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Ancient Secret
Adventure One of
The Song of Amhep Campaign
by C.M.G
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Table of Contents
Introduction – P. 3
Goblin Lair – P. 23
Conclusion – P. 32
Appendix A: Monsters – P. 33
Appendix B: Items – P. 35
Appendix C: Deities – P. 36
Credits – P. 49
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mountains, a few bands of elves in the northern
Introduction forests, and some wandering gnomes and halflings.
The island has many dangers; the Blood Plague, a
The simple task of investigating disappearances from
an insignificant farming village turns into a race horrible disease which has wiped out numerous
against time as the characters brave the dangers of villages, a clan of cyclops who roam the northern
the wilderness and rush to try and stop an evil ritual hills and an ancient race of scaled humanoids, the
in the ruins of an ancient temple, deep within the Scaled Ones. They once inhabited Melanthis an now
forest. attack lone wanders during the night, capturing
them for their evil rituals.
Thanks for downloading this adventure! This
Adventure, The Temple’s Ancient Secret, is designed The island of Melanthis has its own pantheon of
for 3-5 level one adventurers. This adventure can be a powerful and influential deities. However, one can
stand-alone adventure easily adapted into your replace the deities with those of the Forgotten
campaign or can be used as the start of a new Realms or your homebrew setting.
campaign. The Song of Amhep, a collection of
Adventures set on the Island of Melanthis.
Adventure Setting
The Temple’s Ancient Secret begins with the
adventurers in the city-state of Phokea, the largest
and most prosperous city on the island of
Melanthis. Melanthis is a small island 75 miles
south of Flamsterd, the southwestern most island in
the Moonshae Isles. The Moonshae Isles lie off the
Sword Coast in the Forgotten Realms but this island,
Melanthis, could fit into any setting you like, for
example it could be a small island just north of
Stormreach in Eberron, or adapted anywhere within
your homebrew setting.
Background Information Phokea is the main trading Port of Melanthis and has
extensive trading networks to far off lands. The
The Island of Melanthis is a forested, mountainous
Acropolis and the city’s two temples are heavily
island with numerous small rivers and deep natural
defended, protected by high white walls, made by an
harbors which dot its coastline. Melanthis is roughly
ancient race before the city was settled by humans.
the size of the real world’s island of Cyprus. This
There is a second wall which surrounds the wealthy
Island is mostly inhabited by humans, with a small
districts of the city, with sprawling slums on its
dwarven population living in the southern
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exterior. The city is supported by profitable wine, An order of warrior alchemists called the Vigilant
fishing, and olive industries, which the numerous Flame, police the city’s mages. There have been
small villages around Phokea specialize in. many instances of them overstepping their power
and being cruel to the city’s mages. Their new leader,
The village of Manay, where the party will travel to Diak Left-Handed, seeks to stop this violence
in Part 2 of this adventure, is one of these small against mages but he has been unable to control the
surrounding villages. Located just north of Phokea it more zealous members in his order.
is on the border with Dimini, the rival city-state of
Phokea. The city-states of Phokea and Dimini have For more detail on the gods of Melanthis please go to
been engaged in border skirmishes for the last Appendix C.
twelve years, ever since the Tyrant Agies overthrew
Phokea’s oligarchy, which was ruled by the city’s
most powerful mages. Dimini, which is ruled by
three sorcerer kings, took in many of the mages who Campaign Overview
fled Phokea after the Tyrant Agies’ uprising. Optionally, this adventure can be part of a larger
campaign, The Song of Amhep, if you wish.
Currently in Phokea, magic is not allowed to be
practiced in public, except in cases of self-defense. In this campaign the Island of Melanthis will come
Upon entering the city mages must register with under attack by the Dog Headed Men of Ctesia,
Phokea’s Mages Guild, where they are given deep fiends serving Amhep, the Prince of Darkness and
crimson cloaks that they must always wear in the the Lord of Murder, who is the Demon Lord of the
city. The Mages Guild is led by the great sage 502nd plain of the abyss. The campaign begins with
Mitheras, who seeks to protect Phokea’s Great the adventures unaware of the incoming Ctesian
Library. invasion. In Adventure One they will find a piece of
For a larger and Printable Version of this map please see Appendix D
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an ancient weapon broken up into seven parts, the In Part IV the party delves into the forest in which
Sunbeam. Throughout the campaign the they may encounter twelve unique events, some of
adventurers will have to travel across Melanthis to which can be beneficial and some of which can be
acquire all of the pieces. In each adventure within deadly. The party may also choose to branch off and
this campaign the adventures will learn more about investigate a goblin lair, in which a hobgoblin leader
Amhep’s evil plans and the powerful weapon, the has been corrupted to serve a demon lord due to a
Sunbeam, which they can assemble to defeat him. cursed staff he found in the forest’s ruins.
Besides the Invasion of the Ctesians, the adventures In Part V the party arrives at a ruined city within the
in The Song of Amhep will have to deal with the forest and makes their way to a ziggurat from which
Phokean Dimini conflict, the emergence of the Scaled they can hear evil chants emanating. Entering the
Ones from their ruined temples, and a multitude of ziggurat, the party learns the fate of the previous
other horrors threatening the Island of Melanthis. party, who died due to a trap which creates a
magical barrier, protecting the Scaled Ones as they
perform a dark ritual. The party will then solve the
Adventure Overview puzzle, dissipating the magical barrier. They then
In The Temple’s Ancient Secret, the party is tasked must fight the Scaled Ones and stop their ritual,
with investigating the disappearance of the village of saving Alf’s son. After defeating the Scaled Ones and
Manay. In the village of Manay the party discovers saving Alf’s son the party finds a piece of a powerful
signs hinting at the awakening of evil monsters, the weapon, the Sunbeam.
Scaled Ones, once thought to be just a myth. The
party then sets out to brave the dangers of the forest In Part VI the party returns to the city of Phokea,
and eventually stops an evil ritual deep in the forest. collecting rewards from Alf, for returning him his
On their way the party learns of other threats facing son, and from Solon for completing their mission.
the island of Melanthis and finds a piece of the They are then tasked with delving into Phokea’s
Sunbeam which they may later use to save or Great Library, an ever-changing labyrinth of
destroy all of Melanthis. forgotten knowledge in order to learn how to
harness the power of the Sunbeam and learn where
In Part I the party meets with Solon, an archon of the six missing pieces are.
Phokea. Here they learn about their mission to
investigate Manay and are told that another group of Adventure Hooks
adventurers was sent out before them, but there has Prior to starting the adventure, each adventurer, or
been no word from them since. their group, was approached by Verus, a young half-
elf man and the servant of Solon, an Archon of
In Part II the party leaves the city of Phokea. The Phokea. Solon wishes to assemble a group of capable
players walk through the city’s streets, learning adventurers to investigate the mysterious
more about the issues facing Melanthis, such as the disappearance of the villagers in the town of Manay.
war between Dimini and Phokea, and the strife Two days prior Solon sent another party of
between the citizens and the mages of Phokea. The adventurers to the village, who have yet to return.
party then leaves the city, possibly facing dangers or
beneficial events on the road to the Village of Manay. This adventure will start with the adventurers in a
meeting discussing the job they have all accepted.
In Part III the players arrive at the village of Manay,
finding it eerily quiet and full of looted corpses. They Possible Character Motivations
find hints suggesting that the previously sent
adventurers spent a lot of time looting valuables in • The character frequents a rowdy tavern, the Blue
the village rather than looking for any survivors. The Goose, and is well a known as a tavern brawler.
party will most likely find the survivors, Alf Solon will pay off the character’s many
Brightspear, and his daughter. Alf offers the party his outstanding debts in exchange for accepting the
family sword, which happens to be magical, if they job.
can find his son who was dragged off into the woods • Solon offers the character patronage of their art,
by the monsters, the Scaled Ones, who attacked music, or poetry so that they can perform in the
Manay. upcoming festival to Sydyk.
