TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
   
  1 
  Temple of the Dragonknights 
   
   
  A Simple Adventure Module 
   
   
  Introduction: Venomfang, a young green dragon, has recently perched 
  herself in the burial ground of an ancient group of dragon slayers 
  known as “The Dragonknights.” As she hunts in the nearby forest, her 
  kobold minions gather to raid the nearby town of Fallcrest to bring 
  riches to themselves and their master, but it seems Venomfang and 
  her minions may have a darker, more sinister purpose… 
   
   
  A four-hour adventure for two 1st-2nd level 
  characters 
   
   
   
    
   
  by DAWSON WOOD 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
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  2 
  Part I: Innocents Lost 
  In this part of the adventure, the players will 
  encounter their first kobolds, investigate a small 
  farmstead, and locate the source of the attacks… 
  A. Northcrest 
  The town of Northcrest contains multiple key 
  locations such as The Flowing Mug Inn, a blacksmith, 
  and a market square. 
  The Flowing Mug Inn 
  The adventurers begin in The Flowing Mug. How 
  they got there and how they met is up to the players 
  and the DM. The Flowing Mug is your typical tavern 
  as well as Inn. It is known by the local townsfolk as a 
  trustworthy, “stand-up” Inn.  
  Additional Information 
   Richard Brown: Male, Human, mid-sixties, barkeep 
   Lauraine Brown: Female, Human, early-sixties, innkeep 
  Item 
  Cost 
  Mug of Ale 
  4 cp 
  Room (Per day) 
  5 sp 
  Meals (per day) 
  3 sp 
  Common Wine 
  2 sp 
   
  When it seems appropriate, perhaps after ordering a 
  few drinks and introducing themselves, the players 
  here the sounds of yelling & grunting outside. – SEE 
  “KOBOLDS VS GUARDS” 
  The Blacksmith 
  The blacksmith shop is a good place to have the 
  adventurers go if they need to resupply on weapons, 
  armor, or ammunintion. 
  Additional Information 
  Anything the blacksmith doesn’t have on hand can be 
  requested to create for 1.5x its value in The Player’s 
  Handbook. 
   Dorn Stoutheart: Male, Human, late-thirties, blacksmith 
   James Turin: Male, Human, late-teens, blacksmith’s 
  apprentice 
  Item 
  Cost 
  Arrows (20) 
  1 gp 
  Hide Armor 
  10 gp 
  Chain Shirt 
  50 gp 
  Ring Mail 
  30 gp 
  Shield 
  10 gp 
  Market Square 
  The market square contains multiple small, 
  specialized stalls. 
  Additional Information 
   Valerie Renn: Female, Human, mid-twenties, produce 
   John Goodard: Male, Human, late-twenties, freshly hunted 
  meats 
   Abraham Calhoun: Male, Human, mid-fifties, freshly 
  caught fish 
   Venona Glowsky: Female, Half-Elven, early-twenties, 
  freshly hunted pelts 
   Talia Pinsinger: Female, Human, late-forties, jeweler 
  ...and others. 
   
  Later on in the adventure, the adventurers may 
  recover stolen supplies from the kobolds. They 
  would return these barrels to the market square. 
  B. Kobolds vs. Guards 
  After hearing noises from outside The Flowing Mug 
  Inn, the adventurers investigate outside to find 4 
  guards rushing to action against 6 invading kobolds, 
  who appear to have green skin. Resolving this 
  encounter yields 100 XP divided amongst the party. 
  Saving Joel Andersmith 
  Joel Andersmith, a farmer from North of town, will 
  be found lying against the wall of The Flowing Mug 
  after the fight. If asked, he will provide the following 
  information 
  Additional Information 
   The kobolds have raided his farm and murdered his family. 
   He believes that the kobolds may be more kobolds in the 
  forest to the North 
  After this information is given, Joel will burst into 
  tears over the loss of his family. The town guards 
  will escort him to the Inn and pay for his stay as long 
  as he needs. The guards will also insist that they 
  must stay in town to protect it from potentially 
  worse threats. 
  Capturing a Kobold 
  If the players manage to capture and interrogate a 
  Kobold, a DC 15 Persuasion or DC 12 Intimidation 
  check will conclude with the captured enemy 
  revealing information. 
  
