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Scarlet Monastery

Put Down the Scarlet Leaders, End the Crusade

Overview
Prologue
Scarlet Monastery
Whispering Gardens
Terrace of Repose
The Grand Vestibule
Forlorn Cloister
The Graveyard
Honor's Tomb
Sealed Hall
Chapel Gardens
Lower Courtyard
Upper Courtyard
Crusader's Chapel
Sanctuary
Whitemane's Chamber
The Crusade Defeated
Treasure
Monsters

Created by James Wiken

Special Thanks to

Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com
Dungeon, NPC, and item information, screenshots

Natural Crit
Developed using Homebrewery
Scarlet Monastery

T
he Crusade's fanatical leaders direct their
followers from the Scarlet Cathedral, at the Prologue
heart of the monastery grounds. This heavily The Scarlet Crusade is a group of warriors dedicated to the
guarded location functions as the order's destruction of all undead, and an example of what happens
headquarters, and some of the most zealous when mad zealots take over a good cause. The Crusade’s
and intolerant crusaders roam the halls of this members are mostly soldiers — many are Knights of the
once-hallowed place. Silver Hand — who saw such devastation wrought by the
The adventurers have been sent to the Scarlet Monastery Scourge that they resort to extreme measures to destroy the
to finally put an end to this bloody crusade. undead. The Crusaders are intolerant of all non-human races,
regardless of alliance or affiliation. They believe that any and
Overview all outsiders are potential carriers of the undead plague - and
must be destroyed.
Scarlet Monastery is a dungeon designed for characters from Since the fall of the Lich King, the Scarlet Crusade has
levels 6 to 7. It is meant to be played after Scarlet Halls, but it experienced a downfall, losing many of its holdings in the
can also be played standalone and inserted into any now-recovering Plaguelands to the Argent Crusade, and
campaign. many of its surviving members, ironically, to undeath.
Situated atop a set of bluffs in eastern Tirisfal Glades is The Scarlet Monastery is one of the last strongholds in the
one of the Scarlet Crusade's few remaining bastions, the world belonging to the fanatical Scarlet Crusade. The Scarlet
Scarlet Monastery. Within the many winged complex, the Bastion within the ruins of Stratholme, the town of
crusade's leaders are plotting to overthrow Lordaeron and Hearthglen, the town of Tyr's Hand and the Scarlet Enclave
slaughter any that inhabit it, living or dead. all fell during the last years. Located in the northeast corner
A former crusader has turned traitor and has provided of the blighted Tirisfal Glades, the Scarlet Monastery was
intelligence describing a new army being raised and trained once a cathedral to the Light, taken over by zealots.
within the Scarlet Monastery to carry out the crusade's Inside the Scarlet Monastery, the Scarlet Crusade is slowly
bloody plans. rebuilding the order. New members have been appointed to
With the army being mustered within the Scarlet Halls lead the Scarlet forces inside, as well as one surviving
decimated, the leaders of the Scarlet Crusade are vulnerable member of the former leadership, Sally Whitemane, the High
to attack. The party is to assault the heart of the Scarlet Inquisitor of the Scarlet Crusade. Along with Commander
Monastery to end this deadly threat, once and for all. The Durand, who replaced Renault Mograine as Scarlet
Hooded Crusader who assisted the adventurers in the Commander - they are responsible for the operations inside
Scarlet Halls will provide further assistance. and possibly outside the Monastery.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
3
Random Encounter Table
Scarlet Monastery Roll Monsters
Perched on the bluffs overlooking Venomweb Vale in 1 1 Scarlet Judicator, 1 Scarlet Purifier
northeastern Tirisfal Glades is the final bastion of the Scarlet 2 1 Scarlet Fanatic, 1 Scarlet Zealot
Crusade, the Scarlet Monastery. Despite heavy losses across
all fronts, the Scarlet Crusade has survived within the Scarlet 3 1 Scarlet Centurion, 1 Scarlet Purifier
Monastery. Here, the remaining crusaders prepare to 4 1 Scarlet Centurion, 1 Scarlet Zealot
continue their battle against the undead and those they judge
