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L
ocals on the edge of a mountain range are One calmed, the man Yer Ta reveals his son had been saying
being harassed by brutal monks and their giant for days he was going to run into the hills and find a bandit
tiger pet. Tracking the monks, the players find gang to join. He’s finally done it, and the farmer knows this
the hidden monastery of the Burning Tiger: an spells death for the foolish boy. He wants the players to go
evil order of monks that only respect strength. find his son San and bring him home. He’ll say the best place
To end the threat, the players must undergo 4 to look for bandits or sign of San is along the roads, probably
life-or-death trials to test their mettle. the western road as it’s the most commonly travelled in
summer.
Can the players unravel the mystery, and survive the Trials of
the Burning Tiger? Based on an encounter for 3.5th edition
D&D written by Eric Cagle for Wizards of the Coast. 3. Finding the Order
A 1-2 session adventure for 6-8th level characters The hills around the waystation quickly give way to
mountains, and there are several paths one can take.
Getting Started The players may attempt to track the young man or the
tiger, or ask around in the waystation if anyone’s seen
If you're short on time, begin the adventure at the 'Monastery' something. Folk saw San or the tiger on the westernmost
section. Tell the players they've been contracted to confront a path. A DC12 Wisdom (Survival) check can allow players to
group of bandits as an old monastery and convince them to track the young man. It rained recently and his sign is fresh
leave the area. and clear.
If your players are the altrustic defend the weak types, skip No matter the road they take, while travelling players hear
directly to 'Finding the Order' for the players to encounter the cries and the sound of a bell coming from up ahead.
monks on the road and get pulled into the adventure. Rounding a bend, they see the following:
If they're the type to need gold incentive, or you just want to
take your time, start at 'Waystation'. Two hundred feet down the road, at the top of a rise, you spot
a half-orc man in the road, swinging a staff with a bell attached.
Waystation A group of six men, dressed in red and black robes stand
before him, laughing at his ineffectual defence. A dozen sheep
You find yourself in a nameless waystation on the edge of a stand behind him, mewling and milling about.
mountain range. The area is rugged and dangerous, populated
Out of the surrounding rocks, a massive beast surges
by many beasts. Scant few farmers and herders make this place
forward, bowling the shepherd over and snapping up a sheep
their home. This mountain range has many roads cutting
in its jaws. The creature is a giant cat, covered in orange and
through it, leading to a vast desert on the opposite side.
black stripes. It flashes you a glare before bounding off.
This waystation sees many traders, coming from distance
lands beyond the desert to trade their exotic goods. The monks are 5 Initiates of the Burning Tiger and 1
The hub of activity in this small waystation is an inn called Master of the Burning Tiger. (see Appendix D) They will
Edge of the World. It’s run by a family of locals and their stand their ground before the players. If questioned, they will
strong-armed sons and daughters. assert they’re inedible right to take from those weaker,
including this shepherd and his flock.
The inn is run by a half-orc named Kap Huntinghawk, and his Developments. If the players speak to the monks they can
half-elf wife Talca. Kap and Talca are willing to discuss local learn that the tiger belongs to the monks. If the players want
rumours. It’s said that a giant, exotic cat has been seen in the the order to stop raiding or ask to meet their leader they will
hills. It’s been killing local livestock and the farmers of the willingly lead players to the monastery. But only if one of the
area have pooled together to have it killed. Kap says he can players can best an initiate in one-on-one combat.
get the gold from the farmers once the players bring the pelt If the players slay the monks, they can follow the blood and
here. There’s also rumours of bandits hitting caravans in the tracks left by the tiger back to the valley the monastery is
mountains. located in.
For a bit of roleplaying, you can ask the characters to
describe the most foreign land they’ve ever visited.
Once you’re ready,
The door bursts open and a human enters the inn.
"Please, it’s my son!” He cries. The man has the rough look
of a farmer about him, rough wool clothes and sun-beaten
face. “He’s gone!”
Monastery Dozens of men and women fill this courtyard, of all creeds.
