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The Temple of Passage

Where the Elements Meet

Credit: LadyofHats
“File:DnD Stone Elemental.png” by LadyofHats is licensed under CC BY 1.0
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.

2 Temple of Passage
Table Of Contents
1 The Temple of Passage
2 introduction
2.1 Background
3 The Temple
3.1
3.1.1 Entrance to the Temple
3.1.2 Hallway 1
3.1.3 Room 1 (Air)
3.1.4 Room 2 (Fire)
3.1.5 Hallway 3
3.1.6 Room 3 (Water)
3.1.7 Room 4 (Earth)
3.1.8 Room 5 (Final Room)
4 Appendix A: Monsters
5 Appendix B: Items

Temple of Passage 3
introduction

T
he Temple of Passage is a one shot adventure
taking place in the land of Iatath. This one shot
adventure is made for palyers around 5th level.
The ideal party size is 4-5 characters. If your
group is larger or smaller, the difficulty can be
adjusted by increasing or decreasing the
number of monsters.
The players will start at the entrance to the Temple of
Passage. The Temple of Passage is the resting place of the
Well of Many Worlds. The Temple will include 5 main
chambers, the first 4 chambers shall transport the players
into one of the 4 elemental planes (Fire, Water, Earth, Air),
and the final chamber conceals the Well of Many Worlds.
When the players are transported, there is no way for them to
move past the room or leave the room until the monsters in
that room have been defeated. Upon beating the challenges in
the room on the Elemental Plane, the PCs will be
transported back to the room in Iatath, appearing unchanged.
A rune for that elemental shall appear on the wall glowing for
a minute (slowly decreasing in brightness).

Background
The Land of Iatath, normally beautiful and tranquil, is
currently being ravaged by war between the Goldenforge and
the Irontalons. Both wanting ruling control over Iatath, the
largest war in history has taken hold of the land. Human, Orc,
and Goblin alike have taken up arms in support of the side
that appears to best fit their ideals. Iatath is a land where the
veil between the planes of existence are thin. Due to this fact
there tends to be odd occurrences and weird otherworldly
creatures that walk the land. The side that rules Iatath rules
the gateway between worlds.
The Players have been tasked with finding the Temple of
Passage and obtaining the Well of Many Worlds for the
Irontalons. You haven’t received much information about this
item other than it is a powerful magical artifact that could
change the tide of the war. Few legends speak of the Temple
of Passage. The few individuals that have returned have gone
insane. But one commonality between the survivors, they all
say the Temple holds horrors beyond the imagination.

