Created by S.L. Jordan
What’s Going On?
For many years thought to only be a legend of spooked trappers and traveler’s, a sickly rot has slowly been sweeping across the forest. Not only are the plants effected, animals are rotting both in the ground, and before they die. Long ago, a group of druids found themselves delving into the art of necromancy, looking to meld nature with death to bring the spirit of their Goddess into this world. What horrors are waiting to be released from these chambers?

1 – Main Entrance
Stepping into the main room of the temple, a grandiose fountain stands against the far wall. Created as a piece of reverence for the Goddess of the Harvest, she is shown walking with elegance in fine robes, surrounded by the growth of the forest and the animals that are her creations. Along both sides of the room are two statues of Satyrs standing at the ready. Attempting to move past them and through the doorways will cause them to spring to life to keep any intruders from getting any farther.
2 – Worship Chambers
Along the far wall sits a finely furnished pulpit. Tapestries depicting the Goddess of Decay & Rot sit on either side. A figure clad in dark green and black robes is speaking in an ancient tongue to their followers. Upon their head is a mask made of an animal skull, with two long, protruding horns attached to it. With a deep and thunderous voice, the group moves in rhythm with one another, calling upon an ancient ritual.
There are six occult worshipers partaking in the ritual. Clad in long, flowing robes, their faces are hidden to protect their identities.
3 – The Armory
Filled with the spoils of their raiding trips and with assorted arms and armor, the armory is stocked with common and used weaponry. Along the southern wall sits an anvil and a mismatch of tools and trinkets used for repairs.
4 – Holding Chambers
Many an unsuspecting traveler or wayward adventurer has ended up here. A prison of sorts, those deemed worthy enough for sacrifice are held here until the time comes. Those less fortunate don’t even get this far.
The room is dark and dingey, with the metallic scent of blood hanging over the room. Outside of each entryway stands a Satyr shaman.
5 – Storage Room
Filled mostly with rotten food, empty crates, and sour wine, there is not much of value that can be found in this room. Player’s may find some dried goods that can still be consumed.
6 – Misty Room
Stepping into the entrance just before the room is an enchanted ruin. If the players fail to notice it, the doors behind them instantly lock, and a thick hue of grey tinted fog sets in over the room, along with the scent of fresh rainfall. While the fog doesn’t deal any damage, their range of visibility is reduced to less than a foot in front of themselves, and they are unable to stop coughing. Any nearby guards on patrol are alerted to their location, and are unaffected.
In the middle of the room sits the key to unlock the doors on either side.
7 – Private Study
Hidden from the main foot traffic of the area, this room is a hidden laboratory of sorts. In the center of the room is a crude incantation circle. The walls are adorned by rickety and dry rotting shelves that hold a myriad of magical ingredients and recipes which can be used to produce common potions. An eerie green glow is cast across the room from an indeterminate light source.
8 – The Gargantuan’s Chambers
Stepping into the room, the sound and smell of a rainforest covers the air that is thick and damp. The ceiling of the chamber stands roughly fifty feet high. Located directly in the center of the room is what appears to be a large tree that reaches nearly thirty feet into the air. The roots that swirl around its base look more like long, sweeping tendrils than that of a plant. On approach, the creature awakens from its deep sleep, angry and out for blood. A foul mixture of druid magic with necromancy created this abomination, infused with the sole of an ancient being and their lust for destruction.
9 – Resting Chambers
A place for the denizens to rest, this room is simple and crude in structure. Obviously not part of the original construction, the floor is still dirt, and the walls are hastily carved. Rows of simple beds sit here, with meager amenities. Along the far right wall is a hidden exit that can be used to escape in a pinch.