guilty of carrying the taint of undeath. However, a mysterious In addition to these crusaders, a Hooded Crusader wearing
Hooded Crusader seems intent on taking them down from full set of violet plate and an armored hood, conceals herself
the inside. in the shadows. If the party engages the Scarlet Crusade in
the Grand Vestibule and seems overwhelmed, she will reveal
Whispering Gardens herself and assist them in combat. Use the Scarlet Hall
Whispering Gardens is located in northeastern Tirisfal Guardian stats to represent her in combat. Otherwise she
Glades, on the hill south of Scarlet Monastery. A great battle will reveal herself afterwards.
was fought here between, what would become, the Scarlet Once out of combat, she informs the party that she is the
Crusade and a host of Scourge. The spirits of those fallen in traitor that sent for assistance to take down the crusade from
battle can still be heard here as faint whispers in the twilight. the inside. She will lead them to a passage leading north into
To reach the monastery above, the adventurers must make the Forlorn Cloister of the Scarlet Monastery.
their way up this hill. Several patrols of crusaders walk these Skip the above section if the party has completed the
haunted grounds, protecting their stronghold above. Roll Scarlet Halls, and proceed directly to the Forlorn Cloister.
from this section's Random Encounter Table to determine the
patrols. Hooded Crusader
"Well met, adventurers. I mean you no harm. I'm here posing
Random Encounter Table as one of the Scarlet Crusade because they have become
Roll Monsters irredeemably corrupt and evil. I need your help to put an end
1-2 1 Scarlet Centurion, 2 Scarlet Initiates to them once and for all."
A female human, the Hooded Crusader is encased in a set
3-4 1 Scarlet Judicator, 2 Scarlet Initiates of violet armor. An armored hood and mask fully hides her
5-6 1 Scarlet Fanatic, 2 Scarlet Initiates face from view. The unmistakable scent of blood and death
surrounds her.
At the apex of the climb the party can either enter the The Hooded Crusader will task the adventurers with taking
monastery, climbing a tall set of stairs into the Grand down the crusade's leaders within the Scarlet Monastery.
Vestibule, or they can follow a path wrapping around to the Additionally, she seeks the Blades of the Anointed, a pair of
north of the monastery to the Terrace of Repose. swords said to prevent any they slay from returning to life.
Terrace of Repose Blades of the Anointed
The Terrace of Repose is located on the grounds just north of Description
the Scarlet Monastery. It is one of the very few places in "The problem with the Scarlet Crusade is that they keep
northern Lordaeron where the Plague of Undeath not has
reached, and the Scarlet Crusade have been able to grow coming back, even after death. Behind those resurrections is
green hedges and maintain a fountain with water that is fresh High Inquisitor Whitemane. With her death, so goes the
rather than stagnant like the rest of Tirisfal Glades. Crusade.
It is a place of relative peace; despite the bastion of blind To give her the final rest, we need two swords of legend,
hatred it borders. An old, blind crusader sits alone at the each with a lost but storied history. Luckily for me... er, us,
fountain. these two Blades of the Anointed are at rest here within the
monastery. Find them and once you've killed Whitemane,
1. The Grand Vestibule plunge the blades into her corpse to make the death
The Grand Vestibule is the outermost chamber of the Scarlet permanent."
Monastery. The vestibule itself is decorated with pillars and Mechanics and Rewards
statues of scarlet warriors. Burning candles atop simple
stands cast a yellow light up into the vaulted ceilings of the To permanently end High Inquisitor Whitemane, leader of the
chamber. Scarlet Crusade, the party must collect the two Blades of the
Small groups of crusaders patrol the Grand Vestibule, Anointed from within the Scarlet Monastery. One can be found
acting as a first line of defense for the chambers beyond. Roll within Honor's Tomb and the other in the Chapel Gardens.
from this section's Random Encounter Table 1d4 times to Once both swords are collected, the party receives the Blades
determine the groups in this area. of the Anointed and immediately receive the quest, "Unto Dust
Thou Shalt Return".

