Quest for the Stolen Dawn
A 5E dungeon crawl for celebrating the new year. Set in an ancient Greek time or plane.
At the height of the winter solstice, cultists of the Hecate beseeched her to take the sun and hide it. The Gods had a talk and the Goddess slipped away the sun.
The pantheon sent omens of a quest that night. Call for heroes of all sizes and creeds.
In a week a new temple arose from the Plains of Endymion. A lone priest stands outside the marble doors. Oracles have said that at the appointed hour the priest will let the doors open and the questers may try.
Blessings of the Gods: Each player gets 1 blessing when they solve a puzzle or defeat a room.
Aphrodite: Mirror Blade: Magical blade of mysterious metal that perfectly reflects on every surface. +3 to Attack and Damage. Short Sword, Attunement. Attuned character can use their reaction to reflect a spell or ability, if they succeed a CHA Save DC 15.
Apollo: Lyre of Radiance: Magical instrument that produces light when played. Attunement. Attuned character learns Light, Dancing Lights, Faerie Fire, Daylight, and Dawn.
Ares: Wand of Fuck You: Doubles radius of AOE spells. +2 to DC and Damage. (Thanks to RRoleplaying)
Artemis: Hunter’s Bless: +3 to Attack and Damage of ranged attacks and learns Hunter’s Mark.
Athena: Bastion Aegis: +5 to AC and +10 to HP Max. Attunement.
Demeter: Season’s Blessing: Resistance to Cold, and all damage deals additional 2d8 Cold Damage.
Dionysus: Mirthful Cup: Whenever a character drinks alcohol from this cup, they are immune from Charm and Fear for 2hrs, but have DIS on WIS Saves for the same time. A character may chug an alcoholic drink the cup and remove a poison and/or disease condition.
Eros: Bashful Aura: At the end of the character’s turn, Sanctuary is cast on them.
Hades: Helm of Invisibility: A dull golden helm with eagle wings. Medium Armor, Attunement. +3 to AC. When adorned, the character is instantly under the Greater Invisibility spell without concentration.
Hebe: Ambrosia Decanter: Character uses their Action to activate the decanter and pour out Potion of Supreme Healing (10d4 + 20 HP).
Hecate: Moonbow: A silvery gossamer veil. Attunement. The veil can become a shield that grants +3 to AC and ADV to Stealth.
Hephaestus: Crafter’s Blessing: Any check that uses artisan’s tools rolls an additional 3d4.
Hera: Rings of Alliance: Two gold bands with peacock feathers. Attunement. An attuned character may use their Action or Reaction to teleport to the other, as long as they are both on the same plane. Or use their Bonus Action to roll Hit Dice and the other regains that much HP.
Hercules: Belt of Stone Giant Strength: STR score is 23.
Hermes: Slide Whistle of Comedic Timing: 3 Charges. Creature within 60ft makes STR Save DC 16. On fail, creature falls prone as if slipping on a banana peel. Regains charges after a long rest.
Hestia: Spirit of the Hearth: Whenever character rolls to heal themselves or an ally, roll additional 2d8. Reaction, grant an ally within 5ft +3 to AC.
Hypnos: Super Comfy Blanket: A big quilted comfy blanket that can cover 4 people. (Thanks to RRoleplaying)
When taken a long rest, while attuned, roll 1d6. On 5 or 6, each person sleeping under it gains Temp HP = attuned character’s Lvl + Prof Bonus for the next 8hrs.
Alternatively, can be used to cast Tiny Hut, with an increased radius of 15ft.
Nike: Ambitious Zeal: Any Ability checks are made with ADV, if they are contesting rolls, roll additional 2d4.
Nyx: Sheltering Darkness: A shawl of dark material with small crystals sewn in. Attunement. Attuned character may use their reaction to cast Darkness.
Pan: Wild Zeal: Character may give themselves ADV or hostile creature DIS on an Attack or Saving throw. They can’t use this until they finish a long rest or roll on the Wild Surge table.
Persephone: Spring’s Promise: Character learns Druidcraft, Spike Growth, and Entangle.
Poseidon: Ocean Surge: Whenever character hits with a weapon attack, the target must make a STR Save DC 14 or be pushed back 5 x 1d3 feet.
Tyche: Gains Lucky feat.
Zeus: Storm Cloak: When the character is hit by an attack within 40ft, the cloak deals 3d8 Lightning damage to the attacker.
The Fates: A hollow d20 made of spun gold, silver, and adamantine. The character learns Fortune’s Favor, Gift of Alacrity, and Arcane Eye.
Temple of Hecate’s Game
Temple Exterior: Marble like texture, but silvery appearance. Much like Athena’s Temple. The doors open at the first starlight on the night of the waxing crescent.
Temple Entrance: 40x25x30. Seven gold statues are placed around the room. The faces are featureless. Each is holding a different weapon. “Complete me for I have been broken. Seek the lost and the fame will be found.”
