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Forest Temple
Where to Use This Dungeon
Terrain. Most of the temple features

T
he Forest Temple is a three-level dun-
geon. It is long and full of danger. This stone tiles. They are in good condition.
is an excellent location to use as the Two areas in the temple have tall brick
final lair of the adventurers’ nemesis. walls and a fine layer of grass.
It works as a place to recover an an- Doors. The doors in the temple are all
cient relic or learn useful information as well. The wooden doors with golden frames. Some
encounters presented in this module are intended of them are locked with heavy clasps and
for 4 to 6 7th- level players. You are free to change chains. The keys to open these doors are
any of the information herein to suit your needs presented in the individual descriptions
and/or personal setting. of the areas.
Light. There are sconces with torches
Lore in most areas of the temple. They are
infused with permanent continual flame
The Forest Temple is an ancient sacred structure. spells. All rooms are illuminated unless
It is located in the deepest parts of a forest. Getting stated otherwise. Removing the torches
to the entrance of the temple is no easy task since from the sconces causes the spell to stop
it has been cursed for centuries. Some heroes have working.
even perished trying to find this forbidden location. Smells and Sounds. Most areas in the
The temple succumbed to evil and its current pur- temple feature a wet dirt smell. The
pose is to maintain a veil of evil and darkness in the smell of leaves and vines hanging from
forest where it lies. The root of all evil is hidden in walls and ceiling is perceivable from the
the last chamber of the temple (area 12). entrance. Distant laughter and the howl-
To restore the forest to its former glory of yore, a ing of a wolf are ever-present sounds in
group of heroes must delve inside the temple and the temple.
destroy the evil forces in it. Restoring this sacred
place is a great service for the forest and Fey crea- ability to remain hidden next to the walls, resem-
tures that live in it. The spirits of the wild and the bling shrubs and wild vines. The needle blights
creatures of the forest shall compensate the efforts attack with their Needles from a distance. Whenev-
of whoever cleanses the Forest Temple. er a character approaches them, the vine blight and
the twig blights come out of their hiding spot and
Forest Temple attack.

The following descriptions of areas 1 through 12 cor- 2. Deku Door


respond to the three levels of the Forest Temple. This door is the last remnant of good in the temple.
It is a blockade that impedes the evil creatures from
Area Descriptions within the temple from going out and spreading
chaos. Removing this sigil eliminates the energy
1. Entrance keeping evil at bay, meaning the heroes must come
The temple’s entrance lies at the feet of a long set out victorious, or be responsible for a catastrophe.
of stairs. A large double door creaks and grinds There is a door to the south of the room, it isn’t
when opened. The first guardians of the Forest locked. However, the entrance to the tunnel to the
Temple show themselves. Four vine blight, two west needs a special key to be opened. It is not pos-
needle blights, and six twig blights have an am- sible to pick this lock.
bush prepared for any intruders. The vine blight
and the twig blights use their False Appearance The adventurers can open this door with a suc-
cessful DC 18 Strength (Athletics) check. Doing so

2
3
breaks the bark holding the door together and the 7. Meadow and Lake
whole frame breaks, leaving a large hole. Using a This area is similar to the one above it. Its dimen-
knock or a dispel magic spell on the door opens it sions are a bit different, and it has two exits. Double
without destroying it. doors lead to 10-feet-wide corridors to the east and
west. The eastern exit requires a special key to be
3. Antechamber
opened.
The key to enter the tunnel (area 4) is here. The key
has a guardian though. A shambling mound dom- The enemies in area 5 can interact with this loca-
inates the room and attacks all those who enter. tion. Combat that starts in area 5 can continue here,
The key is inside the shambling mound and it must depending on the heroes’ actions.
be defeated to retrieve it. The monster can squeeze
out through the door of the room if the adventurers 8. Spirit Chamber
won’t enter. This room is guarded by three wraiths and five
shadows. To enter this room, the adventurers need
4. Twisted Tunnel two keys. These keys are found in area 9. Defeating
This tunnel is 50 feet long and 10 feet wide and it the spirits in this area activates the elevator in area
is completely dark. The twisted tunnel is a clever 10.
illusion. Creatures that walk through the tunnel feel
a strange sensation of turning upside down with 9. Twin Chambers
each further step while never falling. This sudden These are 10-foot-radius chambers. The doors to
change of perception can alter the adventurers’
enter each of these areas feature deadly traps. Poi-
senses. Additionally, the illusion makes both exits
son gas affects all those who try to open it. Touch-
disappear. There are no doors anymore.
ing the doorknob activates the trap. Any creature
Any creature inside the tunnel must make a suc­ standing within 15 feet of the door must succeed on
cessful DC 19 Wisdom saving throw or become a DC 15 Constitution saving throw or be poisoned
disoriented and affected by the illusion. Disoriented for an hour. The trap resets itself after ten minutes.
creatures have disadvantage in attack rolls and skill A passive Perception score of 16 or higher reveals
checks. Affected creatures can repeat the saving the small holes where the poison gas comes out. A
throw at the end of each turn. They also recover character using thieves’ tools can disarm this trap
when they exit the tunnel. with a successful DC 14 Dexterity check.
There is a cloaker inside the tunnel. It looks like a 10. Elevator
dark leather cloak on the ground. A passive Per-
ception score of 16 or higher reveals it is not just The elevator is large enough to hold four medium
a cloak. The aberration uses its Phantasms and creatures comfortably. It has a small lever that
Moan ability to isolate a target and attach itself to it activates it as long as the spirits in area 8 have been
with its Bite. defeated. The elevator descends about 50 feet.

