Gifts of Creation: Earth is a single-session Dungeons & Dragons (2024) adventure for characters of level 4. It is set in the fantasy world of Umam and is tied to the local pantheon, but can be placed in any similar setting to be dropped into a campaign.
Hook
Rumours of a mighty artifact echo along the Siulk’min Valley; promises of riches and splendour to those who lay hands on it. No one has yet been successful at recovering this elusive treasure. But you, you oft succeed where others fail. And, if your suspicions are true, this artifact is not just valuable, it’s a remnant of the Gifts of Creation themselves.
The Gifts are as real as the ash that covers the ground in the south, and the ice that spans across the northern sea; as real as the river running through the Siulk’min Valley and the rain that saturates its hillsides during growing seasons. But actual relics from Creation, remain only as ghost stories and fables told around campfires. At least, they used to. In recent months, these centuries’ old tales have received a resurgence. As rumours rise, adventurers and treasure hunters alike have been considering, maybe pieces of the original gifts are still out there, just waiting to be found.
Perhaps these rumours are false, and the treasure is merely crafted by mortal hands, but what if it is cut from the cosmic cloth of Creation itself? Either way, it’s definitely worth the risk of finding out.
Starting the Adventure
You’ve arrived at the famed Highline, an inn and restaurant hidden between mountains along the Siulk’min River. It’s the last outpost on the road between Ingelwind and Tellus. The road is mostly traveled by those on business; trekking food and wine from the Ingelwind hills through the mountains and to the city-state of Tellus. Or back the other way, bringing new building materials and arcane components to the rest of Umam.
But you’re here for a different reason. Rumours of this mighty artifact, a relic from the Gifts of Creation. The lure of riches beyond your wildest dreams has garnered interest from mages, historians, and adventurers alike. People have tried to obtain this treasure over the past few months, but so far no one has been successful.
“You have that look in your eye.” Rhea, the innkeeper brings another round of refreshing beverages your way. She’s a stout halfling, the hint of crow’s feet at the edge of her eyes, her dark hair tied back in a neat bun. She wipes her hands on her apron. “You decide what food you’ll be ordering, yet?”
NPC: Rhea the Innkeeper
Appearance
- A stout halfling, shorter than average and stronger than average, too
- Dark hair and tan skin, simple commoner’s clothing
Relationships
- Her son and husband live with her, and they help run the inn
History
- She’s lived in the mountains along the river for over a decade
- Gifts of Creation: “Skip” brought her here when she was pregnant with her son; back on her home world, it was a time when baby boys weren’t allowed to live, and Skip helped them flee persecution
Secret
- She knows the location of an ancient relic
- Gifts of Creation: The last troupe that was through the inn, didn’t make it it past the stone guardian – turning back after their friend was killed by the monster. But she overheard details on where they went: an old ruined temple to the Yellow Dragon, and she can sketch out a map for the adventurers. (DC 14 CHA or 10 GP)
Encounters
Mechanics
Final Combat Counter
Each skill check failure within the temple adds a Shadow Skeleton to the start of the encounter in the Main Chamber.
Lighting
As the players get closer to the temple, it gets darker despite the sun rising higher in the sky. Natural light seems dimmed, and you could play it off as the forest getting thicker the further they traverse.
Within the temple, where no natural light penetrates, bright light is treated as dim light, and dim light is treated as darkness. See Earth Temple Spirit.
The Entrance to the Temple Ruins
Arriving at the location marked for you on your map, five small statues (2 dragons, an owl, a tiger, and a turtle) line an overgrown path that leads to a single door, recessed into a small mound of stone and clay. Heavy vegetation covers the door and the mound, as it blends into the forest surrounding it.
The first four statues each have a plaque, reading:
1 (sitting dragon) Beware, traveller
2 (sitting dragon) All things made can be unmade
3 (owl) Sustenance comes at a cost
4 (tiger) Enter only if you dare
The fifth statue has a plaque with only an ominous…
5 (turtle) …
Dealing with the Guardian
- Stealth to the door – DC 18 (group check)
- Otherwise, the Guardian is assembled as the adventurers reach the fifth statue
- Charisma check – DC 20 (single check)
- Fight (failed Stealth or Deception) – Gargoyle (MM’25) stat block, the five small statues (one for each of the 5 Creators) come alive and merge into a medium Gargoyle (head of a dragon, tail of a dragon, wings of a bird, foreclaws of a tiger, hindlegs of a turtle)
The Guardian is there to test the adventurers of their worthiness to enter the temple. Typically, that worthiness is tested through skill in battle, but wit can be measured in other creative ways.

