and the impact advance the Tremor Clock by +1 (by +2 if 3+ creatures fall at once). If this raises the clock to Tick 4, Maw-Primed begins immediately next round (see Grasp of the Maw).


The Shrine (40′ × 40′)

Ceiling: 15–18 ft, basalt “ribs” (two are shattered and lean).
Floor: Plate-broken red tesserae over voids (see Narthex effect below).
Centerpiece: Split Black Altar pouring toward the Maw-Well (vertical, 10-ft throat; cold exhale).
Icon: Obsidian Eye of Beltar set in the altar’s shadow (see Reliquary).

Zonal Details

  • Narthex (west 10 ft): Fractured plates over hollow. Difficult terrain. Any dash/violent actionDEX save DC 12 or foot punches through (speed −10 this round). Fail by 5+: drop 10 ft into rubble pocket (1d6, prone).
  • Nave (middle 20 ft): Two leaning ribs; passing between them at more than half speed risks falling shard (DEX save DC 13; 1d6 piercing).
  • Sanctum (east 10 ft): Split altar over the Maw-Well; cold draft; faint out-of-measure pulse felt in teeth.

Reads:

  • Religion DC 12: Beltar pit-rite—offerings cast into the deep; the split marks divine retribution.
  • Stonecunning/Geology DC 12: The throat is a fault chimney dropping 20–30 ft before grinding along a chute into deeper caverns.

Tremor Clock

Tremor Clock (4-tick, starts at 1 on entry)

Advance +1 when any of the following occur: a shout or loud metal-on-stone clang; thunder damage; a strike upon the altar/ribs; iron scraped across ruby inlay; Beltar invoked in anger.
Advance +2 (instead) if blood or iron is dropped into the Maw-Well, or if an appeasement attempt fails.

Passive decay/cooldown: Each full minute with measured whispers (no raised voices, no metal scraping) reduces the clock by 1; stepping out of the chamber for 1 minute also reduces by 1 (minimum 1).


Tick 1 — Sullen Beat

A faint, off-measure throb pervades the stone. Stealth checks in the shrine and approach corridor are at −1 unless feet are wrapped/soft-soled. (No save.)

Tick 2 — Dust Fall

Powdered grit sifts from the ribs and seams. Each creature must make a CON save DC 10 or suffer disadvantage on Perception (hearing) checks for 10 minutes (gently clogging ears and nostrils).

Tick 3 — Floor Buckle

Choose a 10-ft square in the Narthex; it slumps 3 ft (treat as a half-pit, difficult terrain). Creatures entering or fighting in that square must succeed on a DEX save DC 12 or fall prone.

Tick 4 — Stone-Spite Pulse (and Maw Primed)

Basalt ribs shudder; razor chips burst from seams. Each creature must make a DEX save DC 14 or fall prone and take 1d6 piercing from slivers.
After this pulse, the shrine becomes Maw-Primed until appeased or vacated for 1 minute:

  • At initiative 20 (lair) each round while Maw-Primed, resolve Grasp of the Maw: every creature within 20 ft of the well must succeed on STR (Athletics) or DEX (Acrobatics) DC 15, or be dragged 10 ft toward the lip; fail by 5+: dragged to the lip and knocked prone (topple if already at lip). Anchored creatures (roped/pitoned) have advantage; heavy armor imposes disadvantage.
  • Each subsequent round the DC increases by +1 until appeased or the party leaves the chamber for a full minute.
  • If Maw-Primed persists for 3 consecutive rounds or blood+iron are offered to the well, the shrine summons an Underdark hunter up the 10-ft shaft on the following round (DM: choose CR by tier; e.g., carrion crawler, grell, cloaker, black pudding).

Reset: If no further triggers occur and the chamber is left for 1 minute (or appeased—see below), reduce to Tick 2; otherwise remain Maw-Primed.


Appeasing the Shrine (soothing the stone)

Perform the six-count canticle: tap the altar’s four corners in measured six with one beat of silence, lay a ruby chip or red glass across the split, and keep iron from the stone.

  • Check: Performance DC 11 or Religion DC 12 to suss and keep cadence.
  • Success: Reduce the clock by 2 (minimum 1), end Maw-Primed, and suspend hazard advances from normal speech for 1 hour.
  • Failure: The clock advances +2 immediately as the measure falters.

Tips (player-facing aids): Wrapping boots, padding tools with cloth/leather, and coordinating whispers can help avoid triggers; invoking order/warding magics respectfully during the rite grants advantage on the appeasement check (DM’s call).


DM Notes: The Maw-Well

(1000-ft drop to the Underdark)

Profile. A 10-ft-wide vertical shaft—the Maw-Well—falls roughly 1,000 ft through faulted stone to a junction of deep galleries and river tubes (Underdark arteries: drow/duergar patrol zones, carrion vaults, blind-fish rivers). A constant cold updraft rises, carrying distant drip and the reek of lichen-rot.

Falling.

