TEXT: The Swamp Temple of Chauntea 
  By, 
  Cameron Wright 
   
  Party Level:​ Level 2 
  Duration: ​1-2 hours 
   
  The information in ​italics ​is meant to be read aloud to the players. It is recommended that you 
  familiarize yourself with the adventure before playing. The DC of the checks needed has been 
  left out on purpose for you, the DM,  to decide what level of check is needed for each 
  circumstance. 
   
  Quick Overview 
   
  You’ve sent your friend Jessi, the Cleric, into a seemingly abandoned temple to talk to 
  the clerics inside. It’s been a couple hours since she entered the temple with no word from her, 
  so you decide to check on her. When Jessi entering the temple she discovered that all of the 
  clerics inside have been petrified and turned to stone. Afterwards she  hurried down to the 
  undercroft of the temple to see if there was anyone else petrified or any components she could 
  use to restore the clerics. Unfortunately for Jessi, she ran into an undead basilisk and turned 
  into stone herself. The party must figure out a way to save Jessi and free the petrified clerics.  
   
  Chapter 1 - The Undercroft 
   
  You’ve been travelling through the swamp for 
  a couple weeks and along the way you’ve 
  picked up a Human Cleric of Bahamut named 
  Jessi who was traveling the same way. It’s 
  safer to travel in numbers here so you decided 
  to let her tag along and have have grown close 
  to her. You think of Jessi as a friend. After all, 
  she did save your party from that band of 
  ogres while keeping watch one night.  You can 
  trust her. 
  After many days of traveling and 
  smelling arguably worse than those ogres by 
  now, you’ve finally come across some sign of 
  life, an old stone temple surrounded by a 
  wrought iron gate.  Your skin itching from 
  mosquito bites and your armor feeling heavier 
  each minute, any sign of civilization is 
  welcome. There doesn’t appear to be any 
  other building around the temple, at least not 
  anywhere close. In fact, the temple seems 
  abandoned but Jessi has offered to check it out 
  for you all while you make camp. That was a 
  couple of hours ago and Jessi still hasn’t 
  returned. You haven’t heard anything. Maybe 
  she’s busy talking to the other clerics inside or 
  just exploring. You better check up on her.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter 2 - Where’s Jessi? 
   
   
  This section will detail the different areas 
  in the cavern. It is recommended that you 
  read ahead and familiarize yourself with 
  the cavern before playing. 
   
  Features and Characteristics 
   
  This temple is largely made of grey stone 
  bricks that have been weathered over time. 
  Different forms of slimy plants and moss 
  have grown up and along the sides of this 
  temple. It’s surrounded by a wrought iron 
  gate. The land between the temple and the 
  gate is nothing more than weeds, dead 
  plants, and puddles of water from the 
  encroaching swamp lands. It looks like this 
  was once a nice temple but overtime but 
  over the years has gone into disrepair. 
  There are cracks in the walls and swamp 
  water trailing into the main floor and 
  exposed basement. The temple itself is one 
  story with a basement that acts as an 
  undercroft, also made of stone.  
  Inside the temple, the area around 
  the sanctuary is in fairly good condition but 
  is mostly covered in cobwebs.  The stone 
  floor is covered in an inch tall pool of 
  swamp water that has creeped inside from 
  cracks in the stone walls on the edges. 
  There is a consistent movement of water 
  that streams in a flows to the undercroft. 
  Besides that, cobwebs cover a handful of 
  carved stone pews and a magical wooden 
  statue of the Goddess Chauntea. She holds 
  wooden apples in each of her hands, 
  extending them as if offering them. The 
  base of her statue is covered in wild plants 
  picked from the swamp that have grown 
  and attached themselves to the statue, 
  almost completely covering Chauntea.  
  Toward the east side of the temple 
  interior, behind a stone wall, are stairs that 
  lead down to the undercroft. The undercroft 
  of a temple like this is where coffins, cleric 
  spell components, and religious artifacts 
  would be. Water has heavily flooded the 
  undercroft. The entire undercroft is 
  submerged in at least 2-3 feet of water 
  throughout its entirety.  This area is 
  considered ​difficult terrain​. This area is 
  filled with the sounds of dripping water and 
  smells intensely of rotting wood, mold, and 
  death. The only sources of light in the 
  undercroft come from cracks from the 
  exposed areas of stone that breach the 
  surface on the edges of the rooms. Most of 
  the walls are covered in slimy dark green 
  plants and thick black mold. A majority of 
  the hallways and corners of the various 
  rooms are covered in cobwebs.  
  The main goal of the party is to find 
  a way to cure the ​petrified ​condition of Jessi 
  and the Chauntea clerics. The only way to 
  do this is to retrieve the ​greater restoration 
  spell scroll in the spell case in ​section 2​, 
  give it to Jessi to use on herself, and let her 
  cure the others with components found in 
  the undercroft.  
   