Traversing the Halls
Inside the temple, there are no lights nor sconces upon the walls. The floor is a hard-packed dirt. Tunnels go off in all directions, their walls and ceiling seem hand-carved from crude tools.
As they traverse the winding halls of the Yellow Dragon’s temple, the players must make three successful skill checks to progress into the main chamber. Alternatively, overcoming or going through traps will also progress them towards the main chamber. The halls are dark, there are no windows, and the halls lead continuously downwards, further underground.
Ask the players how they navigate the halls, and have them perform relevant skill checks.
- Less than 10 fails and immediately triggers a trap;
- 10 to 19 discovers a trap, players still risk triggering the trap;
- 20 and higher finds a safe way further into the temple.
Traps
- Poison gas enters the hall from pores in the walls. Players must make a DC 14 Constitution Saving Throw or take 2d8 poison damage and have the poisoned condition, or take half damage on a successful save.
- A rumbling sounds and the roof caves in. Players must make a DC 14 Dexterity Saving Throw or take 3d6 bludgeoning damage.
- Feral rats drop from the ceiling and swarm the players, entering initiative against 3 Swarms of Rats.
Main Chamber
Five statues, the same as the first dragon but larger, sit against the outer walls of the chamber. They all face the ceiling.
In the middle of the chamber, caked in dust from the ages, two dragons are carved into the earth. A golden, hooved beast mirrored by a dark one. In the center of the carving is a polished stone disc, the size of a small hand.
Investigating each statue (DC 12) reveals a hidden riddle. Once the riddle is revealed, the eyes of the statue start to glow, ever-intensifying. Start a timer (2 minutes). If the players do not successfully solve the riddle before the time runs out, the glowing eyes fade and turn back to stone. The riddle only reactivates with another day’s cycle.
Upon successfully solving a riddle in time, the glowing eyes cause one of five possible openings in the ceiling. Daylight pours through the opening, bathing the statue and its area of the chamber in warm light. A successfully solved riddle will cause the statue’s eyes to remain bright white. An unsuccessful riddle will cause the statue’s eyes to glow a deep red.
Riddles:
- What is it, that every mortal does at the same time?
A: grow older - Born in captivity, I need to breathe but am not alive. I can be young or old but can not die
A: wine - I only ever keep sheep, goats, and horses. At the moment I have all sheep bar three, all goats bar four, and all horses bar five. How many do I have of each animal?
A: 1 horse, 2 goats, 3 sheep - Some try to hide, some try to cheat; but time will show, we always will meet. What am I?
A: death - Hidden in the ground, unearthed in due time, though small, I am bound, to hold life’s paradigm. What am I?
A: a seed
Confronting the Temple Spirit
As the fifth statue’s eyes solidify, shadows begin to manifest at the center of the chamber. Before you, a Large Draconic Creature appears. Its sleek black skin wreathed in tattered dark shadows.
In order to recover Tita’s Chalice, the characters must release the temple spirit and defeat it.
This adventure is designed for four level four characters, but the spirit can be adjusted to challenge the adventuring party more or less. For the standard adventure, the Earth Temple Spirit uses a Shadow Dragon stat block. They are an essence of the Yellow Dragon, Tita, left behind to safeguard her relic.
If the players answered riddles, different areas of the map are bathed in light depending on how many riddles they answered successfully. More light will aid them in combat, as the Earth Temple Spirit has light-related mechanics.
Creatures who are not undead or the Temple Spirit, when they start their turn in shadow, take 1d4 necrotic damage; the damage goes up by a dice size (e.g. d6 on round 2, d8 on round 3) each round.