They wear identical black and red robes, varying slightly in
The Monastery is set in a hidden valley, many miles away
from any roads. It's surrounded by rough stone walls adorned style. It seems you’ve just interrupted their training, as
with watchfires and red banners. Watchtowers are set on everyone turns towards the doors as they swing open. They are
each corner of the walls, rising 20ft up and giving a a tense, imposing crowd.
commanding view of the area. Flip walks forward and presents the courtyard with a sweep
Small watchtowers are on each corner of the walls, The of the arm. “Welcome,” he says, with a sly smile that vanishes
watchtowers are doorless, and inside a rotted wooden quickly. “To the Monastery of the Burning Tiger.“
staircase leads up another twenty feet, where a creature The doors close behind you.
could peer out the windows to spot targets a long way off.
First Approach Give the players a moment to react, and appreciate how
much trouble they are potentially in.
As the players approach, read the following:
The crowd parts like a red sea, leaving a path open to cross the
As you travel through the valley, the climate shifts unnaturally, courtyard. Past a curious iron circle in the centre of the yard,
Beads of sweat trace your brows and backs as temperatures against the south wall, is a raised stone area with five steps
increase dramatically. The plants transition from grass to leading up to it. Sitting cross-legged on a mat atop this
choked yellow weeds, and dry ground is loose and dusty. platform appears to be an old man, hairless and staring blankly
Watchfires and red banners bearing a black, roaring tiger ahead with two milky white eyes.
adorn the outside perimeter of this walled monastery. “Abbot Magoum invites you to approach,” says the tiefling,
Approaching the entrance, the oak doors of the monastery his face unreadable.
draw open with a groan. A tiefling steps out, marked by his
dark hair, red skin and cat-like eyes. His robes are like the If the players don’t react, Flip invites them to approach the
other monks, black and red. He gives you an odd martial bow, master again.
fist against palm. Magoum will play the stern but gracious host initially. He
“Greetings.” He says. “My name is Master Flip. State your tells the players he’s overheard their discussion with Flip and
purpose, before the initiates on the wall open fire.” is willing to listen to their requests.
As he says this eight monks spring into view, pointing
Up close, you can tell he's seen many years: his face is rough,
javelins with burning rags in your direction.
hairless and scarred. He's also definately blind, both eyes are
Master Flip is cautious, but coy and sly. He is a master milky white and stare in your general direction but clearly don't
fighter and has no fear on these strangers. focus on anything.
He’ll willingly admit that the order has been attacking "I am Abbot Magoum, the Burning Tiger.You are very far
caravans and the tiger that's harassing farmers belongs to from friends or safety."
him. He won’t divulge the order's name or their past. Coy
silence is his favourite tactic. Magoum listens politely to the player's case. After they’ve
He’ll invite the players inside to discuss matters further made their pleas, he calmly explains the monks of the
with Magoum, the Abbot and leader of the order of the burning tiger follow a code. The strong can take from the
burning tiger. He warns them not to draw their arms, as the weak as they please. Achieving strength is the only worthy
Abbot does not take threats lightly. goal, and strength is the only thing the Burning Tiger’s will
Now that the players are within sight of the monastery they respect. Pathetic mewlings for mercy should be met with
cannot be allowed to leave. The whole monastery will hunt fists.
them down if they flee now. (see “Execution Order”) Flip will
admit this if the player’s indicate they might run.
Inside the Monastery
If players enter the courtyard, they see the full might of the
monastery laid out before them:
You enter a large, open courtyard completely enclosed by
walls.
Training dummies, platforms, panelled screens, weapon
racks, braziers and fighting rings dot the area.
But, he says, If the players are willing to undergo the Trials of Otherwise, the players may assist the candidate in many
the Burning Tiger, the monks will recognise their strength ways. Bards can provide inspiration, players can toss
and perhaps heed their request as equals. candidates jugs of water, weapons, or warn the candidate of
enemy locations. They can try and subtly cast spells, or take
He refuses to explain the trials. The tiger faces the unknown other actions that may assist. The key here is to let players be
and masters it. He does not nervously shrink at the sight of it. inventive, and move from observers to participants. Make
Either the players are willing to prove themselves, or not. sure to make it clear the monks not participating are doing
If the players accept, then the trial of burning arrows begins the same thing: calling out a candidate’s position, throwing
immediately (See Trial of the Burning Arrows") weapons to help their allies, or perhaps giving inspiration
with throat singing and chanting.