CLASSIC | Encounter
Random DUNGEONS | SCARLET
Table
MONASTERY
4
CLASSIC | DUNGEONS | SCARLET
MONASTERY
5
2. Forlorn Cloister Thalnos the
Even the last bastion of the Scarlet Crusade is not safe from
the taint of the undead. Rising from his tomb, Thalnos the
Soulrender now leads an invasion of zombies from the
Soulrender
Medium undead, chaotic evil
monastery's graveyard. Fire-wielding members of the crusade
frantically attempt to stem the tide before it spills out into Armor Class 14
other wings of the monastery. Hit Points 91 (14d8+28)
Speed 30 ft.
2a. The Graveyard
The party enters what was once used as a graveyard for the STR DEX CON INT WIS CHA
Scarlet Crusade. The acrid smell of smoke and burning flesh 11 (+0) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0)
assault their senses as a horrific scene opens up before them.
This once peaceful place is now a scorched and blighted Damage Resistances slashing and piercing from
battlefield. A paved path leads down the center of the nonmagical sources
courtyard, to the west. On either side, blackened husks of Damage Immunities necrotic, poison
trees loom over exhumed gravesites. Two mausoleums also Condition Immunities Charmed, Exhaustion,
flank this path, their entrances caved in to prevent the rise of Frightened, Poisoned
more undead within the walls of this cloister. Senses darkvision 60 ft., passive Perception 12
The bodies that were once buried here have been dug up Languages Common
and piled into 1d4+2 Piles of Corpses distributed around the Challenge 6 (2300 XP)
cursed grounds. A squad of crusaders comprised of two
Scarlet Centurions and a Scarlet Flamethrower are engaged Actions
with each Pile of Corpses, furiously attempting to stem the
flow of Zombified Corpses rising from them. Spirit Gale. Ranged Spell Attack: +7 to hit, range 60
At the far end of the Forlorn Cloister is the ruins of Honor's ft., one target. Hit: 11 (2d10) necrotic damage. Hit
or miss, a 5 ft. pool of necrotic energy forms at the
Tomb, surrounded by a twisted iron fence, darkened by the target's feet. When a creature enters this area for
soot and ash that clings to every surface of this courtyard. the first time on a turn or starts its turn there, it
Before this gate, the paved path also forks south to a set of takes it 7 (2d6) necrotic damage.
locked doors leading to the Sealed Hall.
Evict Soul. A hostile creature within 60 ft. succeed
2b. Honor's Tomb on a DC 15 Wisdom saving throw or take 9 (2d8)
necrotic damage and an Evicted Soul appears
Before the adventurers stands the crumbling ruins of Honor's within 5 ft. of the target. It is friendly to Thalnos
Tomb and the source of the undead assault, Thalnos the and will obey his commands. On a success, take
Soulrender. The skeletal mage is currently engaged in a ritual half as much damage.
extracting souls from the bodies trapped within the broken Raise Fallen Crusaders (Recharge 5-6). Thalnos raises
tomb. 1d4+1 Fallen Crusaders within 50 ft. of him. They
Between the party and the former bloodmage is a swarm of are friendly to him and will obey his commands.
1d4+2 Frenzied Spirits, preventing anyone from ending the
ritual. Thalnos will attack any who dare enter his domain. Summon Empowering Spirit (Recharge 5-6). Thalnos
Behind Thalnos, atop a sarcophagus at the entrance to the summons an empowering spirit within 5 ft. of him.
It is friendly to him and will obey his commands.
tomb, lays the first of the Blades of the Anointed.
The sword glows a fiery red in your hand. Magical runes
forming the word, "Unquenchable", are inlaid along the blade.
Thalnos the Soulrender
"My endless agony shall be yours, as well!"
Thalnos earned repute in the Scarlet Crusade for the
brutal torture methods he used to "purify" new recruits.
Ultimately the sadistic mage contracted the plague of
undeath and arose as a fearsome skeletal being. The vengeful
Thalnos now prowls the monastery's graveyard commanding
apparitions and zombified creatures to attack anyone who
trespasses on his unholy domain.
Thalnos the Soulrender (marked by a violet skull on the
map) is a talented mage, skilled in the art of necromancy. He
currently leads an undead invasion of the Scarlet Monastery
and will summon many ghouls and spirits to assist him in
battle.
When Thalnos the Soulrenger is defeated, the party may
loot Mantle of the Forgotten Bloodmage.
CLASSIC | DUNGEONS | SCARLET
MONASTERY
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Evicted Soul Empowering Spirit
Medium undead, chaotic evil
Medium undead, chaotic evil
Armor Class 11
Hit Points 16 (3d8+3) Armor Class 12
Speed 30 ft. Hit Points 26 (4d8+8)
Speed 15 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
11 (+0) 12 (+1) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
Damage Resistances bludgeoning, slashing, and piercing
from nonmagical sources Damage Resistances bludgeoning, slashing, and piercing
Damage Immunities necrotic, poison from nonmagical sources
Condition Immunities charmed, exhaustion, frightened, Damage Immunities necrotic, poison
grappled, paralyzed, petrified, poisoned, prone, Condition Immunities charmed, exhaustion, frightened,
restrained grappled, paralyzed, petrified, poisoned, prone,
Senses darkvision 60 ft., passive Perception 11 restrained
Languages — Senses darkvision 60 ft., passive Perception 11
Challenge 1/2 (100 XP) Languages —
Challenge 1 (200 XP)
Body and Soul. The soul can't attack or damage the
creature it was created from. Actions
Empower Zombie. When touching the corpse of a
Actions Fallen Crusader, the spirit can kill itself to raise the
crusader as an Empowered Zombie.
Soul Blast. The soul targets a hostile creature within 45
 
