The Silver's Shrine (5e Quest)

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"If you seek the Silver's wake,

await by nite, the moon-seal's break

defile this tomb

beyond his dying doom.

Adventure Background[edit]

Ryll the Silver was a hero. He sacrificed his life to defeat a sorcerer who had sought to use enslaved forces from the elemental plane of ooze to conquer the world. That was over 500 years ago. Although Ryll had succeeded in thwarting the sorcerer, an unusually intelligent half-orc named Oros, he had not undone that sorcerer's work. On the other side of the portal he had opened, still stood a shrine in the elemental plane of ooze, and there his followers lived on. Driven by his teachings, the corrupt leaders of the Oros Order impersonated him, usurped his authority in his absence, and began striving toward their own evil ambitions. On the elemental plane of ooze, they have carved out a vast region of authoritarian power, but competing forces of good on that plane have since contained them. Their leadership has not faltered however, and have hatched a new plan. They aim to reopen the portal into the mortal plane, this time entering the tomb of Ryll the Silver, and steal from his grave the magic silver sword he had used to fight off their ancestors five centuries before. Such a weapon, if used on the elemental plane of ooze, would render the defenses of their good enemies useless, for it is enchanted to be the bane of all ooze-kind.

Overview[edit]

1.

Quest opens with the players seeking a false MacGuffin from The Silver's Shrine.

Party starts in front of forest

Random encounters while lost in forest

Solve puzzle to enter shrine.

Puzzle should offer some general hint as to the nature of the Silver's heroism.

2.

First layer operates like a standard dungeon full of undead.

Entering the final room triggers the portal to the elemental plane of ooze

As the players try to escape with the MacGuffin, each room becomes more insane with ooze stuff

The final room reveals the portal covers the exit, and then literally flushes the party down the drain, into the actual mausoleum.

The tomb should be decorated with foreshadowing of the overflowing evil he banished from the material plane, as well as informational placques which state explicitly what he did. This stuff is only apparent to people who look for it, so players who ignorantly blunder past will have NO IDEA what is happening when the portal opens.

3.

Everything is now drenched in slime. The players walk in knee-deep goo which hides all sorts of slimy dangers

The players arrive in the sarcophagus room, just in time to see the secret leader of the Oros Order standing over the sarcophagus

He offers the players the option to join the order in their campaign on the plane of ooze, pretending he is actually a hero, fighting against the overwhelming evil of his plane

However they respond, he grabs the sword and vanishes in a flash of crackling green energy which looks identical to the portal.

If they joined the order, the remaining slime creatures will escourt the party to the portal. Otherwise, they will try to kill the party.

At the portal, they have no other choice but to enter.

4.

The shrine has some general hints/information hidden around to give some clues as to what they've been up to in the mean time, as well as some clues on how to get the jump on the boss.

At the Oros shrine in the elemental plane of ooze, they see the truth of the Oros Order's absolute evil, and have a showdown against the shadowy leader.

It is revealed that the sword banishes ooze back to its home plane- and erases ooze from existence on its home plane.

The slime creatures do not prevent the party from leaving- the truth of their leadership has been revealed, and they have become disillusioned. They allow the party to leave and close the portal behind them.

5.

The heros return to the questgiver and use relic. Rewards abound.

Hook[edit]

<- Provide a few different examples of how the party could be dragged into this adventure. This makes it easier for your adventure to be incorporated into an existing campaign. ->

The Forest[edit]

<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->

Lost in the Woods[edit]

The party immediately becomes lost in the brush. As they explore, roll 1d6 to represent what they encounter in the woods per hour of exploration. For each encounter they complete, replace its entry on the random result chart with "Found the Shrine". For each hour that passes, read the corresponding description in the features section.

1d6
  1. Combat: Four Blood Hawks (MM p.319)
  2. Combat: Two Boars (MM p.319)
  3. Combat: One Worg (MM p.341)
  4. Trap: Razor Vines?
  5. Puzzle: Cross a river.
  6. Social: Mourning Parade.