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• The character is a petty criminal who was caught by One of the four Archons of Phokea, a man
Solon’s house guards. In exchange for not informing only second in power to the Tyrant Agies,
the city guards the character can do this job for stands before you. He wears a modest grey
Solon. tunic emblazoned with the emblem of a
• Mitheras, leader of the Mages guild, recommended cyclops, marking his station.
the character as a gifted magic user, capable of
assisting in Solon’s task. He appears lost in thought as he gazes
• The character lost their family due to the Blood out of the window at the throngs of
Plague and is offered a home and a position in people milling about in the streets
Solon’s personal staff if they complete this mission. below.
• The character is from a religious order, and believes
He takes a deep, pained breath and turns
it is their holy mission to find the missing villagers.
to face the party. The man looks as if he
They could have received a message from their god
was once a soldier or an athlete, but you
or their temples leader, imploring them to assist in
see that his left sleeve is tied in a
this mission.
tight knot where his arm once was. He
Running This Adventure smiles at his servant and motions for him
to leave. Despite his simile his eyes
Monsters, items, and NPCs have their corresponding show signs of great worry.
page numbers listed. MM stands for Monster Manual,
and DMG stands for the Dungeon Masters Guide. All Looking over the party and nodding he
homebrew monsters and items used in this says in a booming voice, “The city of
adventure are listed in the Appendix. Phokea needs your help adventurers.” Then
making a fist with his one hand he
Part I: Meeting with Solon mournfully declares, “These are truly the
darkest of times. I hope you will help to
Each character has been approached by Verus, a bring some light into this time of
young half-elf in Solon’s service. They have all darkness.”
accepted his offer to help with Solon’s task of
investigating the village of Manay. All the party
currently knows about the mission is that they must Solon will give the party the following information
investigate the village of Manay. The villagers of about the village of Manay and their task:
Manay, a small farming settlement fifteen miles • The way to the village of Manay is a fifteen-mile
north of Phokea, have apparently disappeared and journey if one takes the road leading north out of
no trader nor farmer from the village has been seen Phokea.
in five days. The characters were promised 75 gold • The village of Manay is a small farming village of
pieces each for completing the mission, as well as around fifty people and is on the bank of a small
any additional favors that may have motivated the river.
characters due to their background.
• A large forest borders the village. Many of the locals
fear the forest and tell stories of demons and ghosts
The characters have made their way to a richly
but Solon expects that to only be local superstition.
decorated meeting room in an upper floor of Solon’s
mansion, which looks over the city’s harbor and • Five days ago, a group of wounded Phokean soldiers
sprawling streets. Verus will warmly greet the who were passing by the village, reported seeing
characters as they make their way into the room, smoke coming from the village center. There has
while Solon can be seen pacing off in a corner, his been no word from the village since then.
brows bent in contemplation. Players can be given • Two days ago, Solon sent another group of
time to introduce their characters as they wait for adventurers to investigate the village. They should
the meeting to start if they have not already met. have returned by now.
After a minute Solon will stop his pacing and address • A DC 15 Wisdom (Insight) check reveals that Solon is
the party as they sit around a table on comfortable hiding something. If questioned he will reveal that
chairs. some of the adventurers he hired seemed like shady
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individuals; they were solely interested in how much These rumors and events are meant to show the
gold they would receive for the task. mistrust many Phokeans have toward mages, the
• Solon believes that the party can be trusted because belief by many that the Tyrant Agies’ uprising was
his faithful servant Verus personally found each unjust, the war exhaustion felt after many years in
member of the party and has vouched for their great conflict with the city-state of Dimini, and to hint at
ability. the coming invasion of the demon lord Amhep.
After he has answered all the players’ questions and
A cleric, Severard, recently kicked out of the temple
explained their mission Solon will shake the hand of
of Sydyk, stands on several crates on one of the city’s
each player and hand them a small silver badge in
busy street corners. With great fervor he speaks of
the shape of an eye, a Seal of Phokea, he will then
how mages are a curse upon the world. He says how
bid the party good luck. This badge can be shown to
all mages in the city could be spies for their enemy,
any soldier or guardsman of Phokea to guarantee
the city-state of Dimini, and riles up a growing
free and safe passage in the surrounding land.
crowd of peasants and wealthy merchants alike. A
Solon, Archon of Phokea, human player walking by wearing the crimson cloak of
(Noble MM p.348) Phokea’s Mages Guild will receive dirty looks and
jeers from the gathered crowd.
Solon is tall, well built, middle aged man with a well-trimmed
beard full of grays which makes him appear older and wiser
A human man, Jonas, calls out from an alleyway at
than he truly is. He is missing his left arm up to his shoulder.
the passing adventurers. If they come closer, they
If questioned about himself, he will be able to give this see his face is disfigured with burn scars and he is
information: missing both of his legs. A DC 12 Wisdom
(Perception) check allows the party to see that he
• He is a close friend of the Tyrant Agies.
wears a cloak with the insignia of the city guard. The
• He lost his arm to a mage’s fireball in Agies Rebellion and is former soldier, veteran of the conflict with the city-
fearful of most magic users. state of Dimini, begs the party members for spare
• His chief duty as one of the Archons is to protect and coins and will thank them saying that Sydyk will
manage the many villages surrounding the city of Phokea. watch over the, if they assist him. If he sees a
member of the party with the red cloak of the Mage’s
Guild he will scurry back into the alleyway,
Part II: Leaving Phokea frightened. DM Option: give a player a point of
Verus, Solon’s Servant, can accompany the party to inspiration if they chose to help the injured soldier
the gates and provide additional helping navigating to act as the ‘blessing’ of Sydyk.
to the village if requested by the players. Solon will
provide the party with any rations or simple A wanted poster bearing the likeness of a
equipment that may be necessary for the journey. particularly ugly hobgoblin reads, “Buboc: Wanted
Dead or Alive! Reward: 100 Gold Pieces”. If the party
Note to the DM: The primary purpose of this section questions anyone of Buboc they would know that he
is providing the players with rumors, and has been leading a small group of goblins who have
information about current events and happenings on been harassing the Phokean army’s supply lines.
the island of Melanthis. If you do not wish to include
any of these flavor events to your game then this The adventurers pass through an alleyway and see
part may be excluded, and you can skip to the “Death to The Mages”, “Agies Lord of Murder”, and
section, The Journey to Manay. “Agies the Bastard King” crudely painted on the
walls.
Rumors and Events Leaving Phokea As the party makes their way through the city’s
slums, they notice roving bands of malnourished and
Feel free to include as many of these as you feel disheveled children. A DC 10 Wisdom (Perception)
nessecary to create a sense atmosphere or start check will alert a player that one of these children
roleplaying opportunities for your party. These attempted to pickpocket their character. If caught
events can be introduced as the characters are the child will attempt to flee, and his small gang will
leaving the city, exploring, or heading to the market.
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flee along with him. If the check is failed the The Journey to Manay
character loses 1d6 gold pieces.
A minstrel sitting on a street corner strums a lute Looming above you are Phokea’s White
and in a strong somber tone sings, The Song of Walls. They look to have been assembled
Amhep: from stones impossibly large and stand
higher than ten men.
“First son, he sails, he’s on his way.
The Prince of Darkness, he’ll come today. Before you, a great crowd of people
Go warn them all, please don’t delay. stream in and out of gate of cold iron
For Amhep rises, he’s on his way. and dark wood. Guards with shields
adorned with the symbol of Phokea, a
With him he brings soldiers of ten. great eye, stand at attentions or collect
Monsters, fiends, the dog headed men. tolls from those entering the city.
The Dread Fleet sails, to be our end.
All people fear Soldiers of Ten. Extending out from the gate and winding
its way north through the many farms
But this, our land. Retreat? Not here! which surround the city is the Northern
We must stand tall, hold back our fear. Road, leading to the village of Manay.
