TEXT: Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  A	
    Lesson	
    in	
    Scripture	
    by	
    Bruce	
    Paris	
    
  1	
    
  A Lesson in Scripture 
   
   
  	
    
  A D&D 5E side quest set in the Forgotten Realms  
  	
    
  	
    
  The	
     elves	
     of	
     Neverwinter	
     Wood,	
     and	
     their	
     Feywild	
     cousins,	
     have	
     long	
     sought	
     the	
     legendary	
    
  Xanfael	
    Scripture.	
    Such	
    a	
    discovery	
    might	
    mean	
    that	
    a	
    lasting	
    peace	
    could	
    be	
    brokered	
    between	
    
  the	
    mortal	
    world	
    and	
    the	
    land	
    of	
    faerie.	
    Yet	
    there	
    are	
    many	
    who	
    do	
    not	
    want	
    peace,	
    and	
    this	
    
  leads	
     an	
     elven	
     commander	
     to	
     secretly	
     seek	
     another	
     way	
     to	
     acquire	
     the	
     document	
     without	
    
  drawing	
     attention.	
     She	
     is	
     looking	
     for	
     adventurers	
     who	
     are	
     prepared	
     to	
     risk	
     all	
     and	
     deny	
    
  everything	
    if	
    they	
    get	
    caught.	
    Know	
    anybody	
    like	
    that?	
    
  	
    
  A 2-3 hour adventure for 3rd level characters 
   
   
   
    
   
  by BRUCE PARIS 
  	
    
  	
    
  	
    
  	
    
  	
    
  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 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  	
    
  
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  A	
    Lesson	
    in	
    Scripture	
    by	
    Bruce	
    Paris	
    
  2	
    
  A	
    Lesson	
    in	
    Scripture	
    
  LONG AGO, THE GREAT FEY EMPIRE OF ILLEFARN 
  COVERED MUCH OF NORTHWESTERN FAERUN, INCLUDING 
  NEVERWINTER WOOD. This kingdom fell to ruin over the 
  centuries, but deep in the wood linger the remains of that 
  nation’s capital city, Sharandar. Now, as marauders 
  plunge deep into Neverwinter Wood, they have aroused 
  some descendants of Ilefarn who are trickling back from 
  the Feywild, eager to reclaim their heritage and to write 
  a saga of vengeance in the blood of outsiders. 
     The fey knight, Merrisara Winterwhite, commands the 
  elven forces from the Feywild, but she spends most of her 
  time in the mortal world, restoring the ruins of old 
  Sharandar and trying to keep her angrier warriors in 
  check. 
  —Matt Sernett et.al, Neverwinter Campaign Setting 
  The characters are camped on the outskirts of 
  Neverwinter Wood and word goes around that they are 
  looking for work. Seizing an opportunity, Merrisara 
  Winterwhite (an elven noble) summons the characters to 
  her temporary encampment. Merrisara explains that 
  many of her elven comrades would prefer to take 
  Sharandar by force and use their strength to push further 
  into surrounding lands. She, however, believes that such 
  violence is contrary to the original long lost scriptures 
  written by the High Priest Xanfael during the time of the 
  Great Empire.  
   Merrisara thinks she has discovered the last known 
  location of the Xanfael Scripture: an abandoned Temple 
  of Corellon, deep within the ruins of old Sharandar. She 
  believes that possession of such a scripture might soften 
  the hearts of her political overseers and usher in a new 
  direction for the Ilefarn descendants. She asks the 
  characters if they would seek and appropriate the lost 
  scripture for her, as such a bold personal attempt would 
  be viewed as treachery in the eyes of those who seek to 
  usurp her. 
   Should the characters agree to work for Merrisara, she 
  tells them what she knows about the Temple of Corellon 
  and what her advance scouts have discovered. If they 
  decline, she politely bids them good day. 
  Getting	
    into	
    the	
    Temple	
    
