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[Need help with plot] What manner of defenses may protect holy relics?

Steps of the Temple:

There are multiple trials that stand before the party who attempts to take the God's treasure. I based the following on a mission I had in a temple in a Mystic Earth campaign where the players went to retrieve a relic of the Catholic Church. There were seven steps, representing the seven virtues on the way out. The temple was actually also a holding place for the Hecate

The Gate of Prudence: A powerful angelic being, far more powerful than the player's CR, stands before them. It challenges them to yield to the power of the Deity or face retribution. If they attack it will fight to the death, but the entire room is surrounded with statues of supplicants taking a knee and in various stages of drawing the Cross. The players must bow to the power of the Divine and cast the mark. The players who pass must kneel for 10 minutes listening to the sonorous boring speech of the member of the Host telling them the Seven Virtues, ending with the angel anointing them (Mark of Justice) to any who would steal from the Temple of the Lord.

The Gate of Justice: A cleric sits before a table aligned with pictures of Martyrs. He repeats "Who shall judge them?" repeatedly, and in response to any statement by the player unless they enter into a discussion about justice and law. The players may pass through the Gate by offering to await judgement. Any players who have performed an Evil act in the last month are struck by xd6 Holy damage. If the players make a good argument for their sin they are forgiven, and offered the option to Atone. Atonement consists of a Lesser Geas, stating the player will not strike first without using prudence, or suffer the consequence.

Gate of Courage: This Gate is a series of traps. A demon sits, tied to the gate by hobbles, laughing at the PCs as they enter. A group of adventurers stand in this room, walking into the room... And promptly dying one by one to the traps there. The room has no true traps save for the illusion thereof; the souls of a party who attempted to delve and steal away the artifact are kept here for constant torment (and the seeming enjoyment of the demon).
The players leave the room Shaken if they fail a Will Save versus the demon's cackling.

Gate of Temperance: The players see into a glass held by the statues of two angelic beings (I would assume Inevitables would be best for this in most D&D games). One bears a sword, the other an olive branch. The PCs would see that the sword-bearer has tears dripping down her face (if collected they can be used to turn a well into a holy water dispensary). Within the mirror the player's last BBEG is seen writhing in the Pit. The sword-bearer says "justice", the olive-bearer says "Forgiveness", and both reach out their hands. If the players take the hand of Forgiveness they move on; if they take Justice they are Judged, laying a Mark of Justice on the PC that triggers if they kill any innocent.

Once past this, the PCs are faced with three doors, where three scabbards of finest quality hang. These represent the Swords of the Cross, and each hang above their chosen Gate. The PCs must choose one of the following Gates to pass through.

Gate of Faith: A beautiful maiden stands in a parlor, gold chains around her wrist and a tall casket in the center of it. The casket is filled with the swirling energy of hellfire, and the screams of the Damned. The woman approaches with open hands, open arms, and embraces each of the players, whispering "Believe" before leaping into the Pit. Those who leap without fear or caution into the Pit? It's an illusion. If there is any fear, the woman opens the opulent door behind her... Leading to a dimension door out of the Temple.

Gate of Love: A beautiful woman large with child stands in the parlor, a dagger in her hand and golden chains around her feet. The player must sacrifice his 'most important' item to show his faith. The player may either present his most treasured item, or, if they realize that the greatest love one may give to faith is sacrifice (through Knowledge (Religion) or DM reference in conversation as we did it), they can present themselves for sacrifice. If they choose their magic item they are given it back and the quest continues, though the woman claims the PC a Miser and the items seems heavier.

Gate of Hope: ((This was created by a player, who kept his mouth shut but loved the idea)). An old woman sits in a comfortable chair in a bare room. Drawn around her feet in golden lettering is the phrase Lasciate ogne speranza, voi ch'intrate, surrounded by numerous runes and arabesques. If the PCs approach the woman asks "What do you hope for?". If the player tells them their hope it cannot be achieved without the return of the artifact. The Hecate want out... But they'll serve until they find a weakness.

Slainte,

-Loonook.
 

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I cannot express enough thanks to you guys. Each of the posts gave me inspiration, new ideas and valuable tips. Now I have to digest all recent information and think about how to use it in best way. Any new thoughts and suggestions are welcome of course. Sunday is the day of our weekly game session and I'll post a small recap here afterwards to let you know how it all turned out.
 

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