They come for us, all we hold dear.
Raise spear and shield. Retreat? Not here. The Northern Road is worn and shows signs of the
war between Dimini and Phokea. Once kept in great
Go ring the gongs and sound the bells, condition to facilitate trade between the two cities, it
For on this day, I wish thee well. now shows signs of heavy traffic from the soldiers of
Since he who sails, a lord of hell, Phokea and their baggage trains.
Will not relent. Now sound the bells.
The fifteen-mile journey to the village of Manay
First son, he sails, he’s on his way. should take just under four hours, traveling at a
Be off, fight your best in the fray, normal pace by foot.
I wish to see you the next day.
For Amhep rises, he’s on his way.”
Northern Road Optional Encounters
The song is sung in a long, short pattern.
Dice Roll (1d6) Optional Encounter
A character who passes a DC 12 Intelligence 1 Broken Wagon Ambush
(Religion) check would recognize the name Amhep. 2 Traveling Riddler
They would know that Amhep, the God of Murder, is 3 Hungry Wolves
worshiped by some of Melanthis’ evil cultists and 4 Goblin Scouts
monsters. Amhep is believed to have been wounded 5 Cyclopes Sighting
in a great battle long ago between the gods. His 6 Phokean Patrol
followers pray for his good health and his eventual
return. A character who passes a DC 12 Intelligence Some or none of these optional encounters may be
(History) check would know that this is one of the added to the journey on the Northern Road.
oldest songs sung on Melanthis and was originally 1: Broken Wagon Ambush
sung in Elven. Later verses of the song tell the tale of
a ‘mythical’ battle between the people of Melanthis A wagon sits to one side of the Northern
and the armies of Amhep, which is made up of Road. It lists badly on one side, and you
monsters with jackal head and the body of a man. notice that the spokes of the left wheel
This song is commonly sung by the island’s soldiers are broken. A small lock on a large
as they march into battle. wooden chest, which sits in the wagon,
glimmers from the bright light of the
afternoon sun.
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A DC 15 Wisdom (Survival) check will reveal Answer: Footprints
footprints leading from the cart to a nearby Riddle Two: I can crush a man, but I am scared of
outcropping of rocks and bushes. While a DC 12 snakes. What am I?
Intelligence (Investigation) check will reveal that Answer: A horse or elephant
the lock seems much newer than the wagon, and if Riddle Three: Always moving I can carry thousands,
shaken makes a strange metallic noise. but I have no arms. What am I?
Answer: A river, an ocean or the wind
The chest is trapped, the lock can be easily picked or
broken and is merely for show. A character who If all the riddles are answered one character may
quickly open the chest will trigger a fire trap which pick an item without looking from Gnemka’s
deals 1d6 damage to anyone within five feet. A backpack, rolling on the chart below.
character suspicious of the chest being trapped can
disarm the chest by slowly opening it and cutting a Dice Roll (1d6) Item
sting with a DC 10 Dexterity (Sleight of Hand) 1 Healing Potion (DMG p.187)
check. 2 Potion of Water Breathing (DMG p.188)
3 Potion of Growth (DMG p.187)
There are also five bandits (MM p.343) concealed 4 Keoghtom’s Ointment (DMG p.179)
behind some nearby rocks and bushes, three of 5 Bag of Beans (DMG p.152)
which are armed with scimitars and two of which 6 Decanter of Endless Water (DMG p.161)
brandish light crossbows. They wait for someone to
trigger the trapped chest before they attack.
3: Hungry Wolves
Four hungry looking Wolves (MM p.341) converge
on the party, two from each side of the road. They
will attempt to approach quietly and get a jump on
them.
4: Goblin Scouts
Four Goblins (MM p.166) hide in the woods nearby
the Northern Road. They have been attacking small
groups of Phokean soldiers as well as their supply
lines. They are armed with fine iron simitars, which
are much too large for them.
Treasure: The party can find 10 gold pieces and a
Potion of Healing (DMG p.187) hidden in the roots
of a nearby tree.
2: Traveling Riddler
A traveling Gnome woman, Gnemka, wearing a large
green cloak will approach the party on the road. She
will wager an item from her backpack for one gold
piece that the party will not be able to solve her
three riddles. The party will get three guesses and
will have a two-minute time limit for reach riddle.
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Approaching Manay
If captured and questioned they will reveal that their
leader, the Hobgoblin Buboc, received weapons and
gemstones from ‘the city of mages’, in exchange for As you turn east, leaving the Northern
Buboc and his minions raiding the Phokean supply Road for a well-worn dirt path, the wind
lines. If questioned they will say that their camp is in blows in your direction carrying with it
the forests to the north, by a small village. The the scent of burning wood.
goblins do not know that the name of the village is
Manay. Walking further, past sprawling olive
orchards, you can faintly make out smoke
A character who succeeds a DC 12 Wisdom rising in the distance, over what you
(Survival) or a DC 12 Intelligence (Investigation) presume is the Village of Manay.
check can find the goblins’ camp, just a small
distance off of the Northern Road. They will find two As the party approaches Manay on the small worn
azurite gems worth 10 gold pieces each and a spell path with a DC 12 Wisdom (Perception) check they
scroll of sleep. will notice that it is eerily quiet, not even the sound
of a bird can be heard as they approach the village.
In addition to this with a DC 12 Intelligence
5: Cyclopes Sighting (Investigation) check a character will notice tracks
With a DC 15 Wisdom (Perception) a character can leading toward the village, most likely made recently
make out a young cyclops (Appendix A), far off in by the group sent here before the party. There are
the distance to the east knocking over some trees as no tracks leading out of the village.
it makes its way through the forests. A character
familiar with the island of Melanthis or a character
that passes a DC 15 Intelligence (History) check
would know that seeing a cyclops is extremely rare;
they hardly ever can be seen outside of the northern
hills. It is probably best to warn someone about the
monster and to stay clear of its path.
6: Phokean Patrol
A Phokean patrol lead by the Lochagos, the squad
leader, Memnon, approaches the party on the road.
Memnon and his squad would be weary of any
mages in the party but will share information with
the party as long as they show their Seals of Phokea,
given to them by Solon. Memnon’s squad was
ambushed by some of Dimini’s mages who were
further south than they had expected. Many
members of the patrol were injured in the ambush
and can be seen limping or in bandages, which were
hastily applied to cover gruesome burns sustained
from the fight with the Dimini mages.
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Part III: The Village of
attempt by the scaled ones to awaken their god,
Mashashtar, the god of hunger and gluttony, from
his slumber because they sense and fear the coming
Manay of Amhep to Melanthis. Two days ago, the other
The Village of Manay lies upon the bank of a river, party sent by Solon traveled here and looted most of
which was used by many of the villagers to carry the valuables they could find before setting off into
their grain, olives, or grapes to trade. The village the forest in search of more treasure.
consists of a small inn, a trading post where produce
is stored and sold, as well as a few houses. If night has fallen as the players leave each building
roll a d20. On a 1-5 1d4-1 Scaled Ones (see
Turning one final bend in the road you Appendix A) will emerge from the woods and rush at
are face to face with the village of the party. For a battle map of the village please see
Manay. Appendix D.
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the forests. In addition to this a character who A wide circular building is attached to a
passes a DC 15 Intelligence (Investigation) check small store front, both of which are
will find long drag marks across the ground, hinting built of solid stone. This building would
that some of the villagers were dragged off into the have been used by the villagers to store
forest by the monsters. and trade their produce. A large flat
raft and poles for navigating the small
1: The Inn, The Ever-Full Flagon river rest against the back of the
building.
This two-story building sags greatly off
to the left, likely due to rot and a poor This building contains food, torches, rope, as well as
foundation. A large wooden sign hangs farming equipment. A bronze lockbox similar to the
from a post, decorated with an image of a one within the inn looks to have been smashed open
Flagon, full to the brim. On the bottom by repeated hits from a hammer or club and has
of this sign in red and yellow chipped been looted. Along with this, the raft at the rear of
paint the words, “The Ever-Full Flagon” the building seems to be in good condition and could
are written. be used to journey deeper into the forest.
