
An enchanted stone coffer sits locked at the bottom of an abandoned temple, and only those with knowledge of the temple’s ancient ways will be able to open it and claim the treasure within.
Background
This encounter takes place in an abandoned temple (or some other ruined structure with a religious or academic connotation). The coffer is sealed by a powerful enchantment that is controlled by a series of statuettes and plinths. By placing the correct statuette on the correct plinth, in order around the coffer, and speaking the code phrase, the coffer will open. The order of the statuettes is given by inscriptions on the coffer, but in language only people knowledgeable about the temple’s past will understand. The characters will need to draw on their in-universe knowledge to obtain clues, and the players will need to puzzle out the correct solution from those clues. If they submit an incorrect answer, powerful monsters materialize and attack.
Situation
As your players explore the abandoned temple, they stumble upon a small room with only one door. In the center of the room is a stone coffer, covered in glowing runes and symbols. It’s clearly locked by a powerful enchantment.
Behind the coffer, there are seven empty stone plinths arranged in an arc, each inscribed with the name or symbol of the organization that built the temple. Strewn around the room, they quickly find seven stone statuettes, each carved to look like a different deity or hero (which ones depend on which encounter you choose to run). The rest of the room is sparsely furnished, with only a few pieces of furniture and tattered tapestries. Other than the shreds of tapestries, the only clue as to the correct order of the statues comes from the inscription on the coffer:
“FROM GREATEST TO LEAST”.
Goals
Goals
Before you run this encounter, you’ll need to decide what’s inside the coffer. You’ll use that to convey the tone and atmosphere to the group as they work through the puzzle, as well as what motivates the Defenders.
- The Custodians (the organization or person who locked the coffer) wanted it to only be claimed by the worthy: those with the knowledge and devotion to the cause to know the solution to the puzzle. Their modern-day descendants might not find the party worthy.
- The Defenders (the monsters who attack anyone who presents an incorrect solution) have been supernaturally tasked to destroy the unworthy. They will fight to their last breath to do so, but a clever party might convince the Defenders of their worthiness in other ways.
Using These Encounters
What do your player characters want? What are their best and worst qualities? What goals are they pursuing? Read through a few of the examples below, then choose the encounter that best suits your situation.
- If any of your party members are making a pilgrimage to a religious site, run Encounter A (for an angelic site) or Encounter B (for a demonic site).
- If any of your party members are trying to harm or destroy an opposing religious faction, run Encounter A (to harm an angelic factoin) or Encounter B (to harm a demonic faction).
- If your players are interested in well-crafted loot or legendary items, run Encounter C.
- If your players want to stop a powerful artifact from falling into the wrong hands, read each of the encounters below and pick the one that best matches the enemy faction in your game.
Encounter A
An abandoned temple to a god of strength and protection holds a secret: a coffer locked by servants of the angels that contains a holy tome.
Setting up this Encounter
When the party enters the room, describe the symbolism of the god you’ve chosen for this holy site. Characters on a pilgrimage should immediately recognize the site as the one they’re looking for, while characters looking to deconsecrate the site should feel a holy presence weighing upon them. Mention that the statuettes in the room look familiar, like carvings of saints and angels the religious characters are familiar with.
Make the rules of the puzzle clear: the statuettes must be placed on the correct order on the plinths, with the saints and angels arranged from most exalted to least exalted in the eyes of the gods. After the statuettes have been placed, the passphrase (suggestion: EXULTUS; it’s indicated on the carvings on the coffer) must be spoken. If the correct solution is presented, the coffer opens and the characters obtain the treasure. If the incorrect solution is presented, the party is attacked by a pair of devas that materialize in beams of holy light and attack. The devas will be resurrected, restored to full health, and attack again each time the incorrect solution is presented.
Action!
The solution to the puzzle is, from greatest to least: Gabriel, Barachiel, Eremiel, Cassiel, Azrael, Daniel, Focalor (or G B E C A D F).
Each character may make a DC 15 Wisdom (Religion) check to obtain one of the following clues. Each character may also make an DC 20 Intelligence (History) check to obtain another clue. Characters able to Channel Divinity may expend one use to obtain another clue, as many times as they like (have them role play a prayer for guidance).

The clues are as follows:
- Azrael is lesser than Eremiel and Cassiel, but greater than Daniel and Focalor.
- Barachiel is greater than both Eremiel and Azrael.
