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Briarwood Temple

Dungeon Starter
By Scott M. Roberts
www.lordofallfools.com

“The ruins of the temple have been in the Briarwood for as long as anyone can remember. Built to some ancient deity, by some forgotten cult—you
know how these things go. Rumors surround the temple like the brambles that creep across its walls. The standard tales: dark gods, evil rituals, a
treasure hoard of cursed jewels. All that rot.”

Questions
! Who knows the truth behind the temple’s history?
! What rumors have brought you to the Briarwood and to the ruined temple?
! How will you make your way through the Briarwood?
! Who do you know in Briar Village?
! Are you on good terms with the denizens of the Briarwood?
! Someone in Briar Village wants to stop you from looking for the temple—who is it, and why do you think they oppose
you?

Impressions
! The Briarwood is bigger on the inside.
! Despite the breeze, the trees do not seem to move.
! Your feet tangle in brambles.
! Something tracks you in silence.
! Friendly villagers with secret fears.
! A lilting song hums through the Briarwood.

Lore
Briarwood Temple lays southeast from Briar Village, a hamlet of about 200 souls on the edge of the Briarwood. There is no direct
route to the temple, but someone in the village has a map.

The Thornfolk are intelligent woodland creatures that resemble humanoid rats with thorns growing from their fur. They build
homes in the treetops and are friendly with one another, but distrusting of everyone else.

Custom Moves

The Hidden Door


The ruin of the temple is just a ruin unless the players open the door the right way. Most of the stones surrounding the ruin are
smooth, unmarked granite, but in the undergrowth are several broken pieces of statuary that
when assembled, form a singing face surrounded by leaves.
Once assembled, the following words appear etched on the face:

Sing the name of God into the lips of God and enter the house of God.

If the name of the God of the Briarwood Temple is known, a character can sing it into the
face’s mouth. ROLL + CHA. On a 10+ the doors to the real temple spring wide. The Temple
is open to the characters and the Thornguard slumbers on. On a 7-9, the doors open, and the
Thornguard awakens to inspect the characters upon their entry to the temple. On a 6-, the
characters are in danger.

Singing the wrong thing into the face has consequences. ROLL + CHA. 10+: Grim portent. 7-9: The characters are in danger.
6-: A Lingering Presence ambushes the party.

Items:
The Briarwood Amber: This fist-sized, unpolished piece of amber contains a swirling darkness in its very center. The wielder of
this stone may ask the Amber for advice and receive +1 forward when its advice is followed. When its advice is followed, an
almost imperceptible crack appears in the Amber. Every time the Amber’s advice is heeded, the crack deepens. Nothing can
repair the crack.
The fourth time that the Amber’s advice is heeded, the Amber melts into goo, and Daughash the Glutton is released. The
character who requested the last bit of advice is Sickened and anyone one currently wielding the amber is Stunned.

Daughash immediately flees to once again wreak havoc on the world.

The Pride of St. Ivy: This finely carved piece of wood shapes itself to the wielder’s hand, taking the form of whatever melee
weapon they desire. The wielder may assign two properties from the Fighter’s favorite weapon list. Any weapon formed by the
Pride has the following additional properties: Elegant, Unbreakable, Flammable.

If the Pride is burned badly enough, it will collapse into a seed. The Pride may be planted and regrown in a few weeks.

Monsters
Thornfolk Group, Tiny, Intelligent, Devious
Weapons (d4) + 1 Instinct: Defend our home! 6 HP
piercing
Poisoned Attack: ROLL + CON. 10+: Poison has no effect. 7-9: You are sickened. 6-: You are charmed.

Vanish into the Green: In the Briarwood, the Thornfolk can appear or disappear as they please even in the
middle of battle.

Lingering Presence Solitary, Stealthy, Terrifying


Claw (d10, Close) Instinct: Defend the Temple 20 HP
Shadow Claw-- Can only make Claw Attacks when corporeal. Characters must Defy Danger (+CON or
+WIS) or be affected—10+: the character is unaffected. 7-9: Shadows cloud the character’s vision,
making it hard to see. 6-: The Lingering Presence drains 2 HP from the character and adds 2 to its own
HP.

Chilling Song—Characters close to to the Lingering Presence must Defy Danger or be Stunned.

Present but not—Non-magical attacks pass through the Lingering Presence without affecting it unless it’s
corporeal. Divine attacks do not affect it.

Thornguard Solitary, Construct, Magical, Intelligent


Weapon (Pride of St. Instinct: Protect the Briarwood Amber 33 HP
Ivy, longsword, d10+3, Armor +3
forceful, piercing,
reach; elegant,
unbreakable,
flammable)

Crushing blow (d10,


Messy, forceful)
Discerning Presence—The Thornguard will know if you’ve are up to no good. Defy Danger against its
intrusive examination 10+: Your tongue is your own. 7-9: You must answer one question truthfully. 6-:
You answer three questions truthfully.

Crushing Blow—Defy Danger 10+: You’re rattled, but you shake it off. 7-9: The blow knocks you off
your feet. 6-: You’re thrown off your feet and across the room and take an additional d6 damage)

If the Thornguard attacks, so does the Lingering Presence, if it still lives.

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