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times of old they used to carry off people for evil
rituals in their temples, hidden deep in the forests.
4: House
This simple mudbrick house contains nothing of
much note. Once the dwelling of a few families it is
clear that it has been picked clean of all of its
valuables. Furniture is smashed and clothes litter the
floor. A DC 12 Intelligence (Investigation) will
reveal that there is not the layer of dust that one
would expect after almost a week. It looks as if it was
recently abandoned and then looted.
5: Alf’s House
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from the cellar, too quiet to make out. Approaching strange beasts in the woods but has not been in
the two sturdy wooden doors of the cellar and town for two weeks.
touching the Scaled One you can tell that its blood is • The Scaled Ones came at night killing some and
still warm to the touch, it was recently killed. dragging off others. Alf will tear up recounting how
they dragged off his son, Ay’s twin brother Imos into
The two doors are sealed from the other side by a the forest. Alf used his grandfather’s sword as best
sturdy piece of wood, however a concerted effort by he could but was wounded and could only limp to
the adventurers could easily break through. In the the cellar with Ay. Alf begs the party to rescue Imos
cellar a middle-aged human farmer Alf Brightspear from the monsters.
and his five-year-old daughter Ay hide. Alf is on the
• Two days ago, another group came by, battering at
verge of death; he was wounded in the first attack by
the cellar door. Alf and Ay kept quiet until they heard
the Scaled Ones on Manay and most recently
an argument and scuffle break out above. The
received another wound on his leg from the Scaled
One that lies dead on the doors above the cellar. Ay people were arguing about how they would split the
is uninjured but very scared. If the party tries to loot from the village and after exchanging some
break in the cellar without saying anything Alf will blows with one another decided to leave behind the
attack them as they descend into the cellar, in an cellar and look for more loot in the forest.
effort to defend Ay. However, if the party explains • Alf says he does not know why some of the
that they are friendly, Alf will quickly open the cellar villagers were killed and others were dragged off,
doors, as he is scared that in his current state he will but a DC 15 Wisdom (Insight) check reveals that
not be able to defend his daughter for much longer. he is hiding something. If questioned further, he
If helped Alf will share information with the party will say how he thinks they carried off those with
and Ay will stare up at them with through big purple some magic blood in them. Alf’s wife, who passed
eyes. away five years earlier when the Blood Plague
ripped through the countryside, was a mage and
he thinks some of her abilities could have been
passed down to their children.
Alf begs the party to find his son Imos and offers
them his grandfather’s longsword, if they can bring
him back. With a DC 15 Intelligence (Arcana)
check a character can read the magical runes written
on the blade and identify the longsword as a Giant
Slayer Sword (see Appendix B).
7: Burned House
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 14
Part IV:
The Huntsman’s Path
The players have a few options as to how they will
find the Scaled Ones’ lair. With a DC 12 Wisdom
(survival) check they can find tracks of the Scaled
Ones, taking them on Path One (see The Huntsman’s
Map Key below). Following Path One after 2 random
encounters the party will reach a fork in the road
where a DC 12 Wisdom (survival) check reveals
goblin footprints going to the south, leading to Path
Two. If the party choses to continue to follow Path
One, then there will be three more random
encounters before they reach the Scaled Ones’ Lair.
On the other hand, if they chose to follow Path Two
than after two encounters, they will reach the
Goblin Lair, after which they will have one
encounter before reaching the Scaled One Lair.
However, the party has a third option, using the
Huntsman’s map from Area 3 and the raft from Area
2, they can navigate down the river to Path Three,
on which will have two encounters before the party
reaches the Scaled Ones’ Lair. For a simple
explanation please view the image below.
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 15
Encounters in the Forest of Manay one pocket the characters can find 2 bundles of
herbs. A DC 12 Intelligence (Nature) check would
Dice Roll (1d12) Encounter reveal that these herbs could be used to heal 2d4+2
1 Scaled One Hunting Party hit points. The body also has a silver necklace worth
2 Ambush in the Ruins 5 gold pieces.
3 Fog and Spiders
4 Goblin Camp 2: Ambush in the Ruins
5 Trees Fight Back
6 Will-O’-Wisp To one side of the rough path heaps of
7 Bear Den stones are piled. Looking closer you
8 Druid notice that three crumbling towers are
9 Glowing Mushrooms concealed behind a screen of vine, bush,
10 Crumbling Tower and tree, all of which look to have once
11 Cabin in the Forest been a sturdy bastion. One of the towers
12 Healing Herbs must have collapsed long ago; the debris
spread out far, leaving only a stone
Note to the DM: Encounters 1-7 will likely be circle ten feet tall at the highest
combat encounters, while 8-12 are likely helpful, point. The other towers are in a much
depending on the player’s choices. One option you better state. Stretching forty feet into
have when rolling for these encounters is to reroll if the sky they are connected by a bridge.
the same encounter if it has already been rolled. In the highest tower of the crumbling
Another option is to not have an encounter if the bastion you notice a metallic sparkle
same number is rolled twice and to say that that part coming from it’s highest window.
of the journey was uneventful. If you do not wish to
roll for encounters, I recommend choosing The metallic sparkle comes
encounters 2, 3, 4, 10, and 12 in which ever order from the silver gem inlayed in
you chose. the helm of a Scaled One Chief.
One Scaled One and a Scaled
1: Scaled One Hunting Party One Chief (see Appendix A)
hide in the highest tower and
With a DC 12 Wisdom (Perception) a character can
are making a sacrifice to their
hear growls and the scraping of claws coming from
god Mashashtar. They are at
the path ahead. Three Scaled Ones (see Appendix A)
first unaware of the party but if
have picked up the party’s sent and are running full
at any point a character
tilt down the path towards them. The party has half
climbing one of the towers fails
a minute before the Scaled Ones will be upon them.
a DC 10 Dexterity (Stealth)
The party would be disadvantaged if an attempt to
check, then the Scaled Ones will
hide was made because the Scaled Ones already
know there are intruders and
have their scent. A character who succeeds a DC 12
will wait to attack until the
Intelligence (Arcana) or (History) check can
party is on the bridge between
identify the Scaled Ones as being a type of changed
the two towers.
humanoid.
Exploring the ruins, a character
After defeating the Scaled Ones further down the
who passes a DC 12
path, the party will find a rotting corpse, a healer or
Intelligence (History) check
someone who succeeds a DC 12 Wisdom
would be able to identify the
(Medicine) check would be able to identify that this
ruins as originating from the
corpse is around two weeks old. This is the body of
ancient human culture which
the Huntsman who according to Alf went missing
lived on the Island of Melanthis
two weeks earlier. His wounds show that he was
thousands of years ago, the
killed by the Scaled Ones.
same people who constructed
the White Walls in Phokea.
Treasure: The body has three knives on it, and a
These people spoke and wrote
broken shortbow can be found a few feet away. In
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 16
in elven. Within the smallest, the most ruined tower, two other Giant Wolf Spiders are hiding in the fog,
a character who knows elvish can find an inscription just far enough away so that the characters cannot
in the stone reading: “They came by sea, but the see them. Alternatively, they could be hidden in the
weapon worked. The sacrifice was too much… there trees, hanging right above the party.
are few of us left”. Note to the DM: This inscription
was made by the ancient people of Melanthis after The fangs of the Giant Spider can be sold to an
the ritual in which an attempted to power the alchemist for 10 gold pieces. After the party defeats
Sunbeam, a powerful weapon, went wrong. the spiders and continue down the path the fog
Although the Sunbeam destroyed the invaders, those around them will slowly begin to fade.
closest to the Sunbeam were changed and turned
into the Scaled Ones. The few survivors split the 4: Goblin Camp
weapon into seven different pieces, hiding them in
various locations across the island. The party will As you continue to walk down the path you
learn more of this in the second adventure. are suddenly hit with the sent of
charcoal and the smell of roasting meat.