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  3 
  Additional Information 
   The location of Poisontip Cavern: North past the farmstead 
  and through the brush. 
   The location of Fallcrest’s missing supplies: Poisontip 
  Cavern 
   The fate of Joel’s family: His wife and son are dead, but 
  they needed his daughter. 
   Information regarding Venomfang and her intentions will 
  not be revealed. 
  C. Andersmith Farm 
  About a mile North of town, bordering the forest, lies 
  what’s left of Andersmith Farm. Smoke rises all 
  along the crops and slaughtered animals lie 
  scattered across the ground. A house overlooks the 
  farmland on a small hill to the East, and a barn lies in 
  semi-ruin to the North, bordering the forest. 
  The Barn 
  Upon closer inspection of the barn, the entire 
  Eastern half is caved in, with piles of broken wood 
  lying scattered across the ground.  
  Blood tracks lead outside the barn but eventually 
  fade. A DC 7 Survival check will reveal the tracks’ 
  destination; the brush behind the barn.  
  There are also the remnants of ransacked barrels 
  and supplies. 
  The Farmhouse 
  Walking in the front door of the farmhouse (which 
  hangs off of one of its hinges) reveals the interior; a 
  main room previously used as a living room & dining 
  room, and two hallways that branch to the left and 
  right. 
  The Left Hall 
  Down the left hall there is a bedroom on each side. 
  The bedroom on the left is Joel’s son’s room. He lies 
  on the ground with his gut split open, and a simple 
  shortsword at his side. 
  Across the hall is Joel’s daughter’s room, which is 
  empty save for the ruined furniture and a 
  bloodstained teddy bear lying in the bed. 
  The Right Hall 
  Down the right hall there is a washroom to the left 
  and another bedroom. In the bedroom, a middle-
  aged woman lies leaning against a large bed with a 
  slit throat. 
   
  A DC 10 Survival check will reveal tracks that lead to 
  the back side of the barn, 
  D. The Trail 
  The players will eventually follow tracks that reveal 
  an unnatural looking thicket. This can be cut through 
  or, with a DC 11 Investigation check, a vine 
  connecting to a mechanism can be found that pulls 
  the brush up. The following trail is 5 ft. wide and 
  must be traveled single-file.  
  A passive perception of 12 will find a small lock of 
  hair along the trail. An intelligence check DC 15 will 
  discern that it’s human. 
  The Creek 
  Following the trail through the woods for a mile 
  leads to an opening to a small creek. Small, slippery 
  stones create a path across the creek. Crossing safely 
  takes a successful DC 12 Acrobatics or Athletics 
  check. A failure results in falling into the creek, 
  where two quippers sense fresh meat. Crossing the 
  creek awards 20 XP to each character. 
  After crossing the creek spears topped with human 
  skulls begin to dot the trail. 
  Cave Entrance 
  After a curve in the trail, a DC 12 Passive perception 
  check will signify movement around the corner. 
  Turning the corner reveals two kobolds currently 
  roasting a pig on a spit. They are currently eating so 
  any attempt at stealth is successful. This encounter 
  yields 50 XP divided amongst the party. 
  Part II: Poisontip 
  Cavern 
  In this part of the adventure, the players will eXPlore 
  and fight their way through Poisontip Cavern. The 
  cavern is extremely dark and those who don’t have 
  darkvision will be completely blind. The 2nd floor is 15 
  ft. above the 1st… 
  Area 1 
  This section of the cavern is relatively straight-
  forward. The players will immediately be attacked 
  by a single winged kobold upon entering. This 
  encounter yields 50 XP divided amongst the party. 
  