ft. All creatures within 5 ft. of the target must succeed
on a DC 12 Constitution saving throw or take 4 (1d8)
necrotic damage.
Empowered Zombie
  Large undead, chaotic evil

Fallen Crusader Armor Class 14


Hit Points 52 (7d10+14)
Medium humanoid (human), lawful evil
Speed 30 ft.
Armor Class 12
Hit Points 16 (3d8+3) STR DEX CON INT WIS CHA
Speed 30 ft.
16 (+3) 10 (+0) 15 (+2) 4 (-3) 10 (+0) 4 (-3)

STR DEX CON INT WIS CHA Damage Immunities poison


11 (+0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Senses passive Perception 12
Challenge 2 (450 XP)
Languages Common
Challenge 1/2 (100 XP)
Actions
Crusader's Zeal. The crusader has advantage on saving Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
throws to resist being Charmed, Exhausted, or Feared. target. Hit: 10 (2d6 + 3) bludgeoning damage.

Actions Smash. All targets within 5 feet must succeed on a DC


13 Dexterity saving throw or take 10 (2d6 + 3)
Mind Rot. Melee Spell Attack: +4 to hit, reach 5 ft., one bludgeoning damage.
target. Hit: 3 (1d6) psychic damage and the target
must succeed on a DC 12 Wisdom saving throw or
take 3 (1d6) necrotic damage.

Empowering Spirit

CLASSIC | DUNGEONS | SCARLET


MONASTERY
7
2c. Sealed Hall
A pair of locked and barred doors keeps the adventurers from Unto Dust Thou Shalt Return
entering this hall from the Forlorn Cloister. Inside the hall are Description
two old, blind Scarlet Judicators, veterans of the Northrend <You take the second anointed blade in hand and feel the
campaign, who will open the doors for any Scarlet Crusade power of both swords course through you.>
members to return to the safety of the Chapel Gardens. <There is but one thing left to do. As the mysterious, hooded
The hall is simply furnished with wooden tables and
benches. Light streams into the room through stained glass woman explained, to put an end to the Scarlet Crusade, you
windows. The adventurers can safely rest in this hall before must thrust both blades into the corpse of High Inquisitor
proceeding deeper into the Scarlet Monastery. Whitemane.>
A passageway leads from this hall to the Chapel Gardens. Mechanics and Rewards
At the end of the hallway are a group of crusaders, a Scarlet The adventurers must assault the Crusader's Chapel and defeat
Zealot, a Scarlet Purifier, and a Scarlet Fanatic, who will High Inquisitor Whitemane. Once she is defeated, plunge the
prevent any from outside the crusade from invading their
protected sanctum. Blades of the Anointed into her heart to prevent her from ever
returning to life. This should put an end to the crusade, once
and for all.
3. Chapel Gardens
In stark contrast to the cloister before it, the Chapel Gardens 3b. Upper Courtyard
are a haven of the Light. A sprawling open courtyard
surrounding an elaborate fountain filled with crystal clear The stairs from below lead the party into a second courtyard.
water prefaces the Crusader's Chapel. In this sacred place, Unlike the paved area below, the Upper Courtyard is largely
the elite members of the Scarlet Crusade engage in training covered in grass and plants. Rows of lush, ornamental trees
and meditation, preparing to unleash their merciless crusade. line the grounds. To the west and east are raised, paved areas
covered with awnings similar to those in the Lower
3a. Lower Courtyard Courtyard. At the center of the gardens, a multi-tiered
fountain sits in the middle of a pond, providing the water
The northern end of the Chapel Gardens is a sprawling source for the fountain below.
courtyard paved with grey flagstones. It is centered around a Just like the Lower Courtyard, these grounds are used to
shallow fountain filled with crystal clear water, a rarity in train the Scarlet Crusade's elite forces. Training dummies are
these lands. While the courtyard is largely stone, a few trees arrayed around the courtyard, two on each side of the pond,
and shrubs dot the grounds. Ringing the west, north, and east where crusaders hone their chosen method of combat. Roll
ends of the courtyard is a covered awning supported by from the Lower Courtyard's Random Encounter Table to
marble columns. determine each of these groups.
Arrayed about the grounds are 1d4+2 sets of training At the southern end of the courtyard stands the grandiose
dummies and targets. At them, groups of crusaders sharpen facade of the Crusader's Chapel, its tall resolute doors firmly
their skills and provide instruction to zealous initiates. Roll shut. Standing before the steps of the chapel is a crusader in
from this section's Random Encounter Table to determine the the garb of a martial arts master, Brother Korloff. He is
composition of each group. flanked by three of his most prized students. He will bar any
Random Encounter Table invaders from entering the chapel behind him.
Roll Monsters
Once Brother Korloff and his students are defeated, the
party may proceed into Crusader's Chapel.
1 1 Scarlet Judicator, 1 Scarlet Purifier, 1 Scarlet Fanatic
2 1 Scarlet Judicator, 1 Scarlet Purifier, 1 Scarlet Zealot Brother Korloff
"I will break you."
3 1 Scarlet Judicator, 1 Scarlet Fanatic, 1 Scarlet Zealot Brother Korloff first learned of the monk's deadly arts from
4 1 Scarlet Purifier, 1 Scarlet Fanatic, 1 Scarlet Zealot pandaren ambassadors as they journeyed through Azeroth.
When the crusader demonstrated this martial style to his
Two 50 ft. statues of armored crusaders stand atop brick superiors, they unanimously ordered Korloff to train an entire
walls on the far end of the courtyard. Between them are two generation of initiates in the ways of the monk.
sets of stairs leading to the Upper Courtyard. They flank a Brother Korloff (marked by a violet skull on the map) is
crafted waterfall, over which spills the water filling the schooled in the ways of martial arts. He will assault his foes
fountain below. with fists and flames. He will first send his students, three
In the center of the fountain is a water-stained statue of an Scarlet Fanatics, against any enemies that challenge him.
abbot with his arms outstretched. In those arms, lies the Once his pupils are defeated he will join the fray.
second Blade of the Anointed. Six marble fish heads spout When Brother Korloff is defeated, the party can loot
arcs of water around the central statue. Scorched Earth Cloak.
With one blade already in your possession, you move to
take the other. An inscription on the statue behind the sword
reads, "The Hand of Providence."