Lair Actions (Initiative 20)
Raised Shadows
Once per round, on Initiative count 20, the raised Shadow Skeletons take their turn. The skeletons attack the closest creature to them, which is not the Temple Spirit. If they are raised on their turn, they also get to take their Action.
Ending the Adventure
…the Temple Spirit fades into shadow and disappears into the floor below. Light pours into the chamber from above, and in the center of the room is a stone pedestal. Resting atop it, is a simple clay cup. There are no runes or writing upon it. No jewels or gems.
This is Tita’s Chalice, a Gift of Creation from Tita, the god of Life and Death. An Identify spell can be used to determine the characteristics of this magical item. An Arcana check reveals the following:
- <10 – it seems magical, but that’s all you can tell
- 10 – a powerful magical aura
- 15 – effects of detect magic
If you ran this as a oneshot, the story ends here. But if this is an adventure within a broader campaign, maybe the players are ambushed on their way out of the temple? or maybe they bring the relic back to Rhea to put it in the right hands. Perhaps the players keep Tita’s Chalice, in hopes that one day they may be strong enough to use it, or else sell it for mere coin.
Creature Stat Blocks
Transformer Guardian
A rocky medium creature, with the head of a dragon, tail of a dragon, wings of an owl, claws of a tiger, and beak of a raven.
Armour Class 15
Hit Points 67 (9d8 + 27)
Speed 30 ft., 60 ft. fly
Ability | Score |
Strength | 15 (+2) |
Dexterity | 11 (+0) |
Constitution | 16 (+3) |
Intelligence | 6 (-2) |
Wisdom | 11 (+0) |
Charisma | 7 (-2) |
Traits
Flyby. The guardian doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Actions
Multiattack. The guardian makes two Claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Swarm of Rats
Medium swarm of Tiny Beasts, their long hairless tails snake warily along the floor, their whiskers twitching in fear.
Armour Class 10
Hit Points 14 (4d4 – 4)
Speed 30 ft., 30 ft. climb
Ability | Score |
Strength | 9 (-1) |
Dexterity | 11 (+0) |
Constitution | 9 (-1) |
Intelligence | 2 (-4) |
Wisdom | 10 (+0) |
Charisma | 3 (-4) |
Traits
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.
Shadow Skeleton
Medium Undead creature made up of scraps of dust and bone, dark shadows drip off their bodies like old rags.
Armour Class 14
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Ability | Score |
Strength | 10 (+0) |
Dexterity | 16 (+3) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 8 (-1) |
Charisma | 5 (-3) |
Traits
Vulnerable to radiant damage. Resistant to fire damage.
Actions
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

Earth Temple Spirit
Large Dragon, wreathed in shadow.
Armour Class 15
Hit Points 45 (6d8 + 18)
Speed 30 ft., 30 ft. climb, 60 ft. fly
Ability | Score |
Strength | 17 (+3) |
Dexterity | 14 (+2), save +4 |
Constitution | 17 (+3) |
Intelligence | 12 (+1) |
Wisdom | 11 (+0) |
Charisma | 15 (+2) |
Traits
Living Shadow. While in Dim Light or Darkness, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3) Slashing damage plus 3 (1d6) Necrotic damage.
Shadow Breath (Recharge 5-6). Dexterity Saving Throw: DC 13, each creature in a 30-foot Cone. Failure: 17 (5d6) Necrotic damage. Success: Half damage.
Legendary Actions / Resistances
The dragon has three (3) legendary resistances.
Once the dragon has been reduced to below half its hit points, it can use a Legendary Action to summon 1d4 Shadow Skeletons to a point in the room that is in darkness. Once the dragon uses this feature, it must wait until the end of its next turn to use it again.
Magic Items
Potion of Healing, common
You regain 2d4 + 2 hit points when you drink this potion. The players may receive potions like this from Rhea the Innkeeper, or find them in the temple.
Tita’s Chalice, legendary
A simple clay cup, with no runes or writing upon it. Tita’s Chalice is a relic from Creation, and is a gift to the people of Umam from Tita, the god of Life and Death. This relic allows the user (must be attuned by a spellcaster of level 12 or higher) to cast Heroes’ Feast without any components. Once this feature is used, the cup must rest underground for 1d6 plus 7 days before this feature can be used again.
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