  Merrisara believes the Xanfael Scripture is on the top 
  floor of the Temple of Corellon (Area 7 on the Map), 
  allegedly hidden “beneath a stone floor tile covered in a 
  leafy pattern”. The temple itself is partially ruined, but 
  still sits atop a huge redwood tree and access is via a 
  stairway that winds around the outside of the tree. 
   The only problem is that recently this part of old 
  Sharandar was invaded by an orc hoard and the orcs have 
  posted a patrol that have made camp at the base of the 
  old temple. The orc patrol consists of seven orcs at the 
  base of the temple, whilst two orcs patrol the upper 
  temple to use it as a lookout. Advance scouts also report 
  there are rumors the orcs have enlisted the support of a 
  manticore that has a lair nearby (in return for a share in 
  any treasure they loot from the ruins). The scouts never 
  saw the manticore and there is some conjecture as to 
  whether the rumor is actually true. 
   Merrisara suggests that a full frontal assault on the 
  temple via the orc camp is possible, but challenging – 
  particularly if the alleged manticore decides to make an 
  appearance. There is nothing stopping heroic characters 
  from taking this approach if they wish, and the combat, 
  whilst hard, is certainly winnable.  
   Merrisara, however, also suggests an alternative route. 
  Whilst on patrol, her scouts discovered a nearby treetop 
  tomb devoted to elven nobility. The scouts revealed that 
  a treetop walkway links the tomb with the upper level of 
  the temple. There is, however, no obvious doorway 
  leading from inside the tomb onto the walkway.   
  Merrisara thinks that if the characters could find a way to 
  open the door that leads from inside the tomb to the 
  walkway then they could sneak along the walkway and 
  enter the temple from above, thus bypassing the orc 
  patrol down below. Of course, they would still need to 
  deal with the two orcs guarding the upper temple. 
   That said, Merrisara warns the characters that entering 
  such an ancient elven tomb has its own challenges and 
  characters should be prepared that this route may be 
  more deadly than facing a few orcs in their makeshift 
  camp. 
   Finally, Merrisara promises the party a 100 gp reward 
  for returning the Scripture to her, and she gives the 
  characters a Potion of Comprehend Languages, in case 
  they need it to discern any elven runes in the temple or 
  the tomb. 
  Temple	
    Entry	
    via	
    the	
    Orc	
    Camp	
    
  Merrisara’s scouts can only lead the characters so far into 
  old Sharandar, and then point them in the direction of the 
  temple and/or the elven tomb. At this point, the DM may 
  need to refer to the map found in the Appendix and 
  adjust what the characters see and experience based on 
  their plan of action (which they should preferably decide 
  upon before proceeding).  
   If the characters decide on an all-out assault on the orc 
  camp (or some other plan involving getting past the orcs 
  at the base of the temple), then use the read aloud text 
  and information below. You can also use this description 
  if the characters decide to scout the camp themselves 
  before doubling back to the elven tomb. It should be 
  noted that the elven tomb is encountered before the orc 
  camp (temple), so characters who decide to enter via the 
  tomb only ever see the orc camp from a hazy distance 
  when they eventually step out onto the treetop walkway 
  (unless they specifically state they are scouting the camp 
  beforehand). 
  
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
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    use	
    only.	
    	
