THE CuLTIsts LaIrR
A DunGEon ADVENTURE FOR LEVEL 4-6 PLAYERS
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A SHORT DUNGEON BASED ADVENTURE WHERE YOUR PLAYERS
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SessionTue Cuttists Lair
HIS ADVENTURE IS INTENDED FOR A PARTY
(OF 4TH OTH LEVEL BUT IS STILL IN
DEVELOPMENTAL STAGES, IT 19 KEPT
FAIRLY SIMPLE STORY WISE SO AS TO BE
EASILY INTERGRATED INTO 4 CAMPAIGN WITHOUT,
MUCH TROUBLE. IT 11S OPTIONS FOR TY
BIGGER STORY ARC AND Is
ENOUGH TO LATCH ON TO AN E
NTO
INTENDED To SIMPLE
STING STORYL
WITHOUT Too MUCH DIFFICULTY. ITIS A FAIRLY
DANGEROUS ADVENTURE, ESPECIALLY WITH THE EARLY
LAVA-RooM, So IT IS uP To You THE DM How HARD.
GIVE TO THE PARTY TO HELP THEM AVOLD DEADLY
‘TRAPS. I PERSONALLY THINK A TRAP ENCOUNTERED BUT
JUST AVOIDED 1S THE HEST WAY TO INCREASE TENSION
WITHOUT OUTRIGHT KILLING YOUR PLAYERS WITHOUT.
SO MUCH AS AF
JHTING CHANCE
KEEP THE MOOD DARK AND DANGEROUS AND THE
ENCOUNTERS FIERCE AND FIERY AND ENJov THE
Curmists Lar!
ENTRANCE
A long thin tunnel stretches out before you. The walls
and floor are made from large stone bricks. Ther is
light and heat coming from the end of the tunnel,
along with the smell of burning sulfa. In the warm
orange light the walls seem riddled with small
carvings and cracks.
If players investigate the cracks andcarvings they
appear to be runic designs. If players can read abyssal
they recognize some of the signs and symbols here
and there: “Fire”, “Vengeance”, “Awakening” and
“Secrecy”
If the characters choose to investigate the symbols
allow them to make an investigation DC 15 to find
the passage. After returning from Room A allow them
to have advantage on this check.
AA set of runic carvings in the stones share a common
threading pattern and following them around the door
‘reveals a door-sized arch, the wall section here seems
almost transparent and on investigation objects seem
to pass freely through it
At. Secret Hatuway
Passing through the wall you find yourself in a thin
ipassage only wide enough for one person abreast. It
leads around the comer through the darkness until you
find a similar transparent wall to the one you just
passed through.
A. Lava Firtep CHAMBER:
|As you approach the room ahead of you the air gets
thicker with a smokey haze and heat that makes it
almost stifling to breath
You hear a strange high pitched chittering and the
scuttling of tiny claws on stone from the room ahead
of you.
Inside this room scattered around the place are three
Quasit’s (p63 MM). They appear to be pulling pranks
on each other, sneaking up on one another and biting
the others tails or picking the creacks in the stones for
bugs to eat. They ate not aware of the party until they
enter the room. They will attack the party on sight.
Ao. Lava
To the west side of the room is a bubbling pit of lava
which appears to have destroyed much of the stone
floor. There are a few scattered stone surfaces
‘standing about one foot above the surface of the lava.
The heat comming off the surface of the lava is
To attempt to jump between each stone surface a
character must succeed on a DC 10 Acrobatics check
or take 9410 fire damage.
Ifthe characters have encountered lava before or
make DC 15 Perception check reveal this information:
|The lava although immensely hot seems cooler than
me might expeet. Heat trails leading upwards off of
the surface of the lava trail into small glowing sigils
(on the ceiling. by
Players who are proffecient in Arcana or make a DC
10 arcana check think that the heat seems to be
siphoning into the runes and transported perhaps to
another part in the dungeon ruins.B. Winpinc Hateway
The hallway ahead is winding and dark, the smell of
brimstone is still strong but it now mixes with a kind
of mildew of deep, dark, ancient pla
Ac the marker B there is a pressure plate which
trigger a poison dart trap. It can be found and avoided
with a DC 15 perception or investigation roll. The
trap can be disarmed and the three darts removed by a
thieves tools DC 15. A fialed attempt to disarm the
trap will fire it. Each dart deals 1d6 poison damage
on hit with a chance to poison.