4 Temple of Passage
The Temple
Entrance to the Temple The room is completely empty except for a few items
located at the exit of the room. There is a potion of healing
The temple looks ancient. Built into a mountain side, only a for each of the players, as well as a Sword of Changing for
portion of the temple is actually visible. Moss can be seen in each of the players. See Appendix B: Items.
places where water has run over the years. There is a roaring
waterfall off to the right side of the temple. There appears to
be runic symbols over the entrance in a language that has
been lost to the sands of time.
Upon reaching the entrance/entering the Temple, the PCs
hear a loud booming voice inside their heads. The players
must roll a Wisdom 15 check if they notice that the voice is in
their heads. The voice says:
“Congratulations on finding the Temple of Passage, I am
the protector of the Well of Many Worlds. Only those deemed
worthy may receive it’s gifts. You should leave now while you
can.”
If the players respond or continue into the temple:
“Very Well, if you are intent on continuing on this quest,
then I must warn you, 4 trials await. Thus far no one has ever
reached the Well of Many Worlds. Remember these words:
Four elements compose the whole
Each one plays its own role
To reach the prize that you seek
Each element you must defeat
Good luck adventurers.”
Hallway 1
The hallway leading to Room 1 (Air), has a trap. The players
must succeed on a Perception Check (DC 15). Upon
succeeding, the players notice slits in the floor and a trip
wire. Upon Failure, the players (or player) activates the trap.
A gust of wind picks the player(s) up, slamming them into the
ceiling of the hallway. The player(s) take 3d10 blugeoning Figure 1: Elemental Runes
damage.
Room 1 (Air)
Approaching the room, The players are able to see inside of Room 2 (Fire)
what seems to be an empty room. If the players decide to Approaching the room, The players are able to see inside of
make a perception check on the doorway and succeed (DC what seems to be an empty room. If the players decide to
10), they notice what appears to be a veil over the doorway, make a perception check on the doorway and succeed (DC
however it does not appear to be dangerous. 10), they notice what appears to be a veil over the doorway,
Upon entering the room, the players are transported to the however it does not appear to be dangerous.
Elemental Plane of Air. The players find themselves standing Upon entering the room, the players are transported to the
on what appears to be a small asteroid sized area. The winds Elemental Plane of Fire. The players find themselves
are raging around, but the area that the players are standing standing on what appears to be an open plane. The ground is
in seems to be calm. Magnificent storms rage outside of the a mess of rock and molten material. Typically the air is near
platform, causing bright streaks of light to flash across the impossible to breath, but the players don’t have any trouble
platform. breathing. They can see what looks like volcanoes in the
When the players reach the Elemental Plane of Air, 2 Air distance.
Elementals appear and proceed to attack the players. See When the players reach the Elemental Plane of Fire, 2 Fire
Appendix A: Monsters. Elementals appear and proceed to attack the players. See
Upon defeating the Air Elementals, the players are Appendix A: Monsters.
transported back to the empty room in the Temple. Have the Upon defeating the Fire Elementals, the players are
players perform a perception check if they don’t ask. Upon transported back to the empty room in the Temple. Have the
succeeding (DC 15), the players see a symbol on the wall, an players perform a perception check if they don’t ask. Upon
upright triangle with a line through the bottom. This is the succeeding (DC 20), the players see a symbol on the wall, an
runic symbol for Air. See Figure 1. upright triangle. This is the runic symbol for Fire. See Figure
1.

Temple of Passage 5
The room is completely empty except for a few items located Upon defeating the Earth Elementals, the players are
at the exit of the room. There is a potion of healing for each transported back to the empty room in the Temple. Have the
of the players. See Appendix B: Items. players perform a perception check if they don’t ask. Upon
succeeding (DC 30), the players see a symbol on the wall, an
Hallway 3 upside down triangle with a line through it. This is the runic
The hallway leading to Room 3 (Water), has a trap. The symbol for Earth. See Figure 1.
players must succeed on a Perception Check (DC 15). Upon The room is completely empty except for a few items
succeeding, the players notice a trap door in the wall and a located at the exit of the room. There is a potion of healing
trip wire. Upon Failure, the players (or player) activates the for each of the players. See Appendix B: Items.
trap. A trap door upons in the wall, sending a flood of water Room 5 (Final Room)
out at a rapid pace slamming the player(s) against the
adjacent wall. The player(s) take 3d10 blugeoning damage. Upon reaching the entrance to the room, the players find the
room is locked. On the door is a spinning puzzle that the
Room 3 (Water) players must complete to open the door. There are 3 spinners
Approaching the room, The players are able to see inside of on the lock mechanism. Each ring will include one of the
what seems to be an empty room. If the players decide to elemental symbols that were seen in the previous rooms.
make a perception check on the doorway and succeed (DC Upon completing the puzzle, the 4th previously hidden
10), they notice what appears to be a veil over the doorway, symbol will glow in the middle of the lock and the door will
however it does not appear to be dangerous. open.
Upon entering the room, the players are transported to the Upon entering the room, the players see a chest at the
Elemental Plane of Water. The players find themselves enter. In this chest is the Infamous Well of Many Worlds. See
standing on what appears to be an open plane of water. Only Appendix B: Items
water is visible, as far out as the players are able to see. This
can be played as rough terrain, or the players can be standing
on top of the water. There is no light source overhead, but
there is a slight glow from the water. This is the only light
source.
When the players reach the Elemental Plane of Water, 2
Water Elementals appear and proceed to attack the players.
See Appendix A: Monsters.
Upon defeating the Water Elementals, the players are
transported back to the empty room in the Temple. Have the
players perform a perception check if they don’t ask. Upon
succeeding (DC 25), the players see a symbol on the wall, an
upside down triangle. This is the runic symbol for Water. See
Figure 1.
The room is completely empty except for a few items
located at the exit of the room. There is a potion of healing
for each of the players. See Appendix B: Items.
Room 4 (Earth)
Approaching the room, The players are able to see inside of
what seems to be an empty room. If the players decide to
make a perception check on the doorway and succeed (DC
10), they notice what appears to be a veil over the doorway, Figure 2: Room 5 Puzzle
however it does not appear to be dangerous.
Upon entering the room, the players are transported to the
Elemental Plane of Earth. The players find themselves
standing in what appears to be a cavern. The only light
source is glowing stones protruding from the walls. The
ground appears to be slowly moving in random directions.
The walls appear to be made of rough stone. Roughly every 6
seconds the players are moved 5 feet in a random direction.
When the players reach the Elemental Plane of Earth, 2
Earth Elementals appear and proceed to attack the players.
See Appendix A: Monsters.