CLASSIC | DUNGEONS | SCARLET


MONASTERY
8
4. Crusader's Chapel
Brother Korloff At the heart of the Scarlet Monastery stands the Crusader's
Medium humanoid (human), lawful evil Chapel, the final bastion of the Scarlet Crusade. Inside,
Armor Class 15
Commander Durand and High Inquisitor Whitemane are
Hit Points 120 (16d8+48) guarded by the most loyal and zealous amongst the crusade's
Speed 30 ft. ranks. Even in death they will serve the Scarlet Crusade.
4a. Sanctuary
STR DEX CON INT WIS CHA
The adventurers enter into a expansive room lit by scores of
14 (+2) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0) low burning candlabras and chandeliers. Thick stone pillars
hold up a vaulted ceiling painted with scenes from the
Damage Resistances fire crusade's storied history. These murals are obscured by a
Condition Immunities Charmed, Exhaustion, thick cloud of smoke and ash from the thousands of candles
Frightened burning within the Sanctuary. In the center of the ceiling, a
Senses passive Perception 13 massive brazier holding an eternal flame contributes to the
Languages Common
Challenge 6 (2300 XP)
light and smoke filling the room.
Bold Scarlet banners hang from every wall, flanked by
proud statues of the monastery's forerunners. Amongst the
Mystical Body. Brother Korloff has advantage on
saving throws against spells and other magical
pews and pillars are the crusade's elite. They stand resolute,
effects and his attacks are magical.
ready to protect their leaders from any who would attack
them. The defenders organize themselves into two waves to
Rising Flame. After Korloff deals fire damage for the repel the adventurers. Roll from this section's Random
first time each turn, he gains a stack of Rising Encounter Table to determine the composition of each.
Flame. For each stack he has, he deals 1 bonus fire
damage whenever he deals fire damage. He loses Random Encounter Table
one stack of this effect the first time he is dealt Roll Monsters
cold damage each round. 1 1 Scarlet Judicator, 2 Scarlet Purifier, 1 Scarlet Fanatic
Scorched Earth. When Korloff is at or below 60 hit
2 2 Scarlet Judicator, 1 Scarlet Purifier, 1 Scarlet Zealot
points he leaves behind a 5 ft. wide trail of flame
wherever he moves. When a creature enters this 3 1 Scarlet Judicator, 1 Scarlet Fanatic, 2 Scarlet Zealot
area for the first time on a turn or starts its turn
4 1 Scarlet Purifier, 2 Scarlet Fanatic, 1 Scarlet Zealot
there, Korloff deals it 7 (2d6) fire damage.

Actions At the far end of the chapel is a raised platform. Atop it


stands Commander Durand, deep in meditation and waiting
Multiattack. Brother Korloff may make two attacks. to challenge the intruding characters. He stands before a
Blazing Fists. Melee Weapon Attack: +7 to hit, reach stone altar topped with several burning candles.
5 ft., one target. Hit: 5 (1d6+4) bludgeoning Before the platform, the sanctuary splits into two wings. In
damage plus 3 (1d6) fire damage. Korloff may use the west wing, a Scarlet Zealot leads 1d4+2 Scarlet Initiates.
his bonus action to make a Blazing Fists attack. Behind them is an adjoining room that is unremarkable
Firestorm Kick. Korloff disengages and flies towards
except for a suspicious torch on the wall. The adventurers can
a hostile creature within 45 ft. All creatures within make a DC 13 Perception check to see if they notice the
15 ft. of the target must succeed on a DC 14 torch. If the characters rotate the torch, it will open a secret
Dexterity saving throw or take 13 (3d8) fire door leading to an adjoining room. Inside is a long slain
damage. On a successful save, it takes half as much undead man, dressed in the robes of a High Inquisitor of the
damage. Scarlet Crusade.
In the east wing, a Scarlet Purifier and Scarlet Judicator
stand over 1d4+2 slain Scarlet Judicators. If the adventurers
approach them, the Purifier will immediately use
Resurrection on one of his slain compatriots. Two small
rooms connect to this wing. The each containing a
sarcophagus covered in lit candles, but little else.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
9
Commander Durand High Inquisitor Whitemane
"To think you've come so far, only to perish here. I'll honor "Arise, my champion!"
you with clean deaths." At a young age, Sally Whitemane witnessed her family
During the war between the Alliance and Horde and the succumb to the horrific plague of undeath as they were
discovery of Pandaria, Commander Durand helped High traveling through northern Lordaeron. She was then forced
Inquisitor Sally Whitemane to rebuild the order. As a result, to destroy her parents and siblings when they rose as
he has taken the mantle that Commander Mograine use to mindless Scourge minions, leaving her racked by guilt and
hold, leader of the Scarlet Crusade in Scarlet Monastery. rage. Ever since that day, the fearsome priestess has found
Commander Durand (marked by a yellow skull on the map) fulfillment and pleasure in only one thing: the destruction of
charges into his enemies, assaulting them with quick flashes undead.
of his longsword. Once he is defeated, High Inquisitor High Inquisitor Whitemane (marked by a yellow skull on
Whitemane will emerge from her chambers to avenge him. the map) will emerge from her chamber and attack any who
When Commander Durand is defeated, the party may loot defeat Commander Durand. She is skilled in the ways of the
Dashing Strike Treads. Light and is known for her ability to return the dead to life.
When High Inquisitor Whitemane is defeated, the party can
loot Triune Signet.
Commander Durand
Medium humanoid (human), lawful evil
High Inquisitor
Armor Class 16
Hit Points 97 (13d8+39) Whitemane
Speed 30 ft. Medium humanoid (human), lawful evil