Poison Datt Trap. Make a DC 10 dexterity saving
throw or take 346 poison damage. On a hit make a
DC 15 constitution saving throw or continue to take 2
(14) poison damage every minute until cured
Cr. SEaLeD Door
You see a lange wooden door with orate metal
binding and a large ornamental iron dragons head in
the middle. The door is covered with runic markings
and sigils.
The door is locked with powerful magical
protections, it can only be opened from the outside
with the cultist leaders password. The door cannot be
unlocked with thieves tools, brocken down or
magically opened with a knock spell
Ifa player touches the door without the password
being spoken they immediately take 346 fire damage
as the door becomes searing hot.
This door ena be easily opened by anyone from the
other side,
Co. Sprrat STAIRCASE
A stone staircase in the middle of this room spirals
down into the dark out of sight,
The stairs here travel between C2 and C3 and are
about 20 feet vertically.
The door on the lower level to ¢3 isa simple
unlocked wooden door.
D. Arcurp PittaR Room
Before arriving at the room players who make a
perception check or have a passive perception of DC
10 hear the low grunting sounds of three Dretches in
the room ahead,
In this room are four Dretches (p60 MM) who are
stationed as guards and are trudgin slow circles
between the pillars of the rom while grunting, slurping
and sniffing. If the party walk in unsuspecting the
Dretches, they will attempt a sneak attack marked by
their aggressive hoots and hollers.
E. Dracon Statur.
\As you step out into this ten foot wide thoroughly
blackened stone corridor you see a large gold dragon
statue, poised as if to strike or breath fire.
The floor pressure plates which trigger the Dragon
Statue trap can be observed with a DC 15 perception
check but it is set off.as soon as any character steps
into the hallway itself, When this happens read aloud
The ground beneath you very slightly depresses as
\you step out and you hear a loud rushing sound like
air billowing through a metal chamer. You see a small
\glowing red sigil begin to light up in the mouth of the
ldragon statue. What do you do?
The trap has a6 second “warm up’ period before it
shouts a cone of fire down the length of the hallway.
Your players have a chance to complete one combat
round worth of actions before the trap is fired.
Players who remain in this 35 foot long cone must
make a DC 18 dexterity or athletics check to sprint
out of the way or take 15 (2d12+6) fire damage.
Players who manage to move around a corner before
the time do not suffur any damage.Fi. Door
The door hereseems to be made of household quality
‘wood and is locked. Unlocking the door reequires a
thieves tools DC 10. Bashing the door in recquires a
strength DC 15 or 12 points of equivilant damage.
F. Treasure Room
The room in front of you glitters with a huge pile of
‘gold coins and three large oak chests. The gold could
be an assumed 50,000 coins in size and the chests
bare large iron locks.
All of the items in this room are an illusion made
over large rune covered stones. To touch any of the
contents of this room burns a character, dealing 246
fire damage and lights the character on fire, dealing,
an additional 5 damage (1d10) per turn until someone
takes an action to douse the flame.
The illusion can be percieved by a perception DC 25
‘ora detect magic spell
G. PREPERATION CHAMBER.
In this room are four crimson robed figures, each
carries a dagger clasped as if in prayer between their
hands. The figure standing closest to the west door
speaks in a loud ritualistic voice to the other three
who look on intently.
In this room are four humans in robes, they are deep
in conversation for a few moments before one of
them leads the rest into the room to the west before
closing the door.
If the party remains hidden long enough to hear the
speech the leader says:
“Now, young embers, with our souls in our hands let
us enter the chamber of awakening, So it shall be
done by the will of our Demon Lords!”
‘The robed figures know that any non-demon, or
unrobed characters must be intruders and they will
quickly attack. The leader of the group is a cult
fanatic (p342 MM) and the three followers are
acolytes (p342 MM),
H. Riruat CuaMBer
In this room there are initially nine Cult Fanatic’s
(p345 MM) and three acolytes (p342 MM). If the
party observed the event in room G they recognize the
three new initiates standing around H2 but otherwise
there are noew three new acolytes that the plyaers do
not recognize.