Features[edit]

First Hour/Encounter
The sun high in the sky, you plunge into the woods, brimming with confidence. You immediately lose your trail in the thick brush, and can see nothing but vegetation in every direction. The air is musty, humid, warm, and uncomfortable. Aside from the occasional buzzing of bugs or birdcalls, the forest is still, silent, and peaceful. As you weave your way through the tangle, something catches your eye just ahead...
Second Hour/Encounter
Sunlight streams between the boughs above as you recompose yourself and venture on. The day just keeps getting hotter, and as you sweat, the dust hanging in the air sticks to your exposed skin in itchy patches. The forest is unforgiving, the land tumultuous. Ravines, ridges, boulders, dense patches, small brooks, steep slopes, and ledges prevent any semblance of a clear path, forcing you to wind through the maze of branches. As you climb yet another hill, you see something out of the corner of your eye...
Third Hour/Encounter
As the day gives way to afternoon, the number of bugs seem to increase. The stinging, biting creatures become such a nuisance, you are forced to cover up more, just to get relief from the pests. Hoods raised, collars closed, sleeves unfurled and clasped, pants tucked into boots, shirts tucked into belts, anything to be free of their obnoxious interest. But as you wrap up and bundle down, you only insulate your body more, making the heat and humidity of the forest all the more unbearable! As you stumble through the wilderness, struggling against discomfort, you stumble upon...
Fourth Hour/Encounter
The density of this place is astounding. It is nearly impossible to find a clear path. Even the animals who call this place home struggle, or so it seems, as what few game trails you find are short and end as abruptly as they began. It seems as though everywhere you go, you are squeezing between tree trunks, climbing over heaps of debris, crawling under massive low-hanging branches, and otherwise rolling in the brush. Everywhere you go, the forest clings to you. Burs find their way into the very linings of your clothing, vines tangle and wrap around your limbs at every turn, with every step your shoes somehow become more caked with rich, steaming earth, broken branches and other clutter dangle from you, caught on clothing, straps, and buckles. You feel heavy, as if you are dragging the weight of the woods everywhere with you as you go. Finally, you wander into a wider game trail! Just before you on the trail is...
Fifth Hour/Encounter
The sun is getting low now, the light is growing a golden orange, painting the woods in faux autumn atire. The day has been exhausting, and the work shows no sign of end. You are no nearer to your destination than ever before, and still the forest is as unpleasant as when you first set foot. The silence and quiet, the light, the warmth, you'd nearly fall asleep were it not for the aching in your legs and feet. As the day goes on, your mind begins to wander, you think of days gone by, people and places you were fond of, and the moments leading you to this lush hell- but you are suddenly jerked alert by...
Sixth Hour/Encounter
It's sunset now. You can see the golds, pinks, and purples through the mass of branch and leaf above. The air has cooled slightly. You can hear a gentle breeze in the leafy canopy above, but the thickness of the forest prevents its kiss from reaching you. In the distance, you hear the croaking of frogs and chirping of crickets. The forest is slowly waking up for the night. Clouds of insects now hover in the air, and you find yourself taking wide paths to avoid them. As you turn to take another direction, you stop in your tracks. Before you is...
Seventh Hour/Encounter
The glimmers of the sky through the branches above slowly turns a deeper blue, as the sun rests upon the horizon. In the dim twilight of this late day, you march on. The air continues to cool, and the sweaty dampness of the midday treck begins to dry. The cool air, though only a slight change, is so deeply refreshing, it fills you with vigor and lightens your step. As you begin seeking out a patch more easily cleared to set up camp, you happen across...
Eighth Hour/Encounter
As the last of day's light slips beneath the horizon, and the night's first stars twinkle to life in the heavens above, you hit a break in the thick. You stumble out into open air, battered and bruised, the cool evening breeze is welcoming. Before you, recessed into the floor of the clearing, is the Silver's Shrine.
The River[edit]

If the party encounters the river, read the following description:

Winding through the woods is a shallow and angry river, swift as it is icy cold. As rapidly as the water moves, where it is unbroken by rapids it is clear as glass, and gives barely a ripple to warn onlookers of its rapid pace. Its speed is quickly apparent though, as you see leaves and other bits of debris darting along beneath the surface, and the water splashes loudly and violently against any proturbence in the river bank. You look down upon the sinister waters, knowing you'll need to cross this hateful thing in order to progress at all.

Crossing the river is a DC15 athletics check.

Small characters have disadvantage on the check to cross.

If the party ties an anchor line to cross, grant advantage.

The party may build a simple rope bridge if they have at least 50ft of rope and a sharp blade. Doing so takes a full hour, but negates the check to cross.