6 Temple of Passage
Appendix A: Monsters
Air Elemental Air Form: The elemental can enter a hostile creature’s
This cloud-like creature has dark hollows reminiscent space and stop there. It can move through a space as
of eyes and a mouth, and a howling wind whips it into narrow as 1 inch wide without squeezing.
ominous shapes.
Large elemental, neutral
Actions
Armor Class 15 Multiattack: The elemental makes two slam attacks.
Hit Points 90 (12d10 + 24) Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one
Speed 0 ft., fly 90 ft. (hover) target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6): Each creature in the
STR DEX CON INT WIS CHA elemental’s space must make a DC 13 Strength saving
throw. On a failure, a target takes 15 (3d8 + 2)
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) bludgeoning damage and is flung up 20 feet away form
the elemental in a random direction and is knocked
Damage Resistances lightning, thunder; bludgeoning, prone. If a thrown target strikes an object, such as a
piercing, and slashing from nonmagical attacks wall or floor, the target takes 3 (1d6) bludgeoning
Damage Immunities poison damage for every 10 feet it was thrown. If the target is
Condition Immunities exhaustion, grappled, paralyzed, thrown at another creature, that creature must succeed
petrified, poisoned, prone, restrained, unconscious on a DC 13 Dexterity saving throw or takes the same
Senses darkvision 60 ft., passive Perception 10 damage and be knocked prone. If the saving throw is
Languages Auran successful, the target takes half the bludgeoning
Challenge 5 (1,800 XP) damage and isn’t flung away or knocked prone.

Earth Elemental Condition Immunities exhaustion, paralyzed, petrified,


poisoned, unconscious
This hulking, roughly humanoid creature of dirt and
stone explodes up from the earth, faceless save for two Senses darkvision 60 ft., tremorsense 60 ft., passive
glowing gemstone eyes. Perception 10
Large elemental, neutral Languages Terran
Challenge 5 (1,800 XP)
Armor Class 17 (natural armor) Earth Glide: The elemental can burrow through
Hit Points 126 (12d10 + 60) nonmagical, unworked earth and stone. While doing so,
Speed 30 ft., burrow 30 ft. the elemental doesn’t disturb the material it moves
through.
STR DEX CON INT WIS CHA Siege Monster: The elemental deals double damage to
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) objects and structures.

Damage Vulnerabilities thunder Actions


Damage Resistances bludgeoning, piercing, and Multiattack: The elemental makes two slam attacks.
slashing from nonmagical attacks
Damage Immunities poison Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.