Treasure: The silver helm of the Scaled One Chief is In the distance you hear the murmur of
fitted with small hematite gemstones; in total it is voices cutting through the quiet air in a
worth 30 gold pieces. A character who passes a DC language you do not at first recognize. A
12 Intelligence (Investigation) check will be able small way off the path is a camp of some
to search through the rubble and find a small box, sort.
containing Goggles of Night (Basic Rules p.172).
Four Goblins (MM p.166) led by one Goblin Boss
3: Fog and Spiders
(MM p.166) have made a camp by the forest path.
One goblin is on lookout duty and the rest argue
As you journey deeper into the forest a
around a campfire over who can have the best piece
low fog around you slowly begins to rise,
of meat. The party does not have to fight the goblins.
greatly obscuring your vision. Trees now
If they wish they can simply sneak by and continue
appear to pop in and out of the fog.
on their way.
From behind you hear a faint clicking, as
Treasure: The Goblin Boss has a pouch containing
if someone walking with a staff was
thee banded agates worth ten gold pieces each. In
coming your way. Looking back, all you
addition to this he has a note written in common
can see is the fog, growing denser every
tucked away in one of his pockets that reads: “Old
minute.
Big Ears took many of the goblins south to raids
those humans, I back at camp with my guard, six
After a few more minutes of walking the
scouts and Grub. When you return, we head further
clicking sound begins to grow and then
south and raids some more. – Buboc”
multiply. From all around you faint
clicks cut through the fog-heavy air.
If the party captures some of the goblins and decide
to question them, they can learn of the precise
Suddenly out from the mist, only a few
location of the Goblin Lair. In addition to this they
feet from you, emerges a massive wolf
can learn that Buboc found a strange staff in one of
spider, its fangs hungrily snapping
the forest’s ruins. After which, he has recently
together, making a faint clicking sound.
turned from the goblin’s chief deity Maglubiyet in
favor of the worship of the demon lord Amhep.
The party’s vision is greatly obscured by the fog. A
character can only make out their surroundings
within 20 feet.
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5: Trees Fight Back 6: Will-O’-Wisp
The forest begins to grow particularly You come across a fork in the path. Both
dense as vines cover the path before you. paths bear the faint claw marks of the
One member of your party pulls out a Scaled Ones. However, to the left a dull
sword and begins to slash their way yellow light blinks in and out from
through the dense vines, leading your behind a stand of trees.
party further down the path.
A Will-O’-Wisp (MM p.301) attempts to lure the
A DC 18 Wisdom (Nature) check reveals that one of party down the left path. There is a spike pit
the vines on the path before the party is in reality concealed on the path. A character who passes a DC
the arm of a Twig Blight. If a character does not 15 Wisdom (Perception) check will notice that the
notice this and slashes the vine before them then middle of the path has very few tracks. The spike pit
two Twig Blights, two Needle Blights, and one pit is a 5ft x 5ft square in the center of the path that
Vine Blight (MM p. 32), will attack the party. if stepped on will collapse. The pit is 10ft deep and
characters who fall take 6(1d10) piercing damage
and must make a DC 13 Constitution saving throw,
taking 11(2d10) poison damage on a failed save and
half that much damage on a successful one. If the
party notices or falls into the spike pit the Will-O’-
Wisp will attack.
Twig Blight
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 18
7: Bear Den He will then jog over to the party
grasping the hand of the first person in
sight and yelling out, “Welcome to this
The path you have been following takes
forest travelers! It has been a long time
you down a small ravine. Vines hang from
since I have seen some friendly looking
the rocky out cropping’s on either side
folk. Would you care for some
of you and slender trees wind their way
Goodberries?”
up from the darkness towards daylight.
As you come to the bottom of the ravine Paulus, a druid (MM p.346), has 10 Goodberries,
and begin your assent upwards you notice which restore 1hp each, that he offers to the party.
a cave opening in the rocky wall. From Paulus was sent south by El`Inprilidil of the
the corner of your eye, you make out a Druidic Order of Virildur, an order of Druids based
glimmering bronze helm resting within the around the central forests of Melanthis. El’Inprilidil,
cave. However, as you get closer you hear the leader of his order, sent Paulus to investigate the
a low growl emanating from the mouth of disturbances in this forest. Paulus found out that
the cave. here, as well as elsewhere on the island of Melanthis,
the Scaled Ones have reemerged from their ruined
cities and temples. Paulus makes great haste to
A Cave Bear (MM p. 334 Polar Bear variant) growls
return to his order and spread the news so that the
from inside the cave. The party can choose to simply
druids can mobilize to defend their forests.
pass the cave by, if they wish and the bear will not
pursue them. A character may try and sneak into the 9: Glowing Mushrooms
cave to steal the glimmering helm but must roll a
higher Dexterity (Stealth) check than the Cave The path you have been following begins
Bear’s Wisdom (Perception) check, which is +3 and to lead you into the deepest part of the
has advantage. On the other hand, a character who forest. Large trees spread out their
rolls a DC 18 Wisdom (Animal Handling) check branches high above you, obscuring the
can hold back the bear as another character quickly sunlight and plunging you into near
loots the cave. darkness.
Treasure: The Glimmering bronze helm in the cave As the canopy above you grows denser and
has an inscription written in Elven which reads: the sunlight begins to fade you notice
“Sturdiest of All”. The helm is a Sturdy Helm (See around you many bioluminescent mushrooms.
Appendix B). In addition to the helm there are 10 At first these glowing mushrooms are
gold pieces scattered throughout the cave. small and only give off a dull glow
8: Druid however, as you walk further, they grow
larger and brighter, the largest of which
reach around five-feet tall.
An elderly human man with a long brown
beard, walks down the road with the help
You ask yourself, “What is causing these
of a sturdy staff as he hums a tune to
mushrooms to emit such a powerful glow.”
himself. Three songbirds, one green, one
blue, and one yellow fly around him and
join in with his song. A character who passes a DC 12 Wisdom (Nature)
check would recognize these glowing mushrooms
Seeing the party, the old man stops and are the extremely rare Magiphages, a type of fungus
waves. He looks up to the three birds which feeds upon magical energies of the earth. One
flying around him and says, “Look Magiphage would be very valuable if not for the fact
friends, we have visitors to our forest”. that once they are removed from their source of
The three songbirds fly in tight circles energy, which they feed on, they quickly wither up
and chirp excitedly. and die. Due of the abundance and size of these
Magiphages you would assume that there must be a
powerful source of magic in this part of the forest.
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 19
A character who passes a DC 12 Intelligence they preformed a horrible ritual which went wrong,
(Arcana) check would feel the powerful magical turning many into the Scaled Ones.
energy emanating from these glowing mushrooms
and would know that if they were to siphon off some
of their energy, they could restore some of their own
magic. If the party passes both skill checks allow
them to siphon off some of the magical energy of the
Magiphages, restoring their used spell slots.
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10: Crumbling Tower from the others and that there are faint scorch
marks below the statues of the dragons. The last
To one side of the path is a wide stone on the path leading to the tower’s door is a
perfectly circular clearing, at the pressure plate that if stepped on will cause the two
center of which is a slender travertine dragon statues to spew fire. This fire spreads out
tower. The tower stands tall but is in a from the door in a 30ft cone and each creature in the
poor condition. Many stones, having blast must succeed a DC 12 Dexterity saving
fallen from the tower, litter the grass throw, taking 10 (2d10) damage on a failed save, or
of the clearing. half as much damage on a successful save. The trap
can be avoided by wedging something under the
Ancient stones mark a winding path to the pressure plate, destroying the statues from a
entrance of the tower, a sturdy wooden distance, or by using a successful dispel magic spell
door flanked by two small statues of (DC 13).
dragons in flight.