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  4 
  After this encounter, the players may notice the cliff 
  drop below them, into a small underground lake. 
  Depending on their ability to see, they may stumble 
  into it. See AREA 3 for details. A small passage on the 
  right of the lake requires a DC 8 Acrobatics check to 
  cross. 
  Area 2 
  After finding the passage way and taking the stairs 
  up to area 2, The players encounter 3 kobolds 
  sleeping in corresponding tents (unless the winged 
  encounter was very very loud). This encounter 
  yields 75 XP. The following items are found in tents. 
  Additional Information 
   In the Northernmost tent is 25 gp and a piece of 
  parchment that appears to be torn out of a book. See 
  PUZZLE CLUE 
   In the tent to the Southeast there are two Potions of 
  Healing. 
   The secret door on the Eastern wall takes a DC 10 
  Perception check to notice, and a DC 14 Athletics check to 
  budge open. 
   Inside the secret door are all the town’s missing supplies, 
  which the players may inform the townspeople of, or 
  return them themselves (100 gp & 20 XP each if they do it 
  themselves). 
   
   
  Puzzle Clue 
  The parchment reads in Common: “Legends are 
  born through blood and fire,” and contains the 
  emblem of the Dragonknights. On the back it reads 
  in scribbled Draconic: “We brought the girl to the 
  robed ones. Not sure why they wanted her, but 
  whatever it takes to please the master.” 
  Additional Information 
   The emblem of the Dragonknights appears as a snake-like 
  creature wrapped around a sword. 
  Area 3 
  This area involves crossing a rickety bridge over a 
  lake full of stalagmites, and a trap. 
  Crossing the Bridge 
  The skill used to cross safely is Acrobatics. The base 
  DC is 0 for 80 lbs or lower at one time. The DC 
  increases the more weight there is. 
  Weight (lbs) 
  DC 
  x < 80 
  0 
  80 < x < 130 
  5 
  130 < x < 180 
  10 
  180 < x < 230 
  x > 230 
  15 
  20 
  If any player falls in, roll a percentage. If the 
  percentage is under 15% the player takes 1d6 
  piercing damage from a stalagmite, otherwise they 
  take no damage. There are 4 hungry quippers 
  waiting in the water below the bridge. Crossing the 
  bridge yields 75 XP divided amongst the party. 
  Triggering the Trap 
  Following the bridge, immediately after is a pressure 
  triggered trap that is triggered by anyone over 120 
  lbs. If triggered, anyone in that 5x5 ft. square is 
  pelted with rocks, suffering 1d6 bludgeoning 
  damage. Disarming the trap yields 10 XP to the one 
  who disarmed it. 
  Area 4 
  Area 4 contains a single piercer hanging above a 
  single chest. The ceiling is 20 ft. high. Within the 
  chest is 25 gp. As soon as someone opens the chest, 
  the piercer will drop on its target. Completing this 
  encounter yields 100 XP divided amongst the party. 
  
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  5 
  Area 5 
  This area contains an offering bowl, a large stone 
  double door, and two lit torches in sconces on each 
  side of the door. The door has the Dragonknight 
  emblem on it, and the offering bowl is full of gold (20 
  gp) 
  Additional Information 
   To solve the puzzle, the players must poor a portion of 
  their blood into the offering bowl, and light the blood on 
  fire using one of the magical torches on the wall. 
   Emptying the bowl of gold and making a DC 10 
  Investigation check will reveal dried blood on either the 
  gold or on the bowl. 
  Opening the door yields 50 XP divided amongst the 
  party and reveals a pathway and staircase going up. 
  Part III: Temple of 
  the Dragonknights 
  In this chapter, the party will rescue a potential ally, 
  determine the fate of Joel’s daughter, and potentially 
  face off with a dragon… 
  Area 1 
  This area contains four coffins of four long dead 
  Dragonknights. If the players step on the emblem on 
  the center of the floor, four zombies (nerfed to 11 hp 
  and 1d4 dmg) will burst out of their tombs. This 
  encounter yields 100 XP divided amongst the party. 
  Additional Information 
  At this point, the party should be level 2. At this point it is 
  recommended that you do not continue until you level your 
  characters. The DM should determine when a good stopping 
  point is based on your party and their situation. 
  Area 2 
  This room is drapped in torn and burnt banners of 
  the Dragonknights, but within the circular outskirts 
  of this room lie an armory. In the armory, a kobold 
  cultist (cultist stats) is torturing a young Elf wizard 
  named Sera Gelanadel. This encounter yields 25 XP 
  divided amongst the party. 
  Additional Information 
   Sera is a famous wizard’s apprentice and was sent to 
  investigate the strange arcane energy originating here, 
  how she is played and any additional backstory are up to 
  the DM, or perhaps a third player. She is a level 1 Wizard 
   A DC 10 Investigation check of the weapon racks reveals a 
  Spear of the Dragonknights (+1 spear). The DM may 
  change the weapon type to fit one of the players if he/she 
  wishes. 
   Sera has 2 Potions of Healing on her. 
  Area 3 
  This room contains a single brazier, and a massive 
  stone carved frieze depicting an epic tale of dragon-
  slaying. A DC 18 Investigation check will reveal a 
  hidden groove in the stone that contains a single 
  platinum ring (250 gp) inside. 
  After looking over the beautiful artwork on the wall, 
  have a character notice a fourth shadow. This 
  shadow will initiate combat. This encounter yields 
  100 XP divided amongst the party. 
  Area 4 
  In this room, there are 4 tables with benches, a 
  ritualistic rune in the ground, and a podium in the 
  southernmost portion of the room. 
  The players walk into 5 cultists in the middle of 
  performing a ritual on Joel’s daughter. She is 
  currently hanging suspended by magic beaming 
  
