Professional Documents
Culture Documents
Scarlet Monastery
Scarlet Monastery
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
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 | 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
6
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.
Empowering Spirit
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.
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.
Actions
Zombie Strike. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning
damage.
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)
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.
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)
Scarlet Initiate
Medium humanoid (human), lawful evil
Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
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.
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)
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.