    
  A	
    Lesson	
    in	
    Scripture	
    by	
    Bruce	
    Paris	
    
  3	
    
   Read aloud the following text aloud when the 
  characters first see the orc encampment up close: 
  At the base of the abandoned temple, a band of seven 
  orcs have made camp. Three of them are snoozing lazily 
  against the base of the large redwood tree, whilst the 
  other four sit around a campfire prodding meat on a spit 
  that looks horribly like human remains. Nearby, in a 
  cage, a little girl sits crying uncontrollably. 
   “Daddy! No!” she screams, her eyes fixated upon the 
  slowly simmering rotisserie.  
   “Shut up, little girl,” an orc interjects, “We’re only 
  saving you so we can eat you next breakfast with chips 
  an’ eggs!” 
  Armed with this information, the characters may choose 
  to immediately attack the seven orcs and free the child 
  (the key to the cage is in the pocket of the meanest-
  looking orc), or they may plan to enter the temple via the 
  tomb, and then deal with the orcs later (knowing that the 
  child is in no immediate danger). If combat breaks out, it 
  takes the (3) sleeping orcs one round to realise what’s 
  going on and join the melee. The orcs cannot be 
  bargained with (though the characters can try); however, 
  they might be tricked into leaving their post should the 
  characters come up with a decent deception (vs. orc 
  Insight checks, etc.). 
    The girl’s name is Irinee, and her father was a ranger 
  named Barsellus. They have lived and hunted in the 
  woods around old Sharandar for many years. Yesterday, 
  they were unfortunately caught by the orcs who moved 
  into this district a few weeks ago. Sadly, Barsellus was 
  slain and is currently rotating on the spit. If rescued, 
  Irinee is clearly distraught but manages to impart that she 
  now has only one living relative, Aunty Aginta, who 
  lives nearby in the City of Neverwinter. She would be 
  grateful if the party escorted her there. 
   After the PCs deal with the orcs at the base of the 
  temple they are free to climb the stairs to the platform 
  (Area 9). There is no door here, just an archway. Go to 
  Inside the Temple (where they still have to deal with two 
  orcs guards). 
  Temple	
    Entry	
    via	
    the	
    Tomb	
    (Area	
    1)	
    
  The noble’s tomb sits atop a large redwood tree, and is 
  discovered by the characters before they reach the orc 
  camp. The orc camp can’t be seen from here at ground 
  level (though smoke from a campfire can be seen and 
  smelt at this distance). Also, ask the PCs to make a DC 
  10 Wisdom (Perception) check to hear the distraught 
  cries and screams of a young girl coming from the 
  direction of the orc camp.  
      To reach the top of the tree, it is an easy climb up a 
  partially ruined staircase. There’s no need to make skill 
  checks, but you can prey on character’s paranoia by 
  describing the staircase as “ancient, rotting and wobbly”.  
   At the top of the stairs (Area 1) is a curved wooden 
  doorway, flush with the bark of the great tree. It’s not 
  trapped, but it does require a DC 15 Intelligence 
  (Investigation) check to figure out how to open it (a 
  combination of hidden latches and push/pull/lifts). The 
  door can’t be bashed down via brute strength.	
    This is 
  why the tomb hasn’t yet been plundered by the stupid 
  orcs (or anyone else). If the characters fail to get inside 
  the tomb, they still have the option of entering the temple 
  via the orc camp. If any character tries to climb a tree to 
  get onto the walkway without going through the tomb, an 
  invisible (magic) barrier prevents him/her from getting 
  onto it. 
   
  Inside	
    the	
    Elven	
    Temple	
    (Area	
    2-­‐4) 
   Once inside the great tree, the characters discover an 
  ancient elven tomb, just as they expected. The secret 
  door (Area 5) is invisible, though clever players can 
  deduce it must be there due to the location of the 
  walkway on the outside. The door won’t be revealed 
  until the characters solve the riddle in Area 3. Around 
  the southern wall of the tomb (Area 2) are seven upright 
  sarcophagi. In each sarcophagus is a skeleton of elvish 
  descent. They are clad in regal wrappings, though there 
  is nothing of value (if searched). Around the northern 
  wall (Area 3) are three similar sarcophagi – though the 
  skeletons here are dressed more regally, and the centre 
  skeleton has a golden crown on its head (worth 
  approx.100 gp).  
   At the base of the centre skeleton (Area 3) is a dais 
  with a large compass. The arrow on the compass is 
  pointing north, but looks like it can be moved. There is a 
  dust-covered plaque on the dais that reads (in Elvish):	
    