Armor Class 14
STR DEX CON INT WIS CHA Hit Points 84 (13d8+26)
18 (+4) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 15 (+2) Speed 30 ft.

Damage Resistances fire STR DEX CON INT WIS CHA


Condition Immunities Charmed, Exhaustion,
Frightened 11 (+0) 12 (+1) 14 (+2) 14 (+2) 18 (+4) 14 (+2)
Senses passive Perception 12
Languages Common Damage Immunities radiant
Challenge 6 (2300 XP) Condition Immunities Charmed, Exhaustion,
Frightened
Blessed Weapon. Commander Durand's attacks are Senses passive Perception 14
magical. Languages Common
Challenge 5 (1800 XP)
Actions Last Stand. When Whitemane is reduced to 25 hit
Multiattack. Durand may make two attacks. points or fewer she immediately becomes immune
to all damage and conditions until the end of her
Flash of Steel. Melee Weapon Attack: +7 to hit,
next turn. At the start of her next turn, she
reach 5 ft., one target. Hit: 9 (1d10+4) slashing
resurrects Commander Durand and restores him
damage. Durand may disengage and make a Flash of
and herself to their maximum hit points. This effect
Steel attack against another target within 20 ft.
can only happen once.
Dashing Strike. Durand disengages and charges
towards a hostile creature within 45 ft in a straight
line, moving through all targets in the way. All
Actions
creatures in his path must succeed on a DC 14 Holy Smite. A target within 60 ft. must succeed on
Dexterity saving throw or take 11 (2d10) slashing a DC 13 Dexterity saving throw are take 13 (3d8)
damage. On a successful save, it takes half as much radiant damage. The target gains no benefit from
damage. cover for this saving throw.
Power Word: Shield. A friendly creature within 50 ft.
gains 11 (2d10) temporary hit points that are
removed first when taking damage. It gains a +1
bonus to AC while it has these hit points.
Mass Resurrection (Recharge 6). 1d4 dead friendly
creatures within 200 ft. of Whitemane are returned
to life with half of their maximum hit points. They
must be CR 2 or lower. This can only be used after
Last Stand has been activated.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
10
4b. Whitemane's Chamber
Behind the altar is a secret door leading into Whitemane's
inner sanctum. Inside is a circular chamber at least several
stories high. The room is cast in a sickly red pallor as light
streams in through scarlet colored stained glass windows
covering much of the tall walls.
Ringing the room are decorated sarcophagi, containing the
bodies of some of the crusade's greatest champions. It seems
that Whitemane was working on a ritual to bring these
fearsome warriors back to the land of the living and restore
the Scarlet Crusade to its former glory. It is good that
Whitemane was slain before she was able to complete this
act.

The Crusade Defeated


With Whitemane and Durand defeated the Hooded Crusader
returns to the party. She reveals herself as an undead, Lilian
Voss. She asks to take the Blades of the Anointed so she can
continue her fight. With the Scarlet Crusade all but defeated,
she looks to now punish the other faction responsible for
destroying her life. The Scourge is now in her deadly sights.
Specifically, she is after Darkmaster Gandling, an infamous
necromancer and headmaster of Scholomance.