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  6 
  from the cultists’ hands. This encounter yields 125 
  XP divided amongst the party. 
  Additional Information 
   Joel’s daughter can be roleplayed as the DM sees fit, but 
  after the ritual is interrupted, she falls unconscious. Her 
  name is Clementine Andersmith 
   A DC 12 Investigation check will reveal 2 Potions of Healing 
  in a hidden compartment in the podium. 
   A book on top of the podium lies open. A DC 15 Arcana 
  check will discern the ritual’s nature. 
   A DC 14 History check will inform the player that soul gems 
  are used to turn creatures into liches. 
  The Ritual 
  Venomfang’s goal with this ritual is up to the DM. In 
  my game Venomfang wants to revive a Dracolich, so 
  her goal here was to create one of the gemstones 
  required to store the Dracoliches soul, but again, this 
  ritual’s purpose is up to the DM. 
  Area 5 
  Nothing terribly significant here. Two sleeping 
  chambers for previous members of the 
  Dragonknights now being occupied by the cultists. A 
  DC 10 Investigation check will reveal a Potion of 
  Healing in a nightstand in the Northernmost room. 
  Area 6 
  Upon exiting up the stairs to this open area, the 
  players find themselves in a clearing atop a 
  mountain with a surprisingly peaceful forest. During 
  this time, a green dragon wyrmling will be stalking 
  the party. 
  Additional Information 
   The green dragon wyrmling will attempt to stealth and 
  stalk the party until they reach the marble platform in the 
  southern portion of the area. 
   On the marble platform, there is a toppled statue of the 
  dragonknights, and 4 dragon eggs. 
   As one of the players notice one is opened, the wyrmling 
  will attack (unless the players noticed it previously.) 
   Clementine will hide in area 5. 
  This encounter yields 450 XP divided amongst the 
  party. 
  Part IV: Loose Ends 
  The party has saved Joel’s daughter, faught a dragon 
  and her minions, and potentially saved the town of 
  Fallcrest. What’s next? 
  A. Returning Home 
  On the opposite side of the entrance, is an exit with a 
  path down the mountain. To any party members 
  who were paying attention, it shouldn’t be hard for 
  them to find their way back. The exit is on the 
  Southern side of the mountain near the entrance to 
  Poisontip Cavern. 
  B. Hope Restored 
  Joel can be found upstairs in The Flowing Mug Inn, 
  reading a book in his room. Returning Clementine to 
  him lights a fire in his heart that can only be 
  described as renewed hope for his life.  
  C. Supplies Returned 
  Returning the supplies to the market garners some 
  benefits (100 gp & 20 XP each and the townsfolks 
  approval.) 
  D. Venomfang 
  Venomfang returns to her lair to find it in ruin, and 
  one of her children is missing. This allows for the DM 
  to do whatever he/she wants with this villain, who 
  certainly wants revenge. 
  E. Sera and the Temple 
  Sera returns to her home city of Waterdeep to report 
  to Archmage Vysellon on the strange goings-on in 
  the Dragonknight Temple. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Temple of the Dragonknights.pdf