  NPC and Enemy Motives 
   
  The main floor of the temple will have 3 
  Clerics of Chauntea that have been turned 
  to stone by the ​basilisk zombie​ that lives in 
  the undercroft in ​section 3​ in one of the 
  coffins. There are also three ​horrid rats 
  wandering the hallways in the area past 
  section 1. ​The details for these creatures 
  can be found in the ​Appendix​.  
  When the horrid rats attack, they 
  will try to use their pack tactics. Stealth 
  should be encouraged in this area to avoid 
  this and pick off the rats individually.  
  When the basilisk attacks, it will try 
  to petrify anyone that is within range and 
  bite anyone who it doesn’t petrify. If 
  seriously threatened, it may try to hide 
  
  under the water and slither around 
  someone to attack. 
   
   
  Section 1 - Tomb of the Forgotten 
  Cleric 
   
  Before entering this room, the sound of 
  several sources of dripping water spread 
  throughout the undercroft can be heard 
  that originate from the main floor. There is 
  an intense smell of rotting wood, mold, and 
  death. 
  This room is dedicated to an old 
  Cleric of Chauntea that must have been one 
  of the founders of this temple. His body lies 
  in a stone coffin under a stone floor. While 
  normally swamp water is very dirty, the 
  water on top of and surrounding this room 
  looks completely clear and clean as if this 
  room is purifying the water. Through the 
  water one can read “Here Lies a Servant of 
  the Great Mother” carved in stone.  
  If anyone in the party has Chauntea 
  as their deity, they may use an action in 
  this room to pray to Chauntea and regain 
  their HP once per day. With a high ​Religion 
  or ​History ​check, you can recall that this 
  room is actually the final resting place for a 
  powerful Elven druid named Aranel who 
  often travelled between this land and the 
  Feywild. She’s responsible for curing a 
  terrible rotting sickness that was plaguing 
  the land 100 years ago.  
  There is a small silver locked box on 
  the southern side of the room under the 
  water. A ​Dexterity ​check with thieves tools 
  can unlock the box revealing a ​ring of 
  earthbind. ​This ring can be used to cast the 
  spell ​earthbind ​one per day. 
  The wooden double doors that lead 
  out of this room, further into the 
  undercroft, are unlocked. When passing 
  through these doors, a high ​Survival ​check 
  will reveal that the pattern of some of the 
  ripples in the water are not just from the 
  leaking walls, but from creatures walking 
  around this area. This will reveal the 
  presence of the three ​horrid rats 
  somewhere close. These rats are scattered 
  around the area before the doors leading 
  into ​section 3​.  
   
   
   
   
  Section 2 - Cleric Components 
  Room 
   
  This room is mostly filled with wooden 
  shelves of rotted wood. The shelves contain 
  some glass jars with various spell 
  components like bone dust, grave dirt, 
  incense, and salt. Some  scattered jars have 
  fallen off the rotted wooden shelves and are 
  broken with some their contents floating 
  on the water. 
  There is a ruined spell scroll 
  container in the corner of the room, half 
  submerged in the water. The only 
  salvageable item is a ​spell scroll of greater 
  restoration​ that managed to be wedged in 
  such a way against the other scrolls that it 
  remained dry above the waterline. 
  A ​Perception ​check can reveal the 
  shine of some diamonds that have fallen 
  and lay on the floor in the flooded room. 
  These diamonds can be crushed and used 
  by Jessi as spell components for greater 
  restoration spells on the petrified Chauntea 
  clerics.  
   
   
   
   
   
   
   
   
  