5. Werewolf Grounds 11. Keys’ Rooms


This large area is a small meadow inside the tem- All the doors here look identical. The small square
ple. Soft grass grows on its soil. There is a small rooms are identical too. Each of these rooms con-
lake with clear blue water. There some small bush- tains a piece of the master key, to enter the final
es and some spots with thicker grass. This area is chamber of the temple. However, the pieces of the
guarded by a werewolf and two water weirds. keys are protected by a coven of green hags. They
are inside three of the small rooms. They use their
If the adventurers decide to avoid the encounter augmented magical abilities to hinder the intruders’
and flee through the arc in the south, the werewolf advances and end their crusade.
chases them. Additionally, the water here is con-
nected to the lake in area 7. The water weirds can If the hags are defeated, the adventurers can find
use the lake in area 7 as well. the five pieces of the key to open the door leading to
area 12.
6. Antechamber
12. Final Boss Chamber
This room is only here to mislead intruders since
it leads no where. There is nothing of value here. The core of the evil forces corrupting the forest is
A shambling mound reacts to any intruder. that here. The last guardian of the temple is a horri-
opens the door and attacks. ble manifestation of evil power and corruption. A

4
knight of death fights with all its might to eliminate
the pest of mortals in the temple. The dark rider
Knight of Death has a jawless skull face. He holds a spear in one
Large undead, chaotic evil hand and the reins of its infernal mount in the other.
The rider and the mount work as a sole entity.
Armor Class 18 (plate armor)
HP 142 (15d10 + 60) If the heroes defeat the knight of death, the forest
Speed 40 ft., fly 40 ft. goes back to its former lively and green state in a
fortnight. The heroes’ feat doesn’t go unnoticed to
STR DEX CON INT WIS CHA the creatures of the wild. They have a reward for
21 (+5) 11 (+0) 19 (+4) 14 (+2) 16 (+3) 11 (+0) them.

Saving Throws Dex +3, Con +7, Wis +6


Skills Insight +6, Perception +6, Stealth +3
Damage Immunities Necrotic Rewards
Condition Immunities Charmed, poisoned, prone The adventurers are blessed by the forest and its
Senses Darkvision 60 ft., passive Perception 16
Languages Common residents. The Blessing of the Forest allows the
Challenge 9 (250 XP) players to cast the spell pass without trace once
a day without expending a spell slot. Additionally,
Immutable Form. The knight of death has advantage on the creatures of the wild give the players a mount.
saving throws against any spell or effect that would alter its Each of the heroes is gifted a dire wolf. The wolves
form.
have a spiritual link with their owners and they are
Spellcasting. The knight of death is a l0th-level spellcaster.
loyal for life unless treated poorly.
Its spell casting ability is Wisdom (spell save DC 14, +6 to
hit with spell attacks). The knight of death has the following
wizard spells prepared:
The creatures of the forest remind the adventur-
ers about the purity of their hearts and minds. The
Cantrips (atwill): mage hand, minor illusion, poison spray, ray
of frost
Blessing of the Forest and the wolves shall be gone
1st level (4 slots): mage armor, magic missile, shield if their souls turn evil. Then they bid farewell to
2nd level (3 slots): invisibility, misty step, web the heroes and encourage them to continue their
3rd level (3 slots): fly, lightning bolt journey of good.
4th level (3 slots): black tentacles, greater invisibility
5th level (2 slots): cloudkill
Fly-by-Attack. As long as the kinght of death flies a minimum
of 20 feet in a straight line, it can attack one creature within
reach without provoking an opportunity attack.
Legendary Resistance (3/Day). If the knight of death fails a
saving throw, it can choose to succeed instead.

Actions
Multiattack. The knight of death shifter makes one spear
attack and one hooves attack.
Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft ., one
target. Hit: 12 (2d6 + 5) bludgeoning damage and the target
must succeed on a DC 14 Strength saving throw or be
knocked prone.
Fly-by-Attack (Spear). Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 16 (2d10+5) piercing damage.

Legendary Actions (3)


Detect. The knight of death makes a (Wisdom) Perception
check.
Swift Hooves. The knight of death makes a hooves attack.
Swift Spell (Costs 2 Actions). The knight of death casts a
spell from the prepared spells list.

5
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