TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    1 
  The Ruined Abbey 
   
   
   
  A Phandalin Adventure 
   
   
  Introduction: This module is the 2nd in a new campaign arc dealing with the region around Phandalin 
  and a threat from serpentfolk upon the lands.  This module adds to the previous updates to the town 
  found in the adventure: Return to Phandalin, however only the updated town and NPCs are needed 
  throughout the campaign. In this adventure, the PCs take on a side quest to a nearby set of ruins.  A 
  deathlock wight has taken a family of farmers and turned them to zombies.  The fear of a rising 
  undead hoard unsettles many in town.  This module also hints at a possible future adventure where 
  the PCs return to this site and explore it further. 
  This is a 12 page module with a mostly straightforward layout consisting of several combat 
  encounters mixed with investigation and NPC interaction.  The module is designed for 2nd level 
  characters, but 3rd level PCs can run through the module as presented. 
   
   
  A 2-night adventure for 2nd – 3rd level characters 
   
   
   
   
  by Keith Stonefield 
   
   
   
                             
    
   
   
     
       
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    2 
  The Ruined Abbey 
  For Characters of Level 2-3 
   
  Background 
     The town of Phandalin was once a frontier town on the 
  up when the forge at Wave Echo Mines was used to 
  create magic weapons and armor.  The town was 
  destroyed by a horde of orcs hundreds of years ago and 
  was all but forgotten until last year when the lost mine 
  was found and re-opened.  They are not creating any 
  magic items yet, but word has been spreading and an 
  influx of people to the town and region has created a 
  boom in the mining of the region once again. 
     Spring has come to the region and Phandalin is bustling 
  with eager miners and farmers ready to make a new life.  
  Loggers have been clearing land all around the town over 
  the last few months and through the winter.  Farmers 
  have been following the loggers making ready for 
  planting by clearing stumps and building cabins.  
     Recently, a family of farmers started settling an area to 
  the east of town.  They came across the foundation to an 
  old abbey long forgotten and overgrown.  As they started 
  to clear the area they encountered they encountered the 
  deathlock wight and several skeletons that lingered in 
  the region.  Now most of them are zombies that serve 
  the wight.   
   
   
   
   
  Adventure Setup 
     The Adventure starts with a visit from Friar Benin of 
  Chauntea.  He seeks the party out to go to the abbey and 
  investigate what happened to the farmers.  A child was 
  found by some loggers not far from the abbey ruins.  The 
  child has spoken little and only knows there were some 
  skeletons and another creature shooting black bolts out 
  of his fingers.   
     Friar Benin knows these farmers and wants to make 
  the area safe for the other farmers going out and starting 
  farms.  He also fears knowledge of undead will scare 
  many in town and wished the threat to be dealt with, 
  quietly if possible.  He has little to offer the PCs in way of 
  a reward.  He hopes that they will take on the job for 
  free, but can offer each PC 10gp to investigate and 
  destroy the undead.  He also has a single potion of 
  healing if pressed. 
     The Ruined Abbey is only a few miles outside of town 
  near a small lake and sits on a small rock outpost looking 
  towards the mountains.  The land around it would make 
  a good place for farming and more families are looking to 
  settle here.  You can have the module start at the first 
  encounter as the PCs walk up to the outskirts, or you can 
  roll for a wandering encounter with a few goblins, or 
  even some skeletons as foreshadowing.   
   
  Dungeon Features 
  The Ruined Abbey is little more than some outlying walls that 
  form a few rooms.  Only one room still has its ceiling.  The 
  basement level is still relatively intact 
  Ceilings:  Area 2 and the basement have ceilings 15ft high 
  Doors:  Most are reinforced wooden doors and unlocked unless 
  noted.  The two doors in the outside areas 1 and 2 are metal 
  clad doors. 
  Light:  All the areas above ground have bright light and areas 
  below ground have dim light or darkness as written. 
   