The second trap is a powerful illusion spell inside
As you get closer it appears that the the tower on the staircases. The party will see one
tower emanates a faint hum of energy that staircase on the west wall with a broken section
faintly rustles the earth below your thirty feet in the air, which requires a small 3ft jump.
feat. After this broken section, the staircase appears to
lead up to a door. In reality the east and west walls
each have a staircases however, the staircase on the
The tower is sixty feet tall and is protected by three west wall only extends 30 ft up, to the broken
magical traps. A character can avoid the traps and section. The upper half of the staircase, on the west
reach the treasure at the top floor by climbing the wall is a powerful illusion. The party can see it but it
tower. However, the tower is extremely brittle and is not actually there, it cannot be walked on.
difficult to climb and requires a DC 12 Dexterity Meanwhile, on the east wall there is a staircase that
(Acrobatics) check for every 15 feet climbed. A is hidden by an invisibility spell. The invisible
character who falls takes 1d6 bludgeoning damage staircase has a broken section 30 ft up, just like the
for every ten feet they fall. western staircase, however the upper portion of the
staircase although invisible is real and would lead
the characters to the door at the top of the room. The
image below can help to explain the trap.
The first trap is at the entrance of the tower. A Upon entering the tower characters who succeed a
character who passes a DC 15 Wisdom DC 15 Intelligence (Arcana) check will feel a
(Perception) check will be able to notice that the powerful magic emanating from the east wall. A
last stone on the path looks out of place, different character who passes a DC 15 Wisdom
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 21
(Perception) check would notice that the upper half passes a DC 12 Intelligence (Investigation) check
of the west staircase appears not to have any dust on will notice a flimsy floorboard, under which is a
it. Also, any character simply walking on the east leather pouch containing three Moss Agates worth
side of the room may bump into the invisible 10 gold pieces each.
staircase. If the characters climb the west wall and
attempt to jump to the upper illusionary stair they 12: Healing Herbs
would fall and take 3d6 bludgeoning damage and As the characters are walking, they come upon a
realize that the upper half of the west staircase is grove of exotic looking plants of many shapes and
nothing but an illusion. If the characters throw a sizes. Have a character make a Wisdom (Nature)
rope or something else to cross the west wall, they check and with a 1-10 they find useful herbs
will see the item appeal to fall through the floor, equivalent to one Potion of Healing (DMG p.187),
again revealing to them the illusion. Meanwhile, on with a 11-15 they find a rare plant which acts as a
the east staircase, if careful the characters would be Potion of Greater Healing (DMG p.187), with a 15-
able to notice the similar broken section 30 ft up and 20 they find a small circle of interwoven green vines,
would easily be able to use an item to cross the small the size of a ring, which repeatedly move about in a
gap or simply jump. However, if the character is not wave like pattern. This is a Ring of the Forest (see
cautious on the east staircase, they could fall through Appendix B).
the broken section 30 ft up and take 3d6
bludgeoning damage from the fall as well.
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 22
Goblin Lair
eventually phase out any use he still has of the
goblins. The goblins will not fight Buboc, because
The party will come across the Goblin Lair after two they so greatly fear him, but they will leave the cave
encounters on Path 2. After initially picking up the if a character comes up with a convincing argument
tracks of the goblins they are easy to follow. The and pass a DC 16 Charisma (Persuasion) check.
party would notice that this path seems to have a
large amount of goblin traffic going both ways.
1: Cave Entrance
The party has the option of convincing the goblins to
turn against their leader. The goblins within the cave You have been following the goblin
greatly fear the Hobgoblin Buboc and only serve him footprints for some time. Eventually, the
because of this great fear. Buboc and his goblin forest path leads you to a cliff face.
followers all used to worship Maglubiyet (Forgotten The wall of stone, dirt, and vine cuts a
Realms Deity). Conflict between Buboc and his jagged line through the forest and its
Goblin followers arose after he found a cursed staff numerous caves cause your footsteps too
called Silence, The Staff of Fallen Souls (see echo out into the distance. As you
Appendix B). After which Buboc abandoned continue walking your path leads you to
Maglubiyet and started to worship the demon lord one of these caves jutting into the cliff
Amhep. With the cursed staff he gained new power face.
and the ability to raise the dead. The goblins still
wish to worship their chief god Maglubiyet but Shrill voices and cackling laughs emanate
Buboc has forced them to construct a temple to from the cave’s entrance. From a
Amhep, deeper in the cave. Buboc is an effective distance, peering into the cave you make
leader, bringing in many spoils from the raids on the out the dancing flames of a crackling
Phokeans, however the goblins believe that because fire and you see small green shapes
of his worship to Amhep and his new undead darting in and out of the light.
minions he has been creating, Buboc could
For a larger, numbered, and Printable Version of this map please see Appendix D
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 23
In his arrogance Buboc has not posted any guards
outside of the goblin lair. Along with this, an odd Treasure: The Goblin Boss Grub wears an
assortment of discarded animal bones lie in a great Adamantine Chain Shirt (DMG p.150). In addition
heap to one side of the cave’s entrance. Buboc has to this 5 gold pieces can be found on the goblins.
been killing creatures of the forest and stitching
together parts of them to create undead 3: Storage Alcove
monstrosities. This pile of bones is some of his
In this small offshoot of the cave two goblins are
discarded experiments.
asleep on sacks of flour, snoring loudly.
2: Goblin Camp One side of this room is filled to the brim with crates
Inside the cave three goblins (MM p.166) and Grub and sacks of rations and supplies. Rope, torches,
(see Appendix A), a Goblin Boss with a particularly shovels, candles, and other simple supplies, clearly
long drooping nose, gorge themselves on rations not made by the goblins, are organized in wooden
stolen from their many raids on the Phokean army. barrels. The other side of the room is empty, with
They all sit around the cave’s only source of light, a the exception of a small shrine decorated with the
large fire, and are very preoccupied eating, joking, symbol of a black battle-axe. Small bones,
and jostling around one another. All of the Goblins presumably offerings are strewn in front of the
with the exception of Grub, who remains somewhat shrine. A character who passes a DC 12 Intelligence
vigilant, would be disadvantaged on a Wisdom (Religion) check would recognize this a shrine to
(Perception) check. the goblin deity Maglubiyet.
In addition to these four goblins two more goblins Treasure: Other than the common supplies in this
are asleep in the nearby storage alcove. If a fight alcove the only other object of any value is an onyx
breaks out, they will wake up and rush into combat. gemstone worth ten gold pieces, which adorns the
small shrine.
4: Shrine
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If a character approaches the altar than the purple
flame will transform into warped head of a jackal
that will let out a horrible laugh. All characters
within a 30ft cone of the altar must then make a DC
13 Wisdom saving throw. On a failure a character
drops whatever they are holding and becomes
frightened for one minute or until they make a
wisdom saving throw. The purple flame can be
destroyed by using a successful dispel magic spell
(DC 13) or by a bless spell.
5: Prison
There are two Zombies (MM p.316) sealed behind
cell doors. These zombies have an assortment of
different body parts from creatures of the forest, and
they were made by Buboc. If the hobgoblins from
area 4 heard a fight break out, then one of them will
have released the zombies and will be in this room
waiting for the party to enter.
6: Buboc’s Quarters
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Part V: The Ancient Temple
Having made it through the encounters on Paths 1,2,
or 3 the party will arrive at the Scaled Ones’ lair. If
the party left Phokea in the morning, then it should
now be just a few hours until nightfall.
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of more treasure. However, upon arriving they
argued over how much of a cut each person would
receive. A subsequent fight broke out, leaving one of
the looters dead, while the other three climbed up
the ziggurat in search of more treasure.
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For a larger and Printable Version of this map please see Appendix D
Dropping down into a large open room you
immediately notice three charred humanoid
corpses but are drawn to look for the
source of the hideous shrill chants,
which are now almost painfully loud.