Anyone who fails the check to cross is swept away by the river. Anyone swept away takes 1d6 damage from a small patch of rapids downriver.

If anyone is swept away, it takes an hour for the party to regroup. (If the party chooses to abandon its swept away members rather than chase after them, it takes an hour for those swept away individuals to find their party again.)

Inhabitants[edit]

The forest is home to your typical deciduous forest ecosystem. Rodents, deer, wolves, wild boars, a variety of serpends, and even some small catfish in the bitter river. In addition to this, it is also home to a tribal pack of wild worgs, and one elderly human ranger.

Blood Hawks[edit]

The bloodhawks are a small flock of nesting females. They attack the party because they have accidentally blundered into the area surrounding their group nesting tree. The tree is 20ft tall, and strange looking. It is gnarly and twisted, with dull green bark, and no branches up its length. At the top, it stretches outward like a spider web, wide and flat. A passive perception of 12 reveals 4 nests in the tree's balcony. The blood hawks descend from the tree, attack, and return to the branches on their turn, being sure to avoid ending their turn in melee range. The fight can be ended by chopping the tree down, instead of killing the blood hawks. This can be done with any axe or sword. The tree has an AC of 12 and 18 hp.

Note
It is entirely possible that a party with no ranged weapons, no spellcasting, bad perception, and no creativity will actually get TPK'd by this encounter. If you find that things are going this way, inform the smartest character in the group that they just realized the birds are nesting in the tree, and that knocking it over will cause them to flee.
Boars[edit]

Literally just two wild boars. They're gorging themselves on a large thistle bush when the adventurer's acidentally interrupt them. They are displeased by this.

Worg[edit]

The worgs in this forest are descended from a small group who had belonged to an orcish warband many years ago. When their war camp was smashed by adventurers, the worgs escaped and settled in this forest. As a result, all of their descendents speak orcish better than any other language, and default to orcish when speaking. They know some broken common as well.

To anyone who has never seen a worg, this one appears to be especially large and frightening, covered in scars. In actuality, he is simply fat and lazy. The scars came from the fights he had with his older siblings in order to get food as a pup. He sees the adventurers as a potential free meal. He plans to mug the party for free food. He wants something equivalent to a day's rations per person in the party. If he doesn't get what he wants, he jokingly asks for the shortest member of the party as a meal instead, before attacking. If the party actually offers the shortest party member to him, he will be surprised but grateful, and will plan to eat the abandoned adventurer once his friends are out of earshot. He is a spiteful coward, and will attack and flee after being injured even once.

Note
With an attack dealing 2d6+3 damage, it is possible, however unlikely, for the worg to kill a PC in one bite. This is especially the case if the party has already taken some damage from the other encounters. If it succeeds in killing a PC, before the end of its turn, it grabs the dead body and escapes into the woods.
Ranger[edit]

The honest truth: His only function is to give the adventurers a break.

Shrine Entrance[edit]

The Silver's Shrine is a sort of advanced cairn. The entry area is a circular pit with vertical sides lined with white stone bricks. This inverted front porch is a place for mourners to stop and wait for the magically sealed gate to unlock at moonlight.

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

The Shrine[edit]

<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->

Foyer[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

Mourning Hall[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

Mortuary[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

Pyre Chamber[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

Columbarium[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

The Mausoleum[edit]

<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->

The Basin[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

The Passages[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

The Ossuary[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

The Vault[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

The Oros Order Shrine[edit]

<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->

Steps of the Shrine[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

Conclusion[edit]

<- What happens when the adventure is completed? ->

Rewards[edit]

This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.

Experience[edit]

Combat Awards
Name of Foe XP per foe
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
Non-Combat Awards
Task or Accomplishment XP per Character
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

The minimum total award for each character participating in this adventure is X experience points.

The maximum total award for each character participating in this adventure is X experience points.

Treasure[edit]

The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.

Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.

Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.

Treasure Awards
Item Name Sale Value
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

[[<- Unique Magic Item ->]][edit]

<- If the magic item exists only on this page, remove the header brackets, otherwise make the title a link to the page containing the item. <- Duplicate this section as many times as needed. ->

Enmity[edit]

<- This is an actual effect generated by you doing something that hurt people who still exist in the setting. Think of it is a boon, but absolutely horrible. ->

Renown[edit]

<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->

Downtime[edit]

Each character receives <-X-> downtime days at the conclusion of this adventure.



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