The temple in the clearing is made of oak and is still in good condition. The doors are wizard-locked by a 12th level wizard.
1. Coffer in south, empty. A hydra guards this room: AC2, HD7, hp 56, At 7 heads, D1-10 per head, save F7, N. It loses one head for every 8 hit points lost.
2. Room of the head cleric, now a spectre: AC2, HD6, hp 25, At touch, D 1-8+2 levels, save F6, C. The cleric controls two other spectres: AC2, HD4, hp 22, 12, At touch, D1-10+2 levels, save F4, C. In the desk (one drawer, E*) is 38 electrum pieces, a scroll of protection from elementals, a crystal ball with clairaudience, and a potion of polymorph self.
3. Storage room. 4 old rock statues, a box of 11 quill pens, and a jug of dried ink.
4. The 13th level cleric has been polymorphed into a bronze golem: AC-2 (shield+2), HD20, hp 63, At fist+special, D3-30, save F10, C. Anyone hitting the bronze golem with an edged weapon must save vs. death ray or take 2-12 points damage from the golem’s blood. There is one drawer on each side of the desk:
a) Poison-locked. Contains a potion of ESP and a ring of fire resistance.
b) Contains a clerical scroll of insect plague, resist fire, quest, raise dead, and silence.
5. Storeroom. 2,122 copper pieces, 5,169 silver pieces, and boots of levitation†.
6. Main temple. Anyone going behind the altar must save vs. spells or be charmed to protect the temple, as the Kopru spell. There are two gold chalices (50 gold pieces) and a bowl of dried blood on the altar. The altar is marble. There are six stone statues in various places.