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 28
(Investigation) check will notice small circular
openings on the ceiling every five feet, with
corresponding burn marks on the floor. The
previous party failed the puzzle, meeting their doom
by activating a fire trap.
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 29
In the back of the room there are small clay jars,
three of which are full. These three jars contain a Part VI: Loose Ends and
shimmering gold liquid. A character who succeeds a
DC 12 Intelligence (Arcana) check feels that the New Threads
gold liquid is magical essence itself. The Scaled Ones As the party exits the ziggurat, they will immediately
captured the few people of Manay with magical notice that the forest once again seems alive. It is no
abilities and through their ritual extracted their longer deathly quiet, as birds sing, frogs croak, and
power from them into a sort of fuel. other animals rustle around in the foliage. There are
no Scaled Ones in the immediate area and the
A character who succeeds a DC 15 Intelligence animals that innately fear them have returned to the
(History) check would recognize the orange shard forest ruins.
as a piece of the Sunbeam. They would know that if
assembled it is a weapon of great but unknown The party is most likely carrying Imos with them,
power and the entire party can feel the shard pulse who remains unconsious unless forcefully woken up.
with magical energy, as if it has a heartbeat. If he wakes up, he is extremely weak. The Scaled
Ones cast an enchantment on him that kept him
paralyzed, but alive. If questioned about what
happened to him, he will remember that he was
taken at night in Manay, carried through the woods
at a quick pace, and that the biggest of the Scaled
Ones screamed in some language he did not know
which caused him to fall asleep. Imos will be
noticeably quiet except for occasionally saying that
he wants to see his dad, Alf, and his sister, Ay.
Manay
If the party has not stopped at all to rest, then they
will arrive at Manay in the dead of night. A character
who succeeds a DC 12 Wisdom (Perception) check
notices that, like the forest around the ziggurat, it is
no longer silent as it was before. Because the Scaled
Ones are gone the animals are once again making
noise.
The party can find Alf and his daughter hiding out in
cellar. Alf will be overjoyed to see his son once again
and with tears of joy going down his face will offer
the party his sword, Giant Slayer Sword (see
Appendix B). Alf will return to Phokea with his
family to seek out his brother in the Eastside
District, who runs a small fishing enterprise. Alf will
Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 30
thank the party profusely and will offer to help with a breakoff faction of the Vigilant Flame and
anything they may ever need in the future. murdered the woman. This breakoff faction calls
themselves the Knights of Justice and they seek to
The Road remove all mages from the city of Phokea. Myrine
and Vasillios, were sent by the leader of the Vigilant
The way back to Phokea is relatively uneventful. The
Flame, Diak Left-Handed, who seeks to destroy the
party may come across a few small patrols of
Knights of Justice and atone for their wrong doings,
Phokean soldiers as well as a couple merchant
as the Knights of Justice were once members of
caravans on their way.
Diak’s order.
As the party starts to see the White Walls of Phokea Phokea
in the distance read the following:
When the party arrives at the city of Phokea they
Within sight of the city walls a red find it in a panic. Citizens crowd the streets rushing
cloaked figure hangs from a tree, swaying to stores, buying up food and supplies even at
gently in the wind. A sign hangs from her unreasonable prices. After the party makes it
neck written crudely and reading “witch”. through the White Walls, they will see Verus, Solon’s
half-elf servant pushing his way through the throngs
A man and a woman, wearing wide brimmed of people in the street, making his way towards the
hats with one side pinned up and many party.
pocketed jackets filled with a great
assortment of vials, hold shovels. They Verus will lead to party to Solon’s office, so they may
dig a shallow grave bellow the tree. Next explain how things went and collect their reward. On
to the grave lays two ornamental the way Verus will explain why the city is in a panic.
scabbards, each holding a longsword. The fleet of Phokea’s closest ally, Salsmore, was
ambushed while on patrol by an unknown enemy,
who either damaged or destroyed half of their navy.
Myrrine and Vasillios, two members of the Vigilant
Salsmore’s admiral came to Phokea to meet with the
Flame an order of warrior-alchemists in Phokea,
Tyrant Agies. Agies recently took half of the fleet,
take down the deceased mage and prepare to burry
leading them himself to face the unknown threat
her.
which attacked Salsmore. Rumors run rampant
throughout the city that The Dread Fleet sails for
Melanthis.
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that it was only though the power of a terrible of great use to not just the party but all of
weapon, the Sunbeam, that they were turned back. Melanthis.
• Lastly, Solon will thank the party once more and
Another Meeting with Solon tell than that he has no doubt that he and the city
When Verus leads the party up to Solon’s office they of Phokea will once again need their help. He says
will find him sitting at a desk, brow furrowed, he will make sure to find the party when that time
looking down at maps and ledger. of need comes.
If the party chooses not to share the fact that they
Solon intently looks down at the maps and found the Sunbeam fragment with Solon then have
ledgers before him. He waves a hand each character roll a DC 10 Intelligence (History)
dismissively, wishing to return to his check. On a success a character would know that
work, believing that it is only Verus who Phokea’s Great Library may have information about
has entered the room. Verus clears his the Sunbeam’s use and the location of the other six
throat and meekly says “Solon sir, the fragments.
adventurers you sent to Manay, they’ve
returned.”.
Conclusion
Looking up from his desk Solon’s stern For having completed their quest the characters
stressed expression is immediately should now have reached level three.
replaced as a warm smile spreads across
his face. Solon gets up from his chair to
shake the hands of each member of the
party, smiling all the while and says
“You may have heard that the city is in a
bit of a panic, I hope that you can bring
us all some sorely needed good news”
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Appendix A: Monsters Spellcasting. The Scaled One Chief is a 1st-level
spellcaster. Its spellcasting ability is Intelligence
Young Cyclops (spell save DC 12, +4 to hit with spell attacks). The
Huge giant, chaotic neutral Scaled One Chief has the following wizard spells
Armor Class 13 (natural armor) prepared:
Hit Points 88 (8d12+40)
Speed 40 ft Cantrips (at will): acid splash, dancing lights
STR DEX CON INT WIS CHA 1st level (3 slots): witch bolt, frost fingers, grease
18 9 18 8 6 10
Senses Passive Perception 8 Actions
Languages Giant Poisoned Claw. Melee Weapon Attack: +5 to hit,
Challenge 5 (1,800 XP) reach 5ft, one creature. Hit: 5(1d4+3) slashing
damage and 2(1d4) poison damage
Actions
Multiattack. The cyclops makes two attacks with its
greatclub. Grub, Goblin Boss
Medium humanoid (goblinoid), lawful evil
Greatclub. Melee Weapon Attack: +7 to hit, reach Armor Class 17 (adamantine chain shirt, shield)
10ft, one creature. Hit: 17(3d8+4) bludgeoning Hit Points 25 (6d6+4)
damage. Speed 30 ft
STR DEX CON INT WIS CHA
Rock. Ranged Weapon Attack: +9 to hit, range 12 14 12 10 8 10
30/120ft., one target. Hit: 26(4d10+4) bludgeoning Senses Darkvision 60ft, Passive Perception 9
damage. Languages Common, Goblin
Challenge 1 (200 XP)
Scaled One Nimble Escape. The goblin can take the Disengage
Medium humanoid (scaled one), chaotic evil or Hide action as a bonus action on each of its turns
Armor Class 13
Hit Points 11 (3d8-1) Actions
Speed 35 ft Multiattack. The hobgoblin makes two with its
STR DEX CON INT WIS CHA battleaxe
12 16 8 6 10 6
Senses Darkvision 60ft, Passive Perception 10 Battleaxe. Melee Weapon Attack: +3 to hit, reach 5ft,
Languages – one creature. Hit: 6(1d8+1) slashing damage
Challenge ½ (100 XP)
Reactions
Actions Redirect Attack. What a creature the goblin can see
Poisoned Claw. Melee Weapon Attack: +5 to hit, targets it with an attack, the goblin chooses another
reach 5ft, one creature. Hit: 5(1d4+3) slashing goblin within 5 feet of it. The two goblins swap
damage and 2(1d4) poison damage places, and the chosen goblin becomes the target
instead.
