Haunted Rest
An abandoned shrine in an unexpected place— by the side of a mountain road, at the heart of a bog, or in a deep and dark dungeon—offers a restful haven to a party of adventurers at the risk of debilitating mental stress. The spirits of fallen angels inhabit this place, drawing on the mental anguish of any soul trapped within to feed their dark desires.
The shrine typically appears as a tholos, a small columned shrine, with an angelic statue at the center. An inscription in Common reads: “Heroes of our age, take needful rest.”
Angelic Statue. The statue radiates a Lawful and Evil aura. A successful Religion check identifies the statue as depicting Ariel, a rebellious angel of home and hearth.
Furnished Rooms. The shrine contains a number of small rooms equal to the number of adventurers and any allies encountering the shrine. Each room in the shrine is a 10-foot marble cube, and is furnished with a bed, rations, and anything else needed to make them havens. In addition, the rooms are affected by the Courage and Everlasting Rest effects of the hallow spell.
Trap. This trap can be detected through detect magic , a successful Arcana check, or a passive Arcana of 20. Not detecting the trap does not trigger a Critical Failure. Four hours after a creature begins a long rest in one of the temple’s rooms, the entrance way to each individual room is magically replaced by a 1 foot-thick marble slab.
Spell Solve. Use of disintegrate , shatter , or similar magic on the doors triggers an automatic success for that adventurer.
Wandering Monsters. The temple attracts powerful monsters to the surrounding area to encourage travelers to rest within. Adventurers likely encounter at least two hard matchups on their way to this challenge.
A group check using Athletics or mason’s tools and appropriate tool or weapon that deals bludgeoning damage can cut through the thick walls in one hour.
Critical Failure. Each adventurer that failed suffers 2 levels of strife and a random short-term mental stress effect and does not escape. Another attempt is necessary, though an adventurer who has already escaped can take the Help action to provide assistance.
Failure. Each adventurer escapes, but any that failed their check must make a Wisdom saving throw , suffering 2 levels of strife and a random short-term mental stress effect on a failure.
Success. The adventurers escape the rooms in short order.
Critical Success. The adventurers escape the rooms quickly and the pernicious spirit that haunts the place is impressed by their tenacity. Each adventurer gains an expertise die to their next ability check or saving throw made before their next long rest .