The adventure ahead

Campaign Overview

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The campaign begins in the diverse country of Siphor, a land of stark contrasts where lush, dangerous jungles give way to scorching deserts. The heroes are drawn into a quest for a legendary artifact, the Heartwood Idol, but they are not the only ones searching. Their journey will take them from the depths of a whispering cave to the heights of ancient ruins, as they uncover a conspiracy that threatens to consume all of Siphor.

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Player Handout

Welcome to Siphor, a land of stark contrasts where the lush, untamed jungle meets the scorching desert. You are a new adventurer, drawn to the frontier town of Verdant Hollow by rumors of ancient ruins and forgotten magic. The air is thick with possibility, and danger lurks behind every vibrant leaf. What secrets will you uncover in the shadow of the King of Trees?

Free Act I Preview
Levels 1 3 Sessions 3-4

The Serpent's Whisper

Behind the screen

This free preview contains Act I of 'The Serpent's Whisper,' a campaign for 1st-level characters. It includes three runnable encounters, three magic items, and the central villain of the act, Serpent-Tongue Malakai. The heroes will journey through the jungles of Siphor to find a legendary artifact and uncover the first hints of a much larger conspiracy.

Adventure Hooks

Hook 01

A Tale of the Heartwood Idol

The party is in the Tipsy Toucan tavern when Old Man Hemlock, a retired adventurer, begins telling the story of the Heartwood Idol, a relic of immense power hidden in a cave beneath the colossal Kapok tree. He speaks of its ability to 'make the land itself obey' and the riches that guard it.

Hook 02

The Serpent's Mark

A nervous-looking patron, clearly not a local, drops a piece of pottery with a serpent motif while eavesdropping on the story. He quickly leaves the tavern. The pottery is of a style not seen in this region, hinting at outside interest in the idol.

Act Structure

Act I: The Heartwood Idol

Recommended level: 1-3

Four new heroes meet in a jungle tavern and hear a tale of a powerful artifact hidden in a cave beneath a gigantic tree. Their quest to find it leads them through the dangerous Siphor jungle and into a cave of whispers, where they encounter a rival seeking the same prize and uncover the first hints of a much larger, more sinister plot.

Objectives

  • Meet at the Tipsy Toucan tavern in the jungle town of Verdant Hollow.
  • Hear the legend of the Heartwood Idol beneath the colossal Kapok tree.
  • Travel through the jungle to the Kapok tree.
  • Navigate the cave and retrieve the Heartwood Idol.
  • Encounter the villain, Serpent-Tongue Malakai, and learn of the 'Ashen Circle'.

Scene 1: A Tale in the Tipsy Toucan

The Tipsy Toucan Tavern, Verdant Hollow

Read aloud

The air hangs thick with the scent of damp earth, exotic flowers, and roasting meat. The Tipsy Toucan is a riot of noise and color, built into the hollow of a massive, living tree. A crowd is gathered around a one-legged old man on a stool, his voice rising and falling with dramatic flair as he speaks of a 'Heartwood Idol' hidden beneath the 'King of Trees'.

Running this scene

This scene is about establishing the party and the hook. Encourage roleplay. The storyteller, Old Man Hemlock, is a retired adventurer who lost his leg to a trap in the cave. He exaggerates the treasure but is truthful about the danger.

Checks
  • DC 12 Perception to overhear the storyteller's hushed details.
  • DC 10 Insight to notice the storyteller is nervous and hiding something.
Clues
  • A crude map on a napkin showing the path to the Kapok tree.
  • A broken piece of pottery with a serpent motif, dropped by a suspicious patron.
Where next
  • If the players ask around, they learn the Kapok tree is a half-day's trek east.
  • If they try to leave without a guide, a young local named Kaelen offers his services for 5 gp.

Scene 2: The Verdant Path

The Verdant Path, Siphor Jungle

Read aloud

The canopy swallows the sky, leaving you in a world of green twilight. The air is alive with the calls of unseen birds and the buzz of insects. The path, little more than a game trail, winds between buttressed roots and walls of vibrant foliage. Ahead, a shaft of sunlight illuminates a clearing where the undergrowth has been strangely flattened.

Running this scene

This scene is a travel montage. Use it to showcase the diverse biome of Siphor. The jungle is teeming with life, both beautiful and dangerous. The carvings are a clue to the ancient civilization that created the idol.

Checks
  • DC 13 Survival to navigate the dense jungle without getting lost.
  • DC 12 Perception to spot a natural pitfall trap.
Clues
  • Strange, geometric carvings on ancient stone markers along the path.
  • The distant sound of drums, not of any local tribe, echoing from the north.
Where next
  • Following the path leads to the base of the colossal Kapok tree.
  • Ignoring the path and heading toward the drums leads to a more dangerous encounter with a jungle patrol.

Scene 3: The King of Trees

The King of Trees, Siphor Jungle

Read aloud

The Kapok tree is a titan, its trunk wider than a house and its crown lost in the clouds. Its roots form a labyrinth of wooden walls, creating shadowed alcoves and hidden hollows. The air here is cooler, and the sounds of the jungle seem muffled, as if the tree itself is holding its breath.

