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D
uring a treasure hunt, the adventurers find The entire structure is overgrown with plants and vines
themselves in front of a shrine in the middle of a covering the walls and the ground. A successful DC 20
forest. They will follow the hints hidden in the Intelligence (Nature) check identifies that the vegetation is
stained-glass windows to find the hidden access unnaturally dense.
to the basement of the shrine. There lies a The entrance to the garden is barred by a rusty iron gate.
mysterious artifact free for the taking, but the Getting past the locked gate requires a successful DC 13
strange plants covering the ruins will not Dexterity check using thieves' tools (or a knock spell or
appreciate the intrusion of the adventurers. similar magic).
Interior
Running the adventure The building is composed by a singular 10ft. by 25ft.
This short dungeon crawl, can be easily dropped in rectangular room, with 15ft. high ceiling.
any campaign with a fantasy setting. By entering the building is apparent that the plants cover
If the character's adventures take place in almost every possible surface of the structure, transforming
Faerûn, the location of the shrine could be the the pavement in a intricate forest floor and enclosing every
Kryptgarden forest just outside Waterdeep, or the
woods outside Neverwinter.
walls in thick vines.
The stats for the creatures highlighted in bold
In the middle of the room stands the stone statue of an
can be found in the Monster Manual. armored man carrying with two hand a tall banner. The
statue is 8ft. tall with the banner reaching a height of 10ft.
The feet of the statue are also covered in vegetation.
The plants and vines wrapping around the statue cover the
Exterior ground behind the soldier in a thick carpet that hides the
hatch leading to the basement of the shrine.
The shrine is a small ruined chapel of white marble in a The characters can investigate the room to find hints that
enclosed garden surrounded by a 10ft. wall that can be lead them to the hidden hatch. The following table lists the
climbed with a successful DC 15 Strength (Athletic) check. possible outcomes of the check.
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Intelligence (Investigation) check One possible translation of the inscription will be:
DC Result
5 The character notices the glass windows on the walls
The sun points the way to the banner
10 The character notices the inscription on the statue If the characters notice the light coming from the central rose
windows, or actively search for it after solving the riddle, read
15 The character notices the light from the rose window
shining on the floor behind the statue
them the following lines:
25 The character notices a wooden floor under the plants From the central rose window, the sun shines in a bright
on the floor behind the statue
beam, illuminating the floor behind the statue of the soldier.
Glass windows puzzle If the characters notice the hidden hatch on the floor, or
If the player notices the glass windows read these lines and actively search for it by following the beam of light after
hand them the first handout: solving the riddle, read them the following lines leading them
to the hatch:
On the walls at the side of the statue four windows depict
what seems to be a landscape in painted glass; two on the
right, two on the left. Under the dense vegetation covering the floor, illuminated by
On the back wall behind the statue, a large rose window sits a bright beam of light, you can barely see a wooden platform,
below the ceiling; vines broke through the glass and grew
inside the building. attached to the stone by a couple of hinges.
If the players inspect the statue and reveal the hidden The characters should work to remove the thick roots and
inscription, read them the following lines and give them the vines covering the hatch; you can ask for a Strength
second handout. (Athletics) check, to determine how much time they will take
to uncover the door.
At the foot of the statue you barely notice an engraving. Four Once uncovered they will open the hatch to a dark drop.
wavy runes are deeply etched in the stone, the lines are The following area is considered totally dark. A character
precise and masterfully crafted; they seem to have been
with darkvision up to 10ft. can see the floor, that too covered
in thick vegetation.
placed there with intention.
The hatch is too small to fit more than one medium
creature at a time; the character should fall in one at a time.
The runes are not in any known language, and not even the
Comprehend language spell can decode it.
Each rune is connected to one of the stained-glass window, The basement
and the player can decode the message by associating to each The following location are keyed to the basement map.
window a word to compose a sentence.
The runes trace different lines in every window panel, 1. Drop point
highlighted in red in the next picture, the image shows
possible translation of each rune. Every character that drops through the hatch without support
should make a DC 13 Dexterity saving throw or take 1d6
bludgeoning damage and fall prone, due to the slippery
nature of the floor. If a creature stands under the hatch while
another creature drops in, both creatures will take 1d6
bludgeoning damage, and the falling creature will end up
prone.
You find yourselves in a dark, damp, basement. Every surface is
covered in a thick layer of vegetation. There is a powerful
stench of rotten plants and the air feels almost thick from the
humidity. You can hardly see the stone structure of the walls
and the pavement.
Skittering sounds accompany every movement of the Giant
spider standing in front of you.
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Lair action
On initiative count 20 (losing initiative ties), the
Overgrown armor takes a lair action to cause the
following effects:
Vines extend from the walls, grasping at every
creature that is hostile to the Overgrown armor.
Every creature within 5ft. from the walls must
succeed in a DC 15 Dexterity saving thrown or
be grappled. Escaping requires a successful DC
15 Strength(Athletics) or Dexterity(Acrobatics)
check.
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Basement map
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Handout 1
Handout 2
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