Scaled One Chief
Medium humanoid (scaled one), chaotic evil
Armor Class 13
Hit Points 22 (6d8-2)
Speed 35 ft
STR DEX CON INT WIS CHA
12 16 8 14 12 6
Senses Darkvision 60ft, Passive Perception 10
Languages Elven
Challenge 1 (200 XP)
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Buboc, Hobgoblin Leader
Medium humanoid (goblinoid), lawful evil
Armor Class 12 (15 with mage armor)
Hit Points 28 (5d8+8)
Speed 30 ft
STR DEX CON INT WIS CHA
14 14 12 14 15 10
Senses Darkvision 60ft, Passive Perception 12
Languages Common, Goblin
Challenge 1 (200 XP)
Actions
Multiattack. The hobgoblin makes two attacks
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Appendix B: Items Silence, The Staff of Fallen Souls
Staff, rare (requires attunement), Cursed
Giant Slayer Sword This weapon can be wielded as a magical
Weapon (longsword), rare (requires attunement) quarterstaff that grants a +1 bonus to attack and
You gain +1 bonus to attack and damage rolls made damage rolls made with it
with this magic weapon.
This quarterstaff has one charge of Animate Dead
When you hit a giant with this weapon, the giant (PHB p.212) per long rest. This quarterstaff before it
takes an extra 3d6 damage of the weapon's type. is attuned will whisper in two distinct soft shrill
voices speaking over one another and saying, “Take
me”, “I will make you powerful”. If a character
Sturdy Helm
touches the quarterstaff, they feel compelled to not
Wonderous item, uncommon (requires attunement)
let it go. After the staff is attuned, the whispers will
You gain +1 bonus to AC and saving throws while
only be heard by the character welding the
you wear this helm.
quarterstaff, upon which the whispers will tell the
character that they must serve Amhep. The whispers
This bronze helm appears untarnished despite its
will say that only those faithful to Amhep will
great age and appears to slowly mend itself of any
survive his coming wrath. A character who attempts
dents. It has an inscription written in Elven which
to ignore the staff’s whispers must pass a DC 8
reads: “Sturdiest of All”.
Charisma saving throw at a random time of the
DM’s choosing each day or suffer from a short-term
Ring of the Forest madness effect (DMG p.259).
Ring, uncommon
This ring has one charge which recharges each day.
A character with this ring can spend the charge and
use an action to heal a target by 2d6 hit points.
Zepher Shield
Armor (shield), rare (requires attunement)
While holding this shield, you have a +1 bonus to
your AC. This bonus is addition to the shield’s
normal AC bonus. Also, the character attuned to this
shield may use a bonus action to release a great gust
of wind from this shield which pushes a creature
within 5 ft of the character 15ft away. This ability
has 1d4 charges per day.
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Appendix C: Deities
The Goddess Amurru is given a sacrifice by
fisherman and sailors each time they leave
Melanthis’ Shores and is believed to be a kind yet
Deity Alignment Symbol fickle goddess, bringing about storms if she is
slighted but manipulating the tides to help those
Sydyk, Wine and Messengers G Robin
faithful to her.
Amurru, Ocean Storms and Waves CG Dolphin
Amhep, Murder and Sorcery LE Gold Dagger
Mashashtar, Hunger and Gluttony CE Open Maw Priests and initiates to the worship of Amurru are
extremely secretive and do not hold communion in
Sydyk large temples, like other worshipers on Melanthis.
Instead, worshipers of Amurru gather on the beach,
God of Wine and Messengers, Prince of Melanthis, and under the light of the stars, to perform sacrifices and
The Lord of Song give worship to their patron Goddess.
Sydyk, like the other lesser deities of Melanthis, is An Idol of the Goddess Amurru can be found in her
the son of The Earthmother, the goddess who small temple within the city of Phokea but is often
watches over the Moonshae Isles in the Forgotten paraded to the beach before she is worshiped.
Realms. In ages long forgotten The Earthmother had
many children with a now deceased god known as
The Father or The Forgotten One. The Father, who
looked after the Island of Melanthis as the
Earthmother looks after the Moonshae Isles, was
murdered by one of his sons, Amhep.
Amurru
Goddess of the Ocean Storms and Waves, Queen of
Dolphins, and the Lady of the Sea
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Amhep their lost golden age. Those humans left on
Melanthis were warped and enslaved by
God of Murder and Magic, The Prince of Darkness, The Mashashtar, being changed into the Scaled Ones. The
Dread Admiral, Lord of The Ten Scaled Ones, like their god, are always hungry and
especially seek out the blood of magic users.
Amhep, the Demon Lord of the 502nd plain of the
abyss, was once a lesser deity and brother of Sydyk With the Island of Melanthis left in ruins Mashashtar
and Amurru. For reasons unknown Amhep turned went into the sea where he has slumbered ever
against The Father, murdering him and attempting since. Upon doing so the Scaled Ones retreated to
to take his place as the chief deity of Melanthis. their temples where they too slumbered for many
However, The Earthmother and other deities years, leaving space for the peoples who now inhabit
wounder Amhep, after which he retreated to the Melanthis.
Abyss to gain power and eventually rose to Demon
lord of the 502nd plain.
Mashashtar
God of Hunger and Gluttony, The Leviathan, The Great
Serpent, The Ever-Hungry, Master of the Scaled Ones
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Appendix D: Maps and Images
The Sunbeam with Numbers
The Sunbeam, you may print out this image and cut out the pieces of the Sunbeam, giving them to the players as
handouts when they find each piece.
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Not for resale. Permission granted to print or photocopy this document for personal use only . The Temple’s Ancient Secret 39
Melanthis In Relation to the Moonshae Isles
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Manay
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Manay Encounters
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The Huntsman’s Map
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Forest Path Encounters
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Ruin Encounters
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Goblin Lair
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Goblin Lair with Numbers
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The Ziggurat
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Part IV Image – Taken from DMGuild Creator
Credits Resource (Treasure Art) Staff
Cover Image - Taken from DMGuild Creator
Part V Image – Taken from DMGuild Creator
Resource (Eberron Scenes and Symbols)
Resource (Eberron Heroes and Villains Art Pack)
Explorer
Table of Contents Image - Taken from DMGuild
Creator Resource (Eberron Scenes and Symbols)
Part V Image Stopping the Ritual – Taken from
Forest Explorers
DMGuild Creator Resource (Eberron Heroes and
Villains Art Pack) Scaled Ones
Adventure Setting Image - Taken from DMGuild
Creator Resource (Eberron Scenes and Symbols)
Part VI Image The Road– Taken from DMGuild
Boat
Creator Resource (Allies & Enemies Art) Myrrine
Background Information Image– Taken from
Part VI Image Phokea – Taken from DMGuild Creator
DMGuild Creator Resource (Allies & Enemies Art)
Resource (Allies & Enemies Art 2) People
Gods
Conclusion Image - Taken from DMGuild Creator
Part II Image Broken Wagon Ambush - – Taken from
Resource (Eberron Scenes and Symbols) Tavern
DMGuild Creator Resource (Allies & Enemies Art 2)
Bandits
All other images were made by me and the map of
Melanthis was made using the software
Part II Image Goblin Scouts – Taken from DMGuild
Wonderdraft.
Creator Resource (Creatures 1) Goblin
Part III Image – Taken from DMGuild Creator Thanks for reading, hope you and
Resource (Creatures 1) Scaled One your party enjoyed! :)
Part IV Image - Taken from DMGuild Creator
Resource (Eberron Scenes and Symbols) Forest
Explorers
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