Running this scene

The Kapok tree is a landmark of immense size. The entrance to the cave is hidden among its roots. The campfire and glove are signs that Malakai's agents are already here, searching for the idol.

Checks
  • DC 14 Investigation to find the hidden entrance to the cave.
  • DC 12 Athletics to climb over the massive, gnarled roots.
Clues
  • A recent campfire, still warm, near the base of the tree.
  • A discarded, high-quality leather glove, too fine for a common bandit.
Where next
  • Finding the cave entrance leads to the 'Cave of Whispers' encounter.
  • Investigating the campfire more closely reveals tracks leading into the cave.

Scene 4: The Cave of Whispers

The Cave of Whispers, Beneath the Kapok Tree

Read aloud

The cave entrance is a dark maw beneath the roots. The air that flows out is cool and smells of damp stone and something else—a faint, sweet scent like decaying flowers. As you step inside, you hear it: a soft, sibilant whispering, just at the edge of hearing, promising secrets and strength.

Running this scene

This is the final scene of Act I. The cave is a small dungeon. The whispers are a magical effect of the idol, tempting those who hear them. The final encounter with Malakai happens here.

Checks
  • DC 13 Perception to hear the faint, whispering voices that give the cave its name.
  • DC 12 Arcana to sense the faint magical aura emanating from deeper within.
Clues
  • A mural depicting a serpent coiled around a tree, with people offering it a glowing idol.
  • The skeletal remains of a previous adventurer, clutching a journal with the last entry reading, 'The whispers... they promise power...'
Where next
  • Retrieving the idol and confronting Malakai concludes Act I.
  • If the players are defeated, they wake up outside the cave, the idol gone, with a new lead to follow.

Milestone: The heroes discover the Whispering Idol and learn it is a key to a larger conspiracy.

Villain Character Sheets

Serpent-Tongue Malakai Serpent-Tongue Malakai

Serpent-Tongue Malakai is the kind of villain who never mistakes his own weakness for humility. He is clever enough to survive, cruel enoug…

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Monsters & Enemies

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Villain Plans

Serpent-Tongue Malakai Character Sheet

Central Villain of Act I. He is a low-ranking agent of the Ashen Circle, sent to retrieve the Heartwood Idol. He is the first face of the larger conspiracy that will drive the rest of the campaign.

Motivation

Malakai is a seeker for the Ashen Circle, a secretive organization that believes the Heartwood Idol is their key to unlocking an ancient power. He is motivated by a desire for power and recognition, believing that retrieving the idol will elevate his status within the Circle.

Personality

Malakai is charismatic, cruel, and utterly self-serving. He speaks with a silken, hissing voice and enjoys toying with his prey. He sees others as tools to be used and discarded. He is intelligent but arrogant, often underestimating his opponents.

Resources

  • A small group of loyal cultists.
  • A spellbook containing Command, Shield of Faith, and Hold Person.
  • The Serpent's Fang Dagger.
  • A letter from the Ashen Circle with instructions and a promise of reward.

Battle Plan

Malakai prefers to avoid direct combat, using his followers as shields and his spells to control the battlefield. He will use Command to disarm or incapacitate the most dangerous party member, and Hold Person to remove a threat entirely. If reduced to half his hit points, he will attempt to flee with the idol, using his action to Dash and his movement to escape. He is a coward at heart and values his own life above all else.

Defeat or Redemption

If defeated, Malakai will beg for his life and offer information about the Ashen Circle in exchange for mercy. He is not truly loyal to the Circle and will betray them to save himself. He is not a candidate for redemption; his cruelty is a core part of his character.

Running Notes

Recommended party: 4 characters of any class

Session Zero

This campaign is designed for new players. The rules will be introduced gradually. The focus of Act I is on exploration, roleplay, and basic combat. Players should create characters who are motivated by adventure, treasure, or a desire to do good. The tone is heroic fantasy with a touch of mystery and horror.

Scaling Guidance

For parties of 3, reduce the number of enemies in each encounter by one. For parties of 5, add one enemy of the same type. For higher-level parties, consider adding an extra Goblin Boss to the first encounter, or giving the Ghoul in the second encounter maximum hit points.

DM Advice

This Act is designed for a party of 4 level 1 characters. The encounters are balanced for this party size and level. The final encounter with Malakai is intended to be challenging and may require the party to use all their resources. If the party is struggling, consider having Malakai's cultists flee if he is defeated, or have Malakai escape to become a recurring villain.

Secrets & Clues

  • The Heartwood Idol is a key, not just a source of power.
  • Serpent-Tongue Malakai is a member of the Ashen Circle.
  • The Ashen Circle is searching for other artifacts like the idol.
  • The ancient civilization that created the idol was destroyed by the very power they sought to control.

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Villain Character Sheets

Serpent-Tongue Malakai Serpent-Tongue Malakai

Serpent-Tongue Malakai is the kind of villain who never mistakes his own weakness for humility. He is clever enough to survive, cruel enoug…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Serpent-Tongue Malakai Character Sheet

Central Villain of Act I. He is a low-ranking agent of the Ashen Circle, sent to retrieve the Heartwood Idol. He is the first face of the larger conspiracy that will drive the rest of the campaign.