If they reject Magoum’s offer, he warns this is not a
negotiation. They will take the trial or be executed now. Trial of Burning Arrows
Further refusal will cause the monastery to attack and
subdue them, stripping all their gear and giving them three Two monks pull aside iron sheeting in the centre of the arena,
days without food or water. They will agree to the trials or die revealing a 20ft diameter, 10ft tall pit.
of thirst. A set of doors opens on the east side of the courtyard. A
monk in long red and black garb bears a curious jade pedestal
Before the Trials Begin to Magoum and sets it behind him. Atop the pedestal is a foot-
The trials are short encounters meant to challenge long rod, a deep red and capped with dark iron. Magoum rises
candidates. Magoum allows the players to choose who will and stands before this rod.
participate. “The Trial of the Burning Arrows tests your defences. Those
who cannot defend their lives have no right to keep it.”
Scaling He gestures with one arm towards the pit. “The candidate
Magoum will accept multiple people taking the trial at the
same time. Simply multiply the number of monks involved in will descend into the pit empty-handed. They must remain in
the number of players in these cases. For the Trial of the the pit for one minute. These are the only rules.” He lowers his
Hunt, add masters until all masters are participating, then an arm and gives a dark smile that does not reach his sightless
add swarms of initiates for each person in the trial beyond eyes.
that.
The candidate is placed at the bottom of a 20 feet diameter,
Failure 10 feet tall pit. It’s impossible to see anyone not standing
If candidates fail a trial his life is forfeit in Magoum’s eyes. At within 5 feet of the pit. The bottom of the pit is covered in
best the candidate will be stripped of all belongings and be paraffin soaked planks. They stink terribly.
left to fend for themselves in the wild, at the mercy of Ravool
the tiger. At worst Magoum will order the candidate’s When the trial begins, five initiates step forward and stand
immediate execution.(See the Execution section) out of sight of the candidate in the pit. The other observer
monks assist these initiates by supplying them javelins,
Players make be able to bargain with Magoum in the event of attaching oily rags and lighting them.
a failure. Magoum may allow candidates to retake a failed
test if the ante is changed. (players offer all their lives if they Roll initiative for the five monks, the candidate, and one
fail again, or they’ll do some favour for Magoum.) They may collective initiative for the player bystanders and enemy
even be able to threaten him privately about revealing he’s a bystanders. Every round, a monk will approach the edge of
puppet of Flip. the pit to throw a javelin at the candidate.
Rod When a burning javelin misses, it can deal damage to the
Before the beginning of every trial, the rod of the burning wood. See where a missles scatters by rolling a d10. Once the
tiger replica is brought out and placed on display. floor has received 10 points of fire damage is catches fire,
and deals 1d6 damage per round once lit to anyone in the pit.
Interfering with the trials The trial ends when the candidate is dead or ten rounds have
If a non-candidate players directly attack another monk passed. The candidate can attack the monks, try and avoid
during the trials, Magoum will warn them that any further the arrows, intentionally block or catch them, knock down the
interference will forfeit all their lives. jugs but cannot leave the pit. The player bystanders can do
Another direct attack on another monk will cause Magoum to whatever they want except attack a monk.
execute them all. See the “Execution” section.
After The Trial of Burning Arrows Flaming torches and braziers dot the area, providing pools of
illumination in the night. The central pit is filled with logs and
Magoum is impressed and will let the players spend the night
while the temple prepares the next trial. He says they can go lit. It quickly creates a great bonfire in the centre of the yard,
wherever they want but warns them not to leave. If they do, sending a plume of smoke up into the sky. It only serves to
the whole order will hunt them down. They won’t make it 5 deepen the shadows around the training yard.
miles. He won’t answer questions about the next trial. Magoum stands before the rod once more. He passes his
sightless gaze over the crowd before speaking.