  • If a creature goes over the lip, it falls. Treat as RAW falling: up to 20d6 bludgeoning on impact (terminal damage cap). The shaft includes two jag-toothed ledge bands at ~150 ft and ~420 ft where a falling creature has a fleeting chance to catch or be gouged.
  • At 150 ft: DEX save DC 14 to catch a knife-ledge (take 4d6 from the catch success halts the fall clinging, prone, at disadvantage to climb without gear. Fail: continue.
  • At 420 ft: DEX save DC 16 to catch (take 6d6 from the catch). Fail: continue to terminal.
  • Thrown line: A secured rope hurled within 10 ft of a falling ally allows a reaction: ally makes DEX (Acrobatics) DC 14 to grasp. The thrower must win a STR contest vs. the fall (assume +5 for mass and momentum) or both go over the lip (the thrower has advantage if braced with pitons or a hammered spike).
  • Items & light: On a fall, any unsecured metal or lantern has a 50% chance to skitter off into the shaft immediately; if it goes, its clatter advances any shrine hazard clock you are using by 1.

Climbing the shaft.

  • Smooth stone, wet edges: Athletics DC 16 without gear; with pitons/grapnels: DC 12. The cold updraft imposes disadvantage on checks made while exhausted or sapped of temp HP.

Beltar’s Wrath: When the Maw Pulls

When certain offenses are committed—iron bled upon the altar, divine wards of “order” cast in scorn, the Eye pried with metal, or Beltar’s name shouted in challenge—the shrine answers. The cold updraft reverses, the ruby plates shiver, and a crushing downward mood grips the chamber:

The Grasp of the Maw (Lair-like Action, initiative 20).

  • Every creature on the shrine floor within 20 ft of the well must make a STR (Athletics) or DEX (Acrobatics) save, DC 15 (choose). On a failure, the creature is dragged 10 ft toward the well; on a failure by 5+, it is dragged to the lip and knocked prone (if already at the lip, it topples).
  • Creatures anchored by hammered pitons or a tied, secured line have advantage. Creatures in heavy armor have disadvantage.
  • Each round this persists, the DC increases by 1 (the room’s fury mounting) until the party appeases the shrine (ruby tithe + six-count hush) or leaves the chamber for a full minute.

The Pillar-Way to the Maw by 3orcs

Type: Ruined Suel shrine (Chaotic Evil, Deep Earth)
Access: From L2-24. Humming River Bend, go south through a chain of collapsed temple chambers (low ceilings, tilted floors), then the path turns east into a long, pillar-lined temple corridor with ruby-inlaid murals on pillars, walls, and floor. The corridor opens into a 40' × 40' shrine.

Type
Shrine
Owner
Owning Organization
Denizens
  • Ruby Ghouls (1–2) investigate on loud noise; flee toward Mortuary if the clock hits 3.
  • Troglodyte scouts skirt the doorway; if pressed, they toss bones into the Maw-Well and withdraw.
  • Shadow-Wight (Vhalcaryn) is bound at L2-26; however, iron+blood into the Well and a strike on the altar may stir it at the node (your call).

Shrine of Beltar — Maw of the Deep Mistres by 3orcs
Map Notes
  • Draw L2-24 with a southward string of three collapsed rooms, then a straight east corridor with six pillars (murals of pits/teeth/falling tithes), ruby chevrons on the floor, ending at a 40' × 40' chamber.
  • In the shrine: mark Narthex (broken plates), leaning ribs, split altar, and 5-ft Maw-Well.
  • Annotate a margin 4-box Tremor Clock (Dust → Buckle → Stone-Spite).
  • Add faint ruby conduit hash marks in floor pointing back W/NW toward L2-26.
Overhead Drop from L1-20 Judgment Chute” by 3orcs

Quick Mechanical Reminders
  • Falling cap: 20d6 maximum bludgeoning on final impact.
  • Catch windows: at 150 ft (DC 14) and 420 ft (DC 16) with damage on the catch.
  • Anchors matter: Pitons/hammered spikes give advantage resisting the pull; braced allies can oppose the drag with Help.
  • Appeasement gate: Ruby + six-count hush ≈ safe window (10 minutes) or end the pull for now.
  • Noise feeds wrath: Metal on ruby or shouted defiance should advance whatever hazard clock you’re tracking here.

Running the Scene

(quick cadence)

  1. Set dread. Read the hall; show pits, teeth, gauntlets; let players feel the counter-beat.
  2. Show the brink. Read the shrine; breathe the ice-cold draft; let the floor tilt a hair when someone nears the lip.
  3. Telegraph consequences. A copper piece tossed in never tinkles; it is swallowed. A smear of iron on the altar makes the ruby plates tighten.
  4. Offer grace. The six-count hush and ruby tithe calm the room; good play buys time.
  5. Escalate wisely. If they bait the goddess, run Grasp of the Maw; raise DCs round by round; only then let the hunter arrive.
  6. Make the fall real. Name the ledge-bands; offer the desperate catch; describe rope-fibers burning palms. When something goes over, let the dark keep the last of their light.

