DnD Story logo

Lanterns in the Rising Marsh

Temple of the MarshlightDungeon 1/10

Updated 10/27/2026, 11:22:04 PM

Edit Dungeon

Dungeon NPCs

Ilya Reed

Character NPCLevel 1

Human • Ranger

Role: guide

HP 10 • AC 12

A young salvage scout who leads the party through the marsh, knows the safe route to the temple steps, and later becomes the person who can point the group back toward the sealed passage.

Events

Event 1

Ilya Reed's Urgent Escort

Read Aloud

Rain beads on the watchtower railings while the marsh fog presses close around Brackenfen. Ilya Reed stands by the stairs with a lantern in hand, watching the reeds with worried eyes.

Details

Ilya Reed is anxious but determined and asks the party to escort her to the temple steps before the marsh alarm draws worse things in. She says, "If we move now, we can still reach the stones before nightfall." Let the scene open with conversation, gear checks, and a clear commitment to the journey. The watchtower map is only the opening space; once the party agrees, the route to the marsh approach is fixed and direct. No monster is present here. Treasure placement: The NPC provides 12 Gold Pieces to help the party with the adventure.

Event 2

Lantern Lost in the Muck

Read Aloud

The lower boardwalk sags over black water and clotted reeds. A pale lantern glow flickers somewhere below the planks, half-swallowed by mud and roots.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Swarm of Rats. Room guidance: A Swarm of Rats has gathered around the dropped lantern, worrying at the cord and churning the muck while Ilya points helplessly from the boardwalk. The Swarm of Rats is immediately visible, noisy, and aggressive if the party tries to snatch the lantern without care; it is here because the food scraps and wet cover make the boardwalk an easy nesting spot. The party can drive them off, distract them, or push through quickly to recover the lantern. Searching after the rats are dealt with reveals Ilya's lost lantern. A successful Spot check can also reveal a drier footing along the board edge that avoids the worst slime.

Event 3

The Broken Reed Span

Read Aloud

A washed-out span breaks the route ahead, where stone blocks jut above the water and reed-rope hangs slick with mist. Beyond the gap, the temple stones loom closer through the fog.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Wolf. Room guidance: The crossing is the only way forward, and the broken span must be handled before the party can continue. A Wolf waits in the reeds beside the gap, tense and ready to spring at anyone who slips or pauses too long; it belongs here because the ruined crossing gives it cover and a clear ambush point. The Wolf is aggressive and threatening, but it may hesitate if badly wounded or if the party keeps firm footing and does not give it an easy target. The main task is to cross the gap safely while the predator pressures the party from the side. After the scene, the party finds torn reed-rope, wet pawprints, and the temple approach continuing straight ahead. Treasure placement: After the encounter, the party can recover Elixir of Swiftness from the guarded area or the creatures' belongings.

Event 4

Lanternlight in the Outer Chamber

Read Aloud

Inside the first outer chamber, damp stone walls catch the lantern's pale flame and throw back a weak gold glow. A sun-carved mark is visible on one wall, half-hidden by age and water stains.

Details

This chamber is quiet, but it is not empty of purpose. The recovered lantern now reveals a clear sun-carved door-mark and the outline of a sealed side passage that was hard to notice in the dark; this is the key clue that points deeper into the temple. Let the party inspect carvings, old mortar, and the seam of the hidden passage. If they search thoroughly, they also find scraps of old incense, broken tile, and a dry ledge where they can rest briefly. The chamber offers a clear discovery and a simple forward lead, not a branching choice.

Event 5

The Sealed Passage Guardian

Read Aloud

The sealed passage stands beneath a cracked arch, its stones damp and dark with age. As the temple lanternlight reaches the threshold, something stirs inside the narrow way and rises to block it.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Zombie. Room guidance: A Zombie shambles up from the sealed passage to defend the way forward. The Zombie belongs here because the sealed passage is an old tomb-like threshold, and its duty is to stop intruders from forcing deeper entry. It starts immediately hostile and can be confronted, turned aside, or destroyed; if the party presses hard, it fights until defeated, but if they find a way to overwhelm or outmaneuver it, the passage can be secured. When the Zombie falls or is driven back, the immediate temple threat is resolved. After the encounter, the party can search the threshold for a cracked seal, old burial nails, and signs of what lies beyond. Treasure placement: After the encounter, the party can recover 63 Gold Pieces, Oakcleaver Axe +1 from the guarded area or the creatures' belongings.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Swarm of Rats

Medium Beast | Unaligned | L1

HP

24

AC

10

Speed

30 ft.

Init

+0

STR 9 | DEX 11 | CON 9 | INT 2 | WIS 10 | CHA 3

Actions

Bites: Hit +2 | 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Magic

No spells

No image

Wolf

Medium Beast | Unaligned | L1

HP

11

AC

13

Speed

40 ft.

Init

+2

STR 12 | DEX 15 | CON 12 | INT 3 | WIS 12 | CHA 6

Actions

Bite: Hit +4 | 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Magic

No spells

zombie

zombie

big undead | L1

HP

10

AC

12

Speed

30 ft

Init

+0

STR 10 | DEX 10 | CON 10 | INT 10 | WIS 10 | CHA 10

Actions

No actions

Magic

No spells

Magic Item Cards

Elixir of Swiftness

Item Handout

Elixir of Swiftness

wondrous | common | L1

Value: 75 GP

The Broken Reed Span

Description

A fizzy tonic that sharpens reaction speed.

Spells

No spells.

Oakcleaver Axe +1

Item Handout

Oakcleaver Axe +1

weapon | uncommon | L1

Value: 170 GP

+1 to hit and +1 damage when using this weapon.

The Sealed Passage Guardian

Description

A balanced hand axe with a faint glow.

Spells

No spells.

Conclusion

The zombie guardian finally falls, and the sealed passage goes still. With the immediate threat ended, the temple’s outer chambers are quiet enough for the party to catch their breath, tend wounds, and gather what they can carry from the marsh-wet stone. Ilya Reed thanks the group with visible relief and helps sort the recovered loot, including the coins and the claimed relics, before the party has the chance to rest, return to Brackenfen, or trade and sell their spoils if they wish. The ruined approach to the temple is now secure, and the objective of this excursion is complete. There is no more danger pressing at their backs, only the damp hush of the marsh and the sense of a hard-won victory. Congratulations, you are now Level 2! The party leaves the temple steps with the lantern lit, the marsh behind them, and a clean ending to the day’s work. The people of Brackenfen can breathe easier for now, and the heroes can decide their next move from a place of safety and success.