  #1 The Outer Ruins                                         ___  
     Read the following when the PCs approach the outer 
  ruins.  PCs will most likely approach from the south 
  unless they take steps to circle the ruins.   
     The wagon trail from town was easy to follow and the 
  logging trail splits shortly before the ruins.  A rocky knoll 
  sits above an area of recently cleared woods.  Only a 
  partial foundation remains of what was once a grand 
  building.   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    3 
     The main courtyard measures roughly 80x80ft and 
  contains several partial walls and a few areas of rough 
  terrain.  To the left side near the outer wall are several 
  containers, boxes and tools from the farmers laying 
  under a wind-blown tarp.  Several other possessions lay 
  scattered near the area.  On the far side of the courtyard 
  is a large set of double doors that lay closed and to the 
  right is a single door that leads to the only building with 
  some form of a roof.   
     Wandering around the courtyard you see several 
  skeletons dressed in ancient scraps of armor and carrying 
  old, rusted weapons.  They appear to have not seen your 
  approach.  They seem concentrated by the doors to the 
  front and side. 
     The PCs can surprise the skeletons and can circle 
  around from multiple angles using the partial walls.  The 
  skeletons will pursue the PCs within area, but not 
  wander more than 100ft from the buildings.  The fight 
  until death and do not need to check morale. 
     The supplies once belonged to the farmers that came 
  here to settle.  Most of the supplies are still intact and 
  can be collected and brought back to town.  Some of the 
  supplies include farming tools and the family’s spare 
  clothing.  A lantern and a few flasks of oil can be found as 
  well.  The foodstuffs have been found by animals and the 
  remains have been scattered in the area. 
  Treasure:  The skeletons have nothing of worth.  The 
  faming supplies can be sold back in town for 20gp.  You 
  can award PCs who give the supplies to Friar Benin an 
  extra 100xp each and have some future farming families 
  provide minor rewards like shelter or food for an 
  adventure.   
  Skeleton (6)   _           ______Med  undead, LE 
  Armor Class- scraps 
   
  13 
  Hit Points (2d8+4)     
   
  13 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14 
  (+2) 
  15 
  (+2) 
  6     
  (-2) 
  8       
  (-1) 
  5  
  (-3) 
   
  Damage Vulnerability bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poison  
  Senses DV 60’. Perception -1 
  Languages understands- usually Common  
  Challenge 1/4 (50 XP) 
  Actions_______________________                        ______ 
  Short Sword: +4 to hit, (1d6+2). 
  Short Bow: +4 to hit, (1d6+2). 80’/320’ 
  #2 The Room With a Roof                             ___ 
     The room on the right contains a roof and closed door 
  that is not locked.  At one time it was a prayer room, but 
  little remains of that time. 
     Read the following when the PCs open the door. 
     The room opens before you is brightly lit from 
  numerous cracks and holes in the mostly intact ceiling.  
  The room measures roughly 25x30ft and is still 
  decorated with some fragments of a mosaic indicating 
  that this room was once a prayer room of some sort.   
     Found in this room are a few more skeletons standing 
  near a near ruined altar at the far end of the room.  
  There is also a large bear skeleton near the front of the 
  altar.  Neither group is surprised as you enter. 
     The skeletons will shoot arrows from behind the bear 
  skeleton that will provide front-line fighting.  They will 
  fight to the death. 
     The rest of the room shows a few parts of a mosaic 
  that shows religious groups in prayer.  There is a holy 
  symbol related to the gods Lathander and Chauntea.  
  Much of the scene shows scenes of both spring and 
  summer which are portfolios of both gods. 
  Treasure:  PCs that search the room can roll an 
  Intelligence check (Investigation DC13) to locate a pair 
  of minor gems (25gp each) under the altar that may have 
  once belonged to one of the skeletons in life, but have 
  fallen amid the floor ruins. 
  Skeleton, Bear      __              __Med  undead, LE 
  Armor Class- natural 
   
  12 
  Hit Points (6d8+12)     
   
  45 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16  
  (+3) 
  11 
  (+0) 
  15 
  (+2) 
  6     
  (-2) 
  8       
  (-1) 
  5  
  (-3) 
   
  Damage Vulnerability bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poison  
  Senses DV 60’. Perception +2 
  Languages nil  
  Challenge 1 (200 XP) 
  Actions____________________                         _________ 
  Multiattack: Make two melee attacks. 
  Claw: +6 to hit, (1d8+3) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    4 
  Skeleton (2)   _           ______Med  undead, LE 
  Armor Class- scraps 
   
  13 
  Hit Points (2d8+4)     
   
  13 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14 
  (+2) 
  15 
  (+2) 
  6     
  (-2) 
  8       
  (-1) 
  5  
  (-3) 
   
  Damage Vulnerability bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poison  
  Senses DV 60’. Perception -1 
  Languages understands- usually Common  
  Challenge 1/4 (50 XP) 
  Actions_______________________                        ______ 
  Short Sword: +4 to hit, (1d6+2). 
  Short Bow: +4 to hit, (1d6+2). 80’/320’ 
   