The players can move about the monastery, investigating
areas and speaking with the monks as they wish. See the “The candidate must prove their wisdom and skill in the
'Knowledge' section at the end for what the monks know. See face of overwhelming odds. The candidate must gain a red
the Appendix E for the various area's of the monastery, and ribbon. He must start the trial empty-handed. These are the
the schedule of the monks. only rules.” The light bounces off the monks of the temple,
cutting imposing figures as they bear silent witness to the trial.
During the sleep hours, four additional monks will be Three masters step forward, each bearing a weapon. One
working in the yard cutting logs and building the platform
needed for Trial of Ferocity. No matter what, the next trial unarmed master stands behind them, a long red ribbon tied
begins at noon tomorrow. around their wrist.
An initiate hands Magoum a small black jar. With a flick of
Make sure to use the Encounters in-between and during trials the wrist, the abbot throws the jar in the burning pit, and a
as neccesary. bright flash of light and smoke explode outwards, momentarily
blinding everyone watching.
Trial of Ferocity
The candidate and masters start on opposite sides of the pit,
Magoum stands before the rod and looks down at you. which is filled with burning logs. Have everyone roll initiate.
“The candidate must prove their might, grace, and cunning.
The candidate will climb to the top of this tower, empty- The three masters will immediately rush the candidate, one
handed." leaping over the burning pit and the other’s circling around
"Initiates trained in the martial art of the tiger will accost the
the sides. They will relentlessly pursue the candidate, and try
candidate with all their precision and power. Anyone who
and prevent them from reaching the ribboned master.
touches the dirt is disqualified from the trial. These are the The fourth master bearing the ribbon will attempt to hide
only rules." somewhere in the courtyard. He is carrying three flash jars
and can use one with a bonus action, allowing him to take the
The candidate is led to a 20 feet square, 10 feet tall bamboo Hide action (and make a Dexterity (Stealth) check.)
platform. Nearby there are also unused bamboo poles 10ft in Black pots are placed all around the monastery, filled with a
height, training dummies, flaming braziers, weapon racks noxious powder. When this powder is thrown into the fire it
and other objects a creature could stand on with a Dexterity creates a bright flash and noxious smoke. Creatures can
(Acrobatics) DC10-15 check, depending on the object. attempt to Hide as free actions when this occurs. Maybe have
The candidate must climb the platform. A monk climbs up observing players spot this fact, and recognise the pots as the
the platform every 1d6 rounds to fight the candidate. A same one Magoum used moments ago.
creature is defeated when it touches the ground or is knocked Grabbing the ribbon off the master requires the player to
unconscious. The trial ends when the candidate has been make an unarmed attack and hit the monks AC. Once they’ve
defeated or defeats all 10 monks. hit, they can cut the ribbon with a bladed weapon, or attempt
Once there are only 1/3 of the monks left all the remaining to tear the ribbon away with an opposed Strength check. The
monks will climb 5ft up the platform. Bystander monks will player might think to shoot a missile at the ribbon, which
toss them bladed weapons, which they’ll use to break the legs should only work if the master is somewhere where it can be
of the platform. pinned. The ribbon has AC equal to the Master.
Once complete they’ll try and leap to a nearby object and After Trial of the Hunt
continue the fight. Magoum will shout “Enough!” Once the player has gained the
ribbon. The Trial of the Will begins immediately.
After the Trial of Ferocity
Magoum will declare the next trial will begin later that day
after Meditation. From noon to 7, the players can do what
they like.
Some of the monks are in the armoury, mixing the black
powder needed for the Trial of the Hunt.
Swarm of Burning Tiger Tiger Leap. The burning tiger initiates learn to channel
their ki into physicality. Their jump distance is tripled.
Initiates
Medium humanoid (any type), lawful evil Actions
Multiattack. The initiate makes two Pack Attacks.