- Focalor is lesser than Azrael and at least one other angel.
- Gabriel is the greatest among all the angels.
- If Daniel is one of the three least angels, then Cassiel is one of the three greatest.
- At least one angel separates Gabriel and Cassiel.
- Eremiel and Azrael are almost identical in greatness (that is, next to each other in the order).
- Focalor is the least among all the angels.
The clues don’t need to be presented in order. If you’re feeling devious, present them in a random order. It’s possible to solve the game completely without all the clues, but you need at least five of the eight.
Resolving this Encounter
Parties who manage to solve the puzzle and open to coffer are rewarded with the legendary Tome of Sacred Law.
The Tome of Sacred Law
This ancient tome is bound in gold-embossed leather and contains the sacred teachings and wisdom of the lawful good god of healing and protection. The book is written in an ancient language that only those who are worthy can read. When a creature attunes to the book, they gain the following benefits:
- The creature gains proficiency in Religion if they don’t already have it.
- The creature can cast the detect evil and good spell at will.
- The creature can cast the lesser restoration spell once per day without expending a spell slot.
- The creature can use an action to consult the book for guidance on a particular topic, granting them advantage on one Wisdom (Religion) check.
In addition, the book contains a wealth of knowledge and lore about divine magic, holy relics, and other aspects of the lawful good god’s teachings. A creature attuned to the book can spend a long rest studying its contents to gain insight into a particular subject, such as undead, demons, or holy relics. The DM can grant the creature additional information or benefits based on their study and the specific topic they are researching.
The Tome of Sacred Law is a legendary wondrous item that requires attunement.
Encounter B
This temple to an unholy god still holds the ill intent and evil artifacts of the cult that once inhabited it.
Setting up this Encounter
When the party enters the room, describe the demonic symbolism of the god worshiped by this cult. Good-aligned characters should feel a malevolent presence weighing upon them. Mention that the statuettes in the room look familiar, like carvings of demons and devils the religious characters are familiar with.
Make the rules of the puzzle clear: the statuettes must be placed on the correct order on the plinths, with the demons and devils arranged from most powerful to least powerful in the eyes of the cult’s leaders. After the statuettes have been placed, the passphrase (suggestion: MALEFICUS; it’s indicated on the carvings on the coffer) must be spoken. If the correct solution is presented, the coffer opens and the characters obtain the treasure. If the incorrect solution is presented, the party is attacked by a pair of erinyes that materialize in pillars of flame and attack. The erinyes will be resurrected, restored to full health, and attack again each time the incorrect solution is presented.
Action!
The solution to the puzzle is, from greatest to least: Gremory, Buer, Eligos, Crocell, Agares, Dantalion, Furcas (or G B E C A D F).
Each character may make a DC 15 Wisdom (Religion) check to obtain one of the following clues. Each character may also make an DC 20 Intelligence (History) check to obtain another clue. Characters able to Channel Divinity may expend one use to obtain another clue, as many times as they like (have them perform a demonic ritual for guidance).
The clues are as follows:
- Agares is lesser than Eligos and Crocell, but greater than Dantalion and Furcas.
- Buer is greater than both Eligos and Agares.
- Furcas is lesser than Agares and at least one other demon.
- Gremory is the greatest among all the demons.
- If Dantalion is one of the three least demons, then Crocell is one of the three greatest.
- At least one demon separates Gremory and Crocell.
- Eligos and Agares are almost identical in greatness (that is, next to each other in the order).
- Furcas is the least among all the demons.
The clues don’t need to be presented in order. If you’re feeling devious, present them in a random order. It’s possible to solve the game completely without all the clues, but you need at least five of the eight.
Resolving this Encounter
Parties who manage to solve the puzzle and open the coffer are rewarded with the Tome of Unholy Geometry.
The Tome of Unholy Geometry
This ancient tome is bound in black leather and contains the twisted teachings and unholy knowledge of demon lords and other powerful fiends. The book is written in an infernal language that only those who are worthy can read. When a creature attunes to the book, they gain the following benefits:
- The creature gains proficiency in Arcana if they don’t already have it.
- The creature can cast the detect good and evil spell at will.
- The creature can cast the ray of enfeeblement spell once per day without expending a spell slot.
- The creature can use an action to consult the book for guidance on a particular topic, granting them advantage on one Intelligence (Arcana) check.