  #3 Statue Room                                                  __ 
     This large room is split in two sections.  It was originally 
  two rooms that served as a prayer room and gathering 
  room that led down to the storage rooms.  The double 
  doors are not locked, but stuck and require a Strength 
  check (Athletics DC14) to open.  The rubble from the 
  fallen wall is treated as difficult terrain even though it 
  blocks vision into the room.  The walls themselves can be 
  climbed to get over the wall as well.  They are between 
  10 and 15ft high and a check is not needed. 
     Read the following when the PCs enter the room. 
     The front doors open to a large room roughly 40x40ft 
  with another room off to the right that looks around 
  20x60ft.  The wall between the rooms has large holes in 
  several areas making the whole area more like a single 
  room.   
     A large statue sits near the wall opposite the doors, its 
  features have been well worn and now it is 
  unrecognizable.  A large pile of rubble block the room by 
  the statue and through the other room you see the wall 
  partially knocked down infused with rubble.  In the rear 
  of the other room there is a partially blocked area 
  containing a set of stairs leading down. 
     In this main room you see a pair of zombies that look 
  like recently killed farmers.  There is also a large dog 
  zombie that appears through the wall opening to the 
  other room.  It looks to be somehow more infused with 
  necrotic energy compared to the other zombies. 
     The zombies attack in a direct fashion and just try to 
  slam the PCs.  They do not have any tactics and move to 
  the closest PC and generally attack the last person that 
  damaged them.   
     The statue contains a secret cache with the treasure 
  inside.  An Intelligence check (Investigate DC14) is 
  needed to locate it.  The stairwell sits under a slab of 
  stone from the ancient roof.  It sits open and leads to 
  darkness. 
  Treasure:  The secret cache contains some ancient coins 
  totaling 40sp and 20gp.  There is also a holy symbol to 
  the god Lathander worth 25gp. 
  Zombie (2)               ________Med  undead, NE 
  Armor Class- 
   
   
  8 
  Hit Points (3d8+9)     
   
  22 
  Speed 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13  
  (+1) 
  6       
  (-2) 
  16 
  (+3) 
  3     
  (-4) 
  6       
  (-2) 
  5  
  (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison  
  Condition Immunities poison  
  Senses DV 60’. Perception -2 
  Languages understands- usually Common  
  Challenge 1/4 (50 XP) 
  Abilities_____________                          _______________ 
  Undead Fortitude. When dying it makes a Con ST (DC 
  15), unless radiant or critical.  If successful it shudders 
  back, but remains at 1 HP.  
  Actions_______________                    ______________ 
  Slam: +3 to hit, (1d6+1). 
   
  Zombie- Gravehound___ ____Med  undead, NE 
  Armor Class- natural 
   
  10 
  Hit Points (5d8+15)     
   
  40 
  Speed 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  (+2) 
  10       
  (-0) 
  16 
  (+3) 
  3     
  (-4) 
  6       
  (-2) 
  5  
  (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison  
  Condition Immunities poison  
  Senses DV 60’. Perception -2 
  Languages understands- usually Common  
  Challenge 1/2 (100 XP) 
  Abilities___________________                      _________ 
  Undead Fortitude. When dying it makes a Con ST (DC 
  15), unless radiant or critical.  If successful it shudders 
  back, but remains at 1 HP.  
  Actions_________________                      ____________ 
  Bite: +4 to hit, (1d6+2). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    5 
  The Ruined Abbey 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    6 
  Basement 
     The basement area fares better than the topside ruins.  
  The first few areas have lots of debris such as leaves and 
  mud from the years of weather washing debris down the 
  stairwell.  The inner rooms show wear such as falling wall 
  stones and weathering.  Several times in the past goblins 
  and bandits used the ruins as a base and walls blackened 
  by fires can be found and perhaps some scraps of cloth 
  or bones from an animal.  The stairs descent roughly 30ft 
  before reaching the bottom. 
     Room 9 contains a sealed door that the PCs are not 
  able to enter at this time.  It is meant for later in the 
  campaign when the PCs come back to this place and 
  open it with a magical sword when the PCs are higher 
  level. 
  #4 Stairwell Room                                           ___ 
     The entrance to the basement level was primarily a 
  lounge area where residents could relax and study or 
  hold conversation.  The room sits in darkness and PCs 
  will need light sources. 
     Read the following when the PCs descend the stairs. 
     The 30x30ft room is sparse, containing a closed door 
  on the wall opposite the base of the stairs.  A grand 
  fireplace lays filled with dirt and debris that washed 
  down the stairs over the years along the right wall with a 
  stone table still standing in front of it.  You can make out 
  a faded painting of the goddess Chauntea above the 
  fireplace.   
     In the room are 3 more zombies that were once some 
  of the farmers you are looking for.  They huddle in the 
  corner near the door, but turn towards you when the 
  light you carry reaches them.   
     The zombies were once 2 adult farmers and 1 
  teenager.  They attack straight on like the ones 
  encountered on the ground level.  DMs can add difficult 
  terrain if they wish to represent the dirt and debris that 
  washed down into this room over the years, or leave it 
  for marginal information. 
     The painting of Chauntea shows her giving blessing 
  over a meal.  There appears to be some sort of grain in 
  one of her hands and a pitcher of water, milk or mead in 
  the other. 
  Treasure:  One of the adult zombies was carrying the 
  family treasure; 2d20cp, 1d20sp, and 1d6gp. 
   
