# The Sunken Temple of Selûne Level 4 Adventure | ~4 Hours East of the Lurkwood ## Adventure Summary A Selûnite temple has sunk into the marsh, but its moonwell still glows. The priests have drowned and risen again, their rituals twisted and incomplete. The party must enter the temple, restore the proper rites, and confront the source of corruption before the structure collapses. ## Background The temple was dedicated to Selûne, goddess of the moon and balance. Its moonwell was used to cleanse curses and guide travellers. Recent tremors caused the temple to sink. During this time, a ritual was interrupted or altered. The result: - Worshippers drowned - Reanimated in corrupted devotion - Sacred rites now incomplete or reversed ## Hooks - A Selûnite priest requests aid - Undead have been seen praying in the marsh - The moon’s reflection behaves incorrectly nearby ## Key NPC ### Sister Araleth > [!info] > Injured Selûnite priestess. Calm but urgent. **Knows:** - The temple can still be restored - Selûne represents balance, not extremes - Rituals must follow the moon’s cycle # Chapter 1 : The Marsh Approach ## Travel Skill Challenge > [!abstract] > 3 successes before 2 failures **Skills** - Survival : navigation - Perception : hazards - Nature : terrain **Failure** - Each player takes 1d6 damage - Next encounter begins with enemies aware ## Encounter - 2 Crocodiles - 1 Corrupted Beast (+1d4 necrotic damage) ## Clue > [!note] > The moon’s reflection appears in the wrong phase # Chapter 2 : Temple Entrance ## Area Description The temple leans into the swamp, partially submerged. A crescent-shaped doorway glows faintly beneath the waterline. Three figures stand motionless before it. ## Encounter : Corrupted Worshippers - 2 Zombies - 1 Corrupted Pilgrim **Behaviour** - Face the temple - Whisper incorrect prayers - Turn only when approached ## Clues **Religion DC 12** - These are Selûnite worshippers **Medicine DC 11** - They drowned before rising > [!note] > Their hands are clasped incorrectly in prayer ## Puzzle : Crescent Door ### Setup Three rotating rings: - Inner: New Moon - Middle: Half Moon - Outer: Full Moon ### Inscription > From darkness, she guides > Through balance, she reveals > In fullness, she watches ### Goal Align the phases correctly ### Solution New → Half → Full ### Feedback - Incorrect → grinding + flickering light - Correct → smooth movement + steady glow ### Failure > [!warning] > 2 Shadows emerge from the water ### Success - Door opens - Advantage on next Wisdom save # Chapter 3 : Inner Temple ## Central Hall Circular chamber with three sealed doors and a dormant altar. > Only in balance may her light be whole ## Objective Activate all three chambers ## Room 1 — Reflection Chamber ### Description A still silver pool fills the centre of the room. Across the far wall is a sealed stone door with no handle. Above it is a single carving: - A **Half Moon** Moonlight from a crack in the ceiling shines down… but **misses the carving entirely**. ### What Players Notice - The light source is fixed (comes from ceiling crack) - The pool reflects the light - The Half Moon carving is not being illuminated ### Puzzle Goal Get the moonlight to hit the Half Moon carving. ### How It Works The pool reflects light like a mirror. Players must **change the angle of the reflection** so the light hits the carving. ### Player Solutions (any of these work) - Disturb the water to shift reflection angle - Stand in the light and redirect it - Use a shield / weapon / object as a reflector - Move into the beam and angle it - Use Mage Hand or similar ### Check **Investigation DC 12** - The pool is reflecting the light, not just glowing **Perception DC 12** - The beam could be redirected ### Failure / Pressure If players ignore the puzzle or waste time: - The water begins to darken - After ~2–3 minutes: - 1 Shadow rises from the pool ### Success When the light hits the Half Moon carving: - The carving glows - The stone door unlocks and slides open ## Room 2 : Shadow Chamber ### Encounter - 2 Shadows - 1 stronger Shadow ### Mechanic > [!tip] > Bright light weakens shadows ### Result - Second glyph activates ## Room 3 — Ritual Chamber ### Description A cracked ritual circle is etched into the floor. Three stone pedestals stand around it, each carved with a moon phase: - New Moon - Half Moon - Full Moon At the centre of the circle is a shallow basin, currently dark. The air feels tense, like something unfinished. ### Inscription > Darkness births > Balance guides > Light completes ### What’s Wrong The ritual was **interrupted mid-process**. The pedestals are intact, but nothing is active: - No light - No magic - No sequence running ### Puzzle Goal Complete the ritual by activating the **three pedestals in the correct way**. Each pedestal must be **activated with the correct type of action**, not placed or rotated. Each phase represents a different part of the ritual: - New Moon → Offering - Half Moon → Control - Full Moon → Release ### What Players Must Do Players must interact with each pedestal correctly. #### New Moon (Offering) The pedestal has a shallow cut-marked surface. **Solution:** - A player must give something: - drop of blood (1 HP) - small item - spell energy **Result:** - Pedestal glows dimly #### Half Moon (Control) The pedestal has carved hand grooves. **Solution:** - A player places hands and focuses - Holds position for 1 round **Optional Check:** - DC 12 Wisdom or Arcana **Result:** - Energy stabilises #### Full Moon (Release) The pedestal has a raised circular surface. **Solution:** - Strike it OR channel energy into it - weapon hit - spell - forceful action **Result:** - Bright flash of light ### Failure If players: - activate in wrong order - or interrupt sequence Then: > [!danger] > Necrotic backlash erupts > All players take 1d8 necrotic damage ### Correct Sequence Players must complete actions in this order: 1. New Moon (Offering) 2. Half Moon (Control) 3. Full Moon (Release) ### Success When all three are done correctly: - The ritual circle fills with silver light - The central basin ignites with moonlight - The third altar glyph activates # Chapter 4 : Sanctum and Collapse ## Final Chamber A broken statue of Selûne stands before a floating dark orb. A corrupted acolyte kneels beneath it. ## Encounter : Hollow Acolyte ### Orb Mechanic > [!important] > The orb restores 5 HP to the acolyte each round ### Phase Change At half HP or orb destroyed: - Necrotic fades - Radiant increases ### Optional Resolution - Persuasion / Religion DC 13 - Acolyte falters ## Collapse Escape > [!abstract] > 3 successes before 2 failures **Skills** - Athletics - Acrobatics - Perception **Failure** - 1d10 damage ## Rewards - Moon-Touched Dagger (+1) - Selûnite Charm (3 uses, advantage on WIS saves) - 75–120 gp ## Final Discovery > [!note] > The corruption did not originate here