Interactions & Finds

  • Conduit trace (Arcana DC 13): Scorched ruby veins in floor & pillars run west/north-west toward the node (L2-26). The east wall blast-spall shows the surge came from the shrine.
  • Beltar’s Eye (Investigation DC 14): Obsidian inset can be pried without metal (thieves’ tools at −2 if metal). Removing it pauses the clock 10 minutes and reveals a shallow reliquary.
  • Reliquary (roll 1d3):
  • Shale-Crusher Flail +1 (counts +2 vs. objects/structures).
  • Obsidian Tithe-Bowl (1/day: pour fresh water → tremorsense 10 ft, 10 min).
  • Bloodstone Beads (3x500 gp each) & a Pitted Bronze Key (advantage to open one quake-jammed Suel door on Level 2).

Boons & Banes

  • Appease the Maw (boon): Cast a non-damaging ward/order spell during the canticle (guidance, bless, protection from evil and good): grant +1 to a single Concentration check (any caster) before next dawn.
  • Feed the Maw (bane): Drop iron & blood into the Well: gain advantage on one Intimidation underground today; but increase east-cavern encounter severity by one step until a fey tithe is made at L2-27 Feywater.

Arrival & Telegraphed Threats
  • Round 0 (Trigger): Updraft dies; lantern flames gutter sideways.
  • Round 1 (Sign): Describe a distinct tell—acid hiss (pudding), gritty rain (umber hulk), sour stink (otyugh), moaning echo (cloaker), skittering hooks (hook horror), cold “balloon” of air (grell).
  • Round 2 (Contact): The hunter clears the lip (or hovers just below) and engages.
Summoned Hook Horror by 3orcs

Underdark Hunter — Summoning Table (roll 1d8)

Use when the Shrine is Maw-Primed and the conditions to Summon are met. All entries can traverse or squeeze within a 10-ft-wide vertical shaft. Choose by tier or roll.

d8HunterCR / TierHow it ArrivesInstinct & TacticsScaling & Notes
1Carrion CrawlerCR 2 · T1Skitters up the wall, tasting the air with twitching tendrils.Paralysis first, then drag the downed toward the lip. Focuses the closest prone creature.Add +10 ft climb speed (node boost) for a nastier T2 feel; or reduce HP by ¼ for softer T1.
2GrellCR 3 · T1–2Floats up on the reversed draft, lanternlight glinting on its beak.Grapple with tentacles, lift a light/isolated PC toward the well; pecks at helmets/visors.In tight play, let it hover 10–15 ft down the shaft and yo-yo prey at the lip.
3Choker (pair)CR ½ ×2 · T1Hands like wet spiders; two emerge staggered by one round.Hide in rib-shadow, reach 10 ft, choke casters/archers; bonus action Stretch for grab-and-yank.For T2, run 3–4 total; give one patchwork buckler (+1 AC) looted from below.
4CloakerCR 8 (use CR 5 shadow-spawned variant for T2)Rides the draft like a manta, moaning counter-notes.Drop onto a frontliner; Disadvantage aura via moan; creates false echoes that scramble orders near the maw.Variant: HP 84, AC 15, moan imposes disadvantage on STR/DEX saves vs. the Grasp until end of next round.
5Black PuddingCR 4 · T2Oozes up in a glossy rope; lanternlight puckers on it.Engulf the floor; corrode metal; flow over boots and pitons; split if slashed.Telegraph with hissing iron. Reward clever use of non-slashing damage and ledges.
6Umber Hulk Scout (lite)CR 5 · T2The shaft gouges as it climbs; grit rains first.Confusing Gaze to break formations; claw-shove toward the lip; tunnels a 5-ft escape niche.Scout stat tweak: HP 82, Climb 20 ft, claw dmg −2 each. For T3, use full Umber Hulk.
7Hook HorrorCR 3 · T2Hooks bite the stone; it climbs with rhythmic scrapes.Grapple-and-reposition toward the maw; punishes anyone who turns from it to help allies.Gives parties rope-play drama: Advantage to resist shoves if roped & braced.
8OtyughCR 5 · T2Hauls itself by sinew-tongue; stink precedes it.Reel a PC with tendril (10–15 ft), slam ground to prone near the lip; throws filth (poison).Counts as squeezing in the shaft (attacks at disadvantage), but once at the rim fights normally.

Choosing by Party Tier (instead of rolling)
  • Tier 1 (Lv 1–3): 1–3 (Carrion Crawler, Grell, Chokers).
  • Tier 2 (Lv 4–6): 3–7 (Chokers swarm, Cloaker variant, Black Pudding, Umber Hulk Scout, Hook Horror).
  • Tier 3 (Lv 7+): 4–8 (Full Cloaker, big Ooze play, full Umber Hulk, Otyugh).



Cover image: Suel Temple Skull Banner by 3orcs

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