   
  Zombie_(3)             ________Med  undead, NE 
  Armor Class- 
   
   
  8 
  Hit Points (3d8+9)     
   
  22 
  Speed 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13  
  (+1) 
  6       
  (-2) 
  16 
  (+3) 
  3     
  (-4) 
  6       
  (-2) 
  5  
  (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison  
  Condition Immunities poison  
  Senses DV 60’. Perception -2 
  Languages understands- usually Common  
  Challenge 1/4 (50 XP) 
  Abilities_____________                          ______________ 
  Undead Fortitude. When dying it makes a Con ST (DC 
  15), unless radiant or critical.  If successful it shudders 
  back, but remains at 1 HP.  
  Actions_______________                    __    ____________ 
  Slam: +3 to hit, (1d6+1). 
   
  #5 The Hallway                                                 ___ 
     The hallway connects the entrance to the deeper 
  rooms.  It was built long and narrow in case of attack and 
  the sealed room needed to be protected.   
     Read the following when the PCs enter the hall. 
     This 10ft wide hall turns to the right and runs 75ft to a 
  cluster of doors at the far end.  The hall also runs 10ft to 
  your left, but the space is occupied by a large statue that 
  looks like a guard of some sort.  Two of the doors at the 
  end look like they may be privies at the end of the hall 
  and the two others lay recessed opposite of each other a 
  short distance before the others. 
     The hall is empty of monsters.  Some debris has 
  washed into this room over the years, but not as much as 
  the last room.  Searching around the stature or studying 
  it can tell that it is some sort of knight or paladin.  Some 
  of the features have been broken off or ruined over the 
  years.  A partial name or title is etched into the base of 
  the statue reading what could be Sir Bronnen 
  Springshield, but that may just be close.  PCs can make a 
  Wisdom check (Religion DC25) to determine if they know 
  the name.  Clerics and paladins to Lathander or 
  Chauntea can have advantage to this roll.    
     The two bathrooms at the end of the hall are empty 
  with one having a broken arrowhead stuck to its door. 
  Treasure:  In one of the toilets there is a sack partially 
  covered with dirt containing 50sp and 10gp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    7 
  #6 The Barracks                                               ___ 
     This room was once a guardroom containing several 
  bunks and tables.  Most everything is now ruined or 
  burned for firewood.  The door is not locked, just closed. 
     Read the following when the PCs enter the room. 
     This 35x30ft room is dark.  Your light flashes off simple 
  painted walls that are crumbling from age.  A few scraps 
  of wood remain from what may have been bunks or 
  tables.  You guess that this room may have been a 
  barracks of some sort. 
     Packed into this room are a dozen skeletons that all 
  appear to be partially falling apart already, not like the 
  solid ones you faced on the surface.  They raise rusted 
  weapons and move to attack.   
     The decrepit skeletons attack directly like the zombies 
  and attack until slain.  They do not have the sense to go 
  for more help and only use simple tactics such as 
  flanking and shooting at the spellcasters. 
     The rest of the room is rather sparse and barren.  A few 
  broken pieces of furniture show this room to have once 
  been a barracks and lounge area for guards and soldiers.   
  Treasure:  There is nothing of value in this room 
  Skeleton- Decrepit (12) ____Med  undead, LE 
  Armor Class- scraps 
   