Lilian's Revenge
It is done. You did it, adventurers. And now enough of this
deception.
Hello, my name's Lilian. You don't mind if I take those
blades, do you?
Yes, these will do quite nicely. They feel almost as if they
were meant for me all along.
With Whitemane gone for good, the Scarlet Crusade is
finished. It's just a matter of sweeping up the refuse.
Thank you, . Not just for myself, but for everyone opposed
to mindless hatred and bigotry.
And, thank you for these two new blades. Anointed anew in
her blood, they should serve me well as I take the fight to
Scholomance and deal with Darkmaster Gandling.
I bid you adieu for now.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
11
         Triune Signet
Treasure             Ring, rare (requires attunement)
This section provides descriptions for the treasure found This ornate ring has three triangular gemstones set in it.
within the Scarlet Monastery. The source of each of these While wearing this ring you may spend an action to activate
items is given in the above sections. one of the following properties. Only one property may be
active at a time and it cannot be reactivated until dawn the
         Blades of the Anointed next day. The effect is lost when you are Incapacitated,
            Weapon (shortsword), rare (requires attunement) remove the ring, or take a Long Rest.
The blessed blades, Unquenchable and the Hand of Triune of Power. You gain a +1 bonus to your Strength
Providence, are collectively known as the Blades of the and Dexterity ability scores and gain proficiency in Strength
Anointed. and Dexterity saving throws. You are immune to Exhaustion.
You gain a +1 bonus to attack rolls made with these magic Triune of Courage. You gain a +1 bonus to your
weapons. Attacks made with these weapons deal 2 bonus Constitution and Charisma ability scores and gain proficiency
radiant damage. in Constitution and Charisma saving throws. You are immune
As an action, you may plunge both swords into the heart of to being Feared.
a defeated humanoid or undead creature of CR 5 or lower. Triune of Wisdom. You gain a +1 bonus to your
When you do, they cannot be resurrected by any means. Intelligence and Wisdom ability scores and gain proficiency
in Intelligence and Wisdom saving throws. You are immune
         Dashing Strike Treads to being Charmed.
            Wondrous item, rare (requires attunement)
These supple leather boots are imbued with divine quickness
Once per short rest while wearing these boots, you may
use your Move and Action to charge in a straight line for up to
your speed + 10 ft. Opportunity attacks cannot be made
against you and you may move through spaces occupied by
large or smaller creatures while using this action.
Any creature you move through must succeed on a
Dexterity saving throw of DC 8 + your bonus to hit with a
weapon you are wielding or they are dealt damage as if you
hit them with that weapon.
         Forgotten Bloodmage Mantle
            Wondrous item, rare (requires attunement)
The wearer of this crimson mantle is imbued with the power
of blood magic.
When you deal at least twice your character level in
damage with a single spell, you regain hit points equal to your
proficiency bonus.
You may reroll any number of dice when dealing damage
with a spell. If you do, deal yourself necrotic damage equal to
the number of dice rerolled squared. This damage cannot be
reduced in any way.
         Scorched Earth Cloak
            Wondrous item, rare (requires attunement)
Stylized flames are woven into this violet silk cloak.
Once per short rest while wearing this cloak, you leave
behind a 5 ft. wide trail of flame wherever you move until the
end of your turn. When a creature enters this area for the first
time on a turn or starts its turn there, it takes 7 (2d6) fire
damage. This trail lasts for 30 seconds.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
12
Monsters Pile of Corpses
This section includes stat blocks for all non-boss monsters Large undead, chaotic neutral
found in the Scarlet Monastery. These monsters can be used
either by using the Random Encounter Tables found in each Armor Class 13
section or building your own encounters. Hit Points 75 (10d10+20)
Speed 0 ft.

Frenzied Spirit STR DEX CON INT WIS CHA


Medium undead, chaotic neutral
10 (+0) 4 (-3) 15 (+2) 2 (-4) 2 (-4) 2 (-4)
Armor Class 12
Hit Points 27 (5d8+5) Damage Vulnerabilities fire, radiant
Speed 30 ft. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
STR DEX CON INT WIS CHA poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 6
11 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0)
Languages —
Challenge 3 (700 XP)
Damage Resistances bludgeoning, slashing, and
piercing from nonmagical sources
Damage Immunities necrotic, poison Actions
Condition Immunities charmed, exhaustion, Animate Corpse. The pile deals itself 4 (1d8)
frightened, grappled, paralyzed, petrified, psychic damage to spawn 2d2 Zombified Corpses.
poisoned, prone, restrained  
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 1 (200 XP)
Zombified Corpse
Medium undead, chaotic evil
Frenzied. When the spirit deals damage to a target it Armor Class 11
gains a +1 bonus to attack and damage rolls against Hit Points 16 (3d8+3)
it. This effect stacks and all bonuses are lost if it Speed 30 ft.
goes an entire turn without damaging that target.
STR DEX CON INT WIS CHA
Actions
Spectral Strike. Melee Weapon Attack: +4 to hit, 14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
reach 5 ft., one target. Hit: 5 (1d6+2) necrotic
damage. Damage Vulnerabilities fire, radiant
Damage Immunities necrotic, poison
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1/4 (50 XP)