Statue 1: Unstrung bow, in a pulled back, ready to loose an arrow. In the hair of the statue is the spear head of #3.
Statue 2: Wielding a gladius, with a missing pommel. Stabbing in the back is the missing blade of #4.
Statue 3: Swinging around a staff that is actually a trident without the spear head. Hidden in the folds of cloth at the base is the other half of the broken scythe from #5.
Statue 4: Holding a club that is actually an axe without the blade. Once the other statues are made whole, the axe lowers, opening a secret door.
Statue 5: Wielding a scythe with a broken blade.
Statue 6: Cracking a whip. Woven in the braid is the bowstring to #1.
Statue 7: Winding up a sling. Inside the sling, is the pommel of #2.
Temple Room 1: 20x40x25. Strands of gold hang from every corner. Three mirrors hang on one wall. “From the ground I seek your aid, raise me up and I’ll obey.”
Left Mirror: Copper. Etched around the rim are runes in Giant. “Breath onto me the glory of the forge so my true colors show.” 50 Fire Damage. 10 gold strands fall.
Middle Mirror: Silver. Etched across the surface are runes in Dwarvish. “You may think me ice, but it is the sun I seek.” 50 Radiant Damage. 10 gold strands fall.
Right Mirror: Platinum. No runes found on it. Players bring the fallen strands to the mirror. Runes appear in Celestial. “Break me with the might of song and storm.” 50 Thunder Damage. The mirror rises up the wall and a doorway appears.
Temple Room 2: 80x100x30. 5 Suits of armor stand in a line. Behind them are 10 nude statues of marble. Each statue has a plague that reads “Grant me armor against the waking world, so I may slumber still.” Whichever statue isn’t given armor becomes animated. “Heed my words and gather your foes.” When the last animated statue falls, a stairway passage appears in the left wall.
Statue 1: Greatsword. Fighter, 60 HP
Statue 2: Greataxe. Fighter, 80 HP
Statue 3: Staff. Wizard, 50 HP
Statue 4: Sickle. Rogue, 50 HP
Statue 5: Dagger. Monk, 100 HP
Statue 6: Shield. Fighter, 60 HP
Statue 7: Spear. Barbarian, 80 HP
Statue 8: Longbow. Fighter, 60 HP
Statue 9: Morningstar. Barbarian, 80 HP
Statue 10: Warhammer. Barbarian, 40 HP
Temple Room 3: 60x100x25. Torch lit room with 4in of water. “Serpent of old, snake of gold, find me in the light, lose me in the night.”
Three Swarms of Undead Snakes. After defeating them, Investigation DC 15 to find the gold snake idol.
Perception DC 16/Investigation DC 19, find the painting of a night sky with a full moon. Without light, the moon fades way into an alcove. Placing the idol in there, all characters are teleported out.
Temple Room 4: 40x80x40. Grand hearth stands ablaze at the end of the hall. A wooden table (15x5) sits close to the front, where they teleported to. On the table are 6 keys. “Unlock the hearth to find the light. Only one choice, be wise and right.” Hearth fire parts and becomes heatless.
Key 1: Cast Iron, simple, two prongs. Instant pass.
Key 2: Wooden, painted like a rose, three prongs. 2 Druids, 45 HP.
Key 3: Gold, five interlocking rings, four prongs. 3 Golems, 25 HP.
Key 4: Gold, bat wings, two prongs. 2 Vampires, 40 HP.
Key 5: Silver, eagle wings, four prongs. 4 Harpies, 50 HP.
Key 6: Brass, shaped like a lizard mouth, five prongs. 1 Red Dragon Wyrmling, 90 HP.
Temple Room 5: 80x40x50. Wooden room with open windows that show an idyllic summer day. Ten piles of brooms. “Flight is held in the wood, dust is chained in the straw. Free them and you’ll be free.” Once the 1oth is free, the characters are teleported to another room.
Investigation DC 18, Find the broom with the most dust. STR check DC 15 to clear the dust off. Broom of Flight flies out the window.
Get within 5 ft of a pile, 2 Brooms of Animated Attack, 40 HP.
10th Broom Pile has 2 brooms of flight, character may keep it.
Temple Room 6: 100x100x100. Dark grey stone room. A multilayered moving lattice cage over the sun. It illuminates the room in strobe and flashes. Standing beneath the caged sun is an 8ft tall hooded figure, with a featureless face, symbol of Hecate shimmering across their chest. The Avatar of Hecate. They stand poised with a greatsword waiting. Avatar of Hecate, Hexblade, 120 HP.
Once the players have defeated the Avatar of Hecate, the actual Goddess Hecate shows up, along with those who gifted boons to the players. The sun is released and the heroes go on to live full lives with many songs and myths about them.
If the game runs too long, but the players get to the final room, the DM can choose to end the party with one unseen stroke of the Avatar's greatsword. They awake in a luxurious pool, free of equipment and injury. Plates full of food and full chalices set nearby to each character. They were sent to Elysium.