  12 
  Hit Points (1)      
   
  1 (minion) 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  12 
  (+1) 
  15 
  (+2) 
  6     
  (-2) 
  8       
  (-1) 
  5  
  (-3) 
   
  Damage Vuln bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poison  
  Senses DV 60’. Perception -1 
  Languages understands- usually Common  
  Challenge 1/8 (25 XP) 
  Actions_______________________                         ______ 
  Short Sword: +3 to hit, (1d6+1) 
  Short Bow: +3 to hit, (1d6+1) 80’/320’ 
   
  #7 The Guardroom                                          ___ 
     The guardroom stands outside of the sealed chamber.  
  Clerics from both churches of Lathander and Chauntea 
  once performed cleansing rituals to ward off scrying by 
  those of Auril’s faith.  The entrance door is locked and 
  can be opened with a Dexterity check (Thieves Tools 
  DC12).   
     Read the following when the PCs enter the room. 
     This 30x30ft room is not as dark as the last few in the 
  basement.  There is a dim light coming from a partially 
  open set of double doors on the left as you enter.  You 
  can make out a single door centered on the far wall as 
  well.  This room may have once been a chapel of some 
  sort.  A large altar sits centered across the room by the 
  single door and an old iron chandelier hangs under a 
  ceiling with mirrored tiles embedded in a mosaic 
  showing a cloud scene. 
     Standing in the room is what appears to be the rest of 
  the farmers turned zombies.  Three of the zombies are 
  standing in the middle of the room gathered together 
  while the fourth one stands behind the altar.  This last 
  one is wearing ancient ceremonial robes of a priest to 
  Lathander.  He sneers at you with a look suggesting more 
  intelligence than the other zombies. 
     The wight is disguised as a zombie but will revert to his 
  true form if needed or when it dies.  He will stay in the 
  rear for as long as he can and shoot grave bolts at the 
  PCs while the zombies attack them directly.  If things are 
  not going his way, the wight will attempt to flee through 
  the single door. 
     Any light source brought into this room will reflect on 
  the mirrored panels in the ceiling and light the room to 
  normal brightness. 
  Treasure:  The wight carries a necklace made of gold 
  worth 100gp and also carries a pearl of power. 
  Zombie_(3)             ________Med  undead, NE 
  Armor Class- 
   
   
  8 
  Hit Points (3d8+9)     
   
  22 
  Speed 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13  
  (+1) 
  6       
  (-2) 
  16 
  (+3) 
  3     
  (-4) 
  6       
  (-2) 
  5  
  (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison  
  Condition Immunities poison  
  Senses DV 60’. Perception -2 
  Languages understands- usually Common  
  Challenge 1/4 (50 XP) 
  Abilities_____________                          ______________ 
  Undead Fortitude. When dying it makes a Con ST (DC 
  15), unless radiant or critical.  If successful it shudders 
  back, but remains at 1 HP.  
  Actions_______________                    __    ____________ 
  Slam: +3 to hit, (1d6+1). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    8 
   
  Wight,Deathlock            ____   Med.  undead, NE 
  Armor Class- natural 
   
  12 (15 mage armor) 
  Hit Points (5d8+15)     
   
  40 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11       
  (+0) 
  14 
  (+2) 
  16 
  (+3) 
  12 
  (+1) 
  14 
  (+2) 
  16 
  (+3) 
   
  Saves Wisdom +4 
  Skills Arcana +3, Perception +4 
  Damage Resistances necrotic, non-magical weapons.  
  Damage Immunities poison 
  Condition Immunity exhaustion, poisoned 
  Senses DV 60’ 
  Languages What it knew in life, typically Common 
  Challenge 3 (900 XP) 
  Abilities_____                           ______________________ 
  Sunlight Sensitivity., It has disadvantage on attacks and 
  Wis (Perception) checks (sight) 
  Innate Spellcasting. Charisma, DC 13 
  (at-will) detect magic, disguise self, mage armor 
  (1/day):  fear, hold person. misty step 
  Actions_______                          _____________________ 
  Multiattack. The wight attacks twice with Grave Bolt. 
  Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., 
  (1d8+3) necrotic. 
  Life Drain. +4 to hit, Hit: (2d6+2) necrotic. The target 
  must succeed on a Constitution save (DC13) or its hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces 
  its hit point maximum to 0.  Target rises as a zombie 
  under the wights control after 24 hours of being dead.  
  Wight can have no more than 12 zombies under its 
  control.   
   