Motivation

Malakai is a seeker for the Ashen Circle, a secretive organization that believes the Heartwood Idol is their key to unlocking an ancient power. He is motivated by a desire for power and recognition, believing that retrieving the idol will elevate his status within the Circle.

Personality

Malakai is charismatic, cruel, and utterly self-serving. He speaks with a silken, hissing voice and enjoys toying with his prey. He sees others as tools to be used and discarded. He is intelligent but arrogant, often underestimating his opponents.

Resources

  • A small group of loyal cultists.
  • A spellbook containing Command, Shield of Faith, and Hold Person.
  • The Serpent's Fang Dagger.
  • A letter from the Ashen Circle with instructions and a promise of reward.

Battle Plan

Malakai prefers to avoid direct combat, using his followers as shields and his spells to control the battlefield. He will use Command to disarm or incapacitate the most dangerous party member, and Hold Person to remove a threat entirely. If reduced to half his hit points, he will attempt to flee with the idol, using his action to Dash and his movement to escape. He is a coward at heart and values his own life above all else.

Defeat or Redemption

If defeated, Malakai will beg for his life and offer information about the Ashen Circle in exchange for mercy. He is not truly loyal to the Circle and will betray them to save himself. He is not a candidate for redemption; his cruelty is a core part of his character.

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Encounters

Cave Entrance Ambush

Suggested Level: 1

A group of goblins from the 'Jagged Fang' tribe has been hired by Malakai's agents to guard the entrance to the Cave of Whispers. They are poorly disciplined and more interested in gambling with stolen trinkets than keeping watch.

Creatures

Terrain Features

The gnarled roots of the Kapok tree provide half cover. The ground is uneven, and a thick layer of leaves makes silent movement difficult (Disadvantage on Stealth checks).

Treasure

A small pouch containing 35 gp, a cracked emerald worth 10 gp, and a Potion of Healing.

DM Notes

The goblins are hiding among the roots of the Kapok tree. A successful DC 12 Perception check reveals their hiding spots. The Goblin Boss carries a crude map of the cave's first chamber.

Guardians of the Whispering Dark

Suggested Level: 2

The whispering magic of the Heartwood Idol has animated the remains of previous adventurers who died in the cave. They are drawn to the living, their movements jerky and unnatural.

Creatures

Terrain Features

The cave floor is slick with moisture. A shallow, stagnant pool in the center of the room is difficult terrain. The walls are covered in glowing, phosphorescent fungi that provide dim light.

Treasure

A tarnished silver locket worth 25 gp, and a scroll of Protection from Evil and Good tucked into a skull.

DM Notes

The skeletons rise from piles of bones in the corners of the chamber. The ghoul hides in a side alcove and attacks with surprise if the party is distracted by the skeletons.

Confrontation with Serpent-Tongue Malakai

Suggested Level: 2-3

Serpent-Tongue Malakai and his two most loyal followers are in the final chamber, attempting to remove the Heartwood Idol from its pedestal. Malakai is a charismatic but cruel man who believes the idol is his birthright.

Creatures

Terrain Features

The chamber is dominated by a stone pedestal holding the Heartwood Idol. The pedestal is surrounded by a ring of ancient, indecipherable runes. Touching the idol without dispelling the runes (DC 13 Arcana) triggers a burst of psychic energy (DC 11 Wisdom save or take 2d6 psychic damage).

Treasure

The Heartwood Idol (see magic_items), a spellbook belonging to Malakai containing the spells Command, Shield of Faith, and Hold Person, and 50 gp.

DM Notes

Malakai is the central villain of Act I. He is not interested in a fair fight and will use his followers as shields. If reduced to half his hit points, he will attempt to flee with the idol. If captured, he reveals he is just a 'seeker' for a larger organization called the Ashen Circle.

Magic Items

Heartwood Idol Heartwood Idol Completed

Heartwood Idol

Uncommon
This small, intricately carved idol is made from a dark, petrified wood. It depicts a serpent coiled around a tree. While attuned to it, you can use an action to cast the Entangle spell (save DC 13). Once used, this property can't be used again until the next dawn. The idol is also a key, and its true purpose is to unlock a hidden vault in the ancient ruins of the Ashen Circle.

Location

The Cave of Whispers, on a stone pedestal in the final chamber.

Attunement

Requires Attunement

Cloak of the Chameleon Cloak of the Chameleon Completed

Cloak of the Chameleon

Uncommon
This cloak is woven from the leaves of a rare jungle plant. It shifts its colors to match the surrounding foliage. While wearing it, you have advantage on Dexterity (Stealth) checks made to hide in natural environments.

Location

Hidden in a secret compartment in the Cave of Whispers, behind a loose stone.

Attunement

No

Serpent's Fang Dagger Serpent's Fang Dagger Completed

Serpent's Fang Dagger

Uncommon
This dagger has a blade shaped like a serpent's fang. It is cool to the touch. When you hit a creature with this dagger, the target takes an extra 1d4 poison damage.

Location

Carried by Serpent-Tongue Malakai.

Attunement

No

Player Characters

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