  Section 3 - The Coffin Room 
   
  The wooden doors that lead into this 
  section are closed. Only the left door is 
  locked and requires a ​Dexterity ​check with 
  thieves tools to unlock. A high ​Perception 
  check in the western hallway will reveal a 
  secret compartment that contains a ​healing 
  gem. ​This gem has 3 charges that can be 
  used to heal 2d4+2 damage. These charges 
  refill at dawn. This room is largely empty 
  except for the ruined pieces of parchment 
  and scrolls that float on the surface of the 
  dark and murky swamp water, further 
  obscuring what’s underneath. One of the 
  coffins on the far side of the room has 
  fallen off its stone platform causing the 
  skeleton inside to slide out looking as if its 
  sitting and resting against the half rotted 
  coffin. 
  Jessi will be against the southern 
  wall in this section, past the doors. She will 
  be mostly covered in stone in the process of 
  being petrified. It is only because she is a 
  cleric that there are parts of her, like her 
  face, not covered in stone. 
  If the party enters this section 
  loudly, the ​basilisk zombie ​will have a 
  sneak attack on the party.  It will attack 
  them from under the water. The basilisk is 
  alerted if anyone rolls below a ​DC 10 Stealth 
  check before they find the basilisk.  If the 
  party remains stealthy, the basilisk will be 
  in one of the coffins. Jessi will then be able 
  to warn them that it slithered into one of 
  the coffins before the basilisk attacks.  
  After the basilisk is defeated, Jessi 
  will tell the party to check the cleric 
  components room, or ​section 2​ for 
  anything that could help her out of the 
  partial petrification. There, the party will 
  find a ​spell scroll of greater restoration​. A 
  party member can hold this scroll up to 
  Jessi to read for her to perform the spell on 
  herself. Once this happens, the stone will 
  fall off Jessi and she will become 
  unpetrified. Alternatively, some of the 
  poison of the basilisk with a high ​Medicine 
  check can cure Jessi. 
   
  Chapter 3 - Free the Clerics 
   
   
  Once Jessi is free, she will tell the party that 
  they need to free the remaining clerics. She 
  will check ​section 2 ​for the diamonds if the 
  party hasn’t found them already. She will 
  crush these diamonds up to use as spell 
  components to cast the ​greater restoration 
  spell on each of the 3 clerics that have 
  turned to stone. After the clerics are freed, 
  they will thank them and tell them that 
  they must have been petrified for at least a 
  decade.  They will begin reconstruction on 
  the temple and thank the party for their 
  help. This will complete the one-shot.  
   
   
   
  
   
   
   
  
  Appendix 
   
  ______________________________________________ 
  Horrid Rat 
  Small monstrosity 
   
  Armor Class: ​13 
  Hit Points: ​7 (2d6) 
  Speed: ​30 ft. 
   
  STR          DEX          CON         INT          WIS          CHA 
  7 (-2)    17(+3)      11(+0)    2(-4)      10(+0)      4(-3) 
   
  Skills ​Athletics +3, Stealth +6 
  Damage Immunities​ Acid 
  Senses ​Darkvision 60 ft., Passive Perception 10 
  Languages ​-- 
   
  Keen Smell​. The horrid rat has advantage on Wisdom (Perception) checks that rely on smell. 
   
  Pack Tactics​. The horrid rat has advantage on an attack roll against a creature if at least one of 
  the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. 
   
  ACTIONS 
   
  Bite. ​Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 5) piercing damage 
  plus 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 12 Constitution 
  saving throw against disease or become poisoned for one minute. If the creature fails this save, 
  it may repeat the saving throw at the beginning of each of its turns, ending the poisoned 
  condition on a successful save. 
  ________________________________________________________ 
  *stats by Travis_Legge on dndbeyond* 
   
   
   
   
   
   
   
   
   
   
   
  
  _______________________________________ 
  BASILISK ZOMBIE 
  Medium undead 
   
  Armor Class: ​13 
  Hit Points: ​60 (8d8+24) 
  Speed: ​10 ft. 
   
  STR          DEX          CON         INT          WIS          CHA 
  16 (+3)    6(-2)      17(+3)     3(-4)      8(-1)         5(-3) 
   
  Damage Immunities ​Poison 
  Condition Immunities ​Poisoned 
  Senses ​Darkvision 60 ft., Passive Perception 9 
  Languages -- 
   
  Petrifying Gaze​. If a creature starts its turn within 30 feet of the basilisk zombie and the two of 
  them can see each other, the basilisk zombie can force the creature to make a DC 12 
  Constitution saving throw if the basilisk zombie isn't incapacitated. On a failed save, the 
  creature magically begins to turn to stone and is restrained. It must repeat the saving throw at 
  the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until 
  freed by the greater restoration spell or other magic.  
  A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of 
  its turn. If it does so, it can't see the basilisk zombie until the start of its next turn, when it can 
  avert its eyes again. If it looks at the basilisk zombie in the meantime, it must immediately 
  make the save.  
  If the basilisk zombie sees its reflection within 30 feet of it in bright light, it mistakes 
  itself for a rival and targets itself with its gaze. 
  This ability does not affect undead. 
   
  Undead Fortitude​. If damage reduces the basilisk zombie to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the zombie drops to 1 hit point instead. 
   
  ACTIONS 
   
  Bite​. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 
  ________________________________________________________ 
  *stats by Clockwerk66 on dndbeyond* 
   
   
   
   
   
   
  
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  Thank you! 
   
  Best, 
  Cameron Wright 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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