  #8 The Storeroom                                            ___ 
     The storeroom sits behind the guardroom and was 
  used for storing supplies used for both religious purposes 
  and storage for the abbey in general.  Today it is basically 
  empty. 
     Read the following when the PCs enter the room. 
     This room is 30ft wide and only 20ft deep.  The dim 
  light from your torches reflect on bare walls of basic 
  stone.  A crude set of stone shelves show this to likely be 
  a storage room of some sort.   
     Milling around the room are several decrepit skeletons 
  and a pair of normal skeletons.  They all are wandering 
  aimlessly until you brought focus to yourselves.  They 
  start to turn in your direction. 
     The skeletons attack directly and will fight until they 
  are destroyed.  There is little in this room besides the old 
  stone shelving and a pair of rusted wall sconces. 
  Treasure:  The skeletons carry no treasure.  The normal 
  skeletons carry short swords that could be sold for 2gp 
  each if brought to town.   
  Skeleton- Decrepit (4)    ____Med  undead, LE 
  Armor Class- scraps 
   
  12 
  Hit Points (1)      
   
  1 (minion) 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  12 
  (+1) 
  15 
  (+2) 
  6     
  (-2) 
  8       
  (-1) 
  5  
  (-3) 
   
  Damage Vuln bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poison  
  Senses DV 60’. Perception -1 
  Languages understands- usually Common  
  Challenge 1/8 (25 XP) 
  Actions_______________________                         ______ 
  Short Sword: +3 to hit, (1d6+1) 
  Short Bow: +3 to hit, (1d6+1) 80’/320’ 
   
  Skeleton (2)   _           ___ ___Med  undead, LE 
  Armor Class- scraps 
   
  13 
  Hit Points (2d8+4)     
   
  13 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14 
  (+2) 
  15 
  (+2) 
  6     
  (-2) 
  8       
  (-1) 
  5  
  (-3) 
   
  Damage Vulnerability bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poison  
  Senses DV 60’. Perception -1 
  Languages understands- usually Common  
  Challenge 1/4 (50 XP) 
  Actions_______________________                        ______ 
  Short Sword: +4 to hit, (1d6+2). 
  Short Bow: +4 to hit, (1d6+2). 80’/320’ 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    9 
  #9 The Secret Temple                                  ___ 
     The temple room serves as a barrier to what lies 
  beyond the locked double doors.  In the old days, 
  soldiers would stand guard on the magic door to prevent 
  entrance by followers of Auril, while clerics of either 
  Lathander or Chauntea kept magical protection upon 
  the room.  The room serves as the gateway to a prison 
  for an aspect of Auril.   
     Read the following when the PCs enter the room. 
     This room is spans 40x30ft with the rear two corners 
  containing 10x10ft recesses containing large statues of 
  soldiers of some type.  The wall in between them 
  contains a large painting of a door with some sort of 
  inscription written on it.  Hanging from the ceiling is a 
  large brass chandelier that gives off magical light 
  illuminating the whole room.  Throughout the room are 
  mosaics of runes circling the room and forming a circle 
  upon the floor in front of the wall with the painting of 
  the door upon it. 
     Standing near the corners of the room to the sides of 
  where you enter are 2 suits of plate mail armor.  They 
  both rise up and begin lumbering towards you as you 
  enter.  Their fists are raised to strike. 
     The suits of armor attack to defend the painted 
  doorway and will not pursue PCs out of the room unless 
  the PCs are shooting or casting spell from the next room.  
  They will attack until slain and will reform in 24 hours if 
  destroyed.   
     The large statues in the corners are similar in that they 
  depict soldiers and guards.  One wears a holy symbol of 
  Lathander and the other wears a symbol of Chauntea.  
  They appear to have once had gemstones in their eye 
  sockets, but have long been removed. 
     PCs looking at the runes around the room and in the 
  circle on the floor can make an Intelligence check 
  (Arcana DC13) to determine that they are runes of 
  protection and at one time prevented scrying, but have 
  lost that magic and now lie dormant.  PCs may fear and 
  try to not walk through the circle on the floor, but there 
  is no traps or spells active on it. 
     The painted door is the key to this room.  PCs are not 
  going to find much in this room but should become 
  suspicious at the guards and runes associated with it.  
  The runes upon the door can still be read and have only 
  faded with time.  They say; 
   