  To know who we are, we must remember from whence 
  we came. The First of us hailed from Evermeet. Next 
  came those who were exiled from beyond the Endless 
  Wastes. Soon after, brethren borne in tall ships sailed 
  ‘cross the Trackless Sea. And then the last of us 
  journeyed far from the Spine of the World. Remembrance 
  begets life - forgetfulness, death! 
  This puzzle can be solved by characters moving the 
  arrow on the compass to the correct direction in each part 
  of the riddle in order: Evermeet (West), Endless Wastes 
  (East), Trackless Sea (South), and Spine of the World 
  (North). Players might know the answers themselves, or 
  each character can make a DC 15 Intelligence (History) 
  check to know the correct answer to all parts.  
   If the characters solve the puzzle correctly, the secret 
  door in Area 5 opens. If they fail to solve the puzzle, 
  then the floor (Inner Green Circle) suddenly opens up 
  and any characters standing in this area fall into a Spiked 
  Pit Trap (Area 4). If you are not using miniatures, then 
  
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
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  A	
    Lesson	
    in	
    Scripture	
    by	
    Bruce	
    Paris	
    
  4	
    
  there is a 50% chance that any character in the tomb falls 
  into the 20ft deep pit. Characters can make a DC 15 
  Dexterity saving throw to leap to safety before falling, 
  but those who fall take 6 (2d6) falling damage, plus a 
  further 11 (2d10) piercing damage from the spikes at the 
  bottom. The floor closes and resets once everybody 
  leaves the tomb (and the puzzle can be tried again). The 
  trap itself is magically concealed, so no ordinary 
  Perception check uncovers it. The secret door stays open 
  for 24 hours (and can’t be closed). 
   If by any chance a character steals anything from the 
  tomb, or does anything unsanctimonious, then the ten 
  skeletons in Areas 2 & 3 rise up and attack the party (not 
  good). 
   All being well, the characters can now move 
  clandestinely along the treetop walkway towards the 
  temple. 
  Near	
    the	
    Temple	
    (via	
    Walkway)	
    
  This event only occurs if the PCs ignored (or did not 
  realise) the plight of Irinee and/or had not tried to rescue 
  her. 
      As the characters reach the western walkway leading 
  to Area 7, they can each make another DC 10 Wisdom 
  (Perception) check to hear something way down below at 
  the base of the big tree: 
   “Help! Help me! Please!” 
  It is the sound of a young girl crying. 
  Then comes the grunt of an orcish voice in response: 
  “Shut up! You’re going to get all sweaty before I cook 
  you! If there’s one thing I can’t stand, it’s sweaty meat!” 
  The PCs can, of course, choose to stay on task and ignore 
  the plight of Irinee. They can deal with the orc guards 
  inside the temple first, then run down and rescue Irinee; 
  or they might choose to grab the scripture, fight the 
  manticore and then double back to help Irinee escape. 
  The players can choose and the DM should help play this 
  out in the best (most) heroic fashion. 
      If none of the PCs ever hear Irinee’s cries for help, 
  then they will automatically hear them as they leave the 
  Elven Tomb (as they exit after the manticore fight). How 
  they react is up to them. 
  Inside	
    the	
    Temple	
    (Area	
    7)	
    
  There are two orcs guarding the inside of the treetop 
  temple (Area 7). The characters may choose to try and 
  surprise them, or simply opt for an all-out assault. Either 
  way, just as the last orc dies or falls unconscious, he 
  retrieves a horn and blows it (loudly at first, then it 
  comedically toots less and less as he expires). The orcs 
  down in the camp are too busy sleeping or eating to hear 
  the horn – but it arouses the attention of a nearby ally of 
  the orcs: a manticore (who will arrive soon at a 
  cinematically appropriate climactic moment).  
      The Xanfael Scriptures are secretly hidden under a 
  leafy tile on the western side of the temple. There are, 
  however, dozens of different “leafy tile” designs on the 
  floor of this room! The leaf on the scripture tile is from a 
  Bruneal tree – one of the few trees that grow both in the 
  mortal world and the Feywild. PCs can discover this by 
  making a DC 12 Intelligence (Investigation) check, or a 
  DC 12 Intelligence (History) check. It only takes the 
  characters a round or two to prize up the leafy tile (Area 
  8) and retrieve the Xanfael Scriptures (which lie wrapped 
  in a cloth in a compartment beneath the tile).  
  Escaping	
    the	
    Temple	
    