Armor Class 14
Hit Points 138 (25d8 + 25) Pack Attack. Melee Weapon Attack: +5 to hit, reach 5ft.,
Speed 30ft one target. Hit 11 (2d8+2) bludgeoning damage and
Saves Dex +5 Wis +5 9(2d8) fire damage or 6 (1d8+2) amd 4 (1d8) fire
Senses passive Perception 15 damage if the swarm is below half hp.
Languages Common
Skills Athletics +4 Acrobatics +5 Insight +5 Perception Reaction
+5
Challenge 6 (2,300 XP) Parry. The initiate adds 2 to its AC against one melee
attack that would hit it. To do so they must see the
attacker.
Unarmored Defense. While the initiate wears no armor
and wields no shield, its AC includes its Wisdom
Modifier.
Master of the Burning Actions
Tiger Multiattack. The master makes two attacks: one
Unarmed Strike and one Burning Strike.
Medium humanoid (any type), lawful evil
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
Armor Class 15 5ft., one target. Hit 6 (1d8+3) bludgeoning damage.
Hit Points 72 (11d8 + 22)
Speed 30ft Burning Strike. Melee Weapon Attack: +5 to hit, reach
Saves Dex +5 5ft., one target. Hit 9 (2d8) fire damage
Senses passive Perception 15 Tiger's Fury (Recharge. 5-6). Melee Weapon Attack: The
Languages Common master makes two unarmed strike and a burning strike.
Skills Athletics +4 Acrobatics +5 Perception +5 Hit For every strike that hits, the target must make a
Challenge 4 (1,100 XP) DC 14 Strength or Dexterity check, or be knocked
prone in addition to any damage taken.
Unarmored Defense. While the master wears no armor
and wields no shield, its AC includes its Wisdom Reaction
Modifier.
Parry. The master adds 2 to its AC against one melee
Tiger Leap. The burning tiger masters learn to channel attack that would hit it. To do so they must see the
their ki into physicality. Their jump distance is tripled. attacker.
Actions
Monastery Population
Flip, The Burning Tiger Masters Art. 5-6 Recharge. Melee Attack: Flip incases his
hand in flaming ki, launching a devastating open-palm
Medium humanoid (tiefling), lawful evil
blow. +12 to hit, reach 5ft Hit 40 (9d8) fire damage. If
Armor Class 15 struck the target must make a DC15 Strength check or
Hit Points 153 (18d8 + 72) be moved 10ft. away from Flip and knocked prone.
Damage Resistances fire
Speed 40 ft. Bonus Actions
Saves Dex +9 Wis +4 Rod's Magic. Once per day, the rod of the burning tiger
Senses passive Perception 14 can be invoked to produce one of the following spells:
Languages Common Haste, Enhance Ability, Magic Weapon
Skills Athletics +6 Acrobatics +9 Stealth +9 Religion +4
Perception +4 Deception +6 Rod's Shape. The rod of the burning tiger is a two
Challenge 11 (7,200 XP) handed weapon, dealing 1d8 bludgeoning plus 1d8 fire
damage and has the finesse property. As a bonus
Improved Evasion. If Flip makes a successful Dexterity action, the weilder can shift the damage type of the rod
saving throw against an attack that deals half damage between slashing, bludgeoning and piercing and make
on a successful save, he instead takes no damage. In a cosmetic change to the rod consistent with the
addition, he takes only half damage on a failed save. damage type. This cosmetic change can turn the rod
into nunchuks, kamas, lajatang, three-sectioned-staff,
Slow Fall. If within arms reach of a wall, Flip can slow his quarterstaff or any other suitably monk-ish weapon.
descent while falling. The monk takes damage as if the
fall were 50ft shorter than it actually is. Reaction
Fast Movement. Flip moves 10ft. faster than normal. Arrow Catching. If an arrow or similar object is hurled at
Flip he can, with a successful DC 16 Dexterity saving
Unarmored Defense. While Flip wears no armor and
throw, catch the missile and take no damage from it.
wields no shield, its AC includes its Wisdom Modifier.
Tiger Leap. Flip has learned to channel their ki into Parry. Flip adds 2 to its AC against one melee attack
physicality. Their jump distance is tripled. that would hit it. To do so they must see the attacker.