  “Honor and truth protect the land.  The enemy of spring 
  and summer must not enter.” 
  “Aurilsbane is the key.” 
     The Words spring and summer refer to the gods 
  Lathander and Chauntea.  All the PCs should know this as 
  well as Auril in Aurilsbane refers to the evil goddess of 
  winter.  They may try secret words or magic detection 
  upon the door but the only way to open it is to bring the 
  magic sword named Aurilsbane to the room.  The sword 
  is placed upon a faint outline of a sword that is painted 
  upon the door.  The rest of the painted door is painted in 
  gold and silver depicting much gild and scrollwork 
  making the outline of the sword hard to see, requiring a 
  Wisdom check (Perception DC15) to see. 
  Treasure:  All the old treasure has been removed by 
  bandits and goblins with the exception of a secret cache 
  in one of the constructs.  An Intelligence check 
  (Investigation DC13) is required to find it.  Inside is a bag 
  of holding containing 100sp and 50gp. 
   
  Animated Armor (2)             Med. Construct, UN 
  Armor Class- Natural 
   
  18 
  Hit Points (6d8+6)     
   
  33 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  +2) 
  11  
  (+0) 
  13 
  (+1) 
  1     
  (-5) 
  3       
  (-4) 
  1       
  (-5) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blind, charm, deafened, 
  exhaustion, fright, paralyze, petrified, poisoned 
  Senses blindsight 60” (blind beyond), Perception -4 
  Languages nil  
  Challenge 1 (200 XP) 
  Abilities________________                          ____________ 
  Antimagic Susceptibility. Incapacitated while in the area 
  of an antimagic field.  If targeted by dispel magic, it must 
  succeed on a Con ST vs. caster DC or fall unconscious for 
  1 min.  
  False Appearance. Indistinguishable from a normal suit 
  of armor while remaining still. 
  Actions________                         _____________________ 
  Multiattack: Make two melee attacks. 
  Slam: +4 to hit, (1d6+2). 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    10 
  The Ruined Abbey- Basement 
   
    
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    11 
  Wandering Encounter 
     This encounter can be used on the way to the abbey or 
  if the PCs leave and come back for some reason, like they 
  did in the playtest.  This is a goblin encounter that ties 
  into the last adventure and foreshadows an upcoming 
  adventure.   
     If the PCs are still 2nd level, you should not include the 
  bugbear in the encounter and put his treasure with the 
  goblins. 
  #10 Goblin War Party                                    ___ 
     The goblins are on the hook for the escaped miners 
  from the last adventure and are looking for more 
  captives for Silverclaws.   
     Read the following when the PCs are traveling down 
  the road towards the abbey. 
     The old wagon road has been quiet for the last mile.  
  You passed a few loggers a while back, but the sounds of 
  their axes has long faded.  As you approach the fork off 
  the min trail that leads to the abbey you notice a lone 
  horse tied to one of the few trees still standing among 
  the brush near the fork in the road.  It tugs at its reins 
  trying to free itself.  You do not see any rider in sight. 
     PCs tend to suspect an ambush, and they are right to 
  suspect one.  Goblins have stationed themselves along 
  the brush to wait for loggers and farmers, but the PCs 
  will do.  They are not very quiet or alert since they have 
  been waiting for a few hours and have grown lazy.  PCs 
  can sneak up on the goblins by making a Dexterity check 
  (Stealth DC12).  Alternately, the PCs can walk down the 
  road or in the brush and spot the goblins by making a 
  Wisdom check (Perception DC12).  Either way, the 
  goblins will attack when the PCs come close to the fork in 
  the road or in response to being attacked by the PCs.   
     Read the following when the PCs get close to the horse 
  in the road where the goblins attack.  Paraphrase if the 
  PCs come from another angle.   
     Goblins positioned along the road in the brush burst 
  out and charge you.  You see 2 goblins charging with 2 
  more behind them with bows.  Further in the woods 
  where the road splits you see a couple more stand and 
  prepare to join the fray.   
     The goblins will be brave as long as they have the 
  bugbear with them and they still have numbers.  When 
  they get down to 1 or 2 goblins they may run.  You can 
  make a morale check by rolling a d20 and have them run 
  on a roll of 16-20.  Otherwise all of them will attack the 
  PCs and capture them once they are knocked down.  The 
  bugbear hides will and can be spotted by making a 
  Wisdom check (Perception DC16) as part of their 
  approach or on the first round of combat as the bugbear 
  sneaks around for a surprise attack.  He should be 
  positioned to the side of the road away from the goblins. 
  Treasure:  Each of the goblins carry 1d6cp and 1d10sp.  
  The bugbear carried 1d20sp, 1d6gp, and a potion of 
  healing.   
  Bugbear ___        ___Med.  Humanoid (goblinoid), CE 
  Armor Class Hide, Shield   
  16 
  Hit Points (5d8+5)  
   