  The PCs then need to make their escape. If the party 
  escapes via the walkway, have the manticore meet and 
  fight them on the treetop platform (Area 6). The orcs 
  below are only alerted when the manticore wails as it 
  dies. 
   Should the party be victorious, they can exit via the 
  elven tomb before the orc camp reaches them in pursuit. 
  If they haven’t yet heard or rescued Irinee, they hear her 
  cries at this point in time and may choose to act (or not).    
  If they do not, in the scuffle to chase the party, one of the 
  orcs drops the key to Irinee’s cage, which allows the little 
  girl to use a stick to procure it and escape! 
   If the characters leave the temple via the door at the 
  base of the temple tree, then they will find themselves in 
  the orc camp and will have to fight both the seven orcs 
  plus the guardian manticore at ground level (very deadly). 
  If the party entered via the orc camp to start with, then 
  they only fight the manticore at ground level when they 
  reach the camp at the bottom of the temple redwood tree. 
  Rewards	
    
  Experience 
  •  
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For solving the puzzle and not 
  setting off the trap award each character 50 xp. 
   
  Treasure 
  •  
  Returning the Scripture to Merrisara: 100 gp total. 
  •  
  If the characters specifically remember and state 
  they are travelling to Neverwinter to reunite Irinee 
  with her Aunt, the party is rewarded by the Aunt (an 
  elderly ranger, now retired) with an appropriate 
  Uncommon magic item chosen by the DM. 
   
  Renown (if applicable) 
      All faction members earn one renown point for 
  participating in these encounters. Emerald Enclave 
  members earn one additional renown point if the party 
  rescued Irinee and later organised a proper burial for her 
  ranger father.
  
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  A	
    Lesson	
    in	
    Scripture	
    by	
    Bruce	
    Paris	
    
  5	
    
  Appendix	
    1	
    –	
    Map	
    of	
    Old	
    Sharandar	
    (Temple	
    Area)	
    
  	
    
  	
    
  	
    
  Note: In the map above, true North is placed at the bottom of the map, rather than at the (traditional) top of the map. This is 
  particularly important to remember when orienting players to figure out the puzzle in the Elven Tomb. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  A	
    Lesson	
    in	
    Scripture	
    by	
    Bruce	
    Paris	
    
  6	
    
  Appendix	
    2	
    –	
    Monster/NPC	
    Statistics	
    
   
  Orc  
  Medium humanoid (orc), chaotic evil  
  Armor Class 13 (hide armor)  
  Hit Points 15 (2d8 + 6)  
  Speed 30 ft.  
   
  STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 7 (−2) 
  WIS 11 (+0) CHA 10 (+0)  
   
  Skills Intimidation +2 	
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 	
   
  Challenge 1/2 (100 XP)  
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see.  
   
  Actions  
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage.  
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.  
   
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps)  
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  _____________________________________________ 
  STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (−2) 
  WIS 8 (-1) CHA 5 (-3)  
   
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
   
   
   
   
  Manticore 
  Large monstrosity, lawful evil 
  Armor Class 14 (natural armor) Hit Points 68 (8d10 + 
  24) Speed 30 ft., fly 50 ft. 
  _____________________________________________ 
  STR 17 (+3) DEX 16 (+3) CON 17 (+3) INT 7 (−2) 
  WIS 12 (+1) CHA 8 (-1)  
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Tail Spike Regrowth. The manticore has twenty-four tail 
  spikes. Used spikes regrow when the manticore finishes 
  a long rest. 
   
  Actions 
  Multiattack. The manticore makes three attacks: one 
  with its bite and two with its claws or three with its tail 
  spikes. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 
  100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Bruce Paris - A Lesson in Scripture.pdf