In addition, the book contains a wealth of knowledge and lore about dark magic, fiendish artifacts, and other aspects of the demonic realm. A creature attuned to the book can spend a long rest studying its contents to gain insight into a particular subject, such as demonology, necromancy, or dark rituals. The DM can grant the creature additional information or benefits based on their study and the specific topic they are researching.
The Tome of Unholy Geometry is a legendary wondrous item that requires attunement.
Encounter C
In the heart of an abandoned dwarven workshop, the greatest treasures of the smiths are still held under lock and key.
Setting up this Encounter
Run this encounter when the party could stumble across an abandoned dwarven forge, such as when exploring ruins hidden deep in a mountain. When the party enters the room, describe the intricate dwarven craftsmanship of the door that leads to the inner chamber. The door is adorned with complex mechanisms and runes that are a testament to the fine engineering of the dwarves who built the forge. Characters who appreciate fine dwarven craftsmanship should feel a sense of awe at the sight of the abandoned workshop.
Make the rules of the puzzle clear: the mechanisms on the door must be activated in the correct sequence to unlock it and gain access to the inner chamber. Each mechanism is labeled with a dwarven rune, and each rune is the signature of a famous dwarven craftsman. The runes must be activated in the order that the dwarves ascribe to their skill in folklore (the greatest smith first and the least smith last) . If the correct solution is presented, the door will open and the characters will gain access to the treasures within. If the incorrect solution is presented, the mechanisms will reset and the room will fill with poisonous mushroom spores from a grate on the side of the door (DC 15 CON saving throw, 4d10 poison damage or half on a successful save, all affected characters gain half as many hit points from healing as they normally would until taking a long rest). The trap resets after attacking and will activate again each time a new incorrect solution is tried.
Action!
The solution to the puzzle is, from greatest to least: Gormr, Baelin, Eitri, Coenwulf, Auleth, Drogathar, Fili (or G B E C A D F).
Dwarf characters may make a DC 15 Intelligence (History) check to obtain one of the following clues. All other characters may make an DC 20 Intelligence (History) check to obtain another clue. Each character may make a DC 20 Wisdom (Perception) check to inspect the carvings and obtain another clue. Characters proficient with Smith’s Tools may make a DC 15 Wisdom (Perception) check instead.
The clues are as follows:
- Auleth is lesser than Eitri and Coenwulf, but greater than Drothagar and Fili.
- Baelin is greater than both Eitri and Auleth.
- Fili is lesser than Auleth and at least one other dwarf-smith.
- Gormr is the greatest among all the smiths.
- If Drothagar is one of the three least dwarf-smiths, then Coenwulf is one of the three greatest.
- At least one dwarf-smith separates Gormr and Coenwulf.
- Eitri and Auleth are almost identical in greatness (that is, next to each other in the order).
- Fili is the least among all the demons.
The clues don’t need to be presented in order. If you’re feeling devious, present them in a random order. It’s possible to solve the game completely without all the clues, but you need at least five of the eight.
Resolving this Encounter
Parties who manage to open the door find a workbench with a set of legendary tools on it.
Legendary Smith’s Tools of the Dwarven Forge-Gods
These legendary smith’s tools are said to have been forged by the greatest dwarven smiths of old and imbued with magical power. The tools are made of the finest materials and are adorned with intricate runes and symbols that glow softly in dim light. When wielded by a skilled craftsman, the tools grant extraordinary power and precision to their work.
Properties:
- The tools grant the wielder advantage on all Smith’s Tools ability checks.
- The wielder gains proficiency with all types of smith’s tools, even if they did not have proficiency before.
- The tools have 10 charges, and one charge can be expended to add a +1 bonus to a Smith’s Tools ability check. The bonus increases to +2 at 5 charges and +3 at 10 charges.
- The tools can be used as a magical weapon, dealing 1d8 bludgeoning damage. On a critical hit against a large or smaller object made of metal, the object is automatically destroyed. If the item is magical, it loses its magical properties for 1d4 days instead of being destroyed.
- The wielder gains resistance to fire damage, reflecting the metal’s natural resistance to heat and fire.
- The wielder can cast the heat metal spell once per day without expending a spell slot.
(Optional) Curse:
- The wielder becomes obsessed with crafting and will spend every waking moment working on their projects. They have disadvantage on all Intelligence (Investigation) checks that are not related to smithing or crafting.