In front of you is a large chamber with long benches
and a raised platform with stairs to the sound end. In
the middle of this platform are intricates runes and
sigils marked with blood, forming a cirele. Three
crimson robed figures with youthful faces stand
poised around the circle with daggers pointing
towards themselves and helf aloft
‘The benches are filled with standing hooded figures
wearing the same crimson robes and chanting in a
discordant hum. They all seem completely entranced
by the ritual
The cultists will not notice the party until they are
attacked or the ritual completed
In6 seconds or one combat round the three new
cultists aroud the circle with sacrifice themselves on
the sigil. If three characters die in this way it
summons the Hellfire Demon. If any of the intended
sacrifices are killed before reaching the circle another
cone will rush to offer themselves “To the Demon
Lords!” and the others will snap out of their trance in
order to protect the new sacrificesHELLFIRE DEMON
Large fiend, Chaotic Evil
‘Armor Class 14
Hit Points 102 (12410 + 36)
Speed 50f.
STR DEX CON INT WIS CHA
14 (#2) 15 (42) 16 (+3) 6-2) 10 (40) 7(-2)
Resistance Bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities fie, poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone,
Festrained, unconscious
Senses darkvision 60 ft, passive Perception 10,
ages Ignan, Abyssal
lenge 5 (1,800 XP)
Radiating Hellfire & creature who begins its turn
within a5 ft radius of the Hellfire Demon makes
a dexterity saving through, on a failed save the)
take 5 (1410) fre damage and are on fire (aking
an additional 5 (1410) fire damage each turn)
until someone takes an action to douse the fire.
On a succesful save the creature lakes hall
damage and is not on fire.
Actions
“Muliattack Melee Weapon Attack'+8 to hit,
reach Sft, one target. Hit 10 (2d6+3) fire
damage. I the target is a creature or a flammable
object, it ignites. Until a creature takes an action
to-douse the fire, the target takes 5 (1410) fire
damage atthe start of each of its turns.
I. Trick Starrs
The stairs here are completely illusory and hide a 20
foot drop to a spiked floor,
Trick Stair damage. 2d6 falling damage + 1d12
Piereing damage.
Lt. Lockep Door
This plain looking door is locked with a DC 15.
Lileany ee
You see a large musty library with arched ceiling, the
books here seem completely disorganized and placed
in odd piles and stacked horizontally in places.
The books here seem to be various books on the
occult, demons, fire, magic and the abyss. Many of
which are hand-written by the same hand,
Lo. Curst
To open the chest recquires a successful DC 15
thieves tools or strength check.
-Scroll of Fire Shielf, One Charge.
-Rod of Fly, Four Charges.
-Sacrifical Dagger with abyssal lettering around the
handle.
-One set of Cultist Robes.
Ki. Locxep Door
This plain looking door is locked with a DC 15,
K. PrivatE Room
‘This room seems fo be a small private study. A desk in
the middle of the room bares several journal books
land writing parchment, In the comers of the room are
‘ovo large wooden chests.
The desk bares various journals and writings about the
daily schedules of the cult ineluding food supplies,
daily rituals and observations about it's members and.
nearby towns,
Ifyou the DM want to use this dungeon to instigate
further cult-based plot lines in future adventures the
final entry of the main journal marks today as the
great awakening day on which this small group
commits a sacrificial ritual along with several other
cult branches across Faeurn to unleash the first wave
of The Demon Lords powers unto this plane.
‘The two chests have a DC 18 to open and bare special
treasures the local leader horded for themselves,
Ka. West Cuest
-Candle of Invocation: Chaotic Evil
-Robes of Fire Resistance
Scale Armor of Fire REsistance
-One set of Cultist Robes
-40 Gp
K3. East Cust
“Necklace of Fireballs
“Tome Of Leadership and Influence
-Eversmoking Bottle
-One set of Cultist Robes
-40 GpTHE CuLtists