Temple of Passage 7
Fire Elemental Fire Form: The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature
This creature looks like a living, mobile bonfire,
tongues of flame reaching out in search of things to that touches the elemental or hits it with a melee
burn. attack while within 5 feet of it takes 5 (1d10) fire
Large elemental, neutral damage. In addition, the elemental can enter a hostile
creature’s space and stop there. The first time it enters
a creature’s space on a turn, that creature takes 5
Armor Class 13 (1d10) fire damage and catches fire; until someone
Hit Points 102 (12d10 + 36) takes an action to douse the fire, the creature takes 5
Speed 50 ft. (1d10) fire damage at the start of each of its turns.
Illumination: The elemental sheds bright light in a 30-
STR DEX CON INT WIS CHA foot radius and dim light in an additional 30 feet.
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Water Susceptibility: For every 5 feet that elemental
moves in water, or for every gallon of water splashed
Damage Resistances bludgeoning, piercing, and on it, it takes 1 cold damage.
slashing from nonmagical attacks
Damage Immunities fire, poison Actions
Condition Immunities exhaustion, grappled, paralyzed, Multiattack: The elemental makes two touch attacks.
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10 Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Ignan target. Hit: 10 (2d6 + 3) fire damage. If the target is a
Challenge 5 (1,800 XP) creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the target
takes 5 (1d10) fire damage at the start of each of its
turns.

Water Elemental Freeze: If the elemental takes cold damage, it partially


freezes; its speed is reduced by 20 feet until the end of
This translucent creature’s shape shifts between a
spinning column of water and a crashing wave. its next turn.
Large elemental, neutral
Actions
Armor Class 14 (natural armor) Multiattack: The elemental makes two slam attacks.
Hit Points 114 (12d10 + 48) Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 30 ft., swim 90 ft. target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6): Each creature in the elemental’s
STR DEX CON INT WIS CHA space must make a DC 15 Strength saving throw. On a
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) failure, a target takes 13 (2d8 + 4) bludgeoning
damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is
Damage Resistances acid; bludgeoning, piercing, and restrained and unable to breathe unless it can breathe
slashing from nonmagical attacks water. If the saving throw is successful, the target is
Damage Immunities poison pushed out of the elemental’s space. The elemental
Condition Immunities exhaustion, grappled, paralyzed, can grapple one large creature or up to two Medium or
petrified, poisoned, prone, restrained, unconscious smaller creatures at one time. At the start of each of
Senses darkvision 60 ft., passive Perception 10 the elemental’s turns, each target grappled by it takes
Languages Aquan 13 (2d8 + 4) bludgeoning damage. A creature within 5
Challenge 5 (1,800 XP) feet of the elemental can pull out a creature or object
out of it by taking an action to make a DC 14 Strength
Water Form: The elemental can enter a hostile and succeeding.
creature’s space and stop there. It can move through a
space as narrow as 1 inch wide without squeezing.

8 Temple of Passage
Appendix B: Items
Well of Many Worlds
adventuring gear (wondrous item)
This fine black cloth, soft as silk, is folded up to the
dimensions of a handkerchief. It unfolds into a circular sheet
6 feet in diameter.
You can use an action to unfold and place the well of many
worlds on a solid surface, whereupon it creates a two-way
portal to another world or plane of existence. Each time the
item opens a portal, the DM decides where it leads. You can
use an action to close an open portal by taking hold of the
edges of the cloth and folding it up. Once well of many worlds
has opened a portal, it can't do so again for 1d8 hours.
Sword of Changing
adventuring gear (wondrous item)
What appears to be a standard shortsword, this weapon
seems to emit arcane energy.
the moment a player picks up this item it transforms into
their weapon of choice. It won't transform into another magic
weapon. The weapon takes on the stats for the specific
weapon the user chooses. With attunement, You can use a
bonus action to transform the weapon into another weapon.
Potion of Healing
adventuring gear (potion)
Category: Items
Weight: 0.5
You regain 2d4 + 2 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.

Temple of Passage 9

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