Actions
Zombie Strike. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning
damage.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
13
Scarlet Centurion Scarlet Fanatic
Medium humanoid (human), lawful evil Medium humanoid (human), lawful evil

Armor Class 14 Armor Class 14


Hit Points 46 (8d8+8) Hit Points 52 (8d8+16)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 11 (+0) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12 Damage Resistances fire


Languages Common Senses passive Perception 12
Challenge 2 (450 XP) Languages Common
Challenge 2 (450 XP)
Crusader's Zeal. The crusader has advantage on
saving throws to resist being Charmed, Exhausted, Crusader's Zeal. The crusader has advantage on
or Feared. saving throws to resist being Charmed, Exhausted,
or Feared.
Actions Hands of Purity. The crusader's hands are engulfed
Cleave. Melee Weapon Attack: +5 to hit, reach 5 ft., in flames, causing their attacks to deal a bonus 2
two targets. Hit: 7 (1d8+3) slashing damage. fire damage.

Reactions Actions
Retaliation. When the crusader is dealt damage from Multiattack. The crusader may make two attacks.
a melee attack, it may immediately make a Cleave
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
attack against the target that dealt it damage.
one target. Hit: 5 (1d4+3) bludgeoning damage.
Fanatical Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning
damage plus the target and the crusader both take
5 (1d4+3) radiant damage.

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MONASTERY
14
Scarlet Flamethrower Scarlet Judicator
Medium humanoid (human), lawful evil Medium humanoid (human), lawful evil

Armor Class 14 Armor Class 15


Hit Points 46 (8d8+8) Hit Points 52 (8d8+16)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Damage Resistances fire Senses passive Perception 12


Senses passive Perception 12 Languages Common
Languages Common Challenge 2 (450 XP)
Challenge 2 (450 XP)
Crusader's Zeal. The crusader has advantage on
Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted,
saving throws to resist being Charmed, Exhausted, or Feared.
or Feared.
Explosive. When the crusader is dealt fire damage,
Actions
roll a d10. On a 10, the flamethrower explodes Multiattack. The crusader may make two attacks.
killing the crusader and dealing 22 (4d10) fire
damage to all targets within 30 ft. of it. Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Actions
Flamethrower. All creatures within a 30 ft. cone
must succeed on a DC 13 Dexterity saving throw or
take 13 (3d8) fire damage. On a successful save,
take half as much damage.
 

Scarlet Initiate
Medium humanoid (human), lawful evil

Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 12 (+1) 15 (+2) 14 (+2)

Senses passive Perception 12


Languages Common
Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on


saving throws to resist being Charmed, Exhausted,
or Feared.

Actions
Smite. A target within 60 ft. must succeed on a DC
13 Dexterity saving throw are take 4 (1d8) radiant
damage. The target gains no benefit from cover for
this saving throw.
Heal. A friendly creature within 50 ft. regains 3
(1d6) hit points.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
15
Scarlet Purifier Scarlet Zealot
Medium humanoid (human), lawful evil Medium humanoid (human), lawful evil

Armor Class 13 Armor Class 13


Hit Points 45 (7d8+14) Hit Points 45 (7d8+14)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

Damage Resistances fire, radiant Damage Immunities radiant


Senses passive Perception 11 Senses passive Perception 13
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 2 (450 XP)

Crusader's Zeal. The crusader has advantage on Crusader's Zeal. The crusader has advantage on
saving throws to resist being Charmed, Exhausted, saving throws to resist being Charmed, Exhausted,
or Feared. or Feared.
Redemption. When the crusader is defeated, a
Actions friendly Spirit of Redemption appears over its body.
Purifying Flames. Ranged Spell Attack: +5 to hit,
range 120 ft., one target. Hit: 5 (1d10) fire damage Actions
plus 5 (1d10) radiant damage. Smite. A target within 60 ft. must succeed on a DC
Flamestrike. A 20 ft. pillar of flame erupts within 50 13 Dexterity saving throw are take 9 (2d8) radiant
ft. Any creatures inside the affected area must damage. The target gains no benefit from cover for
succeed on a DC 13 Dexterity saving throw or take this saving throw.
13 (3d8) fire damage. Heal. A friendly creature within 50 ft. regains 5
(1d10) hit points.
Resurrection. A friendly creature who has died
within the last 24 hours is returned to life with half
of their maximum hit points.
 
Spirit of Redemption
Medium undead, lawful neutral

Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft.

STR DEX CON INT WIS CHA


8 (-2) 10 (+0) 11 (+0) 14 (+2) 16 (+3) 10 (+0)

Damage Resistances bludgeoning, slashing, and


piercing from nonmagical sources
Damage Immunities necrotic, poison, radiant
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)
Actions
Heal. A friendly creature within 50 ft. regains 11
(2d10) hit points. The spirit deals itself psychic
damage equal to the amount it just healed.

CLASSIC | DUNGEONS | SCARLET


MONASTERY
16

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