  32 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  
  (+2) 
  14 
  (+2) 
  13 
  (+1) 
  8 
  (−1) 
  11 
  (+0) 
  9  
  (−1) 
   
  Skills Stealth +6, Survival +2 
  Senses DV 60 ft., Perception 0 
  Languages  Common, Goblin 
  Challenge 1 (200 XP) 
  Abilities_______                          _____________________ 
  Brute. Adds one die extra damage on each attack 
  (already included).  
  Surprise Attack. If it hits with an attack (surprise) during 
  the 1st round of combat, the target takes and extra (2d6) 
  damage 
  Actions______________                         _______________ 
  Morningstar: +4 to hit, (2d8+2). 
   
  Goblin_(6)            _____ _Sm.  Huoid (goblinoid), LE 
  Armor Class- leather, shield 
  15 (archers 13) 
  Hit Points (2d6)     
   
   7 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8  
  (-1) 
  14 
  (+2) 
  10 
  (+0) 
  10 
  (+0) 
  8   
  (−1) 
  8  
  (−1) 
   
  Skills Stealth +6 
  Senses DV 60’, Perception 0 
  Languages Common, Goblin  
  Challenge 1/4 (50 XP) 
  Abilities_______________                     _____________ 
  Nimble Escape. Can take Disengage or Hide as a bonus 
  action each turn.  
  Actions________________                  _____________ 
  Scimitar: +4 to hit, (1d6+2). 
  Short Bow: +4 to hit, (1d6+2). 80’/320’ 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.          Phandalin: (Phdn 004)                    12 
  What’s Next?                                                    _   __ 
     Defeating the wight will save future problems for the 
  town.  Additional farmers will be able to come settle this 
  area of the countryside.  Future plans in this region can 
  possible lead to a settlement and rebuilding the abbey 
  into some sort of stronghold.  Many of the farmers will 
  have no idea on the secret door and dangers that lay 
  behind it. 
     Friar Benin will be pleased if the PCs return and have 
  dealt with the undead threat.  He will heal the PCs to the 
  best of his ability and offer them shelter in one of the 
  tents near his shanty church.  He will inquire about burial 
  of the farmer bodies and will arrange another group to 
  go retrieve the bodies if the PCs have not burned or 
  buried them on their own.  Feel free to have the PCs go 
  back and expand the module with another group of 
  skeletons that wander the surrounding area and some 
  wolves that have come to eat the bodies. 
     Successfully completing the adventure will also make 
  Friar Benin an ally that the PCs can come back to for 
  some healing and wisdom if needed.  He can be the 
  patron to send the PCs out on further adventures, but his 
  church is poor and made up mostly of farmers and 
  cannot offer the PCs much in the way of cash if that is 
  what motivates them. 
      
  Awarding Experience Points                       ___ 
     DMs should award experience based on each 
  encounter and monsters that were overcome.  A story 
  award of 500xp should be given for dealing with the 
  undead and putting down the zombie threat.  You can 
  award an additional 200xp to the group for thinking of 
  burying the bodies or burning them. 
   
  Playtest Notes 
  The Ruined Abbey took the PCs to 3rd level over 3 nights of 
  play.  The 1st night completed the above ground areas and 
  ended at the top of the stairs to the basement.  The 2nd night 
  led up to the final encounter with the wight.  They defeated it 
  and suspected a trap in the final room and decided to return to 
  town and rest.  The 3rd night they encountered the goblins in 
  the wandering encounter and the final room.   
     The players liked the setup with the farmers and one of the 
  PCs is a cleric of Chauntea, which ties in with the NPC Friar 
  Benin.  On the return trip, they used the horse in the goblin 
  encounter to pull the wagon back to town.  They also gave the 
  farming equipment to the family that is adopting the boy from 
  the start of the adventure.   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Phandalin - The Ruined Abbey.pdf